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.

170 lines
4.2 KiB
Plaintext

Shader "Enviro/Lite/EnviroFogRenderingSimple"
{
Properties
{
// _MainTex("Base (RGB)", Any) = "white" {}
}
SubShader
{
Pass
{
ZTest Always Cull Off ZWrite Off Fog { Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile __ ENVIROURP
#include "UnityCG.cginc"
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
uniform float4 _MainTex_TexelSize;
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
uniform float4x4 _LeftWorldFromView;
uniform float4x4 _RightWorldFromView;
uniform float4x4 _LeftViewFromScreen;
uniform float4x4 _RightViewFromScreen;
uniform float4 _EnviroParams;
uniform float4 _DistanceParams;
uniform int4 _SceneFogMode;
uniform float4 _SceneFogParams;
uniform half _distanceFogIntensity;
uniform float4 _EnviroSkyFog; // x = _SkyFogHeight, y = _SkyFogIntensity, z = _SkyFogStart, w = _HeightFogIntensity
uniform float _maximumFogDensity;
uniform float _lightning;
struct appdata_t
{
float4 vertex : POSITION;
float3 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos : SV_POSITION;
float3 texcoord : TEXCOORD0;
float2 uv : TEXCOORD1;
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 = v.vertex * float4(2, 2, 1, 1) + float4(-1, -1, 0, 0);
#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;
}
half ComputeFogFactor(float coord)
{
float fogFac = 0.0;
if (_SceneFogMode.x == 1) // linear
{
fogFac = coord * _SceneFogParams.z + _SceneFogParams.w;
}
if (_SceneFogMode.x >= 2) // exp
{
fogFac = _SceneFogParams.y * coord; fogFac = exp2(-fogFac);
}
return saturate(fogFac);
}
// Distance fog
float ComputeDistance(float3 camDir, float zdepth)
{
float dist;
dist = length(camDir);
dist -= _ProjectionParams.y;
return dist;
}
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);
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
half fogFac = 0;
float4 finalFog = unity_FogColor;
float g = _DistanceParams.x;
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Scene
if (dpth < 0.99999)
{
// Calculate Distance Fog
if (_EnviroParams.y > 0)
{
g += ComputeDistance(wsDir,dpth);
g *= _distanceFogIntensity;
}
// Compute fog amount
fogFac = ComputeFogFactor(max(0.0, g));
fogFac = lerp(_maximumFogDensity, 1.0f, fogFac);
}
else //SKY
{
float3 viewDir = normalize(wsDir);
float f = saturate(_EnviroSkyFog.x * (viewDir.y + _EnviroSkyFog.z));
f = pow(f, _EnviroSkyFog.y);
fogFac = clamp(f, 0, 1);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
float4 source = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoTransformScreenSpaceTex(i.uv));
return lerp (finalFog, source, fogFac);
}
ENDCG
}
}
Fallback Off
}