Flatkit 추가 및 설정

This commit is contained in:
2026-01-25 11:27:33 +09:00
parent 05233497e7
commit cf16910a32
1938 changed files with 408633 additions and 244 deletions

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folderAsset: yes
DefaultImporter:
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using System;
using System.Collections.Generic;
namespace FlatKit.Water {
public static class Tooltips {
public static Dictionary<String, String> map = new Dictionary<string, string> {
// Colors
{"Shallow", "Color at the top of the water."},
{"Deep", "Color below the surface."},
{"Shallow depth", "The distance from surface where the transition from shallow to deep color starts."},
{"Gradient size", "The height of the transition between the shallow and the deep colors."},
{"Transparency", "How clear the color of the water is. " +
"The transparency doesn't affect other parameters like foam or refractions. " +
"This allows you to achieve awesome weird optical effects."},
{"Shadow Strength", "How visible the shadow is."},
// Crest
{"Color{Crest}", "The color of the wave. It helps accentuate individual waves."},
{"Size{Crest}", "How much of the wave is colored."},
{"Sharp transition{Crest}", "How smoothly the accentuated wave blends into overall color of the water."},
// Wave geometry
{"Shape{Wave}", "The formula that determine how the waves are shaped and distributed across the mesh. " +
"Round is for concentric round-shaped ripples; Grid is more linear movement; " +
"Pointy is for more pronounced individual wave peaks."},
{"Speed{Wave}", "How fast it moves along the `Direction` parameter."},
{"Amplitude{Wave}", "Sets deviation amount, or, how high it is."},
{"Frequency{Wave}", "Density of the effect."},
{"Direction{Wave}", "Direction of the motion."},
{"Noise{Wave}", "Adds randomness to the wave shape. Use it to add complexity to the surface."},
// Foam
{"Source{Foam}", "How the foam is being made — from texture or generated from noise."},
{"Texture{Foam}", "A single channel texture map of foam."},
{"Color{Foam}", "Color value. Can be opaque or transparent."},
{"Shore Depth{Foam}", "Controls the amount of foam in regions where water intersects other scene objects."},
{"Amount{Foam}", "How often 'grains' occur."},
{"Sharpness{Foam}", "How smooth or sharp the foam is."},
{"Scale{Foam}", "How big the foam 'chunks' are."},
{"Stretch X{Foam}", "How stretched the foam is along X axis."},
{"Stretch Y{Foam}", "How stretched the foam is along Y axis."},
// Refraction
// Specular
{"Power", "Makes specular thin or thick. 'Power' value is a multiplier of 'Strength' parameter."},
{"Strength", "How prominent the specular is."},
};
}
}

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guid: 37a6774d31594e1881ba718181e5161a
timeCreated: 1604774694

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using System;
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
using FlatKit.Water;
using FlatKit.Editor;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
public class FlatKitWaterEditor : ShaderGUI {
private Gradient _gradient;
private const string RenderingOptionsName = "Rendering Options";
private GUIStyle _foldoutStyle;
private static readonly Dictionary<string, bool> FoldoutStates =
new Dictionary<string, bool> { { RenderingOptionsName, false } };
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties) {
Material targetMaterial = materialEditor.target as Material;
string[] keywords = targetMaterial.shaderKeywords;
if (!targetMaterial.IsKeywordEnabled("_COLORMODE_LINEAR") &&
!targetMaterial.IsKeywordEnabled("_COLORMODE_GRADIENT_TEXTURE")) {
targetMaterial.EnableKeyword("_COLORMODE_LINEAR");
}
bool isColorModeGradient = targetMaterial.IsKeywordEnabled("_COLORMODE_GRADIENT_TEXTURE");
int originalIntentLevel = EditorGUI.indentLevel;
int foldoutRemainingItems = 0;
bool latestFoldoutState = false;
_foldoutStyle ??= new GUIStyle(EditorStyles.foldout) {
fontStyle = FontStyle.Bold,
margin = {
left = -10
},
padding = {
left = 20
},
};
foreach (MaterialProperty property in properties) {
bool skipProperty = false;
if (isColorModeGradient) {
skipProperty |= ShowColorGradientExportBox(materialEditor, property);
}
{
var brackets = property.displayName.Split('[', ']');
foreach (var bracket in brackets) {
if (bracket.Contains("FOLDOUT") || !property.displayName.Contains('[' + bracket + ']')) {
continue;
}
bool isNegative = bracket.StartsWith("!");
bool isPositive = !isNegative;
var param = bracket.TrimStart('!');
bool keywordOn = Array.IndexOf(keywords, param) != -1;
if (isPositive && !keywordOn) {
skipProperty = true;
}
if (isNegative && keywordOn) {
skipProperty = true;
}
if (skipProperty) {
break;
}
}
}
// Foldouts.
