Readd missing import files

This commit is contained in:
Lucien
2026-05-07 10:14:44 +02:00
parent ecb44e63d8
commit cd608d5796
810 changed files with 263144 additions and 1 deletions
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// Upgrade NOTE: replaced 'defined UNITY2017_2_SP' with 'defined (UNITY2017_2_SP)'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Copyright(c) 2016, Michal Skalsky
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification,
// are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its contributors
// may be used to endorse or promote products derived from this software without
// specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.IN NO EVENT
// SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
// OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
// HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
// TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
// EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Shader "Hidden/EnviroBilateralBlur"
{
Properties
{
_MainTex("Texture", any) = "" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
CGINCLUDE
#pragma shader_feature UNITY2017_2_SP
//--------------------------------------------------------------------------------------------
// Downsample, bilateral blur and upsample config
//--------------------------------------------------------------------------------------------
// method used to downsample depth buffer: 0 = min; 1 = max; 2 = min/max in chessboard pattern
#define DOWNSAMPLE_DEPTH_MODE 2
#define UPSAMPLE_DEPTH_THRESHOLD 1.5f
#define BLUR_DEPTH_FACTOR 0.5
#define GAUSS_BLUR_DEVIATION 1.5
#define FULL_RES_BLUR_KERNEL_SIZE 7
#define HALF_RES_BLUR_KERNEL_SIZE 5
#define QUARTER_RES_BLUR_KERNEL_SIZE 6
//--------------------------------------------------------------------------------------------
#define PI 3.1415927f
#include "UnityCG.cginc"
UNITY_DECLARE_TEX2D(_CameraDepthTexture);
UNITY_DECLARE_TEX2D(_HalfResDepthBuffer);
UNITY_DECLARE_TEX2D(_QuarterResDepthBuffer);
UNITY_DECLARE_TEX2D(_HalfResColor);
UNITY_DECLARE_TEX2D(_QuarterResColor);
UNITY_DECLARE_TEX2D(_MainTex);
float4 _CameraDepthTexture_TexelSize;
float4 _HalfResDepthBuffer_TexelSize;
float4 _QuarterResDepthBuffer_TexelSize;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
struct v2fDownsample
{
#if SHADER_TARGET > 40
float2 uv : TEXCOORD0;
#else
float2 uv00 : TEXCOORD0;
float2 uv01 : TEXCOORD1;
float2 uv10 : TEXCOORD2;
float2 uv11 : TEXCOORD3;
#endif
float4 vertex : SV_POSITION;
};
struct v2fUpsample
{
float2 uv : TEXCOORD0;
float2 uv00 : TEXCOORD1;
float2 uv01 : TEXCOORD2;
float2 uv10 : TEXCOORD3;
float2 uv11 : TEXCOORD4;
float4 vertex : SV_POSITION;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
//-----------------------------------------------------------------------------------------
// vertDownsampleDepth
//-----------------------------------------------------------------------------------------
v2fDownsample vertDownsampleDepth(appdata v, float2 texelSize)
{
v2fDownsample o;
o.vertex = UnityObjectToClipPos(v.vertex);
#if SHADER_TARGET > 40
o.uv = v.uv;
#else
o.uv00 = v.uv - 0.5 * texelSize.xy;
o.uv10 = o.uv00 + float2(texelSize.x, 0);
o.uv01 = o.uv00 + float2(0, texelSize.y);
o.uv11 = o.uv00 + texelSize.xy;
#endif
return o;
}
//-----------------------------------------------------------------------------------------
// vertUpsample
//-----------------------------------------------------------------------------------------
v2fUpsample vertUpsample(appdata v, float2 texelSize)
{
v2fUpsample o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.uv00 = v.uv - 0.5 * texelSize.xy;
o.uv10 = o.uv00 + float2(texelSize.x, 0);
o.uv01 = o.uv00 + float2(0, texelSize.y);
o.uv11 = o.uv00 + texelSize.xy;
return o;
}
//-----------------------------------------------------------------------------------------
// BilateralUpsample
//-----------------------------------------------------------------------------------------
