Readd missing import files
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4
.gitignore
vendored
4
.gitignore
vendored
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!/Imports/Mixamo
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!/Imports/Fantasy GUI - RedLine
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!/Imports/cursors_classic_silver
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!/Imports/RuntimeGizmos
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!/Imports/Enviro - Sky and Weather
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!/Imports/InnerDriveStudios
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#include "UnityCG.cginc"
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uniform float4 _HeightParams;
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uniform float4 _DistanceParams;
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uniform int4 _SceneFogMode;
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uniform float4 _SceneFogParams;
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uniform sampler2D _EnviroVolumeLightingTex;
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uniform float4 _FogNoiseData;// x: scale, y: intensity, z: intensity offset
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uniform float4 _FogNoiseVelocity; // x: x velocity, y: z velocity
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uniform float4 _EnviroParams; //gametime,distance,height,_tonemapping
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uniform float3 _Bm;
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uniform float3 _BmScene;
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uniform float3 _mieG;
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uniform float3 _mieGScene;
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uniform float _FogExposure;
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uniform float _SkyLuminance;
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uniform float _scatteringPower;
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uniform float4 _SunParameters; //x = _SunIntensity, y = _SunDiskSize, z = _SunDiskIntensity, w = SkyFog Height Lerp;
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uniform float4 _scatteringColor;
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uniform float _SkyColorPower;
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uniform float3 _SunDir;
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uniform float _scatteringStrenght;
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uniform half _distanceFogIntensity;
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uniform float4 _EnviroSkyFog; // x = _SkyFogHeight, y = _SkyFogIntensity, z = _SkyFogStart, w = _HeightFogIntensity
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uniform float _maximumFogDensity;
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uniform float4 _weatherSkyMod;
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uniform float4 _weatherFogMod;
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uniform float _lightning;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////
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half3 tonemapACES(half3 color, float Exposure)
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{
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color *= Exposure;
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// See https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
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const half b = 0.03;
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const half c = 2.43;
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const half d = 0.59;
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const half e = 0.14;
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return saturate((color * (a * color + b)) / (color * (c * color + d) + e));
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}
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half ComputeFogFactor (float coord)
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{
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float fogFac = 0.0;
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if (_SceneFogMode.x == 1) // linear
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{
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fogFac = coord * _SceneFogParams.z + _SceneFogParams.w;
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}
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if (_SceneFogMode.x == 2) // exp
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{
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fogFac = _SceneFogParams.y * coord; fogFac = exp2(-fogFac);
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}
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if (_SceneFogMode.x == 3) // exp2
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{
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fogFac = _SceneFogParams.x * coord; fogFac = exp2(-fogFac*fogFac);
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}
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return saturate(fogFac);
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}
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// Distance fog
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float ComputeDistance (float3 camDir, float zdepth)
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{
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float dist;
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dist = length(camDir);
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// Built-in fog starts at near plane, so match that by
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// subtracting the near value. Not a perfect approximation
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// if near plane is very large, but good enough.
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dist -= _ProjectionParams.y;
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return dist;
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}
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// Linear height fog,
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float ComputeHalfSpace (float3 wsDir)
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{
