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| 1 | - | Shader "Stylized Water 3/Underwater Masking test" |
| 1 | + | Shader "Stylized Water 3/Underwater Transparent" |
| 2 | {
| |
| 3 | Properties | |
| 4 | {
| |
| 5 | _Color("Color", Color) = (1,1,1, 1)
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| 6 | } | |
| 7 | ||
| 8 | SubShader | |
| 9 | {
| |
| 10 | - | Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
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| 10 | + | //Offset the render queue so that the material actually renders after the underwater fog! |
| 11 | Tags { "RenderType" = "Transparent" "Queue" = "Transparent+2" "RenderPipeline" = "UniversalPipeline" }
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| 12 | Blend SrcAlpha OneMinusSrcAlpha | |
| 13 | ZWrite Off | |
| 14 | ||
| 15 | Pass | |
| 16 | {
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| 17 | Tags { "LightMode" = "UniversalForward" }
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| 18 | ||
| 19 | HLSLPROGRAM | |
| 20 | #pragma target 3.0 | |
| 21 | #pragma vertex vert | |
| 22 | #pragma fragment frag | |
| 23 | ||
| 24 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | |
| 25 | ||
| 26 | //Using a shader variant is optional, as the code is still conditionally executed | |
| 27 | #pragma multi_compile_fragment _ UNDERWATER_ENABLED | |
| 28 | ||
| 29 | //Include this library | |
| 30 | - | //Declare these properties |
| 30 | + | #include "Assets/Stylized Water 3/Shaders/Underwater/UnderwaterShading.hlsl" |
| 31 | - | bool _FullySubmerged, _UnderwaterRenderingEnabled; |
| 31 | + | |
| 32 | - | TEXTURE2D_X(_UnderwaterMask); |
| 32 | + | |
| 33 | - | //Note: you can use any sampler, as long as it doesn't use point-filtering |
| 33 | + | |
| 34 | - | SAMPLER(sampler_UnderwaterMask); |
| 34 | + | |
| 35 | {
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| 36 | float4 vertex : POSITION; | |
| 37 | }; | |
| 38 | ||
| 39 | struct v2f | |
| 40 | {
| |
| 41 | float4 positionCS : SV_POSITION; | |
| 42 | float3 positionWS : TEXCOORD0; | |
| 43 | }; | |
| 44 | ||
| 45 | v2f vert(appdata v) | |
| 46 | {
| |
| 47 | v2f o; | |
| 48 | ||
| 49 | o.positionCS = TransformObjectToHClip(v.vertex.xyz); | |
| 50 | o.positionWS = TransformObjectToWorld(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 |
| 62 | + | //Factor to fade the alpha with, material will dissappear into the fog |
| 63 | - | if(_UnderwaterRenderingEnabled) |
| 63 | + | float fogDensity = GetUnderwaterFogDensity(input.positionWS); |
| 64 | - | {
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| 64 | + | |
| 65 | - | //This value will be true if the top of the screen is completely below the water level |
| 65 | + | //Used to restrict visibility to underwater |
| 66 | - | //If so the pixels in this function should be completely discarded because the underwater fog consumes the visible area |
| 66 | + | half underwaterMask = SampleUnderwaterMask(uv) * fogDensity; |
| 67 | - | if(_FullySubmerged) |
| 67 | + | |
| 68 | - | {
|
| 68 | + | //Fade out material as it touches the water level |
| 69 | - | alpha = 0; |
| 69 | + | float waterLevel = SampleWaterLevel(input.positionWS); |
| 70 | - | } |
| 70 | + | |
| 71 | - | else |
| 71 | + | //Will make the parts that are BELOW the water completely transparent |
| 72 | - | {
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| 72 | + | alpha *= 1-underwaterMask; |
| 73 | - | //Screen-space texture. White for parts that are underwater, anything else is black. |
| 73 | + | alpha *= saturate(waterLevel - input.positionWS.y); |
| 74 | - | half underwaterMask = SAMPLE_TEXTURE2D_X(_UnderwaterMask, sampler_UnderwaterMask, uv).r; |
| 74 | + | |
| 75 | ||
| 76 | - | //Will make the parts that are BELOW the water completely transparent |
| 76 | + | |
| 77 | - | alpha *= 1-underwaterMask; |
| 77 | + | |
| 78 | - | } |
| 78 | + | |
| 79 | - | } |
| 79 | + | |
| 80 | } | |
| 81 | } | |
| 82 | } |