Sep
5
2012

Water Shader Test (from minecraft plugin)

Tried to convert one minecraft water shader to Unity.. some bugs left, as it doesnt really look that nice? (although havent seen the original in action..)

Webplayer:
http://unitycoder.com/upload/demos/minecraftwatershaderpluginUnity1/

Shader source:


// original source: http://www.minecraftforum.net/topic/542215-125-water-shader-alpha-v5b/
// unity version: http://unitycoder.com/blog/2012/09/05/water-shader-test-from-minecraft-plugin/

Shader "UnityCoder/minecraftWater" {
Properties {
//        _MainTex ("_MainTex", 2D) = "white" {}
colorMap ("colorMap", 2D) = "white" {}
reflectedColorMap ("reflectedColorMap", 2D) = "white" {}
stencilMap ("stencilMap", 2D) = "white" {}

//        timer ("timer ", Float) = 0
water_dist ("water_dist", Float) = 0
water_color ("water_color", Color) = (0,0.1,0.5,1)
surface_effects ("surface_effects", Float) = 0

}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200

CGPROGRAM
//        #define PI 3.141592653589793238462643383279
#pragma target 3.0
#pragma surface surf Lambert
//#include "UnityCG.cginc"


float PI = 3.14159265358979323846;

uniform float water_dist;
//uniform float timer;
//uniform sampler2D _MainTex;
uniform sampler2D colorMap;
uniform sampler2D reflectedColorMap;
uniform sampler2D stencilMap;
uniform float3 water_color;
uniform float surface_effects;
//varying float4 texcoord;
//float4 texcoord;

/*
const int gaussRadius = 11;
const float gaussFilter[gaussRadius] = float[gaussRadius](
0.0402,0.0623,0.0877,0.1120,0.1297,0.1362,0.1297,0.1120,0.0877,0.0623,0.0402
);
*/

struct Input {
//float2 uv_MainTex;
float2 uvcolorMap;
};

void surf (Input IN, inout SurfaceOutput o)
{

//float3 water_color = float3(0.0, 0.4, 0.2); //0.22,0.2 (now uniform through config)
float in_water; //'boolean'

float4 color;
//float4 stencil = tex2D(stencilMap,texcoord.rg);
float4 stencil = tex2D(stencilMap,IN.uvcolorMap.rg);

if (stencil.r > 0.05) in_water = 1.0;
else in_water = 0.0;

//distortion begin
float x_scale = 1.0;
float z_scale = 1.0;

float timer = _Time.x;

//float used_timer = timer;
float used_timer = timer*2;

float time_scale = 2.0; //2.0
float size_scale = 1.6*6.3; //also dependent on radius

if (stencil.r <= 0.15) {
size_scale *= 6.0;
time_scale *= 1.5;
} else {
size_scale *= stencil.r;
}

//timer needs to be 'in period'
if (stencil.r >= 0.5) { //
x_scale = ( 0.995 + (sin(2.0*time_scale*3.14159*used_timer - sin(0.5*size_scale*3.14159*stencil.g) + (size_scale*3.14159*stencil.g))/100.0)); //scales btw 0.995 and 1.005
} //- sin(0.5*size_scale*3.14159*stencil.b)
z_scale = ( 0.995 + (sin(sin(time_scale*3.14159*used_timer)  + 1.5*sin(0.8*size_scale*3.14159*stencil.b))/150.0));

//float2 disturbed = float2(x_scale*texcoord.x, z_scale*texcoord.y);
float2 disturbed = float2(x_scale*IN.uvcolorMap.x, z_scale*IN.uvcolorMap.y);

float4 reflection = tex2D(reflectedColorMap,disturbed.rg);
//if (x_scale + z_scale > 2.00099) reflection *= 1.8; //to monitor effects...!

time_scale = 3.0; //2.0
size_scale = 2.4*6.3 * stencil.r;

