열차 목업의 내부 확인용 프로젝트
smchoi
2024-06-14 3d45944b4b2abc384e2539fa72cd7925bbcf2543
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
 
Shader "FX/SimpleWater4" {
Properties {
    _ReflectionTex ("Internal reflection", 2D) = "white" {}
    
    _MainTex ("Fallback texture", 2D) = "black" {}
    _BumpMap ("Normals ", 2D) = "bump" {}
    
    _DistortParams ("Distortions (Bump waves, Reflection, Fresnel power, Fresnel bias)", Vector) = (1.0 ,1.0, 2.0, 1.15)
    _InvFadeParemeter ("Auto blend parameter (Edge, Shore, Distance scale)", Vector) = (0.15 ,0.15, 0.5, 1.0)
    
    _AnimationTiling ("Animation Tiling (Displacement)", Vector) = (2.2 ,2.2, -1.1, -1.1)
    _AnimationDirection ("Animation Direction (displacement)", Vector) = (1.0 ,1.0, 1.0, 1.0)
 
    _BumpTiling ("Bump Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0)
    _BumpDirection ("Bump Direction & Speed", Vector) = (1.0 ,1.0, -1.0, 1.0)
    
    _FresnelScale ("FresnelScale", Range (0.15, 4.0)) = 0.75
 
    _BaseColor ("Base color", COLOR)  = ( .54, .95, .99, 0.5)
    _ReflectionColor ("Reflection color", COLOR)  = ( .54, .95, .99, 0.5)
    _SpecularColor ("Specular color", COLOR)  = ( .72, .72, .72, 1)
    
    _WorldLightDir ("Specular light direction", Vector) = (0.0, 0.1, -0.5, 0.0)
    _Shininess ("Shininess", Range (2.0, 500.0)) = 200.0
    
    _GerstnerIntensity("Per vertex displacement", Float) = 1.0
    _GAmplitude ("Wave Amplitude", Vector) = (0.3 ,0.35, 0.25, 0.25)
    _GFrequency ("Wave Frequency", Vector) = (1.3, 1.35, 1.25, 1.25)
    _GSteepness ("Wave Steepness", Vector) = (1.0, 1.0, 1.0, 1.0)
    _GSpeed ("Wave Speed", Vector) = (1.2, 1.375, 1.1, 1.5)
    _GDirectionAB ("Wave Direction", Vector) = (0.3 ,0.85, 0.85, 0.25)
    _GDirectionCD ("Wave Direction", Vector) = (0.1 ,0.9, 0.5, 0.5)
}
 
 
CGINCLUDE
 
    #include "UnityCG.cginc"
    #include "WaterInclude.cginc"
 
    struct appdata
    {
        float4 vertex : POSITION;
        float3 normal : NORMAL;
    };
 
    // interpolator structs
    
    struct v2f
    {
        float4 pos : SV_POSITION;
        float4 normalInterpolator : TEXCOORD0;
        float3 viewInterpolator : TEXCOORD1;
        float4 bumpCoords : TEXCOORD2;
        float4 screenPos : TEXCOORD3;
        float4 grabPassPos : TEXCOORD4;
        UNITY_FOG_COORDS(5)
    };
 
    struct v2f_noGrab
    {
        float4 pos : SV_POSITION;
        float4 normalInterpolator : TEXCOORD0;
        float3 viewInterpolator : TEXCOORD1;
        float4 bumpCoords : TEXCOORD2;
        float4 screenPos : TEXCOORD3;
        UNITY_FOG_COORDS(4)
    };
    
    struct v2f_simple
    {
        float4 pos : SV_POSITION;
        float3 viewInterpolator : TEXCOORD0;
        float4 bumpCoords : TEXCOORD1;
        UNITY_FOG_COORDS(2)
    };
 
    // textures
    sampler2D _BumpMap;
    sampler2D _ReflectionTex;
    sampler2D _RefractionTex;
    sampler2D _ShoreTex;
    sampler2D_float _CameraDepthTexture;
 
    // colors in use
    uniform float4 _RefrColorDepth;
    uniform float4 _SpecularColor;
    uniform float4 _BaseColor;
    uniform float4 _ReflectionColor;
    
    // edge & shore fading
    uniform float4 _InvFadeParemeter;
 
    // specularity
    uniform float _Shininess;
    uniform float4 _WorldLightDir;
 
    // fresnel, vertex & bump displacements & strength
    uniform float4 _DistortParams;
    uniform float _FresnelScale;
    uniform float4 _BumpTiling;
    uniform float4 _BumpDirection;
 
    uniform float4 _GAmplitude;
    uniform float4 _GFrequency;
    uniform float4 _GSteepness;
    uniform float4 _GSpeed;
    uniform float4 _GDirectionAB;
    uniform float4 _GDirectionCD;
    
