Integrated Sebastian Lague's Planet Generator Created Tour function in SectorRenderer which makes the camera follow each terrestrial planet in turn
124 lines
3.8 KiB
Text
124 lines
3.8 KiB
Text
Shader "Hidden/Ocean"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "../Includes/Math.cginc"
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#include "../Includes/Triplanar.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 viewVector : TEXCOORD1;
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};
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v2f vert (appdata v) {
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v2f output;
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output.pos = UnityObjectToClipPos(v.vertex);
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output.uv = v.uv;
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// Camera space matches OpenGL convention where cam forward is -z. In unity forward is positive z.
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// (https://docs.unity3d.com/ScriptReference/Camera-cameraToWorldMatrix.html)
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float3 viewVector = mul(unity_CameraInvProjection, float4(v.uv * 2 - 1, 0, -1));
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output.viewVector = mul(unity_CameraToWorld, float4(viewVector,0));
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return output;
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}
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float4 colA;
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float4 colB;
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float4 specularCol;
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float depthMultiplier;
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float alphaMultiplier;
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float smoothness;
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sampler2D waveNormalA;
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sampler2D waveNormalB;
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float waveStrength;
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float waveNormalScale;
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float waveSpeed;
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sampler2D _MainTex;
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sampler2D _CameraDepthTexture;
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float4 params;
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float planetScale;
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float3 oceanCentre;
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float oceanRadius;
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float3 dirToSun;
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 originalCol = tex2D(_MainTex, i.uv);
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float3 rayPos = _WorldSpaceCameraPos;
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float viewLength = length(i.viewVector);
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float3 rayDir = i.viewVector / viewLength;
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float nonlin_depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv);
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float sceneDepth = LinearEyeDepth(nonlin_depth) * viewLength;
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float2 hitInfo = raySphere(oceanCentre, oceanRadius, rayPos, rayDir);
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float dstToOcean = hitInfo.x;
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float dstThroughOcean = hitInfo.y;
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float3 rayOceanIntersectPos = rayPos + rayDir * dstToOcean - oceanCentre;
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// dst that view ray travels through ocean (before hitting terrain / exiting ocean)
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float oceanViewDepth = min(dstThroughOcean, sceneDepth - dstToOcean);
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if (oceanViewDepth > 0) {
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float3 clipPlanePos = rayPos + i.viewVector * _ProjectionParams.y;
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float dstAboveWater = length(clipPlanePos - oceanCentre) - oceanRadius;
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float t = 1 - exp(-oceanViewDepth / planetScale * depthMultiplier);
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float alpha = 1-exp(-oceanViewDepth / planetScale * alphaMultiplier);
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float4 oceanCol = lerp(colA, colB, t);
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float3 oceanSphereNormal = normalize(rayOceanIntersectPos);
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float2 waveOffsetA = float2(_Time.x * waveSpeed, _Time.x * waveSpeed * 0.8);
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float2 waveOffsetB = float2(_Time.x * waveSpeed * - 0.8, _Time.x * waveSpeed * -0.3);
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float3 waveNormal = triplanarNormal(rayOceanIntersectPos, oceanSphereNormal, waveNormalScale / planetScale, waveOffsetA, waveNormalA);
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waveNormal = triplanarNormal(rayOceanIntersectPos, waveNormal, waveNormalScale / planetScale, waveOffsetB, waveNormalB);
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waveNormal = normalize(lerp(oceanSphereNormal, waveNormal, waveStrength));
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//return float4(oceanNormal * .5 + .5,1);
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float diffuseLighting = saturate(dot(oceanSphereNormal, dirToSun));
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float specularAngle = acos(dot(normalize(dirToSun - rayDir), waveNormal));
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float specularExponent = specularAngle / (1 - smoothness);
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float specularHighlight = exp(-specularExponent * specularExponent);
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oceanCol *= diffuseLighting;
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oceanCol += specularHighlight * (dstAboveWater > 0) * specularCol;
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//return float4(oceanSphereNormal,1);
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float4 finalCol = originalCol * (1-alpha) + oceanCol * alpha;
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return float4(finalCol.xyz, params.x);
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}
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return originalCol;
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}
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ENDCG
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}
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}
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}
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