You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
215 lines
6.3 KiB
Plaintext
215 lines
6.3 KiB
Plaintext
|
4 years ago
|
|
||
|
|
Shader "Enviro/Standard/EnviroFogRenderingSimple"
|
||
|
|
{
|
||
|
|
Properties
|
||
|
|
{
|
||
|
|
_EnviroVolumeLightingTex("Volume Lighting Tex", Any) = ""{}
|
||
|
|
//_MainTex("Source", Any) = "black"{}
|
||
|
|
}
|
||
|
|
SubShader
|
||
|
|
{
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
ZTest Always Cull Off ZWrite Off Fog { Mode Off }
|
||
|
|
|
||
|
|
CGPROGRAM
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
#pragma target 3.0
|
||
|
|
#pragma multi_compile ENVIROVOLUMELIGHT
|
||
|
|
#pragma multi_compile __ ENVIROURP
|
||
|
|
#pragma exclude_renderers gles
|
||
|
|
|
||
|
|
// Start: LuxWater
|
||
|
|
#pragma multi_compile __ LUXWATER_DEFERREDFOG
|
||
|
|
|
||
|
|
#if defined(LUXWATER_DEFERREDFOG)
|
||
|
|
sampler2D _UnderWaterMask;
|
||
|
|
float4 _LuxUnderWaterDeferredFogParams; // x: IsInsideWatervolume?, y: BelowWaterSurface shift, z: EdgeBlend
|
||
|
|
#endif
|
||
|
|
// End: LuxWater
|
||
|
|
|
||
|
|
|
||
|
|
#include "UnityCG.cginc"
|
||
|
|
#include "../Core/EnviroVolumeLightCore.cginc"
|
||
|
|
#include "../../../../Core/Resources/Shaders/Core/EnviroFogCore.cginc"
|
||
|
|
|
||
|
|
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
|
||
|
|
uniform float4 _MainTex_TexelSize;
|
||
|
|
|
||
|
|
struct appdata_t
|
||
|
|
{
|
||
|
|
float4 vertex : POSITION;
|
||
|
|
float3 texcoord : TEXCOORD0;
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct v2f
|
||
|
|
{
|
||
|
|
float4 pos : SV_POSITION;
|
||
|
|
float3 texcoord : TEXCOORD0;
|
||
|
|
float3 sky : TEXCOORD1;
|
||
|
|
float2 uv : TEXCOORD2;
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
|
||
|
|
v2f vert(appdata_img v)
|
||
|
|
{
|
||
|
|
v2f o;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(v); //Insert
|
||
|
|
UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert
|
||
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Insert
|
||
|
|
#if defined(ENVIROURP)
|
||
|
|
o.pos = float4(v.vertex.xyz,1.0);
|
||
|
|
#if UNITY_UV_STARTS_AT_TOP
|
||
|
|
o.pos.y *= -1;
|
||
|
|
#endif
|
||
|
|
#else
|
||
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||
|
|
#endif
|
||
|
|
o.uv.xy = v.texcoord.xy;
|
||
|
|
|
||
|
|
#if !ENVIROURP && UNITY_UV_STARTS_AT_TOP
|
||
|
|
//if (_MainTex_TexelSize.y > 0)
|
||
|
|
// o.uv.y = 1 - o.uv.y;
|
||
|
|
#endif
|
||
|
|
return o;
|
||
|
|
}
|
||
|
|
|
||
|
|
fixed4 frag(v2f i) : SV_Target
|
||
|
|
{
|
||
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||
|
|
|
||
|
|
float rawDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoTransformScreenSpaceTex(i.uv));
|
||
|
|
float dpth = Linear01Depth(rawDepth);
|
||
|
|
|
||
|
|
|
||
|
|
float4x4 proj, eyeToWorld;
|
||
|
|
if (unity_StereoEyeIndex == 0)
|
||
|
|
{
|
||
|
|
proj = _LeftViewFromScreen;
|
||
|
|
eyeToWorld = _LeftWorldFromView;
|
||
|
|
}
|
||
|
|
else
|
||
|
|
{
|
||
|
|
proj = _RightViewFromScreen;
|
||
|
|
eyeToWorld = _RightWorldFromView;
|
||
|
|
}
|
||
|
|
|
||
|
|
//bit of matrix math to take the screen space coord (u,v,depth) and transform to world space
|
||
|
|
float2 uvClip = i.uv * 2.0 - 1.0;
|
||
|
|
float clipDepth = rawDepth; // Fix for OpenGl Core thanks to Lars Bertram
|
||
|
|
clipDepth = (UNITY_NEAR_CLIP_VALUE < 0) ? clipDepth * 2 - 1 : clipDepth;
|
||
|
|
float4 clipPos = float4(uvClip, clipDepth, 1.0);
|
||
|
|
float4 viewPos = mul(proj, clipPos); // inverse projection by clip position
|
||
|
|
viewPos /= viewPos.w; // perspective division
|
||
|
|
|
||
|
|
float4 wsPos = float4(mul(eyeToWorld, viewPos).xyz, 1);
|
||
|
|
float4 wsDir = wsPos - float4(_WorldSpaceCameraPos, 0);
|
||
|
|
|
||
|
|
float3 viewDir = normalize(wsDir);
|
||
|
|
|
||
|
|
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
