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Shader "Enviro/HDRP/Skybox Lite"
{
//Properties
//{
//_Stars("Stars Cubemap", Cube) = "black" {}
//_Galaxy("Galaxy Cubemap", Cube) = "black" {}
//_SatTex("Satellites Tex", 2D) = "black" {}
//_MoonTex("Moon Tex", 2D) = "black" {}
//_MoonNormal("Moon Normal", 2D) = "black" {}
//}
HLSLINCLUDE
//#pragma target 4.5
#pragma editor_sync_compilation
#pragma multi_compile __ ENVIROHDRP
#if defined (ENVIROHDRP)
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl"
uniform half4 _SkyColor;
uniform half4 _HorizonColor;
uniform half4 _SunColor;
uniform float4x4 _StarsMatrix;
uniform half _StarsIntensity;
uniform half _SunDiskSizeSimple;
uniform float4 _weatherSkyMod;
uniform half _BlackGround;
uniform float3 _SunDir;
uniform sampler2D _MoonTex;
uniform float3 _MoonDir;
uniform float4 _MoonColor;
uniform float4 _moonParams;
uniform float _EnviroSkyIntensity;
float _DitheringIntensity;
TEXTURECUBE(_Stars);
SAMPLER(sampler_Stars);
TEXTURECUBE(_StarsTwinklingNoise);
SAMPLER(sampler_StarsTwinklingNoise);
struct Attributes
{
uint vertexID : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings Vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID, UNITY_RAW_FAR_CLIP_VALUE);
return output;
}
float MoonPhaseFactor(float2 uv, float phase)
{
float alpha = 1.0;
float srefx = uv.x - 0.5;
float refx = abs(uv.x - 0.5);
if (phase > 0)
{
srefx = (1 - uv.x) - 0.5;
refx = abs((1 - uv.x) - 0.5);
}
phase = abs(_moonParams.w);
float refy = abs(uv.y - 0.5);
float refxfory = sqrt(0.25 - refy * refy);
float xmin = -refxfory;
float xmax = refxfory;
float xmin1 = (xmax - xmin) * (phase / 2) + xmin;
float xmin2 = (xmax - xmin) * phase + xmin;
if (srefx < xmin1)
{
alpha = 0;
}
else if (srefx < xmin2 && xmin1 != xmin2)
{
alpha = (srefx - xmin1) / (xmin2 - xmin1);
}
return alpha;
}
half getMiePhase(half eyeCos, half eyeCos2, half y)
{
half temp = 1.0 + 0.9801 - 2.0 * (-0.990) * eyeCos;
temp = pow(temp, pow(_SunDiskSizeSimple, 0.65) * 10);
temp = max(temp, 1.0e-4); // prevent division by zero, esp. in half precision
temp = 1.5 * ((1.0 - 0.9801) / (2.0 + 0.9801)) * (1.0 + eyeCos2) / temp;
//#if defined(UNITY_COLORSPACE_GAMMA) && SKYBOX_COLOR_IN_TARGET_COLOR_SPACE
// temp = pow(temp, .454545);
//#endif
return temp;
}
float3 ScreenSpaceDither(float2 vScreenPos, float3 clr)
{
float d = dot(float2(131.0, 312.0), vScreenPos.xy + _Time.y);
float3 vDither = float3(d, d, d);
vDither.rgb = frac(vDither.rgb / float3(103.0, 71.0, 97.0)) - float3(0.5, 0.5, 0.5);
return (vDither.rgb / 15.0) * _DitheringIntensity * Luminance(clr);
}
half3 tonemapACES(half3 color, float Exposure)
{
color *= Exposure;
// See https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
const half a = 2.51;
const half b = 0.03;
const half c = 2.43;
const half d = 0.59;
const half e = 0.14;
return saturate((color * (a * color + b)) / (color * (c * color + d) + e));
}
float4 Frag(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float3 viewDirWS = GetSkyViewDirWS(input.positionCS.xy);
float3 dir = -viewDirWS;
float3 wpos = normalize(mul((float4x4)UNITY_MATRIX_M, dir)).xyz;
float3 viewDir = normalize(wpos + float3(0,0.2,0));
//float3 viewDir = normalize(-viewDirWS);