    // shortcuts
    #define PER_PIXEL_DISPLACE _DistortParams.x
    #define REALTIME_DISTORTION _DistortParams.y
    #define FRESNEL_POWER _DistortParams.z
    #define VERTEX_WORLD_NORMAL i.normalInterpolator.xyz
    #define DISTANCE_SCALE _InvFadeParemeter.z
    #define FRESNEL_BIAS _DistortParams.w
    
    //
    // HQ VERSION
    //
    
    v2f vert(appdata_full v)
    {
        v2f o;
        
        half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
        half3 vtxForAni = (worldSpaceVertex).xzz;
 
        half3 nrml;
        half3 offsets;
        
        Gerstner (
            offsets, nrml, v.vertex.xyz, vtxForAni,                        // offsets, nrml will be written
            _GAmplitude,                                                // amplitude
            _GFrequency,                                                // frequency
            _GSteepness,                                                // steepness
            _GSpeed,                                                    // speed
            _GDirectionAB,                                                // direction # 1, 2
            _GDirectionCD                                                // direction # 3, 4
        );
        
        v.vertex.xyz += offsets;
        
        half2 tileableUv = worldSpaceVertex.xz;
        
        o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
 
        o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos;
 
        o.pos = UnityObjectToClipPos(v.vertex);
 
        ComputeScreenAndGrabPassPos(o.pos, o.screenPos, o.grabPassPos);
        
        o.normalInterpolator.xyz = nrml;
        
        o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE);
        
        UNITY_TRANSFER_FOG(o,o.pos);
        return o;
    }
 
    half4 frag( v2f i ) : SV_Target
    {
        half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE);
        half3 viewVector = normalize(i.viewInterpolator.xyz);
 
        half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0);
        half4 screenWithOffset = i.screenPos + distortOffset;
        half4 grabWithOffset = i.grabPassPos + distortOffset;
        
        half4 rtRefractionsNoDistort = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(i.grabPassPos));
        half refrFix = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(grabWithOffset));
        half4 rtRefractions = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(grabWithOffset));
        
        #ifdef WATER_REFLECTIVE
            half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset));
        #endif
 
        #ifdef WATER_EDGEBLEND_ON
        if (LinearEyeDepth(refrFix) < i.screenPos.z)
            rtRefractions = rtRefractionsNoDistort;
        #endif
        
        half3 reflectVector = normalize(reflect(viewVector, worldNormal));
        half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz);
        float nh = max (0, dot (worldNormal, -h));
        float spec = max(0.0,pow (nh, _Shininess));
        
        half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0);
        
        #ifdef WATER_EDGEBLEND_ON
            half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
            depth = LinearEyeDepth(depth);
            edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.w));
        #endif
        
        // shading for fresnel term
        worldNormal.xz *= _FresnelScale;
        half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
        
        // base, depth & reflection colors
        half4 baseColor = _BaseColor;
        #ifdef WATER_REFLECTIVE
            half4 reflectionColor = lerp (rtReflections,_ReflectionColor,_ReflectionColor.a);
        #else
            half4 reflectionColor = _ReflectionColor;
        #endif
        
        baseColor = lerp (lerp (rtRefractions, baseColor, baseColor.a), reflectionColor, refl2Refr);
        baseColor = baseColor + spec * _SpecularColor;
        
        baseColor.a = edgeBlendFactors.x;
        UNITY_APPLY_FOG(i.fogCoord, baseColor);
        return baseColor;
    }
    
    //
    // MQ VERSION
    //
    
    v2f_noGrab vert300(appdata_full v)
    {
        v2f_noGrab o;
        
        half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
        half3 vtxForAni = (worldSpaceVertex).xzz;
 
        half3 nrml;
        half3 offsets;
        Gerstner (
            offsets, nrml, v.vertex.xyz, vtxForAni,                        // offsets, nrml will be written
            _GAmplitude,                                                // amplitude
            _GFrequency,                                                // frequency
            _GSteepness,                                                // steepness
            _GSpeed,                                                    // speed
            _GDirectionAB,                                                // direction # 1, 2
            _GDirectionCD                                                // direction # 3, 4
        );
        
        v.vertex.xyz += offsets;
        
        half2 tileableUv = worldSpaceVertex.xz;
        
        o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
 
        o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos;
 
        o.pos = UnityObjectToClipPos(v.vertex);
 
        o.screenPos = ComputeNonStereoScreenPos(o.pos);
        
        o.normalInterpolator.xyz = nrml;
        
        o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE);
        
