Water Shader Update

This commit is contained in:
2026-10-14 14:37:31 -07:00
parent beabf76562
commit 3273054766

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@ -96,41 +96,81 @@ vec3 sampleWaterNormals(vec2 hitXY, float speed, out vec2 tcnor0, out vec2 tcnor
return normalize(n0 + n1 - 1.0); return normalize(n0 + n1 - 1.0);
} }
float waveHeight(vec2 xy, float speed) {
return (sin(xy.x * 10.0 / waterDisplace + speed) * cos(xy.y * 10.0 / waterDisplace + speed) + sin(xy.x * 20.0 / waterDisplace + speed * 1.3) * cos(xy.y * 20.0 / waterDisplace + speed * 1.3) * 0.5) / 50.0 * waterDisplace;
}
void main() { void main() {
float gdepth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0; float gdepth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
vec3 vray = normalize(viewRay); vec3 vray = normalize(viewRay);
float speed = time * 2.0 * waterSpeed; float speed = time * 2.0 * waterSpeed;
bool isSky = (gdepth == 1.0); float farPlane = cameraProj.y / (1.0 - cameraProj.x);
float cosAng = dot(eyeLook, vray);
float domeR = farPlane * 0.94;
float tDome = -3.5 * vray.z + sqrt(max(domeR * domeR - 12.25 * (1.0 - vray.z * vray.z), 0.0));
float domeDepth01 = cameraProj.x + cameraProj.y / (tDome * cosAng);
bool isSky = (gdepth * 0.5 + 0.5) >= domeDepth01;
// Ray-plane intersection with water surface (z = waterLevel) // Ray-plane intersection with water surface (z = waterLevel)
float denom = dot(vray, vec3(0.0, 0.0, 1.0)); float denom = vray.z;
float tWater = (waterLevel - eye.z) / denom; float tWater = (waterLevel - eye.z) / denom;
bool hasWaterHit = (abs(denom) > 0.0001) && (tWater > 0.0); bool hasWaterHit = (abs(denom) > 0.0001) && (tWater > 0.0);
if (eye.z < waterLevel) { if (eye.z < waterLevel) {
vec2 tc = texCoord; vec2 tc = texCoord;
float fogFactor; float depthThick = 1.0 + (waterLevel - eye.z);
vec3 p = vec3(0.0);
float geomDist = farPlane;
if (!isSky) {
p = getPos(eye, eyeLook, vray, gdepth, cameraProj);
geomDist = length(p - eye);
}
bool upRay = hasWaterHit && denom > 0.0;
float waterDist = upRay ? min(tWater, geomDist) : geomDist;
if (hasWaterHit && denom > 0.0) { vec2 wxy;
// Looking up at water surface - apply normal distortion if (upRay && tWater < geomDist) {
vec3 hit = eye + tWater * vray; wxy = (eye + tWater * vray).xy;
vec2 tc0, tc1; } else if (!isSky) {
vec3 n2 = sampleWaterNormals(hit.xy * waterFreq, speed, tc0, tc1); wxy = p.xy;
tc = texCoord + (n2.xy * n2.z) / 30.0 * waterRefract;
fogFactor = clamp(tWater * waterDensity, 0.0, 0.95);
} else { } else {
// Looking forward/down - distort via water surface above fragment wxy = eye.xy + vray.xy * 50.0;
vec3 p = getPos(eye, eyeLook, vray, gdepth, cameraProj); }
vec2 wxy = isSky ? (eye.xy + vray.xy * 50.0) : p.xy;
vec2 tc0, tc1; vec2 tc0, tc1;
vec3 n2 = sampleWaterNormals(wxy * waterFreq, speed, tc0, tc1); vec3 n2 = sampleWaterNormals(wxy * waterFreq, speed, tc0, tc1);
tc = texCoord + (n2.xy * n2.z) / 30.0 * waterRefract; tc = texCoord + (n2.xy * n2.z) / 30.0 * waterRefract;
float waterDist = isSky ? 50.0 : length(p - eye); float ddepth2 = textureLod(gbufferD, tc, 0.0).r * 2.0 - 1.0;
fogFactor = clamp(waterDist * waterDensity, 0.0, 0.95); float dist2 = cameraProj.y / ((ddepth2 * 0.5 + 0.5) - cameraProj.x) / cosAng;
} if (dist2 > geomDist + 1.0) tc = texCoord;
vec3 refracted = textureLod(tex, tc, 0.0).rgb; vec3 refracted = textureLod(tex, tc, 0.0).rgb;
fragColor.rgb = mix(refracted, waterColor, fogFactor); vec3 outCol = refracted;
