2026-06-09 룸 프로토타입 디자인 (진행중)
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Assets/Stylized Water 3/Shaders/Rendering/HeightProcessor.shader
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Assets/Stylized Water 3/Shaders/Rendering/HeightProcessor.shader
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// Stylized Water 3 by Staggart Creations (http://staggart.xyz)
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// COPYRIGHT PROTECTED UNDER THE UNITY ASSET STORE EULA (https://unity.com/legal/as-terms)
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// • Copying or referencing source code for the production of new asset store, or public, content is strictly prohibited!
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// • Uploading this file to a public repository will subject it to an automated DMCA takedown request.
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Shader "Hidden/StylizedWater3/HeightProcessor"
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{
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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HLSLINCLUDE
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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ENDHLSL
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Pass
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{
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Name "Height To Normal"
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment frag
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float4 _HeightToNormalParams;
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//X: Strength
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//Y: Channel
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//Z: Miplevel
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float4 frag (Varyings input) : SV_Target
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{
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float2 uv = input.texcoord;
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float radius = _BlitTexture_TexelSize.x; //1f/width
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float strength = _HeightToNormalParams.x * 2.0;
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int channel = _HeightToNormalParams.y;
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uint mip = _HeightToNormalParams.z;
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if(uv.x >= (1-radius) || uv.y >= (1-radius)
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|| uv.x <= (radius) || uv.y <= (radius)
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) return float4(1,1,1,1);
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const float xLeft = (SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_LinearClamp, float2(uv.xy - float2(radius, 0.0)), mip)[channel]) * strength;
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const float xRight = (SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_LinearClamp, float2(uv.xy + float2(radius, 0.0)), mip)[channel]) * strength;
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const float yUp = (SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_LinearClamp, float2(uv.xy - float2(0.0, radius)), mip)[channel]) * strength;
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const float yDown = (SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_LinearClamp, float2(uv.xy + float2(0.0, radius)), mip)[channel]) * strength;
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float xDelta = ((xLeft - xRight) + 1.0) * 0.5f;
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float yDelta = ((yUp - yDown) + 1.0) * 0.5f;
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float4 normals = float4(xDelta, yDelta, 0.0, 0);
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return normals;
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}
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ENDHLSL
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}
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Pass
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{
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Name "Terrain Intersection Mask"
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment frag
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#include "../Libraries/Height.hlsl"
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#include "../Libraries/Terrain.hlsl"
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float _TerrainIntersectionMaskOffset;
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float4 frag (Varyings input) : SV_Target
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{
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float2 uv = input.texcoord;
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//Snap texels to terrain height buffer grid to avoid texel swimming
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float cellSize = 2;
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//uv = floor(uv / cellSize) * cellSize;
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float3 positionWS = float3(
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_TerrainHeightRenderCoords.x + (uv.x * _TerrainHeightRenderCoords.z),
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0,
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_TerrainHeightRenderCoords.y + (uv.y * _TerrainHeightRenderCoords.z));
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float3 terrainHeightSamplePos = positionWS;
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terrainHeightSamplePos.x = floor(positionWS.x / cellSize) * cellSize;
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terrainHeightSamplePos.z = floor(positionWS.z / cellSize) * cellSize;
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terrainHeightSamplePos = floor(positionWS / cellSize) * (cellSize) + (cellSize * 0.5f);
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/*
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int resolution = 256.0f;
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float3 origin = float3(_TerrainHeightRenderCoords.x, 0, _TerrainHeightRenderCoords.y);
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origin = origin * resolution / 2.0f;
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float3 roundedOrigin = round(origin);
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float3 roundOffset = roundedOrigin - origin;
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//Need to fix the pixel swimming. SDF mask renders at a lower resolution than the terrain height prepass
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roundOffset = roundOffset * 2.0f / resolution;
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positionWS += roundOffset;
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*/
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float2 waterHeights = SampleWaterHeight(positionWS);
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float waterHeight = waterHeights.x;
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//Factor in displacement effects?
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//waterHeight += waterHeights.g;
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if(HasHitWaterSurface(waterHeight) == false) return 0;
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//TODO: Implement padding to shift the SDF inwards a bit
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waterHeight += _TerrainIntersectionMaskOffset;
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const float terrainHeight = SampleTerrainHeight(terrainHeightSamplePos);
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float delta = waterHeight - terrainHeight;
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//Soft
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//float mask = 1-saturate(delta * 32);
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//Boolean
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float mask = waterHeight < terrainHeight ? 1 : 0;
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return float4(mask, 0.0, 0.0, 1.0);
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}
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ENDHLSL
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}
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}
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}
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