#pragma kernel ReprojectFoam #pragma kernel AttenuateFoam #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // #pragma enable_d3d11_debug_symbols // Required to be defined for some includes #define WATER_SIMULATION // SRP generic includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/SampleWaterSurface.hlsl" // EvaluateNormals UAVS RWTexture2D _WaterFoamBufferRW; float4 _PreviousFoamRegionScaleOffset; bool PreviousLocationInsideRegion(float2 foamPrevUV) { return all(saturate(foamPrevUV) == foamPrevUV); } float2 EvaluatePreviousDecalUV(float3 transformedPositionAWS) { // EvaluateDecalUV with prev region return (transformedPositionAWS.xz - _PreviousFoamRegionScaleOffset.zw) * _PreviousFoamRegionScaleOffset.xy + 0.5f; } [numthreads(8, 8, 1)] void ReprojectFoam(uint3 currentThread : SV_DispatchThreadID, int groupIndex : SV_GroupIndex, uint2 groupId : SV_GroupID, uint2 groupThreadId : SV_GroupThreadID) { // Extract the information about the pixel to process uint2 coord = currentThread.xy; // Evaluate the UV coordinates of this pixel float2 foamRegionCoord = (coord + 0.5f) / _WaterFoamRegionResolution; // Evaluate the world space position of this pixel float3 foamPosWS = EvaluateInverseDecalUV(foamRegionCoord); // Evaluate the previous foam region float2 foamPrevUV = EvaluatePreviousDecalUV(foamPosWS); // Output the normal and foam _WaterFoamBufferRW[coord] = PreviousLocationInsideRegion(foamPrevUV) ? SAMPLE_TEXTURE2D_LOD(_WaterFoamBuffer, s_linear_clamp_sampler, foamPrevUV, 0).xy : 0.0; } [numthreads(8, 8, 1)] void AttenuateFoam(uint3 currentThread : SV_DispatchThreadID, int groupIndex : SV_GroupIndex, uint2 groupId : SV_GroupID, uint2 groupThreadId : SV_GroupThreadID) { // Extract the information about the pixel to process uint2 coord = currentThread.xy; // Output the normal and foam _WaterFoamBufferRW[coord] = saturate(LOAD_TEXTURE2D_LOD(_WaterFoamBuffer, coord, 0).xy); }