if (upRay && tWater < geomDist) {
outCol *= max(1.0 - length(n2.xy) * 1.5, 0.0);
vec3 h2 = normalize(-vray + ld);
outCol += pow(max(dot(n2, h2), 0.0), 80.0) * 0.6;
}
if (!isSky) {
float fdw = abs(p.z - (waterLevel + waveHeight(p.xy, speed)));
float bandw = 0.1 + waterDist * 0.003;
if (fdw < bandw) {
float foamLod = clamp(waterDist / 15.0, 0.0, 5.0);
vec3 fm0 = textureLod(sfoam, tc0 * 3.0 + vec2(speed / 30.0, speed / 50.0), foamLod).rgb;
vec3 fm1 = textureLod(sfoam, tc1 * 4.0 + vec2(-speed / 35.0, speed / 45.0), foamLod).rgb;
float fstr = clamp(1.0 - fm0.r * 0.5 - fm1.b * 0.5, 0.0, 1.0);
float ffac = clamp(1.0 - fdw / bandw, 0.0, 1.0);
float foamFade = clamp(1.0 - (waterLevel - eye.z) * 0.4, 0.0, 1.0);
vec3 foamCol = mix(waterColor, vec3(1.0), 0.6);
outCol = mix(outCol, foamCol, ffac * fstr * 0.5 * foamFade);
}
}
float fogFactor = 1.0 - exp(-waterDist * waterDensity * 0.006 * depthThick);
outCol = mix(outCol, waterColor, clamp(fogFactor, 0.0, 1.0));
fragColor.rgb = outCol;
fragColor.a = 1.0; fragColor.a = 1.0;
return; return;
} }
@ -144,21 +184,19 @@ void main() {
if (isSky) tWater = min(tWater, 100.0); // Clamp to prevent aliasing at horizon if (isSky) tWater = min(tWater, 100.0); // Clamp to prevent aliasing at horizon
vec3 p = isSky ? (eye + tWater * vray) : getPos(eye, eyeLook, vray, gdepth, cameraProj); vec3 p = isSky ? (eye + tWater * vray) : getPos(eye, eyeLook, vray, gdepth, cameraProj);
float horizonFactor = clamp(1.0 - tWater / 60.0, 0.0, 1.0); if (!isSky && p.z > waterLevel - 0.01) {
if (!isSky && p.z > waterLevel) { fragColor = textureLod(tex, texCoord, 0.0);
fragColor = vec4(0.0);
return; return;
} }
float horizonFactor = clamp(1.0 - tWater / 60.0, 0.0, 1.0);
// Displace surface // Displace surface
float geomZ = p.z; // undisplaced depth for foam/fog tests float geomZ = p.z; // undisplaced depth for foam/fog tests
p.z += (sin(p.x * 10.0 / waterDisplace + speed) * cos(p.y * 10.0 / waterDisplace + speed) p.z += waveHeight(p.xy, speed);
+ sin(p.x * 20.0 / waterDisplace + speed * 1.3) * cos(p.y * 20.0 / waterDisplace + speed * 1.3) * 0.5)
/ 50.0 * waterDisplace;
// Hit plane to determine uvs // Hit plane to determine uvs
vec3 v = normalize(eye - p); vec3 v = normalize(eye - p);
float t = (waterLevel - eye.z) / dot(v, vec3(0.0, 0.0, 1.0)); float t = (waterLevel - eye.z) / v.z;
vec3 hit = eye + t * v; vec3 hit = eye + t * v;
// Sample normal maps // Sample normal maps
@ -171,8 +209,8 @@ void main() {
tc = texCoord + (n2.xy * n2.z) / 30.0 * waterRefract; tc = texCoord + (n2.xy * n2.z) / 30.0 * waterRefract;
} else { } else {
float ddepth = textureLod(gbufferD, texCoord + (n2.xy * n2.z) / 40.0, 0.0).r * 2.0 - 1.0; float ddepth = textureLod(gbufferD, texCoord + (n2.xy * n2.z) / 40.0, 0.0).r * 2.0 - 1.0;
vec3 p2 = getPos(eye, eyeLook, vray, ddepth, cameraProj); float dist2 = cameraProj.y / ((ddepth * 0.5 + 0.5) - cameraProj.x) / cosAng;
tc = p2.z > waterLevel ? texCoord : texCoord + (n2.xy * n2.z) / 30.0 * waterRefract; tc = (eye.z + vray.z * dist2) > waterLevel ? texCoord : texCoord + (n2.xy * n2.z) / 30.0 * waterRefract;
} }
// Light // Light
@ -222,26 +260,25 @@ void main() {
#else #else
fragColor.rgb = mix(refracted, reflectedEnv, waterReflect * fresnel); fragColor.rgb = mix(refracted, reflectedEnv, waterReflect * fresnel);
#endif #endif
// Water color tint - blend rather than multiply to preserve brightness