{
string displayName = property.displayName;
if (displayName.Contains("FOLDOUT")) {
string foldoutName = displayName.Split('(', ')')[1];
string foldoutItemCount = displayName.Split('{', '}')[1];
foldoutRemainingItems = Convert.ToInt32(foldoutItemCount);
FoldoutStates.TryAdd(property.name, false);
EditorGUILayout.Space();
FoldoutStates[property.name] =
EditorGUILayout.Foldout(FoldoutStates[property.name], foldoutName, true, _foldoutStyle);
latestFoldoutState = FoldoutStates[property.name];
}
if (foldoutRemainingItems > 0) {
skipProperty = skipProperty || !latestFoldoutState;
EditorGUI.indentLevel += 1;
--foldoutRemainingItems;
}
}
bool hideInInspector = (property.GetShaderPropertyFlags() & ShaderPropertyFlags.HideInInspector) != 0;
if (!skipProperty && !hideInInspector) {
DrawStandard(materialEditor, property);
}
if (targetMaterial.IsKeywordEnabled("_COLORMODE_GRADIENT_TEXTURE") &&
property.GetShaderPropertyType() == ShaderPropertyType.Texture &&
property.displayName.StartsWith("[_COLORMODE_GRADIENT_TEXTURE]") &&
property.textureValue != null) {
GUILayout.Space(-50);
using (new EditorGUILayout.HorizontalScope()) {
GUILayout.Space(15);
if (GUILayout.Button("Reset", EditorStyles.miniButtonLeft,
GUILayout.Width(60f), GUILayout.ExpandWidth(false))) {
property.textureValue = null;
}
GUILayout.FlexibleSpace();
}
EditorGUILayout.Space(60);
}
EditorGUI.indentLevel = originalIntentLevel;
}
EditorGUILayout.Space();
FoldoutStates[RenderingOptionsName] =
EditorGUILayout.Foldout(FoldoutStates[RenderingOptionsName], RenderingOptionsName, true, _foldoutStyle);
if (FoldoutStates[RenderingOptionsName]) {
EditorGUI.indentLevel += 1;
DrawOpaqueField(targetMaterial);
DrawQueueOffsetField(properties, targetMaterial);
}
}
private void DrawOpaqueField(Material material) {
var opaque = EditorGUILayout.Toggle("Opaque", material.GetTag("RenderType", false) == "Opaque");
if (opaque) {
material.SetOverrideTag("RenderType", "Opaque");
material.SetInt("_ZWrite", 1);
material.renderQueue = (int)RenderQueue.Geometry;
} else {
material.SetOverrideTag("RenderType", "Transparent");
material.SetInt("_ZWrite", 0);
material.renderQueue = (int)RenderQueue.Transparent;
}
}
private void DrawQueueOffsetField(MaterialProperty[] properties, Material material) {
GUIContent queueSlider = new GUIContent("Priority",
"Determines the chronological rendering order for a Material. High values are rendered first.");
const int queueOffsetRange = 50;
MaterialProperty queueOffsetProp = FindProperty("_QueueOffset", properties, false);
if (queueOffsetProp == null) return;
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = queueOffsetProp.hasMixedValue;
var queue = EditorGUILayout.IntSlider(queueSlider, (int)queueOffsetProp.floatValue, -queueOffsetRange,
queueOffsetRange);
if (EditorGUI.EndChangeCheck())
queueOffsetProp.floatValue = queue;
EditorGUI.showMixedValue = false;
material.renderQueue += queue;
}
private void DrawStandard(MaterialEditor materialEditor, MaterialProperty property) {
string displayName = property.displayName;
// Remove everything in brackets.
