#if SHADERPASS != SHADERPASS_WATER_MASK #error SHADERPASS_is_not_correctly_define #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/ShaderPassWaterCommon.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplayMaterial.hlsl" void Frag(PackedVaryingsToPS packedInput, out float4 outGBuffer0 : SV_Target0) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput); FragInputs input = UnpackVaryingsToFragInputs(packedInput); #ifdef DEBUG_DISPLAY PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); // Get the surface and built in data SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData); BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData); #ifdef SHADER_STAGE_FRAGMENT bsdfData.frontFace = packedInput.cullFace; #endif PreLightData preLightData = GetPreLightData(V, posInput, bsdfData); // Smoothness is modified based on camera distance surfaceData.perceptualSmoothness = 1.0 - bsdfData.perceptualRoughness; outGBuffer0 = float4(0.0, 0.0, 0.0, 0.0); bool viewMaterial = GetMaterialDebugColor(outGBuffer0, input, builtinData, posInput, surfaceData, bsdfData); if (!viewMaterial) { uint featureFlags = LIGHT_FEATURE_MASK_FLAGS; // we support everything for debug mode LightLoopOutput lightLoopOutput; LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, lightLoopOutput); outGBuffer0.xyz = (lightLoopOutput.diffuseLighting + lightLoopOutput.specularLighting) * GetCurrentExposureMultiplier(); } #else // World space position of the fragment float3 positionOS = float3(input.texCoord0.x, 0.0f, input.texCoord0.y); float3 transformedPosAWS = GetAbsolutePositionWS(input.positionRWS); if (_WaterDebugMode == WATERDEBUGMODE_SIMULATION_FOAM_MASK) { float2 maskUV = EvaluateFoamMaskUV(positionOS.xz); float foamMask = SAMPLE_TEXTURE2D(_SimulationFoamMask, sampler_SimulationFoamMask, maskUV).x; outGBuffer0 = float4(foamMask, foamMask, foamMask, 1.0); } else if (_WaterDebugMode == WATERDEBUGMODE_WATER_MASK) { float3 waterMask = EvaluateWaterMask(positionOS); float3 debugMask = waterMask[_WaterMaskDebugMode]; outGBuffer0 = float4(debugMask, 1.0); } else if (_WaterDebugMode == WATERDEBUGMODE_CURRENT) { // Grab the local direction #if defined(WATER_LOCAL_CURRENT) float2 dir; if (_WaterCurrentDebugMode == 0) dir = SampleWaterGroup0CurrentMap(input.texCoord0.xy); else dir = SampleWaterGroup1CurrentMap(input.texCoord0.xy); #else float2 dir = float2(1, 0); #endif // Apply the current orientation float sinC, cosC; sincos(_GroupOrientation[_WaterCurrentDebugMode], sinC, cosC); dir = float2(cosC * dir.x - sinC * dir.y, sinC * dir.x + cosC * dir.y); // Evaluate the tile size float2 tileSize = ARROW_TILE_SIZE / _CurrentDebugMultiplier; // Evaluate the arrow float arrowV = EvaluateArrow(input.texCoord0.xy, dir, tileSize); dir = RotateUV(dir); outGBuffer0 = float4((dir * 0.5 + 0.5) * (1.0 - arrowV), 0.0, 1.0); } else if (_WaterDebugMode == WATERDEBUGMODE_DEFORMATION) { // Define the sampling coordinates float2 deformationUV = EvaluateDeformationUV(transformedPosAWS); // Sample the deformation region float verticalDeformation = SAMPLE_TEXTURE2D_LOD(_WaterDeformationBuffer, s_linear_clamp_sampler, deformationUV, 0); // Evaluate the region flag float regionFlag = deformationUV.x > 0.0 && deformationUV.x < 1.0 && deformationUV.y > 0.0 && deformationUV.y < 1.0; float negativeDisplacement = max(-verticalDeformation, 0); float positiveDisplacement = max(verticalDeformation, 0); outGBuffer0 = float4(negativeDisplacement / (1.0 + negativeDisplacement), positiveDisplacement / (1.0 + positiveDisplacement), regionFlag, 1.0); } else if (_WaterDebugMode == WATERDEBUGMODE_FOAM) { WaterAdditionalData waterAdditionalData; EvaluateWaterAdditionalData(input.texCoord0.xyy, input.positionRWS, float3(0, 1, 0), waterAdditionalData); float2 foamUV = EvaluateFoamUV(transformedPosAWS); float foamRegionMask = all(foamUV > 0.0) && all(foamUV < 1.0) ? 1.0 : 0.0; float targetFoam = _WaterFoamDebugMode == 0 ? waterAdditionalData.surfaceFoam : waterAdditionalData.deepFoam; outGBuffer0 = float4(targetFoam, targetFoam, foamRegionMask, 1.0); } else { // Never suppsoed to run this code, display a magenta color to notify outGBuffer0 = float4(1.0, 0.0, 1.0, 1.0); } #endif }