float colorMix = isSky ? 0.7 : 0.5; float colorMix = isSky ? 0.7 : 0.5;
fragColor.rgb = mix(fragColor.rgb, fragColor.rgb * waterColor, colorMix * horizonFactor); fragColor.rgb = mix(fragColor.rgb, waterColor, colorMix);
// Blinn-Phong specular using half-vector, faded at horizon // Blinn-Phong specular using half-vector, faded at horizon
vec3 h = normalize(v + ld); vec3 h = normalize(v + ld);
float specAmount = pow(max(dot(n2, h), 0.0), 200.0) * (200.0 + 8.0) / (PI * 8.0); float specAmount = pow(max(dot(n2, h), 0.0), 200.0) * (200.0 + 8.0) / (PI * 8.0);
fragColor.rgb += specAmount * (isSky ? 0.3 : 1.0); fragColor.rgb += specAmount * (isSky ? 0.3 : 1.0) * horizonFactor;
// Depth fog - blend toward waterColor with depth, faded at horizon float waterColumn = isSky ? 1.0 : max(length(p - eye) - tWater, 0.0);
float depthFog = clamp(-(geomZ - waterLevel) * waterDensity, 0.0, 0.9); float depthFog = 1.0 - exp(-waterColumn * waterDensity * 0.006);
fragColor.rgb = mix(fragColor.rgb, waterColor, depthFog * horizonFactor); vec3 surfaceCol = mix(waterColor, reflectedEnv, waterReflect * fresnel);
fragColor.rgb = mix(fragColor.rgb, surfaceCol, min(depthFog, 0.9));
// Alpha fades smoothly at horizon instead of hard cut // Alpha fades smoothly at horizon instead of hard cut
// Skydome sits 3.5 below the camera (_skydomeMatrix), so its horizon // Skydome sits 3.5 below the camera (_skydomeMatrix), so its horizon
// appears where the ray z reaches -3.5 / domeRadius // appears where the ray z reaches -3.5 / domeRadius
float farPlane = cameraProj.y / (1.0 - cameraProj.x);
float horizonFade = clamp((-3.5 / (farPlane * 0.95) - vray.z) * 20.0, 0.0, 1.0); float horizonFade = clamp((-3.5 / (farPlane * 0.95) - vray.z) * 20.0, 0.0, 1.0);
fragColor.a = isSky ? horizonFade : clamp(abs(geomZ - waterLevel) * 5.0, 0.0, 1.0); fragColor.a = isSky ? horizonFade : clamp(abs(geomZ - waterLevel) * 5.0 + 0.1, 0.0, 1.0);
float waveH = p.z - geomZ; // displacement already applied above
// Foam - based on actual geometry depth below water surface float band = 0.1 + tWater * 0.003;
float fd = isSky ? 1.0 : abs(geomZ - waterLevel); float fd = isSky ? 1.0 : abs(geomZ - (waterLevel + waveH));
if (fd < 0.1) { if (fd < band) {
// Based on foam by Owen Deery // Based on foam by Owen Deery
// http://fire-face.com/personal/water // http://fire-face.com/personal/water
// Distance-based LOD blurs foam at range to reduce noise // Distance-based LOD blurs foam at range to reduce noise
@ -250,8 +287,10 @@ void main() {
vec2 foamUV1 = tcnor1 * 4.0 + vec2(-speed / 35.0, speed / 45.0); vec2 foamUV1 = tcnor1 * 4.0 + vec2(-speed / 35.0, speed / 45.0);
vec3 foamMask0 = textureLod(sfoam, foamUV0, foamLod).rgb; vec3 foamMask0 = textureLod(sfoam, foamUV0, foamLod).rgb;
vec3 foamMask1 = textureLod(sfoam, foamUV1, foamLod).rgb; vec3 foamMask1 = textureLod(sfoam, foamUV1, foamLod).rgb;
float foamStrength = clamp(1.0 - foamMask0.r * 0.5 - foamMask1.b * 0.5, 0.0, 1.0); float foamMask = clamp(1.0 - foamMask0.r * 0.5 - foamMask1.b * 0.5, 0.0, 1.0);
float fac = (1.0 - (fd * (1.0 / 0.1))) * horizonFactor; float fac = clamp(1.0 - fd / band, 0.0, 1.0);
fragColor.rgb = mix(fragColor.rgb, mix(fragColor.rgb, waterColor + 0.2, foamStrength), clamp(fac, 0.0, 1.0) * 0.5); vec3 foamCol = mix(waterColor, vec3(1.0), 0.6);
fragColor.rgb = mix(fragColor.rgb, foamCol, fac * foamMask * 0.8);
fragColor.a = max(fragColor.a, fac * foamMask);
} }
} }