float night = pow(max(0.0, viewDir.y), 1.25);
float3 sky = float3(saturate(_SunDir.y + 0.25), saturate(clamp(1.0 - _SunDir.y, 0.0, 0.5)), saturate(dot(-_MoonDir.xyz, viewDir)));
float4 skyColor = float4(0, 0, 0, 1);
if(_BlackGround == 1.0 && viewDir.y < 0.0)
skyColor = float4(0, 0, 0, 1);
else
{
//float3 viewDir = normalize(i.WorldPosition + float3(0,0.2,0));
// Moon UV
float3 r = normalize(cross(_MoonDir.xyz, float3(0, 0, 1)));
float3 u = cross(_MoonDir.xyz, r);
float2 moonUV = float2(dot(r, dir), dot(u, dir)) * (21.0 - _moonParams.x) + 0.5;
float4 moonSampler = tex2D(_MoonTex, moonUV);
float alpha = MoonPhaseFactor(moonUV, 1-_moonParams.w);
float3 moonArea = clamp(moonSampler * 10, 0, 1) * sky.z;
moonSampler = lerp(float4(0, 0, 0, 0), moonSampler, alpha);
moonSampler = (moonSampler * _MoonColor) * 2;
float starsBehindMoon = 1 - clamp((moonArea * 5), 0, 1);
float3 starsUV = mul((float3x3)_StarsMatrix, dir);
float3 starsMap = SAMPLE_TEXTURECUBE_LOD(_Stars, sampler_Stars, starsUV, 0).rgb;
float4 nightSky = float4(((_StarsIntensity * 50) * starsMap.rgb),1) * starsBehindMoon;
skyColor = lerp(_HorizonColor,_SkyColor,smoothstep(dot(viewDir.y, float3(0,2,0)),0,0.3));
if (viewDir.y < 0.0)
skyColor = _HorizonColor;
skyColor = skyColor + (1 - skyColor.a) * nightSky;
half eyeCos = dot(_SunDir, -viewDir);
half eyeCos2 = eyeCos * eyeCos;
half mie = getMiePhase(eyeCos, eyeCos2,viewDir.y);
skyColor += mie * _SunColor;
skyColor.rgb += (moonSampler.rgb * sky.z);
skyColor = lerp(skyColor, (lerp(skyColor, _weatherSkyMod, _weatherSkyMod.a)), _weatherSkyMod.a);
}
return float4(pow(skyColor.rgb,2) * _EnviroSkyIntensity * GetCurrentExposureMultiplier(), 1);
}
float4 FragBaking(Varyings input) : SV_Target
{
float3 viewDirWS = GetSkyViewDirWS(input.positionCS.xy);
float3 dir = -viewDirWS;
float3 wpos = normalize(mul((float4x4)UNITY_MATRIX_M, dir)).xyz;
float3 viewDir = normalize(wpos + float3(0,0.2,0));
float night = pow(max(0.0, viewDir.y), 1.25);
float3 sky = float3(saturate(_SunDir.y + 0.25), saturate(clamp(1.0 - _SunDir.y, 0.0, 0.5)), saturate(dot(-_MoonDir.xyz, viewDir)));
float4 skyColor = float4(0, 0, 0, 1);
if(_BlackGround == 1.0 && viewDir.y < 0.0)
skyColor = float4(0, 0, 0, 1);
else
{
//float3 viewDir = normalize(i.WorldPosition + float3(0,0.2,0));
// Moon UV
float3 r = normalize(cross(_MoonDir.xyz, float3(0, 0, 1)));
float3 u = cross(_MoonDir.xyz, r);
float2 moonUV = float2(dot(r, dir), dot(u, dir)) * (21.0 - _moonParams.x) + 0.5;
float4 moonSampler = tex2D(_MoonTex, moonUV);
float alpha = MoonPhaseFactor(moonUV, 1-_moonParams.w);
float3 moonArea = clamp(moonSampler * 10, 0, 1) * sky.z;
moonSampler = lerp(float4(0, 0, 0, 0), moonSampler, alpha);
moonSampler = (moonSampler * _MoonColor) * 2;
float starsBehindMoon = 1 - clamp((moonArea * 5), 0, 1);
float3 starsUV = mul((float3x3)_StarsMatrix, dir);
float3 starsMap = SAMPLE_TEXTURECUBE_LOD(_Stars, sampler_Stars, starsUV, 0).rgb;
float4 nightSky = float4(((_StarsIntensity * 50) * starsMap.rgb),1) * starsBehindMoon;
skyColor = lerp(_HorizonColor,_SkyColor,smoothstep(dot(viewDir.y, float3(0,2,0)),0,0.3));
if (viewDir.y < 0.0)
skyColor = _HorizonColor;
skyColor = skyColor + (1 - skyColor.a) * nightSky;