float4 BilateralUpsample(v2fUpsample input, Texture2D hiDepth, Texture2D loDepth, Texture2D loColor, SamplerState linearSampler, SamplerState pointSampler)
{
const float threshold = UPSAMPLE_DEPTH_THRESHOLD;
float4 highResDepth = LinearEyeDepth(hiDepth.Sample(pointSampler, input.uv)).xxxx;
float4 lowResDepth;
lowResDepth[0] = LinearEyeDepth(loDepth.Sample(pointSampler, input.uv00));
lowResDepth[1] = LinearEyeDepth(loDepth.Sample(pointSampler, input.uv10));
lowResDepth[2] = LinearEyeDepth(loDepth.Sample(pointSampler, input.uv01));
lowResDepth[3] = LinearEyeDepth(loDepth.Sample(pointSampler, input.uv11));
float4 depthDiff = abs(lowResDepth - highResDepth);
float accumDiff = dot(depthDiff, float4(1, 1, 1, 1));
[branch]
if (accumDiff < threshold) // small error, not an edge -> use bilinear filter
{
#if defined (UNITY2017_2_SP)
return loColor.Sample(linearSampler, UnityStereoTransformScreenSpaceTex(input.uv));
#else
return loColor.Sample(linearSampler, input.uv);
#endif
}
// find nearest sample
float minDepthDiff = depthDiff[0];
float2 nearestUv = input.uv00;
if (depthDiff[1] < minDepthDiff)
{
nearestUv = input.uv10;
minDepthDiff = depthDiff[1];
}
if (depthDiff[2] < minDepthDiff)
{
nearestUv = input.uv01;
minDepthDiff = depthDiff[2];
}
if (depthDiff[3] < minDepthDiff)
{
nearestUv = input.uv11;
minDepthDiff = depthDiff[3];
}
#if defined (UNITY2017_2_SP)
return loColor.Sample(pointSampler, UnityStereoTransformScreenSpaceTex(nearestUv));
#else
return loColor.Sample(pointSampler, nearestUv);
#endif
}
//-----------------------------------------------------------------------------------------
// DownsampleDepth
//-----------------------------------------------------------------------------------------
float DownsampleDepth(v2fDownsample input, Texture2D depthTexture, SamplerState depthSampler)
{
#if SHADER_TARGET > 40
float4 depth = depthTexture.Gather(depthSampler, input.uv);
#else
float4 depth;
depth.x = depthTexture.Sample(depthSampler, input.uv00).x;
depth.y = depthTexture.Sample(depthSampler, input.uv01).x;
depth.z = depthTexture.Sample(depthSampler, input.uv10).x;
depth.w = depthTexture.Sample(depthSampler, input.uv11).x;
#endif
#if DOWNSAMPLE_DEPTH_MODE == 0 // min depth
return min(min(depth.x, depth.y), min(depth.z, depth.w));
#elif DOWNSAMPLE_DEPTH_MODE == 1 // max depth
return max(max(depth.x, depth.y), max(depth.z, depth.w));
#elif DOWNSAMPLE_DEPTH_MODE == 2 // min/max depth in chessboard pattern
float minDepth = min(min(depth.x, depth.y), min(depth.z, depth.w));
float maxDepth = max(max(depth.x, depth.y), max(depth.z, depth.w));
// chessboard pattern
int2 position = input.vertex.xy % 2;
int index = position.x + position.y;
return index == 1 ? minDepth : maxDepth;
#endif
}
//-----------------------------------------------------------------------------------------
// GaussianWeight
//-----------------------------------------------------------------------------------------
float GaussianWeight(float offset, float deviation)
{
float weight = 1.0f / sqrt(2.0f * PI * deviation * deviation);
weight *= exp(-(offset * offset) / (2.0f * deviation * deviation));
return weight;
}
//-----------------------------------------------------------------------------------------
// BilateralBlur
//-----------------------------------------------------------------------------------------
float4 BilateralBlur(v2f input, int2 direction, Texture2D depth, SamplerState depthSampler, const int kernelRadius, float2 pixelSize)
{
//const float deviation = kernelRadius / 2.5;
const float deviation = kernelRadius / GAUSS_BLUR_DEVIATION; // make it really strong
float2 uv = input.uv;
float4 centerColor = _MainTex.Sample(sampler_MainTex, UnityStereoTransformScreenSpaceTex(uv));
float3 color = centerColor.xyz;
//return float4(color, 1);
float centerDepth = (LinearEyeDepth(depth.Sample(depthSampler, UnityStereoTransformScreenSpaceTex(uv))));
float weightSum = 0;
