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Desktop पाएं
water.ps [water fog fix skyloader]
बनाया गया
5 वर्ष पहले
Diff कभी समाप्त नहीं होता
साफ़
निर्यात करें
शेयर करें
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4 हटाए गए
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कुल
हटाया गया
अक्षर
कुल
हटाया गया
इस सुविधा का उपयोग जारी रखने के लिए, अपग्रेड करें
Diff
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Pro
मूल्य देखें
131 लाइनें
सभी को कॉपी करें
16 जोड़े गए
लाइनें
कुल
जोड़ा गया
अक्षर
कुल
जोड़ा गया
इस सुविधा का उपयोग जारी रखने के लिए, अपग्रेड करें
Diff
checker
Pro
मूल्य देखें
141 लाइनें
सभी को कॉपी करें
#include "common.h"
#include "common.h"
struct vf
struct vf
{
{
float4 hpos : POSITION ;
float4 hpos : POSITION ;
float2 tbase : TEXCOORD0 ; // base
float2 tbase : TEXCOORD0 ; // base
float2 tnorm0 : TEXCOORD1 ; // nm0
float2 tnorm0 : TEXCOORD1 ; // nm0
float2 tnorm1 : TEXCOORD2 ; // nm1
float2 tnorm1 : TEXCOORD2 ; // nm1
half3 M1 : TEXCOORD3 ;
half3 M1 : TEXCOORD3 ;
half3 M2 : TEXCOORD4 ;
half3 M2 : TEXCOORD4 ;
half3 M3 : TEXCOORD5 ;
half3 M3 : TEXCOORD5 ;
half3 v2point : TEXCOORD6 ;
half3 v2point : TEXCOORD6 ;
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#ifdef USE_SOFT_WATER
#ifdef NEED_SOFT_WATER
float4 tctexgen : TEXCOORD7 ;
float4 tctexgen : TEXCOORD7 ;
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#endif // USE_SOFT_WATER
#endif // NEED_SOFT_WATER
half4 c0 : COLOR0 ;
half4 c0 : COLOR0 ;
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//
float fog : FOG ;
float fog : FOG ;
};
};
uniform sampler2D s_nmap;
uniform sampler2D s_nmap;
uniform samplerCUBE s_env0;
uniform samplerCUBE s_env0;
uniform samplerCUBE s_env1;
uniform samplerCUBE s_env1;
uniform sampler2D s_leaves;
uniform sampler2D s_leaves;
#if defined(USE_SOFT_WATER) && defined(NEED_SOFT_WATER)
#if defined(USE_SOFT_WATER) && defined(NEED_SOFT_WATER)
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half3 water_intensity;
uniform
half3 water_intensity;
#endif // defined(USE_SOFT_WATER) && defined(NEED_SOFT_WATER)
#endif // defined(USE_SOFT_WATER) && defined(NEED_SOFT_WATER)
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Pixel
// Pixel
/*
/*
half4 main ( v2p I ) : COLOR
half4 main ( v2p I ) : COLOR
{
{
half4 t_base = tex2D (s_base,I.tbase);
half4 t_base = tex2D (s_base,I.tbase);
half3 t_env = texCUBE (s_env, I.tenv);
half3 t_env = texCUBE (s_env, I.tenv);
half3 refl = lerp (t_env,t_base,I.c0.a);
half3 refl = lerp (t_env,t_base,I.c0.a);
half3 color = lerp (refl, t_base,t_base.a);
half3 color = lerp (refl, t_base,t_base.a);
half3 final = color*I.c0*2 ;
half3 final = color*I.c0*2 ;
half alpha_shift = saturate(.5-I.c0.a);
half alpha_shift = saturate(.5-I.c0.a);
half alpha_add = alpha_shift*alpha_shift;
half alpha_add = alpha_shift*alpha_shift;
half alpha = t_base.a;
half alpha = t_base.a;
// out
// out
return half4 (final, t_base.a ); //t_base.a + (1-I.c0.a)); //half4 (final, t_base.a );
return half4 (final, t_base.a ); //t_base.a + (1-I.c0.a)); //half4 (final, t_base.a );
}
}
*/
*/
half4 main( vf I ) : COLOR
half4 main( vf I ) : COLOR
{
{
half4 base = tex2D (s_base,I.tbase);
half4 base = tex2D (s_base,I.tbase);
half3 n0 = tex2D (s_nmap,I.tnorm0);
half3 n0 = tex2D (s_nmap,I.tnorm0);
half3 n1 = tex2D (s_nmap,I.tnorm1);
half3 n1 = tex2D (s_nmap,I.tnorm1);
half3 Navg = n0 + n1 - 1;
half3 Navg = n0 + n1 - 1;
half3 Nw = mul (half3x3(I.M1, I.M2, I.M3), Navg);
half3 Nw = mul (half3x3(I.M1, I.M2, I.M3), Navg);
Nw = normalize (Nw);
Nw = normalize (Nw);
half3 v2point = normalize (I.v2point);
half3 v2point = normalize (I.v2point);
half3 vreflect= reflect(v2point, Nw);
half3 vreflect= reflect(v2point, Nw);
vreflect.y= vreflect.y*2-1; // fake remapping
vreflect.y= vreflect.y*2-1; // fake remapping
/* // true remapping. Slow.