//timer needs to be 'in period'
if (stencil.r >= 0.5) { //- sin(0.25*size_scale*3.14159*stencil.g)
x_scale = ( 0.995 + (sin(2.0*time_scale*3.14159*used_timer - sin(0.25*size_scale*3.14159*stencil.g) + size_scale*3.14159*stencil.g)/100.0)); //scales btw 0.995 and 1.005
}
z_scale = ( 0.995 + (sin(sin(time_scale*3.14159*used_timer) + 1.5*sin(size_scale*3.14159*stencil.b))/100.0));
//float2 disturbed_2 = float2(x_scale*texcoord.x, z_scale*texcoord.y);
float2 disturbed_2 = float2(x_scale*IN.uvcolorMap.x, z_scale*IN.uvcolorMap.y);
//distortion end

float4 reflection_2 = tex2D(reflectedColorMap,disturbed_2.rg);


reflection = (reflection+reflection_2)/2.0;


//float look_up_range = 0.008; //0.005 //0.008
float look_up_range = 0.008; //0.005 //0.008

float r1 = tex2D(stencilMap,float2(disturbed.r + look_up_range, disturbed.g + look_up_range)).r;
float r2 = tex2D(stencilMap,float2(disturbed.r - look_up_range, disturbed.g - look_up_range)).r;
float r3= tex2D(stencilMap,float2(disturbed.r, disturbed.g)).r;

//float4 c1= tex2D(colorMap,disturbed.rg);
float4 c1= tex2D(colorMap,disturbed.rg);
float4 c2= tex2D(colorMap,IN.uvcolorMap);
//float4 c2= tex2D(colorMap,texcoord.rg);
float4 c3= tex2D(colorMap,IN.uvcolorMap);
//float4 c3= tex2D(colorMap,texcoord.rg);


/*
//'refraction'(for all under-water)
if (in_water > 0.05)
{
//costs performance! (masking to avoid outside water look-ups, alternative another scene clipping)
if ( r1> 0.001 &&
r2 > 0.001 &&
r3 > 0.001) {
color =c1; //drunken effect without stencil if
} else {
color = c2;
}
} else {
color = c3;
}*/
color = c1; // c1 = all

//combine reflection and scene at water surfaces
//modify reflection in distance?
float reflection_strength = 0.3 * (stencil.r-0.1); //0.4, 0.55, 0.1, 0.14, 0.16, 0.17, 0.5
float disable_refl = stencil.r-0.1;

if (disable_refl <= 0.0) disable_refl = 0.0; //no reflection

//times inverted color.r for a stronger reflection in darker water parts!
//used to be 8.0, 6.0, 3.5
float3 reflection_color = float3(1.0, 1.0, 1.0);
reflection_color =  reflection_strength * disable_refl * reflection.rgb;// * reflection.rgb * in_water * (1.0-(color.r*color.g*color.b));

//more color in darker water in relation to the reflection
//color darkened
float difference = (reflection_color.r+reflection_color.g+reflection_color.b)/3.0 - (color.r + color.g + color.b)/5.5; //5.5
if (difference < 0.0) difference = 0.0;
float3 regular_color = color.rgb * (1.0-in_water*reflection_strength) + (in_water * (difference * water_color));

//if (surface_effects > 0.0) { // oma

//"waves"
float t = 3.0*(PI*0.1*timer)+12.0;
float u = (1.1*stencil.g);
float v = (1.1*stencil.b);

//water "height" bumps
//sin(PI*t*v) -> also for size of the "bumps"
//20.0*t -> "speed"
float rsx = (sin( 0.9*sin(PI*t*v) + 0.7*sin(PI*t*v) + 18.1*PI*stencil.g) + sin( t*t + sin(PI*t*v*u) + 26.3*PI*stencil.g))*0.05;
float rsz = (sin( 0.6*sin(PI*t*u) + 0.8*sin(PI*t*u) + 16.4*PI*stencil.b) + sin( t*t + sin(PI*t*u+u) + 32.2*PI*stencil.b))*0.05;

rsx += 0.15;
rsz += 0.15;

float fresn = clamp(4.0/water_dist,0.0,1.0);

rsx = clamp(rsx, 0.0, 1.0);
rsz = clamp(rsz, 0.0, 1.0);

//sinc filter (alternative, not used yet)

float tm = (timer/550.0)+0.255; //0.45 0.26 0.28
if (tm > 0.28) tm = 0.28-(timer/55.0); //HMM