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float3 wpos = _WorldSpaceCameraPos + wsDir;
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float FH = _HeightParams.x;
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float3 C = _WorldSpaceCameraPos;
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float3 V = wsDir;
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float3 P = wpos;
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float3 aV = (_HeightParams.w * _EnviroSkyFog.w) * V;
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float FdotC = _HeightParams.y;
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float k = _HeightParams.z;
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float FdotP = P.y-FH;
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float FdotV = wsDir.y;
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float c1 = k * (FdotP + FdotC);
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float c2 = (1-2*k) * FdotP;
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float g = min(c2, 0.0);
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g = -length(aV) * (c1 - g * g / abs(FdotV+1.0e-5f));
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return g;
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}
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float4 ComputeScattering (float3 viewDir, float2 sunPos)
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{
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float cosTheta = dot(viewDir, _SunDir);
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viewDir = viewDir + float3(0.0, 0.1 ,0.0);
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float zen = acos(saturate(viewDir.y));
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float alb = (cos(zen) + 0.5 * pow(93.885 - ((zen * 180.0) / 3.141592), - 0.253)); // pi
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float3 fex = exp(-(_Br * (4 / alb) + _Bm * (1.25 / alb)));
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float rayPhase = 2.5 + pow(cosTheta,1);
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float miePhase = _mieG.x / pow(_mieG.y - _mieG.z * cosTheta, 1);
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float3 BrTheta = 0.059683 * _Br * rayPhase;
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float3 BmTheta = 0.079577 * _Bm * miePhase;
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float3 BrmTheta = (BrTheta + BmTheta * 2.0) / ((_Bm + _Br) * 0.75);
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float3 scattering = BrmTheta * _SunParameters.x * (1.0 - fex);
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float3 skyFinalize = saturate((pow( 1.0 - fex, 2.0) * 0.234) * (1 - sunPos.x)) * _SkyLuminance;
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skyFinalize = saturate(lerp(float3(0.1,0.1,0.1), skyFinalize, saturate(dot(viewDir.y + 0.3, float3(0,1,0)))) * (1-fex));
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scattering *= saturate((lerp(float3(_scatteringPower, _scatteringPower, _scatteringPower), pow(2000.0f * BrmTheta * fex, 0.7), sunPos.y) * 0.05));
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scattering *= (_SkyLuminance * _scatteringColor.rgb * _scatteringStrenght) * pow((1.0 - fex), 1.0) * sunPos.x;
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//skyFinalize = lerp(skyFinalize,lerp(skyFinalize,_weatherFogMod, clamp(cosTheta,0,1)), _weatherFogMod.a);
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float4 fogScattering = float4((scattering + skyFinalize), 1);
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//Tonemapping
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if (_EnviroParams.w == 1)
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{
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fogScattering.rgb = tonemapACES(fogScattering.rgb, _FogExposure);
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}
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fogScattering = pow(fogScattering,_SkyColorPower);
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fogScattering = lerp(fogScattering,lerp(fogScattering,_weatherSkyMod, clamp(cosTheta,0,1)), _weatherSkyMod.a);
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fogScattering = lerp(fogScattering, lerp(fogScattering, _weatherFogMod, _weatherFogMod.a), _weatherFogMod.a);
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if(_lightning > 1)
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fogScattering = fogScattering + (_lightning * 0.06);
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return fogScattering;
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}
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float4 ComputeScatteringClouds(float3 viewDir, float2 sunPos, float time)
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{
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float cosTheta = dot(viewDir, _SunDir);
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viewDir = viewDir + float3(0.0, 0.1, 0.0);
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float zen = acos(saturate(viewDir.y));
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float alb = (cos(zen) + 0.5 * pow(93.885 - ((zen * 180.0) / 3.141592), -0.253)); // pi
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float3 fex = exp(-(_Br * (4 / alb) + _Bm * (1.25 / alb)));
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float rayPhase = 2.5 + pow(cosTheta, 1);
|
||||
float miePhase = _mieGScene.x / pow(_mieGScene.y - _mieGScene.z * cosTheta, 1);
|
||||
float3 BrTheta = 0.059683 * _Br * rayPhase;
|
||||
float3 BmTheta = 0.079577 * _BmScene * miePhase;
|
||||
float3 BrmTheta = (BrTheta + BmTheta * 2.0) / ((_BmScene + _Br) * 0.75);
|
||||
float3 scattering = BrmTheta * _SunParameters.x * (1.0 - fex);
|
||||
float3 skyFinalize = saturate((pow(1.0 - fex, 2.0) * 0.234) * (1 - sunPos.x)) * _SkyLuminance;
|
||||
skyFinalize = saturate(lerp(float3(0.1, 0.1, 0.1), skyFinalize, saturate(dot(viewDir.y + 0.3, float3(0, 1, 0)))) * (1 - fex));
|
||||
scattering *= saturate((lerp(float3(_scatteringPower, _scatteringPower, _scatteringPower), pow(2000.0f * BrmTheta * fex, 0.7), sunPos.y) * 0.05));
|
||||
scattering *= (_SkyLuminance * _scatteringColor.rgb * _scatteringStrenght) * pow((1.0 - fex), 1.0) * sunPos.x;
|
||||
