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1 | - | Shader "Stylized Water 2/Underwater Masking test" |
1 | + | Shader "Stylized Water 3/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 | } |