/* // true remapping. Slow.
half3 vreflectabs = abs(vreflect);
half3 vreflectabs = abs(vreflect);
half vreflectmax = max( vreflectabs.x, max(vreflectabs.y, vreflectabs.z));
half vreflectmax = max( vreflectabs.x, max(vreflectabs.y, vreflectabs.z));
vreflect /= vreflectmax;
vreflect /= vreflectmax;
if (vreflect.y<0.99)
if (vreflect.y<0.99)
vreflect.y = vreflect.y*2-1;
vreflect.y = vreflect.y*2-1;
*/
*/
half3 env0 = texCUBE (s_env0, vreflect);
half3 env0 = texCUBE (s_env0, vreflect);
half3 env1 = texCUBE (s_env1, vreflect);
half3 env1 = texCUBE (s_env1, vreflect);
half3 env = lerp (env0,env1,L_ambient.w);
half3 env = lerp (env0,env1,L_ambient.w);
env *= env*2;
env *= env*2;
half fresnel = saturate (dot(vreflect,v2point));
half fresnel = saturate (dot(vreflect,v2point));
half power = pow(fresnel,9);
half power = pow(fresnel,9);
half amount = 0.15h+0.25h*power; // 1=full env, 0=no env
half amount = 0.15h+0.25h*power; // 1=full env, 0=no env
half3 c_reflection = env*amount;
half3 c_reflection = env*amount;
half3 final = lerp(c_reflection,base.rgb,base.a);
half3 final = lerp(c_reflection,base.rgb,base.a);
final *= I.c0*2;
final *= I.c0*2;
// tonemap
// tonemap
#ifdef USE_VTF
#ifdef USE_VTF
// final *= I.c0.w ;
// final *= I.c0.w ;
#else
#else
// final *= tex2D (s_tonemap,I.tbase).x ; // any TC - OK
// final *= tex2D (s_tonemap,I.tbase).x ; // any TC - OK
#endif
#endif
#ifdef NEED_SOFT_WATER
#ifdef NEED_SOFT_WATER
half alpha = 0.75h+0.25h*power; // 1=full env, 0=no env
half alpha = 0.75h+0.25h*power; // 1=full env, 0=no env
#ifdef USE_SOFT_WATER
#ifdef USE_SOFT_WATER
// Igor: additional depth test
// Igor: additional depth test
half4 _P = tex2Dproj( s_position, I.tctexgen);
half4 _P = tex2Dproj( s_position, I.tctexgen);
half waterDepth = _P.z-I.tctexgen.z;
half waterDepth = _P.z-I.tctexgen.z;
// water fog
// water fog
half fog_exp_intens = -4.0h;
half fog_exp_intens = -4.0h;
float fog = 1-exp(fog_exp_intens*waterDepth);
float fog = 1-exp(fog_exp_intens*waterDepth);
half3 Fc = half3( 0.1h, 0.1h, 0.1h) * water_intensity.r;
half3 Fc = half3( 0.1h, 0.1h, 0.1h) * water_intensity.r;
// half3 Fc = lerp(half3( 1.0h, 0.0h, 0.0h), half3( 0.0h, 1.0h, 0.0h), water_intensity.r);
// half3 Fc = lerp(half3( 1.0h, 0.0h, 0.0h), half3( 0.0h, 1.0h, 0.0h), water_intensity.r);
// half3 Fc = half3( 0.1h, 0.1h, 0.2h);
// half3 Fc = half3( 0.1h, 0.1h, 0.2h);
// half3 Fc = half3( 1.0h, 0.0h, 0.0h);
// half3 Fc = half3( 1.0h, 0.0h, 0.0h);
final = lerp (Fc, final, alpha);
final = lerp (Fc, final, alpha);
alpha = min(alpha, saturate(waterDepth));
alpha = min(alpha, saturate(waterDepth));
alpha = max (fog, alpha);
alpha = max (fog, alpha);
// Leaves
// Leaves
half4 leaves = tex2D(s_leaves, I.tbase);
half4 leaves = tex2D(s_leaves, I.tbase);
leaves.rgb *= water_intensity.r;