|
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
|
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
|
|
||
|
|
|
||
|
|
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
|
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
|
half fogFac = 0;
|
||
|
|
float4 finalFog = unity_FogColor;
|
||
|
|
float g = _DistanceParams.x;
|
||
|
|
half gAdd = 0;
|
||
|
|
|
||
|
|
if (_EnviroParams.z > 0)
|
||
|
|
{
|
||
|
|
gAdd = ComputeHalfSpace (wsDir);
|
||
|
|
}
|
||
|
|
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
|
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
|
//Scene
|
||
|
|
if (dpth < 0.99999)
|
||
|
|
{
|
||
|
|
// Calculate Distance Fog
|
||
|
|
if (_EnviroParams.y > 0)
|
||
|
|
{
|
||
|
|
g += ComputeDistance(wsDir, dpth);
|
||
|
|
g *= _distanceFogIntensity;
|
||
|
|
}
|
||
|
|
|
||
|
|
// AAdd Height Fog
|
||
|
|
g += gAdd;
|
||
|
|
|
||
|
|
// Compute fog amount
|
||
|
|
fogFac = ComputeFogFactor(max(0.0, g));
|
||
|
|
fogFac = lerp(_maximumFogDensity, 1.0f, fogFac);
|
||
|
|
}
|
||
|
|
else //SKY
|
||
|
|
{
|
||
|
|
half fogFacSky = ComputeFogFactor(max(0.0, gAdd));
|
||
|
|
float f = saturate(_EnviroSkyFog.x * (viewDir.y + _EnviroSkyFog.z));
|
||
|
|
f = pow(f, _EnviroSkyFog.y);
|
||
|
|
fogFac = (clamp(f, 0, 1));
|
||
|
|
|
||
|
|
if (fogFac > fogFacSky)
|
||
|
|
fogFac = fogFacSky;
|
||
|
|
}
|
||
|
|
|
||
|
|
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
|
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
|
|
||
|
|
// Start: LuxWater
|
||
|
|
#if defined(LUXWATER_DEFERREDFOG)
|
||
|
|
half4 fogMask = tex2D(_UnderWaterMask, UnityStereoTransformScreenSpaceTex(i.uv));
|
||
|
|
float watersurfacefrombelow = DecodeFloatRG(fogMask.ba);
|
||
|
|
|
||
|
|
// Get distance and lower it a bit in order to handle edge blending artifacts (edge blended parts would not get ANY fog)
|
||
|
|
float dist = (watersurfacefrombelow - dpth) + _LuxUnderWaterDeferredFogParams.y * _ProjectionParams.w;
|
||
|
|
// Fade fog from above water to below water
|
||
|
|
float fogFactor = saturate(1.0 + _ProjectionParams.z * _LuxUnderWaterDeferredFogParams.z * dist);
|
||
|
|
// Clamp above result to where water is actually rendered
|
||
|
|
fogFactor = (fogMask.r == 1) ? fogFactor : 1.0;
|
||
|
|
// Mask fog on underwarter parts - only if we are inside a volume (bool... :( )
|
||
|
|
if (_LuxUnderWaterDeferredFogParams.x) {
|
||
|
|
fogFactor *= saturate(1.0 - fogMask.g * 8.0);
|
||
|
|
if (dist < -_ProjectionParams.w * 4 && fogMask.r == 0 && fogMask.g < 1.0) {
|
||
|
|
fogFactor = 1.0;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
// Tweak fog factor
|
||
|
|
fogFac = lerp(1.0, fogFac, fogFactor);
|
||
|
|
#endif
|
||
|
|
// End: LuxWater
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
float4 final;
|
||
|
|
float4 source = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoTransformScreenSpaceTex(i.uv));
|
||
|
|
|
||
|
|
#if defined (ENVIROVOLUMELIGHT)
|
||
|
|
float4 volumeLighting = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_EnviroVolumeLightingTex, UnityStereoTransformScreenSpaceTex(i.uv));
|
||
|
|
volumeLighting *= _EnviroParams.x;
|
||
|
|
if (_EnviroParams.w == 1)
|
||
|
|
{
|
||
|
|
volumeLighting.rgb = tonemapACES(volumeLighting.rgb, 1.0);
|
||
|
|
}
|
||
|
|
// Start: LuxWater
|
||
|
|
#if defined(LUXWATER_DEFERREDFOG)
|
||
|
|
volumeLighting *= fogFactor;
|
||
|
|
#endif
|
||
|
|
// End: LuxWater
|
||
|
|
final = lerp (lerp(finalFog, finalFog + volumeLighting, _EnviroVolumeDensity), lerp(source, source + volumeLighting, _EnviroVolumeDensity), fogFac);
|
||
|
|
#else
|
||
|
|
final = lerp (finalFog, source, fogFac);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
return final;
|
||
|
|
|
||
|
|
}
|
||
|
|
ENDCG
|
||
|
|
}
|
||
|
|
}
|
||
|
|
Fallback Off
|
||
|
|
}
|