// gaussian weight is computed from constants only -> will be computed in compile time
float weight = GaussianWeight(0, deviation);
color *= weight;
weightSum += weight;
[unroll] for (int i = -kernelRadius; i < 0; i += 1)
{
float2 offset = (direction * i);
float3 sampleColor = _MainTex.Sample(sampler_MainTex, UnityStereoTransformScreenSpaceTex(input.uv), offset);
float sampleDepth = (LinearEyeDepth(depth.Sample(depthSampler, UnityStereoTransformScreenSpaceTex(input.uv), offset)));
float depthDiff = abs(centerDepth - sampleDepth);
float dFactor = depthDiff * BLUR_DEPTH_FACTOR;
float w = exp(-(dFactor * dFactor));
// gaussian weight is computed from constants only -> will be computed in compile time
weight = GaussianWeight(i, deviation) * w;
color += weight * sampleColor;
weightSum += weight;
}
[unroll] for (int k = 1; k <= kernelRadius; k += 1)
{
float2 offset = (direction * k);
float3 sampleColor = _MainTex.Sample(sampler_MainTex, UnityStereoTransformScreenSpaceTex(input.uv), offset);
float sampleDepth = (LinearEyeDepth(depth.Sample(depthSampler, UnityStereoTransformScreenSpaceTex(input.uv), offset)));
float depthDiff = abs(centerDepth - sampleDepth);
float dFactor = depthDiff * BLUR_DEPTH_FACTOR;
float w = exp(-(dFactor * dFactor));
// gaussian weight is computed from constants only -> will be computed in compile time
weight = GaussianWeight(k, deviation) * w;
color += weight * sampleColor;
weightSum += weight;
}
color /= weightSum;
return float4(color, centerColor.w);
}
ENDCG
// pass 0 - horizontal blur (hires)
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment horizontalFrag
#pragma target 3.5
#pragma exclude_renderers gles
fixed4 horizontalFrag(v2f input) : SV_Target
{
return BilateralBlur(input, int2(1, 0), _CameraDepthTexture, sampler_CameraDepthTexture, FULL_RES_BLUR_KERNEL_SIZE, _CameraDepthTexture_TexelSize.xy);
}
ENDCG
}
// pass 1 - vertical blur (hires)
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment verticalFrag
#pragma target 3.5
#pragma exclude_renderers gles
fixed4 verticalFrag(v2f input) : SV_Target
{
return BilateralBlur(input, int2(0, 1), _CameraDepthTexture, sampler_CameraDepthTexture, FULL_RES_BLUR_KERNEL_SIZE, _CameraDepthTexture_TexelSize);
}
ENDCG
}
// pass 2 - horizontal blur (lores)
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment horizontalFrag
#pragma target 3.5
#pragma exclude_renderers gles
fixed4 horizontalFrag(v2f input) : SV_Target
{
return BilateralBlur(input, int2(1, 0), _HalfResDepthBuffer, sampler_HalfResDepthBuffer, HALF_RES_BLUR_KERNEL_SIZE, _HalfResDepthBuffer_TexelSize);
}
ENDCG
}
// pass 3 - vertical blur (lores)
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment verticalFrag
#pragma target 3.5
#pragma exclude_renderers gles
fixed4 verticalFrag(v2f input) : SV_Target
{
return BilateralBlur(input, int2(0, 1), _HalfResDepthBuffer, sampler_HalfResDepthBuffer, HALF_RES_BLUR_KERNEL_SIZE, _HalfResDepthBuffer_TexelSize);
}
ENDCG
}
// pass 4 - downsample depth to half
Pass
{
CGPROGRAM
#pragma vertex vertHalfDepth
#pragma fragment frag
// #pragma target gl4.1
#pragma target 3.5
#pragma exclude_renderers gles
v2fDownsample vertHalfDepth(appdata v)
{
return vertDownsampleDepth(v, _CameraDepthTexture_TexelSize);
}
float4 frag(v2fDownsample input) : SV_Target
{
float depth = DownsampleDepth(input, _CameraDepthTexture, sampler_CameraDepthTexture);
return float4(depth,depth,depth,depth);
}
ENDCG
}
// pass 5 - bilateral upsample
Pass
{
Blend One Zero
CGPROGRAM
#pragma vertex vertUpsampleToFull
#pragma fragment frag
#pragma target 3.5
#pragma exclude_renderers gles
v2fUpsample vertUpsampleToFull(appdata v)
{
return vertUpsample(v, _HalfResDepthBuffer_TexelSize);
}
float4 frag(v2fUpsample input) : SV_Target
{
return BilateralUpsample(input, _CameraDepthTexture, _HalfResDepthBuffer, _HalfResColor, sampler_HalfResColor, sampler_HalfResDepthBuffer);
}
ENDCG
}
// pass 6 - downsample depth to quarter
Pass
{
CGPROGRAM
#pragma vertex vertQuarterDepth
#pragma fragment frag
