贺州人民医院电子沙盘
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "azure[Sky]/azure[Fog]"
{
// Properties
// {
//
// }
SubShader
{
Cull Front
ZWrite Off
ZTest Always
Pass
{
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile HDR_ON HDR_OFF
#include "UnityCG.cginc"
uniform float3 _Br;
uniform float3 _Br2;
uniform float3 _Bm;
uniform float3 _Brm; //Br + Bm
uniform float3 _mieG;
uniform float _SunIntensity;
uniform float _MoonIntensity;
uniform float _Kr;
uniform float _Km;
uniform float _Altitude;
uniform float _pi316;
uniform float _pi14;
uniform float _pi;
uniform float _Exposure;
uniform float _SkyLuminance;
uniform float _SkyDarkness;
uniform float _SunsetPower;
uniform float4 _SunsetColor;
uniform float _ColorCorrection;
uniform float _LinearFog;
uniform float3 _SunDir;
uniform float3 _MoonDir;
uniform float4x4 _MoonMatrix;
uniform float4 _MoonBrightColor;
uniform float4 _GroundCloseColor;
uniform float4 _GroundFarColor;
uniform float _FarColorDistance;
uniform float _FarColorIntensity;
uniform float4 _NormalFogColor;
uniform float _NormalFogDistance;
uniform float _ScatteringFogDistance;
uniform float _BlendFogDistance;
uniform float4 _GlobalColor;
uniform sampler2D _MainTex;
uniform sampler2D _CameraDepthTexture;
uniform float4x4 _FrustumCorners;
uniform float4 _MainTex_TexelSize;
// uniform float _DenseFogDistance;
uniform float4 _DenseFogColor;
uniform float _DenseFogIntensity;
uniform float _DenseFogAltitude;
struct appdata
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 Position : SV_POSITION;
float3 Fade : TEXCOORD0; // sunFade, mix.
float3 moonPos : TEXCOORD1;
float2 uv : TEXCOORD2;
float4 interpolatedRay : TEXCOORD3;
float2 uv_depth : TEXCOORD4;
};
v2f vert (appdata v)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f, o);
half index = v.vertex.z;
v.vertex.z = 0.1;
o.uv = v.texcoord.xy;
o.uv_depth = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
o.uv.y = 1-o.uv.y;
#endif
o.interpolatedRay = _FrustumCorners[(int)index];
o.interpolatedRay.w = index;
o.Position = UnityObjectToClipPos(v.vertex);
o.Fade.x = saturate( _SunDir.y+0.25 ); // Fade the sun ("daysky") when cross the horizon.
o.Fade.y = saturate(clamp(1.0 - _SunDir.y,0.0,0.5)); // Mix sunset"(fex)" with daysky"(1-fex)".
o.Fade.z = (-_SunDir.y + _Altitude) * ((_MoonDir.y+0.25) + _Altitude); //Fade the moon Bright when is day or cross the horizon
return o;
}
fixed4 frag (v2f IN) : SV_Target
{
//-------------------------------------------------------------------------------------------------------
//-------------------------------------------Directions--------------------------------------------------
float depth = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture,IN.uv_depth)));
float3 viewDir = normalize(depth * IN.interpolatedRay);
float sunCosTheta = dot( viewDir, _SunDir );
viewDir = normalize(depth * IN.interpolatedRay) + float3(0.0,_Altitude,0.0); // Change the horizon altitude.
float FadeW = saturate(dot(-_MoonMatrix[2].xyz,viewDir)); //Fade the other side moon bright
//-------------------------------------------------------------------------------------------------------
//-------------------------------------------Extinction--------------------------------------------------
float zenith = acos(saturate(viewDir.y));
float z = (cos(zenith) + 0.15 * pow(93.885 - ((zenith * 180.0) / _pi), -1.253));
float SR = _Kr / z;
float SM = _Km / z;
float3 fex = exp(-(_Br*SR + _Bm*SM)); // Original fex calculation.
float3 fex2 = exp(-(_Br2*SR + _Bm*SM)); // Fex calculation with rayleigh coefficient == 3. For the sunset.