half eyeCos = dot(_SunDir, viewDir);
half eyeCos2 = eyeCos * eyeCos;
half mie = getMiePhase(eyeCos, eyeCos2,viewDir.y);
skyColor += mie * _SunColor;
skyColor.rgb += (moonSampler.rgb * sky.z);
skyColor = lerp(pow(skyColor,2), (lerp(skyColor, _weatherSkyMod, _weatherSkyMod.a)), _weatherSkyMod.a);
}
return float4(skyColor.rgb * _EnviroSkyIntensity, 1);
}
uniform sampler2D _CloudMap;
uniform float _CloudAlpha;
uniform float _CloudCoverage;
uniform float _CloudAltitude;
uniform float4 _CloudColor;
uniform float _CloudColorPower;
uniform float2 _CloudCirrusAnimation;
Varyings VertCirrus(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID, UNITY_RAW_FAR_CLIP_VALUE);
return output;
}
float4 FragCirrus(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float3 viewDirWS = GetSkyViewDirWS(input.positionCS.xy);
// Reverse it to point into the scene
float3 dir = -viewDirWS;
float3 wpos = normalize(mul((float4x4)UNITY_MATRIX_M, dir)).xyz;
float3 viewDir = normalize(wpos + float3(0,1,0));
wpos.y *= 1 - dot(viewDir.y + _CloudAltitude, float3(0,-0.15,0));
float3 uvs = normalize(wpos);
float4 uv1;
float4 uv2;
uv1.xy = (uvs.xz * 0.2) + _CloudCirrusAnimation;
uv2.xy = (uvs.xz * 0.4) + _CloudCirrusAnimation;
float4 clouds1 = tex2D(_CloudMap, uv1.xy);
float4 clouds2 = tex2D(_CloudMap, uv2.xy);
float color1 = pow(clouds1.g + clouds2.g, 0.1);
float color2 = pow(clouds2.b * clouds1.r, 0.2);
float4 finalClouds = lerp(clouds1, clouds2, color1 * color2);
float cloudExtinction = pow(uvs.y , 2);
finalClouds.a *= _CloudAlpha;
finalClouds.a *= cloudExtinction;
if (uvs.y < 0)
finalClouds.a = 0;
finalClouds.rgb = finalClouds.a * pow(_CloudColor,_CloudColorPower);
finalClouds.rgb = pow(finalClouds.rgb,1 - _CloudCoverage);
return float4(finalClouds.rgb * _EnviroSkyIntensity * GetCurrentExposureMultiplier(), finalClouds.a);
}
float4 FragCirrusBaking(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float3 viewDirWS = GetSkyViewDirWS(input.positionCS.xy);
// Reverse it to point into the scene
float3 dir = -viewDirWS;
float3 wpos = normalize(mul((float4x4)UNITY_MATRIX_M, dir)).xyz;
float3 viewDir = normalize(wpos + float3(0,1,0));
wpos.y *= 1 - dot(viewDir.y + _CloudAltitude, float3(0,-0.15,0));
float3 uvs = normalize(wpos);
float4 uv1;
float4 uv2;
uv1.xy = (uvs.xz * 0.2) + _CloudCirrusAnimation;
uv2.xy = (uvs.xz * 0.4) + _CloudCirrusAnimation;
float4 clouds1 = tex2D(_CloudMap, uv1.xy);
float4 clouds2 = tex2D(_CloudMap, uv2.xy);
float color1 = pow(clouds1.g + clouds2.g, 0.1);
float color2 = pow(clouds2.b * clouds1.r, 0.2);
float4 finalClouds = lerp(clouds1, clouds2, color1 * color2);
float cloudExtinction = pow(uvs.y , 2);
finalClouds.a *= _CloudAlpha;
finalClouds.a *= cloudExtinction;
if (uvs.y < 0)
finalClouds.a = 0;
finalClouds.rgb = finalClouds.a * pow(_CloudColor,_CloudColorPower);
finalClouds.rgb = pow(finalClouds.rgb,1 - _CloudCoverage);
return float4(finalClouds.rgb * _EnviroSkyIntensity, finalClouds.a);
}
uniform sampler2D _FlatCloudsBaseTexture;
uniform sampler2D _FlatCloudsDetailTexture;
uniform float4 _FlatCloudsAnimation;
uniform float3 _FlatCloudsLightDirection;
uniform float3 _FlatCloudsLightColor;
uniform float3 _FlatCloudsAmbientColor;