displayName = Regex.Replace(displayName, @" ?\[.*?\]", string.Empty);
Tooltips.map.TryGetValue(displayName.Trim(), out string tooltip);
displayName = Regex.Replace(displayName, @" ?\{.*?\}", string.Empty);
var guiContent = new GUIContent(displayName, tooltip);
if (property.GetShaderPropertyType() == ShaderPropertyType.Texture) {
materialEditor.TexturePropertySingleLine(guiContent, property);
} else {
materialEditor.ShaderProperty(property, guiContent);
}
}
private bool ShowColorGradientExportBox(MaterialEditor materialEditor, MaterialProperty property) {
bool isGradientTexture = property.GetShaderPropertyType() == ShaderPropertyType.Texture &&
property.displayName.StartsWith("[_COLORMODE_GRADIENT_TEXTURE]");
if (isGradientTexture) {
if (property.textureValue != null) {
return false;
}
} else {
return false;
}
var messageContent =
EditorGUIUtility.TrTextContent(
"Before the gradient can be used it needs to be exported as a texture.");
var buttonContent = EditorGUIUtility.TrTextContent("Export");
bool buttonPressed = GradientBoxWithButton(messageContent, buttonContent);
if (buttonPressed) {
var texture = GradientToTexture(_gradient);
PromptTextureSave(materialEditor, texture, property.name);
}
return true;
}
private bool GradientBoxWithButton(GUIContent messageContent, GUIContent buttonContent) {
float boxHeight = 40f;
EditorGUILayout.Space(5);
Rect rect = GUILayoutUtility.GetRect(messageContent, EditorStyles.helpBox);
GUILayoutUtility.GetRect(0f, boxHeight);
rect.height += boxHeight;
var style = new GUIStyle(EditorStyles.helpBox);
style.fontSize += 2;
GUI.Label(rect, messageContent, style);
float secondLineHeight = 20f;
float secondLineY = rect.yMax - secondLineHeight - 15f;
var buttonPosition = new Rect(rect.xMax - 60f - 4f, secondLineY, 60f, secondLineHeight);
bool result = GUI.Button(buttonPosition, buttonContent);
var gradientPosition = new Rect(rect.xMin + 8f, secondLineY, rect.width - 60f - 18f, secondLineHeight);
if (_gradient == null) {
_gradient = new Gradient();
}
_gradient = EditorGUI.GradientField(gradientPosition, _gradient);
EditorGUILayout.Space(10);
return result;
}
private Texture2D GradientToTexture(Gradient g) {
const int width = 256;
Texture2D texture = new Texture2D(width, 1, TextureFormat.RGBA32, /*mipChain=*/false) {
name = "Flat Kit Water Color Gradient",
wrapMode = TextureWrapMode.Clamp,
hideFlags = HideFlags.HideAndDontSave,
filterMode = FilterMode.Point
};
for (float x = 0;
x < width;
x++) {
Color32 color = g.Evaluate(x / (width - 1));
texture.SetPixel(Mathf.CeilToInt(x), 0, color);
}
texture.Apply();
return texture;
}
private void PromptTextureSave(MaterialEditor materialEditor, Texture2D texture, string propertyName) {
Material material = materialEditor.target as Material;
if (material == null) {
return;
}
var pngNameWithExtension = $"{materialEditor.target.name}{propertyName}.png";
var fullPath =
EditorUtility.SaveFilePanel("Save Gradient Texture", "Assets", pngNameWithExtension, "png");
if (fullPath.Length > 0) {
SaveTextureAsPng(texture, fullPath, FilterMode.Point);
var loadedTexture = LoadTexture(fullPath);
if (loadedTexture != null) {
material.SetTexture(propertyName, loadedTexture);
} else {
Debug.LogWarning($"Could not load the texture from {fullPath}");
}
}
}
private void SaveTextureAsPng(Texture2D texture, string fullPath, FilterMode filterMode) {
byte[] bytes = texture.EncodeToPNG();
if (bytes == null) {
Debug.LogError("Could not encode texture as PNG.");
return;
}
File.WriteAllBytes(fullPath, bytes);
AssetDatabase.Refresh();
Debug.Log($"Texture saved as: {fullPath}");
string pathRelativeToAssets = ConvertFullPathToAssetPath(fullPath);
if (pathRelativeToAssets.Length == 0) {
Debug.LogWarning($"Could not save the texture to {fullPath}.");
}
TextureImporter importer = (TextureImporter)TextureImporter.GetAtPath(pathRelativeToAssets);
Debug.Assert(importer != null,
$"[FlatKit] Could not create importer at {pathRelativeToAssets}.");
if (importer != null) {
importer.filterMode = filterMode;
importer.textureType = TextureImporterType.Default;
importer.textureCompression = TextureImporterCompression.Uncompressed;
importer.mipmapEnabled = false;
var textureSettings = new TextureImporterPlatformSettings {
format = TextureImporterFormat.RGBA32
};
importer.SetPlatformTextureSettings(textureSettings);
EditorUtility.SetDirty(importer);
importer.SaveAndReimport();
}
Debug.Assert(importer != null,
$"[FlatKit] Could not change import settings of {fullPath} [{pathRelativeToAssets}]");
}
private static Texture2D LoadTexture(string fullPath) {
string pathRelativeToAssets = ConvertFullPathToAssetPath(fullPath);
if (pathRelativeToAssets.Length == 0) {
return null;
}
var loadedTexture = AssetDatabase.LoadAssetAtPath(pathRelativeToAssets, typeof(Texture2D)) as Texture2D;
if (loadedTexture == null) {
Debug.LogError($"[FlatKit] Could not load texture from {fullPath} [{pathRelativeToAssets}].");
return null;
}
loadedTexture.filterMode = FilterMode.Point;
loadedTexture.wrapMode = TextureWrapMode.Clamp;
return loadedTexture;
}
private static string ConvertFullPathToAssetPath(string fullPath) {
int count = (Directory.GetCurrentDirectory() + System.IO.Path.DirectorySeparatorChar).Length;
return fullPath.Remove(0, count);
}
}

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using UnityEngine;
namespace FlatKit {
public class Buoyancy : MonoBehaviour {
[Tooltip("The object that contains a Water material.")]
