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190 lines
5.2 KiB
Plaintext
190 lines
5.2 KiB
Plaintext
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Shader "Enviro/Lite/EnviroFogRendering"
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{
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Properties
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{
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// _MainTex("Base (RGB)", Any) = "white" {}
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}
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SubShader
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{
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Pass
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{
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ZTest Always Cull Off ZWrite Off Fog { Mode Off }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile __ ENVIROURP
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// Start: LuxWater
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#pragma multi_compile __ LUXWATER_DEFERREDFOG
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#if defined(LUXWATER_DEFERREDFOG)
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sampler2D _UnderWaterMask;
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float4 _LuxUnderWaterDeferredFogParams; // x: IsInsideWatervolume?, y: BelowWaterSurface shift, z: EdgeBlend
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#endif
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// End: LuxWater
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#include "UnityCG.cginc"
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#include "../../../Core/Resources/Shaders/Core/EnviroFogCore.cginc"
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UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
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uniform float4 _MainTex_TexelSize;
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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uniform float4x4 _LeftWorldFromView;
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uniform float4x4 _RightWorldFromView;
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uniform float4x4 _LeftViewFromScreen;
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uniform float4x4 _RightViewFromScreen;
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struct appdata_t
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{
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float4 vertex : POSITION;
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float3 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float3 texcoord : TEXCOORD0;
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float3 sky : TEXCOORD1;
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float2 uv : TEXCOORD2;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert(appdata_img v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v); //Insert
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UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Insert
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#if defined(ENVIROURP)
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o.pos = float4(v.vertex.xyz,1.0);
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#if UNITY_UV_STARTS_AT_TOP
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o.pos.y *= -1;
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#endif
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#else
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o.pos = v.vertex * float4(2, 2, 1, 1) + float4(-1, -1, 0, 0);
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#endif
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o.uv.xy = v.texcoord.xy;
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#if !ENVIROURP && UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y > 0)
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o.uv.y = 1 - o.uv.y;
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#endif
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o.sky.x = saturate(_SunDir.y + 0.25);
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o.sky.y = saturate(clamp(1.0 - _SunDir.y, 0.0, 0.5));
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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float rawDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoTransformScreenSpaceTex(i.uv));
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float dpth = Linear01Depth(rawDepth);
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float4x4 proj, eyeToWorld;
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if (unity_StereoEyeIndex == 0)
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{
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proj = _LeftViewFromScreen;
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eyeToWorld = _LeftWorldFromView;
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}
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else
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{
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proj = _RightViewFromScreen;
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eyeToWorld = _RightWorldFromView;
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}
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//bit of matrix math to take the screen space coord (u,v,depth) and transform to world space
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float2 uvClip = i.uv * 2.0 - 1.0;
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float clipDepth = rawDepth; // Fix for OpenGl Core thanks to Lars Bertram
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clipDepth = (UNITY_NEAR_CLIP_VALUE < 0) ? clipDepth * 2 - 1 : clipDepth;
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float4 clipPos = float4(uvClip, clipDepth, 1.0);
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float4 viewPos = mul(proj, clipPos); // inverse projection by clip position
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viewPos /= viewPos.w; // perspective division
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float4 wsPos = float4(mul(eyeToWorld, viewPos).xyz, 1);
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float4 wsDir = wsPos - float4(_WorldSpaceCameraPos, 0);
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float3 viewDir = normalize(wsDir);
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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half fogFac = 0;
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float4 finalFog = 0;
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float g = _DistanceParams.x;
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half gAdd = 0;
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if (_EnviroParams.z > 0)
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{
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gAdd = ComputeHalfSpace (wsDir);
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//Scene
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if (dpth < 0.99999)
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{
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// Calculate Distance Fog
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if (_EnviroParams.y > 0)
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{
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g += ComputeDistance(wsDir, dpth);
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g *= _distanceFogIntensity;
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}
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// AAdd Height Fog
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g += gAdd;
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// Compute fog amount
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fogFac = ComputeFogFactor(max(0.0, g));
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fogFac = lerp(_maximumFogDensity, 1.0f, fogFac);
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finalFog = ComputeScatteringScene(viewDir, i.sky.xy);
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}
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else //SKY
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{
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float f = saturate(_EnviroSkyFog.x * (viewDir.y + _EnviroSkyFog.z));
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f = pow(f, _EnviroSkyFog.y);
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fogFac = (clamp(f, 0, 1));
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finalFog = ComputeScatteringScene(viewDir, i.sky.xy);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Start: LuxWater
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#if defined(LUXWATER_DEFERREDFOG)
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half4 fogMask = tex2D(_UnderWaterMask, UnityStereoTransformScreenSpaceTex(i.uv));
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float watersurfacefrombelow = DecodeFloatRG(fogMask.ba);
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// Get distance and lower it a bit in order to handle edge blending artifacts (edge blended parts would not get ANY fog)
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float dist = (watersurfacefrombelow - dpth) + _LuxUnderWaterDeferredFogParams.y * _ProjectionParams.w;
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// Fade fog from above water to below water
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float fogFactor = saturate(1.0 + _ProjectionParams.z * _LuxUnderWaterDeferredFogParams.z * dist);
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// Clamp above result to where water is actually rendered
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fogFactor = (fogMask.r == 1) ? fogFactor : 1.0;
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// Mask fog on underwarter parts - only if we are inside a volume (bool... :( )
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if (_LuxUnderWaterDeferredFogParams.x) {
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fogFactor *= saturate(1.0 - fogMask.g * 8.0);
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if (dist < -_ProjectionParams.w * 4 && fogMask.r == 0 && fogMask.g < 1.0) {
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fogFactor = 1.0;
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}
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}
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// Tweak fog factor
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fogFac = lerp(1.0, fogFac, fogFactor);
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#endif
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// End: LuxWater
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float4 source = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoTransformScreenSpaceTex(i.uv));
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return lerp (finalFog, source, fogFac);
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}
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ENDCG
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}
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}
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Fallback Off
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}
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