//#pragma target gl4.1
#pragma target 3.5
#pragma exclude_renderers gles
v2fDownsample vertQuarterDepth(appdata v)
{
return vertDownsampleDepth(v, _HalfResDepthBuffer_TexelSize);
}
float4 frag(v2fDownsample input) : SV_Target
{
float depth = DownsampleDepth(input, _HalfResDepthBuffer, sampler_HalfResDepthBuffer);
return float4(depth,depth,depth,depth);
}
ENDCG
}
// pass 7 - bilateral upsample quarter to full
Pass
{
Blend One Zero
CGPROGRAM
#pragma vertex vertUpsampleToFull
#pragma fragment frag
#pragma target 3.5
#pragma exclude_renderers gles
v2fUpsample vertUpsampleToFull(appdata v)
{
return vertUpsample(v, _QuarterResDepthBuffer_TexelSize);
}
float4 frag(v2fUpsample input) : SV_Target
{
return BilateralUpsample(input, _CameraDepthTexture, _QuarterResDepthBuffer, _QuarterResColor, sampler_QuarterResColor, sampler_QuarterResDepthBuffer);
}
ENDCG
}
// pass 8 - horizontal blur (quarter res)
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment horizontalFrag
#pragma target 3.5
#pragma exclude_renderers gles
fixed4 horizontalFrag(v2f input) : SV_Target
{
return BilateralBlur(input, int2(1, 0), _QuarterResDepthBuffer, sampler_QuarterResDepthBuffer, QUARTER_RES_BLUR_KERNEL_SIZE, _QuarterResDepthBuffer_TexelSize.xy);
}
ENDCG
}
// pass 9 - vertical blur (quarter res)
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment verticalFrag
#pragma target 3.5
#pragma exclude_renderers gles
fixed4 verticalFrag(v2f input) : SV_Target
{
return BilateralBlur(input, int2(0, 1), _QuarterResDepthBuffer, sampler_QuarterResDepthBuffer, QUARTER_RES_BLUR_KERNEL_SIZE, _QuarterResDepthBuffer_TexelSize.xy);
}
ENDCG
}
// pass 10 - downsample depth to half (fallback for DX10)
Pass
{
CGPROGRAM
#pragma vertex vertHalfDepth
#pragma fragment frag
#pragma target 3.5
#pragma exclude_renderers gles
v2fDownsample vertHalfDepth(appdata v)
{
return vertDownsampleDepth(v, _CameraDepthTexture_TexelSize);
}
float4 frag(v2fDownsample input) : SV_Target
{
float depth = DownsampleDepth(input, _CameraDepthTexture, sampler_CameraDepthTexture);
return float4(depth,depth,depth,depth);
}
ENDCG
}
// pass 11 - downsample depth to quarter (fallback for DX10)
Pass
{
CGPROGRAM
#pragma vertex vertQuarterDepth
#pragma fragment frag
#pragma target 3.5
#pragma exclude_renderers gles
v2fDownsample vertQuarterDepth(appdata v)
{
return vertDownsampleDepth(v, _HalfResDepthBuffer_TexelSize);
}
float4 frag(v2fDownsample input) : SV_Target
{
float depth = DownsampleDepth(input, _HalfResDepthBuffer, sampler_HalfResDepthBuffer);
return float4(depth,depth,depth,depth);
}
ENDCG
}
}
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 307338a0d8294f440853ba6b3a56cf54
timeCreated: 1459178236
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,142 @@
// MODIFIED FOR ENVIRO POST PROCESSING
//
// Kino/Bloom v2 - Bloom filter for Unity
//
// Copyright (C) 2015, 2016 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
Shader "Hidden/EnviroDistanceBlur"
{
Properties
{
_MainTex("", any) = "" {}
_BaseTex("", any) = "" {}
}
SubShader
{
// 0: Prefilter
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma multi_compile _ UNITY_COLORSPACE_GAMMA
#include "../Core/EnviroBlurCore.cginc"
#pragma vertex vert
#pragma fragment frag_prefilter
#pragma target 3.0
ENDCG
}
// 1: Prefilter with anti-flicker
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#define ANTI_FLICKER 1
#pragma multi_compile _ UNITY_COLORSPACE_GAMMA
#include "../Core/EnviroBlurCore.cginc"
#pragma vertex vert
#pragma fragment frag_prefilter
#pragma target 3.0
ENDCG
}
// 2: First level downsampler
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#include "../Core/EnviroBlurCore.cginc"
#pragma vertex vert
#pragma fragment frag_downsample1
#pragma target 3.0
ENDCG
}
// 3: First level downsampler with anti-flicker
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#define ANTI_FLICKER 1
#include "../Core/EnviroBlurCore.cginc"
#pragma vertex vert
#pragma fragment frag_downsample1