public Transform water;
[Space]
[Tooltip("Range of probing wave height for buoyancy rotation.")]
public float size = 1f;
[Tooltip("Max height of buoyancy going up and down.")]
public float amplitude = 1f;
[Space, Tooltip("Optionally provide a separate material to get the wave parameters.")]
public Material overrideWaterMaterial;
private Material _material;
private float _speed;
private float _amplitude;
private float _frequency;
private float _direction;
private Vector3 _originalPosition;
private Quaternion _originalRotation;
private void Start() {
var r = water.GetComponent<Renderer>();
Debug.Assert(r);
_material = overrideWaterMaterial != null ? overrideWaterMaterial : r.sharedMaterial;
Debug.Assert(_material);
Debug.Assert(_material.HasProperty("_WaveSpeed"));
_speed = _material.GetFloat("_WaveSpeed");
_amplitude = _material.GetFloat("_WaveAmplitude");
_frequency = _material.GetFloat("_WaveFrequency");
_direction = _material.GetFloat("_WaveDirection");
var t = transform;
_originalPosition = t.position;
_originalRotation = t.rotation;
}
private void Update() {
var positionWS = transform.position;
var positionOS = water.InverseTransformPoint(positionWS);
positionWS.y = GetHeightOS(positionOS) + _originalPosition.y;
transform.position = positionWS;
var normal = GetNormalWS(positionOS);
transform.rotation = Quaternion.FromToRotation(Vector3.up, normal) * _originalRotation;
}
Vector2 GradientNoiseDir(Vector2 p) {
p = new Vector2(p.x % 289, p.y % 289);
float x = (34 * p.x + 1) * p.x % 289 + p.y;
x = (34 * x + 1) * x % 289;
x = ((x / 41) % 1) * 2 - 1;
return (new Vector2(x - Mathf.Floor(x + 0.5f), Mathf.Abs(x) - 0.5f)).normalized;
}
float GradientNoise(Vector2 p) {
Vector2 ip = new Vector2(Mathf.Floor(p.x), Mathf.Floor(p.y));
Vector2 fp = new Vector2(p.x % 1, p.y % 1);
float d00 = Vector3.Dot(GradientNoiseDir(ip), fp);
float d01 = Vector3.Dot(GradientNoiseDir(ip + Vector2.up), fp - Vector2.up);
float d10 = Vector3.Dot(GradientNoiseDir(ip + Vector2.right), fp - Vector2.right);
float d11 = Vector3.Dot(GradientNoiseDir(ip + Vector2.one), fp - Vector2.one);
fp = fp * fp * fp * (fp * (fp * 6f - Vector2.one * 15f) + Vector2.one * 10f);
return Mathf.Lerp(Mathf.Lerp(d00, d01, fp.y), Mathf.Lerp(d10, d11, fp.y), fp.x);
}
private Vector3 GetNormalWS(Vector3 positionOS) {
Vector3 b = positionOS + Vector3.forward * size;
b.y = GetHeightOS(b);
Vector3 c = positionOS + Vector3.right * size;
c.y = GetHeightOS(b);
Vector3 n = Vector3.Cross(b - positionOS, c - positionOS).normalized;
return water.TransformDirection(n);
}
private float SineWave(Vector3 positionOS, float offset) {
// Shader:
// sin(offset + _Time.z * _WaveSpeed + (pos.x * sin(offset + _WaveDirection) + pos.z *
// cos(offset + _WaveDirection)) * _WaveFrequency);
float timez = Time.timeSinceLevelLoad * 2f;
float s = Mathf.Sin(offset + timez * _speed +
(positionOS.x * Mathf.Sin(offset + _direction) + positionOS.z *
Mathf.Cos(offset + _direction)) * _frequency);
if (_material.IsKeywordEnabled("_WAVEMODE_POINTY")) {
s = 1.0f - Mathf.Abs(s);
}
return s * _amplitude;
}
private float GetHeightOS(Vector3 positionOS) {
float y = SineWave(positionOS, 0.0f);
if (_material.IsKeywordEnabled("_WAVEMODE_GRID")) {
y *= SineWave(positionOS, 1.57f);
}
y *= amplitude;
return y;
}
}
}

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Shader "FlatKit/Water"
{
Properties
{