leaves.rgb *= water_intensity.r;
half calc_cos = -dot(float3(I.M1.z, I.M2.z, I.M3.z), normalize(v2point));
half calc_cos = -dot(float3(I.M1.z, I.M2.z, I.M3.z), normalize(v2point));
half calc_depth = saturate(waterDepth*calc_cos);
half calc_depth = saturate(waterDepth*calc_cos);
half fLeavesFactor = smoothstep(0.025, 0.05, calc_depth );
half fLeavesFactor = smoothstep(0.025, 0.05, calc_depth );
fLeavesFactor *= smoothstep(0.1, 0.075, calc_depth );
fLeavesFactor *= smoothstep(0.1, 0.075, calc_depth );
final = lerp(final, leaves, leaves.a*fLeavesFactor);
final = lerp(final, leaves, leaves.a*fLeavesFactor);
alpha = lerp(alpha, leaves.a, leaves.a*fLeavesFactor);
alpha = lerp(alpha, leaves.a, leaves.a*fLeavesFactor);
#endif // USE_SOFT_WATER
#endif // USE_SOFT_WATER
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return half4 (final,
alpha*I.c0.a*I.c0.a
) ;
// Fogging
final = lerp(fog_color, final, I.fog);
alpha *= I.fog*I.fog;
return half4 (final,
alpha
) ;
#else // NEED_SOFT_WATER
#else // NEED_SOFT_WATER
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return
half4
(final,
1
) ;
// Fogging
final = lerp(fog_color, final, I.fog);
return
float4
(final,
I.fog*I.fog
) ;
#endif // NEED_SOFT_WATER
#endif // NEED_SOFT_WATER
}
}
सेव किए गए Diffs
ऑरिजनल टेक्स्ट
फ़ाइल खोलें
#include "common.h" struct vf { float4 hpos : POSITION ; float2 tbase : TEXCOORD0 ; // base float2 tnorm0 : TEXCOORD1 ; // nm0 float2 tnorm1 : TEXCOORD2 ; // nm1 half3 M1 : TEXCOORD3 ; half3 M2 : TEXCOORD4 ; half3 M3 : TEXCOORD5 ; half3 v2point : TEXCOORD6 ; float4 tctexgen : TEXCOORD7 ; half4 c0 : COLOR0 ; // float fog : FOG ; }; uniform sampler2D s_nmap; uniform samplerCUBE s_env0; uniform samplerCUBE s_env1; uniform sampler2D s_leaves; #if defined(USE_SOFT_WATER) && defined(NEED_SOFT_WATER) half3 water_intensity; #endif // defined(USE_SOFT_WATER) && defined(NEED_SOFT_WATER) //////////////////////////////////////////////////////////////////////////////// // Pixel /* half4 main ( v2p I ) : COLOR { half4 t_base = tex2D (s_base,I.tbase); half3 t_env = texCUBE (s_env, I.tenv); half3 refl = lerp (t_env,t_base,I.c0.a); half3 color = lerp (refl, t_base,t_base.a); half3 final = color*I.c0*2 ; half alpha_shift = saturate(.5-I.c0.a); half alpha_add = alpha_shift*alpha_shift; half alpha = t_base.a; // out return half4 (final, t_base.a ); //t_base.a + (1-I.c0.a)); //half4 (final, t_base.a ); } */ half4 main( vf I ) : COLOR { half4 base = tex2D (s_base,I.tbase); half3 n0 = tex2D (s_nmap,I.tnorm0); half3 n1 = tex2D (s_nmap,I.tnorm1); half3 Navg = n0 + n1 - 1; half3 Nw = mul (half3x3(I.M1, I.M2, I.M3), Navg); Nw = normalize (Nw); half3 v2point = normalize (I.v2point); half3 vreflect= reflect(v2point, Nw); vreflect.y= vreflect.y*2-1; // fake remapping /* // true remapping. Slow. half3 