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Stylized Water 2 - Sample underwater mask

Jan 3rd, 2023 (edited)
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  1. Shader "Stylized Water 2/Underwater Masking test"
  2. {
  3.     Properties
  4.     {
  5.         _Color("Color", Color) = (1,1,1, 1)
  6.     }
  7.    
  8.     SubShader
  9.     {
  10.         Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
  11.         Blend SrcAlpha OneMinusSrcAlpha
  12.         ZWrite Off
  13.  
  14.         Pass
  15.         {
  16.             Tags { "LightMode" = "UniversalForward" }
  17.  
  18.             HLSLPROGRAM
  19.             #pragma target 3.0
  20.             #pragma vertex vert
  21.             #pragma fragment frag
  22.  
  23.             //Using a shader variant is optional, as the code is still conditionally executed
  24.             #pragma multi_compile_fragment _ UNDERWATER_ENABLED
  25.            
  26.             #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  27.  
  28.             float4 _Color;
  29.  
  30.             //Declare these properties
  31.             bool _FullySubmerged, _UnderwaterRenderingEnabled;
  32.             TEXTURE2D_X(_UnderwaterMask);
  33.             //Note: you can use any sampler, as long as it doesn't use point-filtering
  34.             SAMPLER(sampler_UnderwaterMask);
  35.            
  36.             struct appdata
  37.             {
  38.                 float4 vertex : POSITION;
  39.             };
  40.  
  41.             struct v2f
  42.             {
  43.                 float4 positionCS     : SV_POSITION;
  44.             };
  45.  
  46.             v2f vert(appdata v)
  47.             {
  48.                 v2f o;
  49.                
  50.                 o.positionCS = TransformObjectToHClip(v.vertex.xyz);
  51.  
  52.                 return o;
  53.             }
  54.  
  55.             half4 frag(v2f input) : SV_Target
  56.             {
  57.                 float3 color = _Color.rgb;
  58.                 float alpha = _Color.a;
  59.                 float2 uv = GetNormalizedScreenSpaceUV(input.positionCS);
  60.  
  61.                 #if UNDERWATER_ENABLED
  62.                 //Boolean toggled if the current rendering camera is valid and touching the water line
  63.                 if(_UnderwaterRenderingEnabled)
  64.                 {
  65.                     //This value will be true if the top of the screen is completely below the water level
  66.                     //If so the pixels in this function should be completely discarded because the underwater fog consumes the visible area
  67.                     if(_FullySubmerged)
  68.                     {
  69.                         alpha = 0;
  70.                     }
  71.                     else
  72.                     {
  73.                         //Screen-space texture. White for parts that are underwater, anything else is black.
  74.                         half underwaterMask = SAMPLE_TEXTURE2D_X(_UnderwaterMask, sampler_UnderwaterMask, uv).r;
  75.                        
  76.                         //Will make the parts that are BELOW the water completely transparent      
  77.                         alpha *= 1-underwaterMask;
  78.                     }
  79.                 }
  80.                 #endif
  81.                
  82.                 return float4(color.rgb, alpha);
  83.  
  84.             }
  85.             ENDHLSL
  86.         }
  87.     }
  88. }
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