[KeywordEnum(Linear, Gradient Texture)] _ColorMode ("[FOLDOUT(Colors){9}]Source{Colors}", Float) = 0.0
_ColorShallow ("[_COLORMODE_LINEAR]Shallow", Color) = (0.35, 0.6, 0.75, 0.8) // Color alpha controls opacity
_ColorDeep ("[_COLORMODE_LINEAR]Deep", Color) = (0.65, 0.9, 1.0, 1.0)
[NoScaleOffset] _ColorGradient("[_COLORMODE_GRADIENT_TEXTURE]Gradient", 2D) = "white" {}
_FadeDistance("Shallow Depth", Float) = 0.5
_WaterDepth("Gradient Size", Float) = 5.0
_LightContribution("Light Color Contribution", Range(0, 1)) = 0
_WaterClearness("Transparency", Range(0, 1)) = 0.3
_ShadowStrength("Shadow Strength", Range(0, 1)) = 0.35
_CrestColor("[FOLDOUT(Crest){3}]Color{Crest}", Color) = (1.0, 1.0, 1.0, 0.9)
_CrestSize("Size{Crest}", Range(0, 1)) = 0.1
_CrestSharpness("Sharp transition{Crest}", Range(0, 1)) = 0.1
[KeywordEnum(None, Round, Grid, Pointy)] _WaveMode ("[FOLDOUT(Wave Geometry){7}]Shape{Wave}", Float) = 1.0
_WaveSpeed("[!_WAVEMODE_NONE]Speed{Wave}", Float) = 0.5
_WaveAmplitude("[!_WAVEMODE_NONE]Amplitude{Wave}", Float) = 0.25
_WaveFrequency("[!_WAVEMODE_NONE]Frequency{Wave}", Float) = 1.0
_WaveDirection("[!_WAVEMODE_NONE]Direction{Wave}", Range(-1.0, 1.0)) = 0
[KeywordEnum(UV, World Space)] _NoiseSource ("Tiling Source{Wave}", Float) = 1.0
_WaveNoise("[!_WAVEMODE_NONE]Noise{Wave}", Range(0, 2)) = 0.25
[KeywordEnum(None, Gradient Noise, Texture)] _FoamMode ("[FOLDOUT(Foam){12}]Source{Foam}", Float) = 1.0
[NoScaleOffset] _NoiseMap("[_FOAMMODE_TEXTURE]Texture{Foam}", 2D) = "white" {}
_FoamColor("[!_FOAMMODE_NONE]Color{Foam}", Color) = (1, 1, 1, 1)
[Space]
_FoamDepth("[!_FOAMMODE_NONE]Shore Depth{Foam}", Float) = 0.5
_FoamNoiseAmount("[!_FOAMMODE_NONE]Shore Blending{Foam}", Range(0.0, 1.0)) = 1.0
[Space]
_FoamAmount("[!_FOAMMODE_NONE]Amount{Foam}", Range(0, 3)) = 0.25
[Space]
_FoamScale("[!_FOAMMODE_NONE]Scale{Foam}", Range(0, 3)) = 1
_FoamStretchX("[!_FOAMMODE_NONE]Stretch X{Foam}", Range(0, 10)) = 1
_FoamStretchY("[!_FOAMMODE_NONE]Stretch Y{Foam}", Range(0, 10)) = 1
[Space]
_FoamSharpness("[!_FOAMMODE_NONE]Sharpness{Foam}", Range(0, 1)) = 0.5
[Space]
_FoamSpeed("[!_FOAMMODE_NONE]Speed{Foam}", Float) = 0.1
_FoamDirection("[!_FOAMMODE_NONE]Direction{Foam}", Range(-1.0, 1.0)) = 0
_RefractionFrequency("[FOLDOUT(Refraction){4}]Frequency", Float) = 35
_RefractionAmplitude("Amplitude", Range(0, 0.1)) = 0.01
_RefractionSpeed("Speed", Float) = 0.1
_RefractionScale("Scale", Float) = 1
/*
_SpecularAmount("[FOLDOUT(Specular){2}]Amount{Specular}", Range(0, 1)) = 0.5
[HDR] _SpecularColor("Color{Specular}", Color) = (1, 1, 1, 1)
*/
[HideInInspector] [ToggleOff] _Opaque("Opaque", Float) = 0.0
[HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
}
SubShader
{
Tags
{
"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"
}
LOD 200
Blend SrcAlpha OneMinusSrcAlpha
Lighting Off
ZWrite[_ZWrite]
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl"
ENDHLSL
Pass
{
HLSLPROGRAM
// #define FLAT_KIT_DOTS_INSTANCING_ON // Uncomment to enable DOTS instancing
#pragma prefer_hlslcc gles
#if defined(FLAT_KIT_DOTS_INSTANCING_ON)
#pragma target 4.5
#pragma multi_compile _ DOTS_INSTANCING_ON
#else
#pragma target 2.0
#endif
#pragma shader_feature_local _COLORMODE_LINEAR _COLORMODE_GRADIENT_TEXTURE
#pragma shader_feature_local _FOAMMODE_NONE _FOAMMODE_GRADIENT_NOISE _FOAMMODE_TEXTURE
#pragma shader_feature_local _WAVEMODE_NONE _WAVEMODE_ROUND _WAVEMODE_GRID _WAVEMODE_POINTY