//float tm = 0.45;

float pow3 = (tm+rsx+rsz)*(tm+rsx+rsz)*(tm+rsx+rsz);
rsx *= (1.6 + 0.7*sin(16.6*(tm+rsx+rsz))/pow3);
rsz *= (1.3 + 0.7*sin(16.1*(tm+rsx+rsz))/pow3);

rsx = 1.0-rsx;
rsz = 1.0-rsz;

//surface color increase
if (rsx + rsz > 1.9 && rsx + rsz < 1.999) {
rsx *= 1.05;
rsz *= 1.05;
if (rsx + rsz > 1.999) {
rsx *= 1.07;
rsz *= 1.07;
if (rsx + rsz > 1.9993) {
rsx *= 1.1;
rsz *= 1.1;
}
}
}

float increase = rsx + rsz;
//1.9 -> 1, 1.999 (~2) -> 1.2
//first scale 1-1.2 to 0-1
float mult = 5.0;
float max = 1.15;
increase = mult * (increase - 0.9);
if (increase > mult*max) increase = 0.0;
increase = clamp(increase, 1.0, 2.0);

rsx *= increase;
rsz *= increase;

if (increase > 1) rsx = 100;

rsx = 1.0-rsx;
rsz = 1.0-rsz;

reflection_color *= float3(0.6, 0.95, 0.95);
reflection_color *= 0.8;
reflection_color = 1.1*reflection_color +
fresn * (1.0-reflection_strength) *
(reflection_color*1.5*rsx + reflection_color*1.5*rsz);

float count = 1.0;
//for (int i=-3; i<3; i++)
for (int i=0; i<6; i++)
{
float2 uv = disturbed.rg;
uv.y += 0.007 * (i-3);


float3 col = tex2D(reflectedColorMap,uv).xyz;
if (reflection_color.r < 0.01) col = float3(0.0);

float str = (col.x + col.y + col.z) / 3.0;
str = str * str - 0.2;

if (col.x + col.y + col.z > 2.3) {
reflection_color += clamp((str * col), 0.0, 3.0);// * float3(1.0, 0.0, 0.0);
count ++;
}
//} // oma

reflection_color /= 6;

//if (count > 1) reflection_color.rgb = float3(1.0, 0.0, 0.0);

}

float4 out_color = float4(regular_color, 1.0) + float4(reflection_color, 1.0);

//TEST
//float3 add = float3(0.0, 0.0, 0.0);

//if (    stencil.x > 0.1) {

//float2 uShift = float2(0.005, 0.0);

//float2 texCoord = texcoord.xy - float(int(gaussRadius/2)) * uShift;

//for (int i=0; i<gaussRadius; ++i) {
//    add += gaussFilter&#91;i&#93; * tex2D(colorMap, texCoord).xyz;
//    texCoord += uShift;
//}

//uShift = float2(0.0, 0.007);

//texCoord = texcoord.xy - float(int(gaussRadius/2)) * uShift;
//for (int i=0; i<gaussRadius; ++i) {
//   add += gaussFilter&#91;i&#93; * tex2D(colorMap, texCoord).xyz;
//    texCoord += uShift;
//}

//}
//TEST END

//gl_FragColor = out_color;// * float4(1.5, 1.3, 1.0, 1.0);

//gl_FragColor -= 2.0*float4(0.1, 0.05, 0.0, 1.0);
//gl_FragColor += 1.2*float4(1.5, 1.3, 0.8,1.0)*float4(add,1.0);

//debug section
//gl_FragColor = tex2D(colorMap,texcoord.rg);
//gl_FragColor = stencil;
//gl_FragColor = float4(float3(stencil.r), 1.0);
//gl_FragColor = tex2D(reflectedColorMap,texcoord.rg);

//if (rsx > 0.28) gl_FragColor = float4(1.0, 0.0, 0.0, 1.0);


//half4 c = half4(0,0,0,0); //tex2D (_MainTex, IN.uv_MainTex);
//o.Albedo = tex2D (_MainTex, IN.uvcolorMap).rgb; //out_color.rgb;
o.Albedo = out_color.rgb;
//o.Albedo = stencil;
o.Alpha = 1; //out_color.a;
}
ENDCG
}
FallBack "Diffuse"
}


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