        UNITY_TRANSFER_FOG(o,o.pos);
        return o;
    }
 
    half4 frag300( v2f_noGrab i ) : SV_Target
    {
        half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE);
        half3 viewVector = normalize(i.viewInterpolator.xyz);
 
        half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0);
        half4 screenWithOffset = i.screenPos + distortOffset;
        
        #ifdef WATER_REFLECTIVE
            half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset));
        #endif
        
        half3 reflectVector = normalize(reflect(viewVector, worldNormal));
        half3 h = normalize (_WorldLightDir.xyz + viewVector.xyz);
        float nh = max (0, dot (worldNormal, -h));
        float spec = max(0.0,pow (nh, _Shininess));
        
        half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0);
        
        #ifdef WATER_EDGEBLEND_ON
            half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
            depth = LinearEyeDepth(depth);
            edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.z));
        #endif
        
        worldNormal.xz *= _FresnelScale;
        half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
        
        half4 baseColor = _BaseColor;
        #ifdef WATER_REFLECTIVE
            baseColor = lerp (baseColor, lerp (rtReflections,_ReflectionColor,_ReflectionColor.a), saturate(refl2Refr * 1.0));
        #else
            baseColor = _ReflectionColor;//lerp (baseColor, _ReflectionColor, saturate(refl2Refr * 2.0));
        #endif
        
        baseColor = baseColor + spec * _SpecularColor;
        
        baseColor.a = edgeBlendFactors.x * saturate(0.5 + refl2Refr * 1.0);
        UNITY_APPLY_FOG(i.fogCoord, baseColor);
        return baseColor;
    }
    
    //
    // LQ VERSION
    //
    
    v2f_simple vert200(appdata_full v)
    {
        v2f_simple o;
        
        half3 worldSpaceVertex = mul(unity_ObjectToWorld, v.vertex).xyz;
        half2 tileableUv = worldSpaceVertex.xz;
 
        o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
 
        o.viewInterpolator.xyz = worldSpaceVertex-_WorldSpaceCameraPos;
        
        o.pos = UnityObjectToClipPos( v.vertex);
        
        UNITY_TRANSFER_FOG(o,o.pos);
        return o;
 
    }
 
    half4 frag200( v2f_simple i ) : SV_Target
    {
        half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, half3(0,1,0), PER_PIXEL_DISPLACE);
        half3 viewVector = normalize(i.viewInterpolator.xyz);
 
        half3 reflectVector = normalize(reflect(viewVector, worldNormal));
        half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz);
        float nh = max (0, dot (worldNormal, -h));
        float spec = max(0.0,pow (nh, _Shininess));
 
        worldNormal.xz *= _FresnelScale;
        half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
 
        half4 baseColor = _BaseColor;
        baseColor = lerp(baseColor, _ReflectionColor, saturate(refl2Refr * 2.0));
        baseColor.a = saturate(2.0 * refl2Refr + 0.5);
 
        baseColor.rgb += spec * _SpecularColor.rgb;
        UNITY_APPLY_FOG(i.fogCoord, baseColor);
        return baseColor;
    }
    
ENDCG
 
Subshader
{
    Tags {"RenderType"="Transparent" "Queue"="Transparent"}
    
    Lod 500
    ColorMask RGB
    
    GrabPass { "_RefractionTex" }
    
    Pass {
            Blend SrcAlpha OneMinusSrcAlpha
            ZTest LEqual
            ZWrite Off
            Cull Off
        
            CGPROGRAM
        
            #pragma target 3.0
        
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_fog
        
            #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF
            #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF
            #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE
        
            ENDCG
    }
}
 
Subshader
{
    Tags {"RenderType"="Transparent" "Queue"="Transparent"}
    
    Lod 300
    ColorMask RGB
    
    Pass {
            Blend SrcAlpha OneMinusSrcAlpha
            ZTest LEqual
            ZWrite Off
            Cull Off
        
            CGPROGRAM
        
            #pragma target 3.0
        
            #pragma vertex vert300
            #pragma fragment frag300
            #pragma multi_compile_fog
 
            #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF
            #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF
            #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE
 
            ENDCG
    }
}
 
Subshader
{
    Tags {"RenderType"="Transparent" "Queue"="Transparent"}
    
    Lod 200
    ColorMask RGB
    
    Pass {
            Blend SrcAlpha OneMinusSrcAlpha
            ZTest LEqual
            ZWrite Off
            Cull Off
        
            CGPROGRAM
        
            #pragma vertex vert200
            #pragma fragment frag200
            #pragma multi_compile_fog
        
            ENDCG
    }
}
 
Fallback "Transparent/Diffuse"
}