#pragma shader_feature_local __ _NOISESOURCE_WORLD_SPACE
// -------------------------------------
// Universal Pipeline keywords
#if VERSION_GREATER_EQUAL(11, 0)
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#else
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#endif
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#if VERSION_GREATER_EQUAL(12, 0)
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#endif
#if UNITY_VERSION >= 202220 && UNITY_VERSION < 600000
#pragma multi_compile _ _FORWARD_PLUS
#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
#endif
#if UNITY_VERSION >= 600000
#pragma multi_compile _ _FORWARD_PLUS
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#endif
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
#if UNITY_VERSION >= 202220
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#endif
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/ShaderVariablesFunctions.hlsl"
#pragma vertex vert
#pragma fragment frag
#if defined(_COLORMODE_GRADIENT_TEXTURE)
TEXTURE2D(_ColorGradient);
SAMPLER(sampler_ColorGradient);
#endif
TEXTURE2D(_NoiseMap);
SAMPLER(sampler_NoiseMap);
CBUFFER_START(UnityPerMaterial)
float _FadeDistance, _WaterDepth;
half _LightContribution;
half _WaveFrequency, _WaveAmplitude, _WaveSpeed, _WaveDirection, _WaveNoise;
half _WaterClearness, _CrestSize, _CrestSharpness, _ShadowStrength;
half4 _CrestColor;
half4 _FoamColor;
half _FoamDepth, _FoamAmount, _FoamScale, _FoamSharpness, _FoamStretchX, _FoamStretchY, _FoamSpeed,
_FoamDirection, _FoamNoiseAmount, _RefractionFrequency, _RefractionAmplitude, _RefractionSpeed,
_RefractionScale, _FresnelAmount, _FresnelSharpness, _SunReflection;
/*
half _SpecularAmount;
half4 _SpecularColor;
*/
float4 _NoiseMap_ST;
// _COLORMODE_LINEAR:
half4 _ColorShallow, _ColorDeep;
// _COLORMODE_GRADIENT_TEXTURE:
float4 _ColorGradient_ST;
CBUFFER_END
struct VertexInput
{
float4 positionOS : POSITION;
float2 texcoord : TEXCOORD0;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionHCS : SV_POSITION;
float3 positionWS : TEXCOORD6;
float2 uv : TEXCOORD0;
float4 screenPosition : TEXCOORD1;
float waveHeight : TEXCOORD2;
float3 normal : TEXCOORD3; // World space.
float3 viewDir : TEXCOORD4; // World space.
half fogFactor : TEXCOORD5;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
float2 GradientNoise_Dir(float2 p)
{
// Permutation and hashing used in webgl-nosie goo.gl/pX7HtC
// 3d0a9085-1fec-441a-bba6-f1121cdbe3ba
p = p % 289;
float x = (34 * p.x + 1) * p.x % 289 + p.y;
x = (34 * x + 1) * x % 289;
x = frac(x / 41) * 2 - 1;
return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5));
}
float GradientNoise(float2 UV, float Scale)
{
const float2 p = UV * Scale;
const float2 ip = floor(p);
float2 fp = frac(p);
const float d00 = dot(GradientNoise_Dir(ip), fp);
const float d01 = dot(GradientNoise_Dir(ip + float2(0, 1)), fp - float2(0, 1));
const float d10 = dot(GradientNoise_Dir(ip + float2(1, 0)), fp - float2(1, 0));
const float d11 = dot(GradientNoise_Dir(ip + float2(1, 1)), fp - float2(1, 1));
fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
return lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5;
}
inline float DepthFade(float2 uv, VertexOutput i)
{
const float is_ortho = unity_OrthoParams.w;
const float is_persp = 1.0 - unity_OrthoParams.w;
const float depth_packed = SampleSceneDepth(uv);
// Separately handles orthographic and perspective cameras.