//skyFinalize = lerp(skyFinalize, lerp(skyFinalize, _weatherFogMod, clamp(cosTheta, 0, 1)), _weatherFogMod.a);
|
||||
float4 fogScattering = float4((scattering + skyFinalize), 1);
|
||||
|
||||
//Tonemapping
|
||||
if (_EnviroParams.w == 1)
|
||||
{
|
||||
fogScattering.rgb = tonemapACES(fogScattering.rgb, _FogExposure);
|
||||
}
|
||||
|
||||
fogScattering = pow(fogScattering, _SkyColorPower);
|
||||
fogScattering = lerp(fogScattering, lerp(fogScattering, _weatherSkyMod, clamp(cosTheta, 0, 1)), _weatherSkyMod.a);
|
||||
fogScattering = lerp(fogScattering, lerp(fogScattering, _weatherFogMod, _weatherFogMod.a), _weatherFogMod.a);
|
||||
|
||||
return fogScattering * time;
|
||||
}
|
||||
|
||||
float4 ComputeScatteringScene (float3 viewDir, float2 sunPos)
|
||||
{
|
||||
float cosTheta = dot(viewDir, _SunDir);
|
||||
viewDir = viewDir + float3(0.0, 0.1 ,0.0);
|
||||
float zen = acos(saturate(viewDir.y));
|
||||
float alb = (cos(zen) + 0.5 * pow(93.885 - ((zen * 180.0) / 3.141592), - 0.253)); // pi
|
||||
float3 fex = exp(-(_Br * (4 / alb) + _BmScene * (1.25 / alb)));
|
||||
float rayPhase = 2.5 + pow(cosTheta,1);
|
||||
float miePhase = _mieGScene.x / pow(_mieGScene.y - _mieGScene.z * cosTheta, 1);
|
||||
float3 BrTheta = 0.059683 * _Br * rayPhase;
|
||||
float3 BmTheta = 0.079577 * _BmScene * miePhase;
|
||||
float3 BrmTheta = (BrTheta + BmTheta * 2.0) / ((_BmScene + _Br) * 0.75);
|
||||
float3 scattering = BrmTheta * _SunParameters.x * (1.0 - fex);
|
||||
float3 skyFinalize = saturate((pow( 1.0 - fex, 2.0) * 0.234) * (1 - sunPos.x)) * _SkyLuminance;
|
||||
skyFinalize = saturate(lerp(float3(0.1,0.1,0.1), skyFinalize, saturate(dot(viewDir.y + 0.3, float3(0,1,0)))) * (1-fex));
|
||||
scattering *= saturate((lerp(float3(_scatteringPower, _scatteringPower, _scatteringPower), pow(2000.0f * BrmTheta * fex, 0.7), sunPos.y) * 0.05));
|
||||
scattering *= (_SkyLuminance * _scatteringColor.rgb * _scatteringStrenght) * pow((1.0 - fex), 1.0) * sunPos.x;
|
||||
|
||||
float4 fogScattering = float4((scattering + skyFinalize), 1);
|
||||
|
||||
//Tonemapping
|
||||
if (_EnviroParams.w == 1)
|
||||
{
|
||||
fogScattering.rgb = tonemapACES(fogScattering.rgb, _FogExposure);
|
||||
}
|
||||
|
||||
fogScattering = pow(fogScattering,_SkyColorPower);
|
||||
fogScattering = lerp(fogScattering, lerp(fogScattering, _weatherSkyMod, clamp(cosTheta, 0, 1)), _weatherSkyMod.a);
|
||||
fogScattering = lerp(fogScattering, lerp(fogScattering, _weatherFogMod, _weatherFogMod.a), _weatherFogMod.a);
|
||||
|
||||
if(_lightning > 1)
|
||||
fogScattering = fogScattering + (_lightning * 0.06);
|
||||
|
||||
return fogScattering;
|
||||
}
|
||||
|
||||
float4 TransparentFog(float4 clr, float3 wPos,float2 uv, half depth)
|
||||
{
|
||||
float3 wsDir = wPos - _WorldSpaceCameraPos;
|
||||
float g = _DistanceParams.x;
|
||||
if (_EnviroParams.y > 0)
|
||||
{
|
||||
g += ComputeDistance (wsDir, depth);
|
||||
g *= _distanceFogIntensity ;
|
||||
}
|
||||
|
||||
if (_EnviroParams.z > 0)
|
||||
{
|
||||
//g += ComputeHalfSpaceWithNoise (wsDir);
|
||||
g += ComputeHalfSpace(wsDir);
|
||||
}
|
||||
|
||||
float fogFac = ComputeFogFactor (max(0.0,g));
|
||||
fogFac = lerp(_maximumFogDensity,1.0f,fogFac);
|
||||
float4 fogClr = float4(0, 0, 0, 0);
|
||||
|
||||
#ifdef UNITY_PASS_FORWARDADD
|
||||
float4 volumeLighting = float4(0, 0, 0, 0);
|
||||
#else
|
||||
|
||||
#if ENVIRO_SIMPLE_FOG
|
||||
fogClr = unity_FogColor;
|
||||
#else
|
||||
float2 sunDir;
|
||||
sunDir.x = saturate(_SunDir.y + 0.25);
|
||||
sunDir.y = saturate(clamp(1.0 - _SunDir.y, 0.0, 0.5));
|
||||
fogClr = ComputeScatteringScene(normalize(wsDir), sunDir);
|
||||
#endif
|
||||
|
||||
#if UNITY_SINGLE_PASS_STEREO
|
||||
float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex];
|
||||
uv = (uv - scaleOffset.zw) / scaleOffset.xy;
|
||||
#endif
|
||||
|
||||
float4 volumeLighting = tex2D(_EnviroVolumeLightingTex, UnityStereoTransformScreenSpaceTex(uv)) * _EnviroParams.x;
|
||||
#endif
|
||||
float4 final = lerp (lerp(fogClr, fogClr + volumeLighting, _EnviroVolumeDensity), lerp(clr, clr + volumeLighting, _EnviroVolumeDensity), fogFac);
|
||||
|
||||
return final;
|
||||
}
|
||||
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 557ec7efae03e3d4c8c4a050ae0f6ef7
|
||||
timeCreated: 1505167667
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,254 @@
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
||||
|
||||
uniform float4 _HeightParams;
|
||||
uniform float4 _DistanceParams;
|
||||
uniform int4 _SceneFogMode;
|
||||
uniform float4 _SceneFogParams;
|
||||
uniform sampler2D _EnviroVolumeLightingTex;
|
||||
uniform float4 _FogNoiseData;// x: scale, y: intensity, z: intensity offset
|
||||
uniform float4 _FogNoiseVelocity; // x: x velocity, y: z velocity
|
||||
uniform float4 _EnviroParams; //gametime,distance,height,_hdr
|
||||
uniform float _EnviroVolumeDensity;
|
||||
uniform float3 _Br;
|
||||
uniform float3 _Bm;
|
||||
uniform float3 _BmScene;
|
||||
uniform float3 _mieG;
|
||||
uniform float3 _mieGScene;
|
||||
uniform float _FogExposure;
|
||||
uniform float _SkyLuminance;
|
||||
uniform float _scatteringPower;
|
||||
uniform float4 _SunParameters; //x = _SunIntensity, y = _SunDiskSize, z = _SunDiskIntensity;
|
||||
uniform float4 _scatteringColor;
|
||||
uniform float _SkyColorPower;
|
||||
uniform float3 _SunDir;
|
||||
uniform float _scatteringStrenght;
|
||||
uniform half _distanceFogIntensity;
|
||||
uniform float4 _EnviroSkyFog; // x = _SkyFogHeight, y = _SkyFogIntensity, z = _SkyFogStart, w = _HeightFogIntensity
|
||||
uniform float _maximumFogDensity;
|
||||
uniform float4 _weatherSkyMod;
|
||||
uniform float4 _weatherFogMod;
|
||||
uniform float _lightning;
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
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));
|
||||
}
|
||||
|
||||
half ComputeFogFactorEnviro (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);
|
||||
}
|
||||
if (_SceneFogMode.x == 3) // exp2
|
||||
{
|
||||
fogFac = _SceneFogParams.x * coord; fogFac = exp2(-fogFac*fogFac);
|
||||
}
|
||||
|
||||
return saturate(fogFac);
|
||||
}
|
||||
|
||||
// Distance fog
|
||||
float ComputeDistance (float3 camDir, float zdepth)
|
||||
{
|
||||
float dist;
|
||||
dist = length(camDir);
|
||||
// Built-in fog starts at near plane, so match that by
|
||||
// subtracting the near value. Not a perfect approximation
|
||||
// if near plane is very large, but good enough.