#pragma target 3.0
ENDCG
}
// 4: Second level downsampler
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#include "../Core/EnviroBlurCore.cginc"
#pragma vertex vert
#pragma fragment frag_downsample2
#pragma target 3.0
ENDCG
}
// 5: Upsampler
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#include "../Core/EnviroBlurCore.cginc"
#pragma vertex vert_multitex
#pragma fragment frag_upsample
#pragma target 3.0
ENDCG
}
// 6: High quality upsampler
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#define HIGH_QUALITY 1
#include "../Core/EnviroBlurCore.cginc"
#pragma vertex vert_multitex
#pragma fragment frag_upsample
#pragma target 3.0
ENDCG
}
// 7: Combiner
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma multi_compile _ UNITY_COLORSPACE_GAMMA
#include "../Core/EnviroBlurCore.cginc"
#pragma vertex vert_multitex
#pragma fragment frag_upsample_final
#pragma target 3.0
ENDCG
}
// 8: High quality combiner
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#define HIGH_QUALITY 1
#pragma multi_compile _ UNITY_COLORSPACE_GAMMA
#include "../Core/EnviroBlurCore.cginc"
#pragma vertex vert_multitex
#pragma fragment frag_upsample_final
#pragma target 3.0
ENDCG
}
}
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 1e01d888ba8d52d4283fc169b2717e27
timeCreated: 1540850786
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,292 @@
Shader "Enviro/Standard/EnviroFogRendering"
{
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 __ ENVIRO_DEPTHBLENDING
#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"
//uniform sampler2D _MainTex;
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
uniform float4 _MainTex_TexelSize;
uniform sampler3D _FogNoiseTexture;
uniform float _DitheringIntensity;
#ifdef ENVIRO_DEPTHBLENDING
uniform sampler2D _EnviroCloudsTex;
#endif
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;
float4 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
o.pos = v.vertex * float4(2, 2, 1, 1) + float4(-1, -1, 0, 0);
o.uv.xy = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y > 0)
o.uv.y = 1 - o.uv.y;
#endif
o.sky.x = saturate(_SunDir.y + 0.25);
o.sky.y = saturate(clamp(1.0 - _SunDir.y, 0.0, 0.5));
return o;
}
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;
}
// Linear height fog function
float ComputeHalfSpaceWithNoise(float3 wsDir)
{
float3 wpos = _WorldSpaceCameraPos + wsDir;
float FH = _HeightParams.x;
float3 C = _WorldSpaceCameraPos;
float3 V = wsDir;
float3 P = wpos;
float3 aV = (_HeightParams.w * _EnviroSkyFog.w) * V;
float noise = tex3D(_FogNoiseTexture, frac(wpos * _FogNoiseData.x + float3(_Time.y * _FogNoiseVelocity.x, 0, _Time.y * _FogNoiseVelocity.y)));
// float noise = tex3D(_FogNoiseTexture, wpos * 0.01);
noise = saturate(noise - _FogNoiseData.z) * _FogNoiseData.y;
aV *= noise;
float FdotC = _HeightParams.y;
float k = _HeightParams.z;
float FdotP = P.y - FH;
float FdotV = wsDir.y;
float c1 = k * (FdotP + FdotC);
float c2 = (1 - 2 * k) * FdotP;
float g = min(c2, 0.0);
g = -length(aV) * (c1 - g * g / abs(FdotV + 1.0e-5f));
return g;
}
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));
}
/// Main Fragment Shader
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 = 0;
float g = _DistanceParams.x;
half gHeight = 0;
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Scene
if (dpth < 0.99)
{
// Calculate Distance Fog
if (_EnviroParams.y > 0)
{
g += ComputeDistance(wsDir, dpth);
g *= _distanceFogIntensity;
}
if (_EnviroParams.z > 0)
{
gHeight = ComputeHalfSpaceWithNoise(wsDir) * (1 - dpth);
}
//gHeight = lerp(0.75, 1.0, dpth);
// Add Height Fog
g += gHeight;
// Compute fog amount
fogFac = ComputeFogFactor(max(0.0, g));
#ifdef ENVIRO_DEPTHBLENDING
float4 clouds = tex2D(_EnviroCloudsTex, UnityStereoTransformScreenSpaceTex(i.uv));
if (clouds.a > 0.9)
{
if (_EnviroParams.z > 0 && _SceneFogMode.w == 1)
{
gHeight = ComputeHalfSpace(wsDir);
}
half fogFacSky = ComputeFogFactor(max(0.0, gHeight));
float f = saturate(_EnviroSkyFog.x * (viewDir.y + _EnviroSkyFog.z));