//-------------------------------------------------------------------------------------------------------
//-----------------------------------------Sun Scattering------------------------------------------------
//float rayPhase = 1.0 + pow(cosTheta,2.0); // Preetham rayleigh phase function.
float rayPhase = 2.0 + 0.5 * pow(sunCosTheta,2.0); // Rayleigh phase function based on the Nielsen's paper.
float miePhase = _mieG.x / pow(_mieG.y - _mieG.z * sunCosTheta,1.5); // The Henyey-Greenstein phase function.
float3 BrTheta = _pi316 * _Br * rayPhase;
float3 BmTheta = _pi14 * _Bm * miePhase;
float3 BrmTheta = (BrTheta + BmTheta * 2.0) / (_Brm * 0.75); // Brm is "Br+Bm", and the sum is already made in the Control Script.
float3 inScatter = BrmTheta * _SunIntensity * (1.0 - fex);
inScatter *= saturate((lerp( _SunsetPower , pow(2000.0 * BrmTheta * fex2,0.5),IN.Fade.y) * 0.05));
inScatter *= _SkyLuminance * _SunsetColor.rgb;
inScatter *= pow((1-fex),_SkyDarkness);
inScatter *= IN.Fade.x; // Sun fade in the horizon.
//-------------------------------------------------------------------------------------------------------
//--------------------------------------------Night Sky--------------------------------------------------
float nightIntensity = 0.25;
float3 nightSky = saturate((pow( 1-fex2, 2.0) * nightIntensity) * (1-IN.Fade.x)); // Defaut night sky color
nightSky *= saturate(pow((1-fex2),_SkyDarkness));
nightSky *= _SkyLuminance;
float3 groundColor = lerp(_GroundCloseColor, _GroundFarColor, (viewDir.y + _FarColorDistance));
nightSky = saturate(lerp(groundColor, nightSky, saturate(dot(viewDir.y + _FarColorIntensity, float3(0,1,0)))) * (1-fex));
// nightSky = saturate(lerp(groundColor, nightSky, viewDir.y + _LerpNightSkyDistance) * (1-fex));
float3 moonBright = saturate( (_MoonBrightColor.rgb * _MoonIntensity) * pow(dot(viewDir, _MoonDir),5.0) * IN.Fade.z ) * 3 * FadeW;
nightSky += moonBright;
//*******************************************************************************************************
//-------------------------------------------------------------------------------------------------------
//------------------------------------------Sky finalization---------------------------------------------
float3 finalSky = (inScatter + nightSky);
////////////////
// tonemaping //
#ifndef HDR_ON
finalSky = saturate( 1.0 - exp( -_Exposure * finalSky ) );
#endif
//////////////////////
// Color Correction //
finalSky = pow(finalSky,_ColorCorrection);
// return float4(finalSky,1.0);
///////////////
// Apply Fog //
float Mask = saturate( lerp(1.0, 0.0, depth) * _ProjectionParams.z );
float3 screen = tex2D(_MainTex, IN.uv); // Original scene
float3 normalFog = lerp(screen,_NormalFogColor, Mask);
normalFog = lerp(screen,normalFog, pow(saturate(depth * _NormalFogDistance),_LinearFog));
normalFog = pow(normalFog,_ColorCorrection);
float3 inScatteringFog = lerp(screen,finalSky, Mask); // Creating the fog color.
inScatteringFog = lerp(screen, inScatteringFog * _GlobalColor, pow(saturate(depth * _ScatteringFogDistance),_LinearFog)); // Mixing the fog with the scene, according to the depth.
float3 finalFog = lerp(normalFog, inScatteringFog, pow(saturate(depth * _BlendFogDistance),_LinearFog));
//Dense Fog
float denseFogAltitude =viewDir.y - _DenseFogAltitude;
float3 denseFog = lerp(_DenseFogColor, finalFog, saturate(pow(denseFogAltitude,5)));
denseFog = lerp(finalFog, denseFog, saturate(pow(depth * 25,0.25)) * _DenseFogIntensity);
return float4(denseFog,1.0);
// return float4(Mask,Mask,Mask,1.0); // To see the mask
// return float4(depth*10,depth*10,depth*10,1.0); // To see the depth
}
ENDCG
}
}
}