|
||||
dist -= _ProjectionParams.y;
|
||||
return dist;
|
||||
}
|
||||
|
||||
// Linear height fog,
|
||||
float ComputeHalfSpace (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 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;
|
||||
}
|
||||
|
||||
|
||||
float4 ComputeScattering (float3 viewDir, float2 sunPos)
|
||||
{
|
||||
float cosTheta = dot(viewDir, _SunDir);
|
||||
viewDir = viewDir + float3(0.0, 0.1 ,0.0);
|
||||
|
||||
float zen = acos(saturate(viewDir.y));
|
||||
float alb = (cos(zen) + 0.5 * pow(93.885 - ((zen * 180.0) / 3.141592), - 0.253)); // pi
|
||||
float3 fex = exp(-(_Br * (4 / alb) + _Bm * (1.25 / alb)));
|
||||
float rayPhase = 2.5 + pow(cosTheta,1);
|
||||
float miePhase = _mieG.x / pow(_mieG.y - _mieG.z * cosTheta, 1);
|
||||
float3 BrTheta = 0.059683 * _Br * rayPhase;
|
||||
float3 BmTheta = 0.079577 * _Bm * miePhase;
|
||||
float3 BrmTheta = (BrTheta + BmTheta * 2.0) / ((_Bm + _Br) * 0.75);
|
||||
float3 scattering = BrmTheta * _SunParameters.x * (1.0 - fex);
|
||||
float3 skyFinalize = saturate((pow( 1.0 - fex, 2.0) * 0.234) * (1 - sunPos.x)) * _SkyLuminance;
|
||||
skyFinalize = saturate(lerp(float3(0.1,0.1,0.1), skyFinalize, saturate(dot(viewDir.y + 0.3, float3(0,1,0)))) * (1-fex));
|
||||
scattering *= saturate((lerp(float3(_scatteringPower, _scatteringPower, _scatteringPower), pow(2000.0f * BrmTheta * fex, 0.7), sunPos.y) * 0.05));
|
||||
scattering *= (_SkyLuminance * _scatteringColor.rgb * _scatteringStrenght) * pow((1.0 - fex), 1.0) * sunPos.x;
|
||||
|
||||
//skyFinalize = lerp(skyFinalize,lerp(skyFinalize,_weatherFogMod, clamp(cosTheta,0,1)), _weatherFogMod.a);
|
||||
float4 fogScattering = float4((scattering + skyFinalize), 1);
|
||||
|
||||
//Tonemapping
|
||||
if (_EnviroParams.w == 1)
|
||||
{
|
||||
fogScattering.rgb = tonemapACES(fogScattering.rgb, _FogExposure);
|
||||
}
|
||||
|
||||
fogScattering = pow(fogScattering,_SkyColorPower);
|
||||
fogScattering = lerp(fogScattering,lerp(fogScattering,_weatherSkyMod, clamp(cosTheta,0,1)), _weatherSkyMod.a);
|
||||
fogScattering = lerp(fogScattering, lerp(fogScattering, _weatherFogMod, _weatherFogMod.a), _weatherFogMod.a);
|
||||
|
||||
if(_lightning > 1)
|
||||
fogScattering = fogScattering + (_lightning * 0.06);
|
||||
|
||||
return fogScattering;
|
||||
}
|
||||
|
||||
|
||||
float4 ComputeScatteringClouds(float3 viewDir, float2 sunPos, float time)
|
||||
{
|
||||
float cosTheta = dot(viewDir, _SunDir);
|
||||
viewDir = viewDir + float3(0.0, 0.1, 0.0);
|
||||
|
||||
float zen = acos(saturate(viewDir.y));
|
||||
float alb = (cos(zen) + 0.5 * pow(93.885 - ((zen * 180.0) / 3.141592), -0.253)); // pi
|
||||
float3 fex = exp(-(_Br * (4 / alb) + _Bm * (1.25 / alb)));
|
||||
float rayPhase = 2.5 + pow(cosTheta, 1);
|
||||
float miePhase = _mieG.x / pow(_mieG.y - _mieG.z * cosTheta, 1);
|
||||
float3 BrTheta = 0.059683 * _Br * rayPhase;
|
||||
float3 BmTheta = 0.079577 * _Bm * miePhase;
|
||||
float3 BrmTheta = (BrTheta + BmTheta * 2.0) / ((_Bm + _Br) * 0.75);
|
||||
float3 scattering = BrmTheta * _SunParameters.x * (1.0 - fex);
|
||||
float3 skyFinalize = saturate((pow(1.0 - fex, 2.0) * 0.234) * (1 - sunPos.x)) * _SkyLuminance;
|
||||
skyFinalize = saturate(lerp(float3(0.1, 0.1, 0.1), skyFinalize, saturate(dot(viewDir.y + 0.3, float3(0, 1, 0)))) * (1 - fex));
|
||||
scattering *= saturate((lerp(float3(_scatteringPower, _scatteringPower, _scatteringPower), pow(2000.0f * BrmTheta * fex, 0.7), sunPos.y) * 0.05));
|
||||
scattering *= (_SkyLuminance * _scatteringColor.rgb * _scatteringStrenght) * pow((1.0 - fex), 1.0) * sunPos.x;
|
||||
//skyFinalize = lerp(skyFinalize, lerp(skyFinalize, _weatherFogMod, clamp(cosTheta, 0, 1)), _weatherFogMod.a);
|
||||
float4 fogScattering = float4((scattering + skyFinalize), 1);
|
||||
|
||||
//Tonemapping
|
||||
if (_EnviroParams.w == 1)
|
||||
{
|
||||
fogScattering.rgb = tonemapACES(fogScattering.rgb, _FogExposure);
|
||||
}
|
||||
|
||||
fogScattering = pow(fogScattering, _SkyColorPower);
|
||||
fogScattering = lerp(fogScattering, lerp(fogScattering, _weatherSkyMod, clamp(cosTheta, 0, 1)), _weatherSkyMod.a);
|
||||
fogScattering = lerp(fogScattering, lerp(fogScattering, _weatherFogMod, _weatherFogMod.a), _weatherFogMod.a);
|
||||
|
||||
return fogScattering * time;
|
||||
}
|
||||
|
||||
float4 ComputeScatteringScene (float3 viewDir, float2 sunPos)
|
||||
{
|
||||
float cosTheta = dot(viewDir, _SunDir);
|
||||
viewDir = viewDir + float3(0.0, 0.1 ,0.0);
|
||||
float zen = acos(saturate(viewDir.y));
|
||||
float alb = (cos(zen) + 0.5 * pow(93.885 - ((zen * 180.0) / 3.141592), - 0.253)); // pi
|
||||
float3 fex = exp(-(_Br * (4 / alb) + _BmScene * (1.25 / alb)));
|
||||
float rayPhase = 2.5 + pow(cosTheta,1);
|
||||
float miePhase = _mieGScene.x / pow(_mieGScene.y - _mieGScene.z * cosTheta, 1);
|
||||
float3 BrTheta = 0.059683 * _Br * rayPhase;
|
||||
float3 BmTheta = 0.079577 * _BmScene * miePhase;
|
||||
float3 BrmTheta = (BrTheta + BmTheta * 2.0) / ((_BmScene + _Br) * 0.75);
|
||||
float3 scattering = BrmTheta * _SunParameters.x * (1.0 - fex);
|
||||
float3 skyFinalize = saturate((pow( 1.0 - fex, 2.0) * 0.234) * (1 - sunPos.x)) * _SkyLuminance;
|
||||
skyFinalize = saturate(lerp(float3(0.1,0.1,0.1), skyFinalize, saturate(dot(viewDir.y + 0.3, float3(0,1,0)))) * (1-fex));
|
||||
scattering *= saturate((lerp(float3(_scatteringPower, _scatteringPower, _scatteringPower), pow(2000.0f * BrmTheta * fex, 0.7), sunPos.y) * 0.05));
|
||||
scattering *= (_SkyLuminance * _scatteringColor.rgb * _scatteringStrenght) * pow((1.0 - fex), 1.0) * sunPos.x;
|
||||
|
||||
float4 fogScattering = float4((scattering + skyFinalize), 1);
|
||||
|
||||
//Tonemapping