const float scene_depth = lerp(_ProjectionParams.z, _ProjectionParams.y, depth_packed) * is_ortho +
LinearEyeDepth(SampleSceneDepth(uv), _ZBufferParams) * is_persp;
const float surface_depth = lerp(_ProjectionParams.z, _ProjectionParams.y, i.screenPosition.z) *
is_ortho + i.screenPosition.w * is_persp;
const float water_depth = scene_depth - surface_depth;
return saturate((water_depth - _FadeDistance) / _WaterDepth);
}
inline float SineWave(float3 pos, float offset)
{
return sin(
offset + _Time.z * _WaveSpeed + (pos.x * sin(offset + _WaveDirection * PI) + pos.z *
cos(offset + _WaveDirection * PI)) * _WaveFrequency);
}
inline float WaveHeight(float2 texcoord, float3 position)
{
float s = 0;
#if defined(_WAVEMODE_GRID)
#if defined(_NOISESOURCE_WORLD_SPACE)
float2 noise_uv = position.xz * _WaveFrequency;
#else // _NOISESOURCE_WORLD_SPACE
float2 noise_uv = texcoord * _WaveFrequency;
#endif // _NOISESOURCE_WORLD_SPACE
float noise01 = GradientNoise(noise_uv, 1.0);
float noise = (noise01 * 2.0 - 1.0) * _WaveNoise;
s = SineWave(position, noise);
#if defined(_WAVEMODE_GRID)
s *= SineWave(position, HALF_PI + noise);
#endif
#if defined(_WAVEMODE_POINTY)
s = 1.0 - abs(s);
#endif
#endif
return s;
}
inline void AdditionalLights(float3 WorldPosition, out half3 Color, out half Attenuation) {
Color = 0;
Attenuation = 0;
#ifdef _ADDITIONAL_LIGHTS
const half4 shadowMask = half4(1, 1, 1, 1);
const uint numAdditionalLights = GetAdditionalLightsCount();
for (uint lightI = 0; lightI < numAdditionalLights; lightI++) {
Light light = GetAdditionalLight(lightI, WorldPosition, shadowMask);
Color += light.color;
Attenuation += light.distanceAttenuation * light.shadowAttenuation;
}
Attenuation = saturate(Attenuation);
#endif
}
VertexOutput vert(VertexInput i)
{
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
#ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(i.positionOS, i.normalOS, i.tangentOS)
#else
CURVEDWORLD_TRANSFORM_VERTEX(i.positionOS)
#endif
#endif
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(i);
UNITY_TRANSFER_INSTANCE_ID(i, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
// Vertex animation.
const float3 originalPositionWS = TransformObjectToWorld(i.positionOS.xyz);
const float s = WaveHeight(i.texcoord, originalPositionWS);
o.waveHeight = s;
o.positionWS = originalPositionWS;
o.positionWS.y += s * _WaveAmplitude;
o.positionHCS = TransformWorldToHClip(o.positionWS);
o.screenPosition = ComputeScreenPos(o.positionHCS);
o.uv = i.texcoord;
{
// Normals.
const float3 viewDirWS = GetCameraPositionWS() - o.positionWS;
o.viewDir = viewDirWS;
const VertexNormalInputs normalInput = GetVertexNormalInputs(i.normalOS, i.tangentOS);
const float sample_distance = 0.01;
float3 pos_tangent = originalPositionWS + normalInput.tangentWS * sample_distance;
pos_tangent.y += WaveHeight(i.texcoord, pos_tangent) * _WaveAmplitude;
float3 pos_bitangent = originalPositionWS + normalInput.bitangentWS * sample_distance;
pos_bitangent.y += WaveHeight(i.texcoord, pos_bitangent) * _WaveAmplitude;
const float3 modified_tangent = pos_tangent - o.positionWS;
const float3 modified_bitangent = pos_bitangent - o.positionWS;
const float3 modified_normal = cross(modified_tangent, modified_bitangent);
o.normal = normalize(modified_normal);
}
const half fogFactor = ComputeFogFactor(o.positionHCS.z);
o.fogFactor = fogFactor;
return o;
}
half4 frag(VertexOutput i) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
// Refraction.
const float2 noise_uv_refraction = i.uv * _RefractionFrequency + _Time.zz * _RefractionSpeed;
const float noise01_refraction = GradientNoise(noise_uv_refraction, _RefractionScale);
const float noise11_refraction = noise01_refraction * 2.0f - 1.0f;
const float2 screen_uv = i.screenPosition.xy / i.screenPosition.w;
const float depth_fade_original = DepthFade(screen_uv, i);
float2 displaced_uv = screen_uv + noise11_refraction * _RefractionAmplitude * depth_fade_original;
float depth_fade = DepthFade(displaced_uv, i);
if (depth_fade <= 0.0f) // If above water surface.
{
displaced_uv = screen_uv;
depth_fade = DepthFade(displaced_uv, i);
}
const half3 scene_color = SampleSceneColor(displaced_uv);
half3 c = scene_color;
// Water depth.
half4 depth_color;
half4 color_shallow;
#if defined(_COLORMODE_LINEAR)
depth_color = lerp(_ColorShallow, _ColorDeep, depth_fade);
color_shallow = _ColorShallow;
#endif
#if defined(_COLORMODE_GRADIENT_TEXTURE)
float2 gradient_uv = float2(depth_fade, 0.5f);
depth_color = SAMPLE_TEXTURE2D(_ColorGradient, sampler_ColorGradient, gradient_uv);
color_shallow = SAMPLE_TEXTURE2D(_ColorGradient, sampler_ColorGradient, float2(0.0f, 0.5f));
#endif
c = lerp(depth_color.rgb, c, _WaterClearness * depth_color.a);
// Crest.