uniform float4 _FlatCloudsLightingParams; // x = LightIntensity, y = AmbientIntensity, z = Absorbtion, w = HgPhase
uniform float4 _FlatCloudsParams; // x = Coverage, y = Density, z = Altitude, w = tonemapping
uniform float4 _FlatCloudsTiling; // x = Base, y = Detail
uniform float _CloudsExposure;
Varyings VertFlat(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID, UNITY_RAW_FAR_CLIP_VALUE);
return output;
}
float Remap(float org_val, float org_min, float org_max, float new_min, float new_max)
{
return new_min + saturate(((org_val - org_min) / (org_max - org_min))*(new_max - new_min));
}
float HenryGreenstein(float cosTheta, float g)
{
float k = 3.0 / (8.0 * 3.1415926f) * (1.0 - g * g) / (2.0 + g * g);
return k * (1.0 + cosTheta * cosTheta) / pow(abs(1.0 + g * g - 2.0 * g * cosTheta), 1.5);
}
float CalculateCloudDensity(float2 posBase, float2 posDetail, float coverage)
{
float4 baseNoise = tex2D(_FlatCloudsBaseTexture, posBase);
float low_freq_fBm = (baseNoise.g * 0.625) + (baseNoise.b * 0.25) + (baseNoise.a * 0.125);
float base_cloud = Remap(baseNoise.r, -(1.0 - low_freq_fBm), 1.0, 0.0, 1.0) * coverage;
float4 detailNoise = tex2D(_FlatCloudsDetailTexture, posDetail * 2);
float high_freq_fBm = (detailNoise.r * 0.625) + (detailNoise.g * 0.25) + (detailNoise.b * 0.125);
float density = Remap(base_cloud, 1.0 - high_freq_fBm * 0.5, 1.0, 0.0, 1.0);
density *= pow(high_freq_fBm, 0.4);
density *= _FlatCloudsParams.y;
return density;
}
float4 FragFlat(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float4 col;
float3 viewDirWS = GetSkyViewDirWS(input.positionCS.xy);
// Reverse it to point into the scene
float3 dir = -viewDirWS;
float3 wpos = normalize(mul((float4x4)UNITY_MATRIX_M, dir)).xyz;
float3 viewDir = normalize(wpos + float3(0,1,0));
wpos.y *= 1 - dot(viewDir.y + _FlatCloudsParams.z, float3(0,-0.2,0));
float3 uvs = normalize(wpos);
float4 uv1;
uv1.xy = (uvs.xz * _FlatCloudsTiling.x) + _FlatCloudsAnimation.xy;
uv1.zw = (uvs.xz * _FlatCloudsTiling.y) + _FlatCloudsAnimation.zw;
float cloudExtinction = pow(uvs.y, 2);
float density = CalculateCloudDensity(uv1.xy, uv1.zw, _FlatCloudsParams.x);
//Lighting
float absorbtion = exp2(-1 * (density * _FlatCloudsLightingParams.z));
//float3 viewDir = normalize(i.worldPos - _WorldSpaceCameraPos);
float inscatterAngle = dot(normalize(_FlatCloudsLightDirection), -viewDir);
float hg = HenryGreenstein(inscatterAngle, _FlatCloudsLightingParams.w) * 2 * absorbtion;
float lighting = density * (absorbtion + hg);
float3 lightColor = pow(_FlatCloudsLightColor, 2) * (_FlatCloudsLightingParams.x );
col.rgb = lightColor * lighting;
col.rgb = col.rgb + (_FlatCloudsAmbientColor * _FlatCloudsLightingParams.y);
col.a = saturate(density * cloudExtinction);
if (uvs.y < 0)
col.a = 0;
return float4(col.rgb * _EnviroSkyIntensity * GetCurrentExposureMultiplier(), col.a);
}
float4 FragFlatBaking(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float4 col;
float3 viewDirWS = GetSkyViewDirWS(input.positionCS.xy);
// Reverse it to point into the scene
float3 dir = -viewDirWS;
float3 wpos = normalize(mul((float4x4)UNITY_MATRIX_M, dir)).xyz;
float3 viewDir = normalize(wpos + float3(0,1,0));
wpos.y *= 1 - dot(viewDir.y + _FlatCloudsParams.z, float3(0,-0.2,0));