|
||||
if (_EnviroParams.w == 1)
|
||||
{
|
||||
fogScattering.rgb = tonemapACES(fogScattering.rgb, _FogExposure);
|
||||
}
|
||||
|
||||
fogScattering = pow(fogScattering,_SkyColorPower);
|
||||
fogScattering = lerp(fogScattering, lerp(fogScattering, _weatherSkyMod, clamp(cosTheta, 0, 1)), _weatherSkyMod.a);
|
||||
fogScattering = lerp(fogScattering, lerp(fogScattering, _weatherFogMod, _weatherFogMod.a), _weatherFogMod.a);
|
||||
|
||||
if(_lightning > 1)
|
||||
fogScattering = fogScattering + (_lightning * 0.06);
|
||||
|
||||
return fogScattering;
|
||||
}
|
||||
|
||||
float4 TransparentFog(float4 clr, float3 wPos,float2 uv, half depth)
|
||||
{
|
||||
float3 wsDir = wPos - _WorldSpaceCameraPos;
|
||||
float g = _DistanceParams.x;
|
||||
if (_EnviroParams.y > 0)
|
||||
{
|
||||
g += ComputeDistance (wsDir, depth);
|
||||
g *= _distanceFogIntensity ;
|
||||
}
|
||||
|
||||
if (_EnviroParams.z > 0)
|
||||
{
|
||||
//g += ComputeHalfSpaceWithNoise (wsDir);
|
||||
g += ComputeHalfSpace(wsDir);
|
||||
}
|
||||
|
||||
float fogFac = ComputeFogFactorEnviro(max(0.0,g));
|
||||
fogFac = lerp(_maximumFogDensity,1.0f,fogFac);
|
||||
float4 fogClr = float4(0, 0, 0, 0);
|
||||
|
||||
#ifdef UNITY_PASS_FORWARDADD
|
||||
float4 volumeLighting = float4(0, 0, 0, 0);
|
||||
#else
|
||||
|
||||
#if ENVIRO_SIMPLE_FOG
|
||||
fogClr = unity_FogColor;
|
||||
#else
|
||||
float2 sunDir;
|
||||
sunDir.x = saturate(_SunDir.y + 0.25);
|
||||
sunDir.y = saturate(clamp(1.0 - _SunDir.y, 0.0, 0.5));
|
||||
fogClr = ComputeScatteringScene(normalize(wsDir), sunDir);
|
||||
#endif
|
||||
|
||||
#if UNITY_SINGLE_PASS_STEREO
|
||||
float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex];
|
||||
uv = (uv - scaleOffset.zw) / scaleOffset.xy;
|
||||
#endif
|
||||
|
||||
float4 volumeLighting = tex2D(_EnviroVolumeLightingTex, uv) * _EnviroParams.x;
|
||||
#endif
|
||||
float4 final = lerp (lerp(fogClr, fogClr + volumeLighting, _EnviroVolumeDensity), lerp(clr, clr + volumeLighting, _EnviroVolumeDensity), fogFac);
|
||||
|
||||
return final;
|
||||
}
|
||||
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 221026906cc779e4b9ab486bbbd30032
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 67eae88fa5896f741a679a95b5436841
|
||||
folderAsset: yes
|
||||
timeCreated: 1532233908
|
||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,46 @@
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "Enviro/Effects/ClearLightShafts" {
|
||||
Properties {
|
||||
_MainTex ("Base (RGB)", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Pass {
|
||||
ZTest Always Cull Off ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
|
||||
uniform float4 _MainTex_TexelSize;
|
||||
|
||||
struct v2f {
|
||||
float4 pos : SV_POSITION;
|
||||
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 = UnityObjectToClipPos(v.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag (v2f i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
return half4(0,0,0,0);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
Fallback off
|
||||
|
||||
}
|
||||
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ca46cc6d87e05cb4993352de483e4370
|
||||
timeCreated: 1472350262
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,254 @@
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "Enviro/Effects/LightShafts" {
|
||||
Properties{
|
||||
_MainTex("Base", Any) = "" {}
|
||||
_ColorBuffer("Color", Any) = "" {}
|
||||
_Skybox("Skybox", Any) = "" {}
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct v2f {
|
||||
float4 pos : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
float2 uv1 : TEXCOORD1;
|
||||
#endif
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
struct v2f_radial {
|
||||
float4 pos : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float2 blurVector : TEXCOORD1;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_ColorBuffer);
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_Skybox);
|
||||
//sampler2D_float _CameraDepthTexture;
|
||||
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
|
||||
|
||||
uniform half4 _SunThreshold;
|
||||
|
||||
uniform half4 _SunColor;
|
||||
uniform half4 _BlurRadius4;
|
||||
uniform half4 _SunPosition;
|
||||
uniform half4 _MainTex_TexelSize;
|
||||
half4 _MainTex_ST;
|
||||
half4 _ColorBuffer_ST;
|
||||
half4 _Skybox_ST;
|
||||
half4 _CameraDepthTexture_ST;
|
||||
|
||||
|
||||
#define SAMPLES_FLOAT 6.0f
|
||||
#define SAMPLES_INT 6
|
||||
|
||||
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 = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = v.texcoord.xy;
|
||||
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
o.uv1 = v.texcoord.xy;
|
||||
if (_MainTex_TexelSize.y < 0)
|
||||
o.uv1.y = 1 - o.uv1.y;
|
||||
#endif
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 fragScreen(v2f i) : SV_Target{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
half4 colorA = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST));
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
half4 colorB = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ColorBuffer, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _ColorBuffer_ST));
|
||||
#else
|
||||
half4 colorB = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ColorBuffer, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _ColorBuffer_ST));
|
||||
#endif
|
||||
half4 depthMask = saturate(colorB * _SunColor);
|
||||
return 1.0f - (1.0f - colorA) * (1.0f - depthMask);
|
||||
}
|
||||
|
||||
half4 fragAdd(v2f i) : SV_Target{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
half4 colorA = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST));
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