vreflectabs = abs(vreflect); half vreflectmax = max( vreflectabs.x, max(vreflectabs.y, vreflectabs.z)); vreflect /= vreflectmax; if (vreflect.y<0.99) vreflect.y = vreflect.y*2-1; */ half3 env0 = texCUBE (s_env0, vreflect); half3 env1 = texCUBE (s_env1, vreflect); half3 env = lerp (env0,env1,L_ambient.w); env *= env*2; half fresnel = saturate (dot(vreflect,v2point)); half power = pow(fresnel,9); half amount = 0.15h+0.25h*power; // 1=full env, 0=no env half3 c_reflection = env*amount; half3 final = lerp(c_reflection,base.rgb,base.a); final *= I.c0*2; // tonemap #ifdef USE_VTF // final *= I.c0.w ; #else // final *= tex2D (s_tonemap,I.tbase).x ; // any TC - OK #endif #ifdef NEED_SOFT_WATER half alpha = 0.75h+0.25h*power; // 1=full env, 0=no env #ifdef USE_SOFT_WATER // Igor: additional depth test half4 _P = tex2Dproj( s_position, I.tctexgen); half waterDepth = _P.z-I.tctexgen.z; // water fog half fog_exp_intens = -4.0h; float fog = 1-exp(fog_exp_intens*waterDepth); half3 Fc = half3( 0.1h, 0.1h, 0.1h) * water_intensity.r; // half3 Fc = lerp(half3( 1.0h, 0.0h, 0.0h), half3( 0.0h, 1.0h, 0.0h), water_intensity.r); // half3 Fc = half3( 0.1h, 0.1h, 0.2h); // half3 Fc = half3( 1.0h, 0.0h, 0.0h); final = lerp (Fc, final, alpha); alpha = min(alpha, saturate(waterDepth)); alpha = max (fog, alpha); // Leaves half4 leaves = tex2D(s_leaves, I.tbase); leaves.rgb *= water_intensity.r; half calc_cos = -dot(float3(I.M1.z, I.M2.z, I.M3.z), normalize(v2point)); half calc_depth = saturate(waterDepth*calc_cos); half fLeavesFactor = smoothstep(0.025, 0.05, calc_depth ); fLeavesFactor *= smoothstep(0.1, 0.075, calc_depth ); final = lerp(final, leaves, leaves.a*fLeavesFactor); alpha = lerp(alpha, leaves.a, leaves.a*fLeavesFactor); #endif // USE_SOFT_WATER return half4 (final, alpha*I.c0.a*I.c0.a ) ; #else // NEED_SOFT_WATER return half4 (final, 1 ) ; #endif // NEED_SOFT_WATER }
परिवर्तित टेक्स्ट
फ़ाइल खोलें
#include "common.h" struct vf { float4 hpos : POSITION ; float2 tbase : TEXCOORD0 ; // base float2 tnorm0 : TEXCOORD1 ; // nm0 float2 tnorm1 : TEXCOORD2 ; // nm1 half3 M1 : TEXCOORD3 ; half3 M2 : TEXCOORD4 ; half3 M3 : TEXCOORD5 ; half3 v2point : TEXCOORD6 ; #ifdef USE_SOFT_WATER #ifdef NEED_SOFT_WATER float4 tctexgen : TEXCOORD7 ; #endif // USE_SOFT_WATER #endif // NEED_SOFT_WATER half4 c0 : COLOR0 ; float fog : FOG ; }; uniform sampler2D s_nmap; uniform samplerCUBE s_env0; uniform samplerCUBE s_env1; uniform sampler2D s_leaves; #if defined(USE_SOFT_WATER) && defined(NEED_SOFT_WATER) uniform half3 water_intensity; #endif // defined(USE_SOFT_WATER) && defined(NEED_SOFT_WATER) //////////////////////////////////////////////////////////////////////////////// // Pixel /* half4 main ( v2p I ) : COLOR { half4 t_base = tex2D (s_base,I.tbase); half3 t_env = texCUBE (s_env, I.tenv); half3 refl = lerp (t_env,t_base,I.c0.a); half3 color = lerp (refl, t_base,t_base.a); half3 final = color*I.c0*2 ; half alpha_shift = saturate(.5-I.c0.a); half alpha_add = alpha_shift*alpha_shift; half alpha = t_base.a; // out return half4 (final, t_base.a ); //t_base.a + (1-I.c0.a)); //half4 (final, t_base.a ); } */ half4 main( vf I ) : COLOR { half4 base = tex2D (s_base,I.tbase); half3 n0 = tex2D (s_nmap,I.tnorm0); half3 n1 = tex2D (s_nmap,I.tnorm1); half3 Navg = n0 + n1 - 1; half3 Nw = mul (half3x3(I.M1, I.M2, I.M3), Navg); Nw = normalize (Nw); half3 v2point = normalize (I.v2point); half3 vreflect= reflect(v2point, Nw); vreflect.y= vreflect.y*2-1; // fake remapping /* // true remapping. Slow. half3 vreflectabs = abs(vreflect); half vreflectmax = max( vreflectabs.x, max(vreflectabs.y, vreflectabs.z)); vreflect /= vreflectmax; if (vreflect.y<0.99) vreflect.y = vreflect.y*2-1; */ half3 env0 = texCUBE (s_env0, vreflect); half3 env1 = texCUBE (s_env1, vreflect); half3 env = lerp (env0,env1,L_ambient.w); env *= env*2; half fresnel = saturate (dot(vreflect,v2point)); half power = pow(fresnel,9); half amount = 0.15h+0.25h*power; // 1=full env, 0=no env half3 c_reflection = env*amount; half3 final = lerp(c_reflection,base.rgb,base.a); final *= I.c0*2; // tonemap #ifdef USE_VTF // final *= I.c0.w ; #else // final *= tex2D (s_tonemap,I.tbase).x ; // any TC - OK #endif #ifdef NEED_SOFT_WATER half alpha = 0.75h+0.25h*power; // 1=full env, 0=no env #ifdef USE_SOFT_WATER // Igor: additional depth test half4 _P = tex2Dproj( s_position, I.tctexgen); half waterDepth = _P.z-I.tctexgen.z; // water fog half fog_exp_intens = -4.0h; float fog = 1-exp(fog_exp_intens*waterDepth); half3 Fc = half3( 0.1h, 0.1h, 0.1h) * water_intensity.r; // half3 Fc = lerp(half3( 1.0h, 0.0h, 0.0h), half3( 0.0h, 1.0h, 0.0h), water_intensity.r); // half3 Fc = half3( 0.1h, 0.1h, 0.2h); // half3 Fc = half3( 1.0h, 0.0h, 0.0h); final = lerp (Fc, final, alpha); alpha = min(alpha, saturate(waterDepth)); alpha = max (fog, alpha); // Leaves half4 leaves = tex2D(s_leaves, I.tbase); leaves.rgb *= water_intensity.r; half calc_cos = -dot(float3(I.M1.z, I.M2.z, I.M3.z), normalize(v2point)); half calc_depth = saturate(waterDepth*calc_cos); half fLeavesFactor = smoothstep(0.025, 0.05, calc_depth ); fLeavesFactor *= smoothstep(0.1, 0.075, calc_depth ); final = lerp(final, leaves, leaves.a*fLeavesFactor); alpha = lerp(alpha, leaves.a, leaves.a*fLeavesFactor); #endif // USE_SOFT_WATER // Fogging final = lerp(fog_color, final, I.fog); alpha *= I.fog*I.fog; return half4 (final, alpha ) ; #else // NEED_SOFT_WATER // Fogging final = lerp(fog_color, final, I.fog); return float4 (final, I.fog*I.fog ) ; #endif // NEED_SOFT_WATER }
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