f = pow(f, _EnviroSkyFog.y);
fogFac = (clamp(f, 0, 1));
float skyLerp = Remap(_WorldSpaceCameraPos.y, 0, _SunParameters.w, 0, 1);
fogFac = lerp(fogFac, 1, skyLerp);
}
//fogFac = 1;
#endif
fogFac = lerp(_maximumFogDensity, 1.0f, fogFac);
finalFog = ComputeScatteringScene(viewDir, i.sky.xy);
}
else //SKY
{
if (_EnviroParams.z > 0 && _SceneFogMode.w == 1)
{
gHeight = ComputeHalfSpace(wsDir);
}
half fogFacSky = ComputeFogFactor(max(0.0, gHeight));
float f = saturate(_EnviroSkyFog.x * (viewDir.y + _EnviroSkyFog.z));
f = pow(f, _EnviroSkyFog.y);
fogFac = (clamp(f, 0, 1));
if (fogFac > fogFacSky)
fogFac = fogFacSky;
float skyLerp = Remap(_WorldSpaceCameraPos.y, 0, _SunParameters.w, 0, 1);
fogFac = lerp(fogFac, 1, skyLerp);
float4 skyFog = ComputeScatteringScene(viewDir, i.sky.xy);
finalFog = skyFog;
}
//Dithering
finalFog.rgb = finalFog.rgb + ScreenSpaceDither(i.pos.xy, finalFog.rgb);
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/// Composing
// 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 = tex2D(_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 *= volumeLighting.w;
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
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 78aa7501e8e951446b1be533c73e8de6
timeCreated: 1459178236
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,96 @@
Shader "Enviro/Standard/EnviroFogRenderingDisabled"
{
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 exclude_renderers gles
#include "UnityCG.cginc"
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
uniform sampler2D _EnviroVolumeLightingTex;
uniform float4 _MainTex_TexelSize;
uniform float4 _EnviroParams;
uniform float _EnviroVolumeDensity;
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); //Ins
o.pos = v.vertex * float4(2, 2, 1, 1) + float4(-1, -1, 0, 0);
o.uv.xy = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y > 0)
o.uv.y = 1 - o.uv.y;
#endif
return o;
}
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));
}
fixed4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float4 source = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoTransformScreenSpaceTex(i.uv));
#if defined (ENVIROVOLUMELIGHT)
float4 volumeLighting = tex2D(_EnviroVolumeLightingTex, UnityStereoTransformScreenSpaceTex(i.uv));
volumeLighting *= _EnviroParams.x;
if (_EnviroParams.w == 1)
{
volumeLighting.rgb = tonemapACES(volumeLighting.rgb, 1.0);
}
return lerp(source, source + volumeLighting, _EnviroVolumeDensity);
#else
return source;
#endif
}
ENDCG
}
}
Fallback Off
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: e5dbacd27b280d345a34f2ecef4d76fb
timeCreated: 1459178236
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,205 @@
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 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
o.pos = v.vertex * float4(2, 2, 1, 1) + float4(-1, -1, 0, 0);
o.uv.xy = v.texcoord.xy;
#if 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 = tex2D(_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
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 899fe52a053808b40b4f6517d18538bd
timeCreated: 1459178236
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,454 @@
// Copyright(c) 2016, Michal Skalsky
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification,
// are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its contributors
// may be used to endorse or promote products derived from this software without
// specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.IN NO EVENT
// SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
// OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
// HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
// TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
// EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//Modified for use with Enviro - Sky and Weather
Shader "Enviro/Standard/VolumeLight"
{
Properties
{ _MainTex("Texture", any) = "" {}