half4 colorB = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ColorBuffer, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _ColorBuffer_ST));
|
||||
#else
|
||||
half4 colorB = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ColorBuffer, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _ColorBuffer_ST));
|
||||
#endif
|
||||
half4 depthMask = saturate(colorB * _SunColor);
|
||||
return colorA + depthMask;
|
||||
}
|
||||
|
||||
v2f_radial vert_radial(appdata_img v) {
|
||||
v2f_radial o;
|
||||
UNITY_SETUP_INSTANCE_ID(v); //Insert
|
||||
UNITY_INITIALIZE_OUTPUT(v2f_radial, o); //Insert
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Ins
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
|
||||
o.uv.xy = v.texcoord.xy;
|
||||
|
||||
o.blurVector = (_SunPosition.xy - v.texcoord.xy) * _BlurRadius4.xy;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag_radial(v2f_radial i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
half4 color = half4(0,0,0,0);
|
||||
for (int j = 0; j < SAMPLES_INT; j++)
|
||||
{
|
||||
half4 tmpColor = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST));
|
||||
color += tmpColor;
|
||||
i.uv.xy += i.blurVector;
|
||||
}
|
||||
return color / SAMPLES_FLOAT;
|
||||
}
|
||||
|
||||
|
||||
half TransformColor(half4 skyboxValue)
|
||||
{
|
||||
return dot(max(skyboxValue.rgb - _SunThreshold.rgb, half3(0, 0, 0)), half3(1, 1, 1)); //threshold and convert to greyscale
|
||||
}
|
||||
|
||||
half4 frag_depth(v2f i) : SV_Target{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
float depthSample = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _CameraDepthTexture_ST));
|
||||
#else
|
||||
float depthSample = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _CameraDepthTexture_ST));
|
||||
#endif
|
||||
|
||||
half4 tex = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST));
|
||||
|
||||
depthSample = Linear01Depth(depthSample);
|
||||
|
||||
// consider maximum radius
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
half2 vec = _SunPosition.xy - UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST);
|
||||
#else
|
||||
half2 vec = _SunPosition.xy - UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST);
|
||||
#endif
|
||||
|
||||
half dist = saturate(_SunPosition.w - length(vec.xy));
|
||||
|
||||
half4 outColor = 0;
|
||||
|
||||
// consider shafts blockers
|
||||
if (depthSample > 0.99)
|
||||
{
|
||||
outColor = TransformColor(tex) * dist;
|
||||
}
|
||||
return outColor;
|
||||
}
|
||||
|
||||
half4 frag_nodepth(v2f i) : SV_Target{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
float4 sky = (UNITY_SAMPLE_SCREENSPACE_TEXTURE(_Skybox, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _Skybox_ST)));
|
||||
#else
|
||||
float4 sky = (UNITY_SAMPLE_SCREENSPACE_TEXTURE(_Skybox, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _Skybox_ST)));
|
||||
#endif
|
||||
|
||||
float4 tex = (UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST)));
|
||||
|
||||
// consider maximum radius
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
half2 vec = _SunPosition.xy - i.uv1.xy;
|
||||
#else
|
||||
half2 vec = _SunPosition.xy - i.uv.xy;
|
||||
#endif
|
||||
|
||||
half dist = saturate(_SunPosition.w - length(vec));
|
||||
|
||||
half4 outColor = 0;
|
||||
|
||||
// find unoccluded sky pixels
|
||||
// consider pixel values that differ significantly between framebuffer and sky-only buffer as occluded
|
||||
if (Luminance(abs(sky.rgb - tex.rgb)) < 0.2)
|
||||
{
|
||||
outColor = TransformColor(sky) * dist;
|
||||
}
|
||||
return outColor;
|
||||
}
|
||||
|
||||
|
||||
|
||||
ENDCG
|
||||
|
||||
Subshader {
|
||||
|
||||
Pass{
|
||||
ZTest Always Cull Off ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment fragScreen
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
|
||||
|
||||
Pass{
|
||||
ZTest Always Cull Off ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vert_radial
|
||||
#pragma fragment frag_radial
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
|
||||
|
||||
Pass{
|
||||
ZTest Always Cull Off ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag_depth
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass{
|
||||
ZTest Always Cull Off ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag_nodepth
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass{
|
||||
ZTest Always Cull Off ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment fragAdd
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
Fallback off
|
||||
|
||||
} // shader
|
||||
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2721eac037fc4544abddca473138e9f1
|
||||
timeCreated: 1472350262
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,56 @@
|
||||
Shader "Hidden/Enviro/BakeCubemap"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex("Base (RGB)", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Pass
|
||||
{
|
||||
ZTest Always
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
Blend Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
uniform sampler2D _MainTex;
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 pos : SV_POSITION;
|
||||
};
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = v.uv;
|
||||
o.uv.x = 1 - o.uv.x;
|
||||
o.uv.y = 1 - o.uv.y;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
float4 frag(v2f IN) : COLOR
|
||||
{
|
||||
return tex2D(_MainTex, IN.uv);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 48f6b84faa79d414db8ed9f447b2f771
|
||||
timeCreated: 1543550691
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,130 @@
|
||||
Shader "Enviro/Clouds Particles Advanced" {
|
||||
Properties {
|
||||
_CloudsColor("Color", Color) = (0.5,0.5,0.5,0.5)