{
const half c_inv = 1.0f - _CrestSize;
c = lerp(c, _CrestColor.rgb,
smoothstep(c_inv, saturate(c_inv + (1.0f - _CrestSharpness)),
i.waveHeight) * _CrestColor.a);
}
// Foam.
#if !defined(_FOAMMODE_NONE)
float2 stretch_factor = float2(_FoamStretchX, _FoamStretchY);
float noise_foam_base;
#if defined(_FOAMMODE_TEXTURE)
const float2 rotated_uv = i.uv * cos(_FoamDirection * PI) +
float2(i.uv.y, -i.uv.x) * sin(_FoamDirection * PI);
const float2 noise_uv_foam = rotated_uv * 100.0f + _Time.zz * _FoamSpeed;
noise_foam_base = SAMPLE_TEXTURE2D(_NoiseMap, sampler_NoiseMap,
noise_uv_foam * stretch_factor / (_FoamScale * 100.0)).r;
#endif
#if defined(_FOAMMODE_GRADIENT_NOISE)
// This rotation is not exactly correct, but we're keeping it for backwards compatibility.
const float uv_angle = atan2(i.uv.y, i.uv.x);
const float cs = cos(uv_angle + _FoamDirection * PI);
const float sn = sin(uv_angle + _FoamDirection * PI);
const float2 rotated_uv = float2(i.uv.x * cs - i.uv.y * sn, i.uv.x * sn + i.uv.y * cs);
const float2 noise_uv_foam = rotated_uv * 100.0f + _Time.zz * _FoamSpeed;
noise_foam_base = GradientNoise(noise_uv_foam * stretch_factor, _FoamScale);
#endif
float foam_blur = 1.0 - _FoamSharpness + 1e-6;
float shore_fade = saturate(depth_fade / _FoamDepth);
float hard_foam_end = 0.1;
float soft_foam_end = hard_foam_end + foam_blur * 0.3;
float foam_shore = smoothstep(0.5 - foam_blur * 0.5, 0.5 + foam_blur * 0.5, noise_foam_base);
foam_shore = saturate(smoothstep(soft_foam_end, hard_foam_end, shore_fade) +
smoothstep(1, soft_foam_end, shore_fade) * foam_shore * _FoamNoiseAmount);
float foam_surface = smoothstep(noise_foam_base, noise_foam_base + foam_blur, _FoamAmount);
foam_surface = smoothstep(0.5 - foam_blur * 0.5, 0.5 + foam_blur * 0.5, foam_surface);
float foam = saturate(foam_shore + foam_surface);
c = lerp(c, _FoamColor.rgb, foam * _FoamColor.a);
#endif
// Shadows.
#ifndef _MAIN_LIGHT_SHADOWS
#define _MAIN_LIGHT_SHADOWS // Since URP 13 or 14 this is not defined by default.
#endif
#if defined(_MAIN_LIGHT_SHADOWS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = i.positionWS.xyz;
float4 shadowCoord = GetShadowCoord(vertexInput);
half shadowAttenutation = MainLightRealtimeShadow(shadowCoord);
c = lerp(c, c * color_shallow.rgb, _ShadowStrength * (1.0h - shadowAttenutation));
#endif
/*
// Specular.
{
const float3 viewDirWS = normalize(i.viewDir);
const float3 normalWS = normalize(i.normal);
const float3 lightDirWS = -GetMainLight().direction;
const float3 halfDirWS = normalize(viewDirWS + lightDirWS);
const float specular = pow(saturate(dot(normalWS, halfDirWS)), 1.0f);
c = lerp(c, c * _SpecularColor.rgb, specular * _SpecularAmount);
}
*/
c *= lerp(half3(1, 1, 1), _MainLightColor.rgb, _LightContribution);
#if defined(_ADDITIONAL_LIGHTS)
half3 lightColor;
half lightAttenuation;
AdditionalLights(i.positionWS, lightColor, lightAttenuation);
lightColor = lerp(half3(1, 1, 1), lightColor, _LightContribution);
c += lightColor * lightAttenuation;
#if !defined(_FOAMMODE_NONE)
c = lerp(c, _FoamColor.rgb * lightColor, foam * _FoamColor.a * lightAttenuation);
#endif
#endif
c = MixFog(c, i.fogFactor);
return half4(c, 1);
}
ENDHLSL
}
}
CustomEditor "FlatKitWaterEditor"
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