[HideInInspector]_ZTest ("ZTest", Float) = 0
[HideInInspector]_LightColor("_LightColor", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
CGINCLUDE
#if defined(SHADOWS_DEPTH) || defined(SHADOWS_CUBE)
#define SHADOWS_NATIVE
#endif
#include "UnityCG.cginc"
#include "UnityDeferredLibrary.cginc"
#include "../Core/EnviroVolumeLightCore.cginc"
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
float3 wpos : TEXCOORD1;
float4 interpolatedRay : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v); //Insert
UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Ins
if (unity_StereoEyeIndex == 0)
o.pos = mul(_WorldViewProj, v.vertex);
else
o.pos = mul(_WorldViewProj_SP, v.vertex);
o.uv = ComputeScreenPos(o.pos);
o.wpos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
ENDCG
// pass 0 - point light, camera inside
Pass
{
ZTest Off
Cull Front
ZWrite Off
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment fragPointInside
#pragma target 3.5
#pragma exclude_renderers d3d9 gles
#define UNITY_HDR_ON
#pragma shader_feature HEIGHT_FOG
#pragma shader_feature NOISE
#pragma shader_feature SHADOWS_CUBE
#pragma shader_feature POINT_COOKIE
#pragma shader_feature POINT
#ifdef SHADOWS_DEPTH
#define SHADOWS_NATIVE
#endif
fixed4 fragPointInside(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float2 uv = i.uv.xy / i.uv.w;
// read depth and reconstruct world position
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(uv,_CameraDepthTexture_ST));
float3 rayStart = _WorldSpaceCameraPos;
float3 rayEnd = i.wpos;
float3 rayDir = (rayEnd - rayStart);
float rayLength = length(rayDir);
rayDir /= rayLength;
float linearDepth = LinearEyeDepth(depth);
float projectedDepth = linearDepth / dot(_CameraForward, rayDir);
rayLength = min(rayLength, projectedDepth);
return RayMarch(i.pos.xy, rayStart, rayDir, rayLength);
}
ENDCG
}
// pass 1 - spot light, camera inside
Pass
{
ZTest Off
Cull Front
ZWrite Off
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment fragPointInside
#pragma target 3.5
#pragma exclude_renderers d3d9 gles
#define UNITY_HDR_ON
#pragma shader_feature HEIGHT_FOG
#pragma shader_feature NOISE
#pragma shader_feature SHADOWS_DEPTH
#pragma shader_feature SPOT
#ifdef SHADOWS_DEPTH
#define SHADOWS_NATIVE
#endif
fixed4 fragPointInside(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float2 uv = i.uv.xy / i.uv.w;
// read depth and reconstruct world position
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(uv,_CameraDepthTexture_ST));
float3 rayStart = _WorldSpaceCameraPos;
float3 rayEnd = i.wpos;
float3 rayDir = (rayEnd - rayStart);
float rayLength = length(rayDir);
rayDir /= rayLength;
float linearDepth = LinearEyeDepth(depth);
float projectedDepth = linearDepth / dot(_CameraForward, rayDir);
rayLength = min(rayLength, projectedDepth);
return RayMarch(i.pos.xy, rayStart, rayDir, rayLength);
}
ENDCG
}
// pass 2 - point light, camera outside
Pass
{
//ZTest Off
ZTest [_ZTest]
Cull Back
ZWrite Off
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment fragPointOutside
#pragma target 3.5
#pragma exclude_renderers d3d9 gles
#define UNITY_HDR_ON
#pragma shader_feature HEIGHT_FOG
#pragma shader_feature SHADOWS_CUBE
#pragma shader_feature NOISE
#pragma shader_feature POINT_COOKIE
#pragma shader_feature POINT
fixed4 fragPointOutside(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float2 uv = i.uv.xy / i.uv.w;
// read depth and reconstruct world position
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(uv,_CameraDepthTexture_ST));
float3 rayStart = _WorldSpaceCameraPos;
float3 rayEnd = i.wpos;
float3 rayDir = (rayEnd - rayStart);
float rayLength = length(rayDir);
rayDir /= rayLength;
float3 lightToCamera = _WorldSpaceCameraPos - _LightPos;
float b = dot(rayDir, lightToCamera);
float c = dot(lightToCamera, lightToCamera) - (_VolumetricLight.z * _VolumetricLight.z);
float d = sqrt((b*b) - c);
float start = -b - d;
float end = -b + d;
float linearDepth = LinearEyeDepth(depth);