|
||||
_MainTex ("Particle Texture", 2D) = "white" {}
|
||||
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask RGB
|
||||
Cull Off Lighting Off ZWrite Off
|
||||
|
||||
|
||||
SubShader {
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#if ENVIRO_SIMPLE_FOG
|
||||
#pragma target 2.0
|
||||
#else
|
||||
#pragma target 3.0
|
||||
#endif
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
#pragma multi_compile __ ENVIRO_SIMPLE_FOG
|
||||
#pragma multi_compile __ ENVIROVOLUMELIGHT
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
#if ENVIRO_SIMPLE_FOG
|
||||
uniform float3 _SunDir;
|
||||
uniform half4 _EnviroSkyFog;
|
||||
#else
|
||||
#include "Core/EnviroFogCore.cginc"
|
||||
#endif
|
||||
|
||||
uniform sampler2D _MainTex;
|
||||
uniform fixed4 _CloudsColor;
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
|
||||
float3 posWorld : TEXCOORD2;
|
||||
float4 uv : TEXCOORD3;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v); //Insert
|
||||
UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Ins
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||||
o.color = v.color;
|
||||
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
|
||||
o.uv = ComputeScreenPos(o.vertex);
|
||||
UNITY_TRANSFER_FOG(o,o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
|
||||
fixed4 TransparentParticleCloudsFog(fixed4 clr, float3 wPos, float2 uv)
|
||||
{
|
||||
float3 wsDir = wPos - _WorldSpaceCameraPos;
|
||||
|
||||
float f = saturate((_EnviroSkyFog.x * (dot(normalize(wPos - _WorldSpaceCameraPos.xyz), float3(0, 1, 0)))) +_EnviroSkyFog.z);
|
||||
f = pow(f, _EnviroSkyFog.y);
|
||||
half fogFacSky = (clamp(f, 0, 1));
|
||||
|
||||
fixed4 fogClr = fixed4(0, 0, 0, 0);
|
||||
fixed4 final = fixed4(0, 0, 0, 0);
|
||||
|
||||
#if ENVIRO_SIMPLE_FOG
|
||||
fogClr = unity_FogColor * 2;
|
||||
final = lerp(fogClr, clr, fogFacSky);
|
||||
#else
|
||||
float2 sunDir;
|
||||
sunDir.x = saturate(_SunDir.y + 0.25);
|
||||
sunDir.y = saturate(clamp(1.0 - _SunDir.y, 0.0, 0.5));
|
||||
fogClr = ComputeScattering(normalize(wsDir), sunDir);
|
||||
|
||||
#if ENVIROVOLUMELIGHT
|
||||
|
||||
#if UNITY_SINGLE_PASS_STEREO
|
||||
float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex];
|
||||
uv = (uv - scaleOffset.zw) / scaleOffset.xy;
|
||||
#endif
|
||||
float4 volumeLighting = tex2D(_EnviroVolumeLightingTex, UnityStereoTransformScreenSpaceTex(uv));
|
||||
volumeLighting *= _EnviroParams.x;
|
||||
final = lerp(lerp(fogClr, fogClr + volumeLighting, _EnviroVolumeDensity), lerp(clr, clr + volumeLighting, _EnviroVolumeDensity), fogFacSky);
|
||||
#else
|
||||
final = lerp(fogClr, clr, fogFacSky);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return final;
|
||||
}
|
||||
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = 2.0f * i.color * tex2D(_MainTex, i.texcoord) * _CloudsColor;
|
||||
UNITY_APPLY_FOG(i.fogCoord, col);
|
||||
float3 wsDir = normalize(i.posWorld.xyz -_WorldSpaceCameraPos);
|
||||
float4 fog = TransparentParticleCloudsFog(col, i.posWorld,i.uv.xy / i.uv.w);
|
||||
//float alpha = clamp(col.a * clamp(wsDir.y*1.5, 0, 1),0,1);
|
||||
//if(wsDir.y + _WorldSpaceCameraPos.y < _WorldSpaceCameraPos.y)
|
||||
//alpha = col.a;
|
||||
return float4(fog.rgb, clamp(col.a * clamp(wsDir.y*1.5, 0, 1),0,1));
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 33a3df5c42ad8b94399677a41417d650
|
||||
timeCreated: 1528820905
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,55 @@
|
||||
Shader "Hidden/Enviro/ReflectionProbe"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex("Base (RGB)", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Pass
|
||||
{
|
||||
ZTest Always
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
Blend Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
uniform sampler2D _MainTex;
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 pos : SV_POSITION;
|
||||
};
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = v.uv;
|
||||
o.uv.x = 1 - o.uv.x;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
float4 frag(v2f IN) : COLOR
|
||||
{
|
||||
return tex2D(_MainTex, IN.uv);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 41ac77e495e78d44789ff533b305c2fd
|
||||
timeCreated: 1543550691
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,383 @@
|
||||
Shader "Enviro/Lite/SkyboxSimple"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_SkyColor ("Sky Color", Color) = (0, 0, 0, 0)
|
||||
_HorizonColor ("Horizon Color", Color) = (0, 0, 0, 0)
|
||||
_SunColor ("Sun Color", Color) = (0, 0, 0, 0)
|
||||
_Stars ("StarsMap", Cube) = "black" {}
|
||||
_MoonTex("Moon Tex", 2D) = "black" {}
|
||||
_FlatCloudsBaseTexture("Base Map", 2D) = "black" {}
|
||||
_FlatCloudsDetailTexture("Detail Map", 2D) = "black" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Lod 300
|
||||
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" "IgnoreProjector"="True" }
|
||||
|
||||
Pass
|
||||
{
|
||||
Cull Back
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
#pragma target 3.0
|
||||
//#pragma multi_compile_fog
|
||||
|
||||
uniform half4 _SkyColor;
|
||||
uniform half4 _HorizonColor;
|
||||
uniform half4 _SunColor;
|
||||
uniform samplerCUBE _Stars;
|
||||
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;
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
|
||||
struct v2f {
|
||||
float4 position : POSITION;
|
||||
float4 WorldPosition : TEXCOORD0;
|
||||
float3 starPos : TEXCOORD1;
|
||||
half3 vertex : TEXCOORD2;
|
||||
float3 moonPos : TEXCOORD3;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
v2f vert(VertexInput v) {
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v); //Insert
|
||||
UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Ins
|
||||
float3 viewDir = normalize(v.texcoord + float3(0.0, 0.1, 0.0));
|
||||
|
||||
o.position = UnityObjectToClipPos(v.vertex);
|
||||
o.WorldPosition = normalize(mul((float4x4)unity_ObjectToWorld, v.vertex)).xyzw;
|
||||
o.starPos = mul((float3x3)_StarsMatrix,v.vertex.xyz);
|
||||
o.vertex = -v.vertex;
|
||||
float3 r = normalize(cross(_MoonDir.xyz, float3(0, -1, 0)));
|
||||
float3 u = cross(_MoonDir.xyz, r);
|
||||
o.moonPos.xy = float2(dot(r, v.vertex.xyz), dot(u, v.vertex.xyz)) * (21.0 - _moonParams.x) + 0.5;
|
||||
o.moonPos.z = saturate(dot(-_MoonDir.xyz, viewDir));
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : COLOR
|
||||
{
|
||||
half3 ray = normalize(mul((float3x3)unity_ObjectToWorld, i.vertex));
|
||||
half y = ray.y / 0.02;
|
||||
float4 skyColor = float4(0, 0, 0, 1);
|
||||
|
||||
if(_BlackGround == 1.0 && y > 5.0)
|
||||
skyColor = float4(0, 0, 0, 1);
|
||||
else
|
||||
{
|
||||
float3 viewDir = normalize(i.WorldPosition + float3(0,0.2,0));
|
||||
|
||||
float4 moonSampler = tex2D(_MoonTex, i.moonPos.xy);
|
||||
float alpha = MoonPhaseFactor(i.moonPos.xy, _moonParams.w);
|
||||
float3 moonArea = clamp(moonSampler * 10, 0, 1) * i.moonPos.z;
|
||||
moonSampler = lerp(float4(0, 0, 0, 0), moonSampler, alpha);
|
||||
moonSampler = (moonSampler * _MoonColor) * 2;
|
||||
float starsBehindMoon = 1 - clamp((moonArea * 5), 0, 1);
|
||||
|
||||
float3 starsMap = texCUBE(_Stars, i.starPos.xyz);
|
||||
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 (y < 50.0 && y > 5.0)
|
||||
skyColor = _HorizonColor;
|
||||
|
||||
|
||||
skyColor = skyColor + (1 - skyColor.a) * nightSky;
|
||||
|
||||
half eyeCos = dot(_SunDir, ray);
|
||||
half eyeCos2 = eyeCos * eyeCos;
|
||||
half mie = getMiePhase(eyeCos, eyeCos2,y);
|
||||
skyColor += mie * _SunColor;
|
||||
|
||||
skyColor.rgb += (moonSampler.rgb * i.moonPos.z);
|
||||
|
||||
skyColor = lerp(skyColor, (lerp(skyColor, _weatherSkyMod, _weatherSkyMod.a)), _weatherSkyMod.a);
|
||||
}
|
||||
|
||||
return skyColor;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
//Cirrus Clouds
|
||||
Pass
|
||||
{
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 2.0
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
uniform sampler2D _CloudMap;
|
||||
uniform float _CloudAlpha;
|
||||
uniform float _CloudCoverage;
|
||||
uniform float _CloudAltitude;
|
||||
uniform float4 _CloudColor;
|
||||
uniform float _CloudColorPower;
|
||||
uniform float2 _CloudAnimation;
|
||||
|
||||
struct appdata {
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 Position : SV_POSITION;
|
||||
float4 uv : TEXCOORD0;
|
||||
float3 worldPos : TEXCOORD1;
|
||||
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
|
||||
|
||||
o.Position = UnityObjectToClipPos(v.vertex);
|
||||
o.worldPos = normalize(v.vertex).xyz;
|
||||
float3 viewDir = normalize(o.worldPos + float3(0,1,0));
|
||||
o.worldPos.y *= 1 - dot(viewDir.y + _CloudAltitude, float3(0,-0.15,0));
|
||||
return o;
|
||||
}
|
||||
|
||||
float4 frag(v2f i) : SV_Target
|
||||
{
|
||||
float3 uvs = normalize(i.worldPos);
|
||||
|
||||
float4 uv1;
|
||||
float4 uv2;
|
||||
|
||||
uv1.xy = (uvs.xz * 0.2) + _CloudAnimation;
|
||||
uv2.xy = (uvs.xz * 0.4) + _CloudAnimation;
|
||||
|
||||
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 finalClouds;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
|
||||
|
||||
//Flat Clouds
|
||||
Pass
|
||||
{
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
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;
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 Position : SV_POSITION;
|
||||
float4 uv : TEXCOORD0;
|
||||
float3 worldPos : TEXCOORD1;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
v2f vert(appdata_base v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
o.Position = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = normalize(v.vertex).xyzw;
|
||||
float3 viewDir = normalize(o.uv + float3(0, 1, 0));
|
||||
o.uv.y *= 1 - dot(viewDir.y + _FlatCloudsParams.z, float3(0, -0.2, 0));
|
||||
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
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));
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
half4 frag(v2f i) : SV_Target
|
||||
{
|
||||
half4 col = 0;
|
||||
float3 uvs = normalize(i.uv);
|
||||
|
||||
float4 uv1;
|
||||
uv1.xy = (uvs.xz * _FlatCloudsTiling.x) + _FlatCloudsAnimation.xy;
|
||||
uv1.zw = (uvs.xz * _FlatCloudsTiling.y) + _FlatCloudsAnimation.zw;
|
||||
|
||||
float cloudExtinction = pow(uvs.y, 2);
|
||||
half density = CalculateCloudDensity(uv1.xy, uv1.zw, _FlatCloudsParams.x);
|
||||
|
||||
//Lighting
|
||||
fixed absorbtion = exp2(-1 * (density * _FlatCloudsLightingParams.z));
|
||||
float3 viewDir = normalize(i.worldPos - _WorldSpaceCameraPos);
|
||||
float inscatterAngle = dot(normalize(_FlatCloudsLightDirection), -viewDir);
|
||||
fixed hg = HenryGreenstein(inscatterAngle, _FlatCloudsLightingParams.w) * 2 * absorbtion;
|
||||
fixed lighting = density * (absorbtion + hg);
|
||||
float3 lightColor = pow(_FlatCloudsLightColor, 2) * (_FlatCloudsLightingParams.x);
|
||||
col.rgb = lightColor * lighting;
|
||||
col.rgb = col.rgb + (_FlatCloudsAmbientColor * _FlatCloudsLightingParams.y);
|
||||
|
||||
//Tonemapping
|
||||
if (_FlatCloudsParams.w == 1)
|
||||
col.rgb = tonemapACES(col.rgb, _CloudsExposure);
|
||||
|
||||
col.a = saturate(density * cloudExtinction);
|
||||
|
||||
if (uvs.y < 0)
|
||||
col.a = 0;
|
||||
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
}
|
||||
FallBack "None"
|
||||
}
|
||||
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Reference in New Issue
Block a user