You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
209 lines
8.5 KiB
209 lines
8.5 KiB
// 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 |
|
} |
|
} |
|
}
|
|
|