float projectedDepth = linearDepth / dot(_CameraForward, rayDir);
end = min(end, projectedDepth);
rayStart = rayStart + rayDir * start;
rayLength = end - start;
return RayMarch(i.pos.xy, rayStart, rayDir, rayLength);
}
ENDCG
}
// pass 3 - spot light, camera outside
Pass
{
//ZTest Off
ZTest[_ZTest]
Cull Back
ZWrite Off
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment fragSpotOutside
#pragma target 3.5
#pragma exclude_renderers d3d9 gles
#define UNITY_HDR_ON
#pragma shader_feature HEIGHT_FOG
#pragma shader_feature SHADOWS_DEPTH
#pragma shader_feature NOISE
#pragma shader_feature SPOT
#ifdef SHADOWS_DEPTH
#define SHADOWS_NATIVE
#endif
float _CosAngle;
float4 _ConeAxis;
float4 _ConeApex;
float _PlaneD;
fixed4 fragSpotOutside(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float2 uv = i.uv.xy / i.uv.w;
// read depth and reconstruct world position
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(uv,_CameraDepthTexture_ST));
float3 rayStart = _WorldSpaceCameraPos;
float3 rayEnd = i.wpos;
float3 rayDir = (rayEnd - rayStart);
float rayLength = length(rayDir);
rayDir /= rayLength;
// inside cone
float3 r1 = rayEnd + rayDir * 0.001;
// plane intersection
float planeCoord = RayPlaneIntersect(_ConeAxis, _PlaneD, r1, rayDir);
// ray cone intersection
float2 lineCoords = RayConeIntersect(_ConeApex, _ConeAxis, _CosAngle, r1, rayDir);
float linearDepth = LinearEyeDepth(depth);
float projectedDepth = linearDepth / dot(_CameraForward, rayDir);
float z = (projectedDepth - rayLength);
rayLength = min(planeCoord, min(lineCoords.x, lineCoords.y));
rayLength = min(rayLength, z);
return RayMarch(i.pos.xy, rayEnd, rayDir, rayLength);
}
ENDCG
}
// pass 4 - directional light
Pass
{
ZTest Off
Cull Off
ZWrite Off
Blend One One, One Zero
CGPROGRAM
#pragma vertex vertDir
#pragma fragment fragDir
#pragma target 3.5
#pragma exclude_renderers d3d9 gles
#define UNITY_HDR_ON
#pragma shader_feature HEIGHT_FOG
#pragma shader_feature NOISE
#pragma shader_feature SHADOWS_DEPTH
#pragma shader_feature DIRECTIONAL_COOKIE
#pragma shader_feature DIRECTIONAL
#ifdef SHADOWS_DEPTH
#define SHADOWS_NATIVE
#endif
v2f vertDir(appdata_img v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v); //Insert
UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Ins
o.pos = v.vertex * float4(2,2,1,1) + float4(-1,-1,0,0);
o.uv.xy = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP
o.uv.y = 1.0f - o.uv.y; //blit flips the uv for some reason
#endif
return o;
}
fixed4 fragDir(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float2 uv = i.uv.xy;
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(uv, _CameraDepthTexture_ST));
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 = depth; // 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
float3 wpos = mul(eyeToWorld, viewPos).xyz;
//float3 wpos = i.interpolatedRay + _WorldSpaceCameraPos;
float linearDepth = Linear01Depth(depth);
float3 rayStart = _WorldSpaceCameraPos;
float3 rayDir = wpos - _WorldSpaceCameraPos;
//Problem with VR?! Need more tests
//rayDir *= linearDepth;
float rayLength = length(rayDir);
rayDir /= rayLength;
rayLength = min(rayLength, _MaxRayLength);
float4 color = RayMarch(i.pos.xy, rayStart, rayDir, rayLength);
if (linearDepth > 0.999999)
{
color.w = lerp(color.w, 1, _VolumetricLight.w);
}
return color;
}
ENDCG
}
// pass 5 - black
Pass
{
ZTest Off
Cull Off
ZWrite Off
Blend One One, One Zero
CGPROGRAM
#pragma vertex vertW
#pragma fragment fragW
#pragma target 3.5
#pragma exclude_renderers d3d9 gles
#ifdef SHADOWS_DEPTH
#define SHADOWS_NATIVE
#endif
v2f vertW(appdata_img i)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(i); //Insert
UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Ins
half index = i.vertex.z;
i.vertex.z = 0.1;
o.pos = UnityObjectToClipPos(i.vertex);
o.uv.xy = i.texcoord.xy;
return o;
}
fixed4 fragW(v2f i) : SV_Target
{
return float4(0,0,0,0);
}
ENDCG
}
}
}
@@ -0,0 +1,9 @@
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