float3 uvs = normalize(wpos);
float4 uv1;
uv1.xy = (uvs.xz * _FlatCloudsTiling.x) + _FlatCloudsAnimation.xy;
uv1.zw = (uvs.xz * _FlatCloudsTiling.y) + _FlatCloudsAnimation.zw;
float cloudExtinction = pow(uvs.y, 2);
float density = CalculateCloudDensity(uv1.xy, uv1.zw, _FlatCloudsParams.x);
//Lighting
float absorbtion = exp2(-1 * (density * _FlatCloudsLightingParams.z));
//float3 viewDir = normalize(i.worldPos - _WorldSpaceCameraPos);
float inscatterAngle = dot(normalize(_FlatCloudsLightDirection), -viewDir);
float hg = HenryGreenstein(inscatterAngle, _FlatCloudsLightingParams.w) * 2 * absorbtion;
float lighting = density * (absorbtion + hg);
float3 lightColor = pow(_FlatCloudsLightColor, 2) * (_FlatCloudsLightingParams.x );
col.rgb = lightColor * lighting;
col.rgb = col.rgb + (_FlatCloudsAmbientColor * _FlatCloudsLightingParams.y);
col.a = saturate(density * cloudExtinction);
if (uvs.y < 0)
col.a = 0;
return float4(col.rgb * _EnviroSkyIntensity, col.a);
}
#else
sampler2D _MainTex;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f Vert (appdata v)
{
v2f o;
o.vertex = v.vertex;
o.uv = v.uv;
return o;
}
v2f VertCirrus (appdata v)
{
v2f o;
o.vertex = v.vertex;
o.uv = v.uv;
return o;
}
v2f VertFlat (appdata v)
{
v2f o;
o.vertex = v.vertex;
o.uv = v.uv;
return o;
}
float4 FragBaking (v2f i) : SV_Target
{
float4 col = tex2D(_MainTex, i.uv);
// just invert the colors
col.rgb = 1 - col.rgb;
return col;
}
float4 Frag (v2f i) : SV_Target
{
float4 col = tex2D(_MainTex, i.uv);
// just invert the colors
col.rgb = 1 - col.rgb;
return col;
}
float4 FragCirrus (v2f i) : SV_Target
{
float4 col = tex2D(_MainTex, i.uv);
// just invert the colors
col.rgb = 1 - col.rgb;
return col;
}
float4 FragCirrusBaking (v2f i) : SV_Target
{
float4 col = tex2D(_MainTex, i.uv);
// just invert the colors
col.rgb = 1 - col.rgb;
return col;
}
float4 FragFlat (v2f i) : SV_Target
{
float4 col = tex2D(_MainTex, i.uv);
// just invert the colors
col.rgb = 1 - col.rgb;
return col;
}
float4 FragFlatBaking (v2f i) : SV_Target
{
float4 col = tex2D(_MainTex, i.uv);
// just invert the colors
col.rgb = 1 - col.rgb;
return col;
}
#endif
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
ZWrite Off
ZTest Always
Blend Off
Cull Off
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragBaking
ENDHLSL
}
// For fullscreen Sky
Pass
{
ZWrite Off
ZTest LEqual
Blend Off
Cull Off
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
//Cirrus Clouds
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
ZTest LEqual
Cull Off
HLSLPROGRAM
#pragma vertex VertCirrus
#pragma fragment FragCirrus
#pragma target 3.0
ENDHLSL
}
//Cirrus Clouds Baking
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
ZTest Always
Cull Off
HLSLPROGRAM
#pragma vertex VertCirrus
#pragma fragment FragCirrusBaking
#pragma target 3.0
ENDHLSL
}
//Flat Clouds
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
ZTest LEqual
Cull Off
HLSLPROGRAM
#pragma vertex VertFlat
#pragma fragment FragFlat
#pragma target 3.0
ENDHLSL
}
//Flat Clouds Baking
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
ZTest Always
Cull Off
HLSLPROGRAM
#pragma vertex VertFlat
#pragma fragment FragFlatBaking
#pragma target 3.0
ENDHLSL
}
}
}