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157 lines
5.6 KiB
157 lines
5.6 KiB
1 year ago
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// Scattering.
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uniform float3 _Azure_Br;
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uniform float3 _Azure_Bm;
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uniform float _Azure_Kr;
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uniform float _Azure_Km;
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uniform float _Azure_Scattering;
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uniform float _Azure_NightIntensity;
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uniform float _Azure_Exposure;
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uniform float4 _Azure_RayleighColor;
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uniform float4 _Azure_MieColor;
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uniform float3 _Azure_MieG;
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uniform float _Azure_Pi316;
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uniform float _Azure_Pi14;
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uniform float _Azure_Pi;
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// Deep Space.
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uniform float4 _Azure_MoonBrightColor;
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uniform float _Azure_MoonBrightRange;
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uniform float _Azure_MoonEmission;
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uniform float4 _Azure_MoonColor;
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// Directions.
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uniform float3 _Azure_SunDirection;
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uniform float3 _Azure_MoonDirection;
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// Options.
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uniform float _Azure_LightSpeed;
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uniform float _Azure_MieDepth;
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uniform float _Azure_FogScale;
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uniform int _Azure_SunsetColorMode;
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// Fog.
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uniform float _Azure_FogDistance;
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uniform float _Azure_FogBlend;
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uniform float _Azure_FogDensity;
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uniform float _Azure_HeightFogBlend;
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uniform float _Azure_HeightFogDistance;
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uniform float _Azure_HeightFogStart;
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uniform float _Azure_HeightFogEnd;
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uniform float _Azure_HeightFogDensity;
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uniform sampler2D _Azure_ScatteringTexture;
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uniform float4x4 _Azure_UpMatrix;
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float3 AzureComputeFogScattering (float3 worldPos)
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{
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//Initializations.
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//--------------------------------
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float3 inScatter = float3(0.0, 0.0, 0.0);
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float3 nightSky = float3(0.0, 0.0, 0.0);
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float3 fex = float3(0.0, 0.0, 0.0);
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float r = length(float3(0.0, _Azure_LightSpeed, 0.0));
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//Directions.
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//--------------------------------
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float3 viewDir = normalize(_WorldSpaceCameraPos - worldPos) * -1.0;
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float sunCosTheta = dot(viewDir, _Azure_SunDirection);
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float mieDepth = saturate(lerp(1.0, distance(_WorldSpaceCameraPos, worldPos) * _ProjectionParams.w * 4.0, _Azure_MieDepth));
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if (_Azure_SunsetColorMode == 0)
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{
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//Optical Depth.
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//--------------------------------
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//float zenith = acos(saturate(dot(float3(0.0, 1.0, 0.0), viewDir)));
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float zenith = acos(saturate(dot(float3(-1.0, 1.0, -1.0), length(viewDir)))) * _Azure_FogScale;
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float z = cos(zenith) + 0.15 * pow(93.885 - ((zenith * 180.0) / _Azure_Pi), -1.253);
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float SR = _Azure_Kr / z;
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float SM = _Azure_Km / z;
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//Total Extinction.
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//--------------------------------
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fex = exp(-(_Azure_Br*SR + _Azure_Bm * SM));
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float sunset = clamp(dot(float3(0.0, 1.0, 0.0), _Azure_SunDirection), 0.0, 0.5);
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float3 extinction = lerp(fex, (1.0 - fex), sunset);
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//Scattering.
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//--------------------------------
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//float rayPhase = 1.0 + pow(sunCosTheta, 2.0); //Preetham rayleigh phase function.
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float rayPhase = 2.0 + 0.5 * pow(sunCosTheta, 2.0); //Rayleigh phase function based on the Nielsen's paper.
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float miePhase = _Azure_MieG.x / pow(_Azure_MieG.y - _Azure_MieG.z * sunCosTheta, 1.5); //The Henyey-Greenstein phase function.
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float sunRise = saturate(dot(float3(0.0, 500.0, 0.0), _Azure_SunDirection) / r);
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float3 BrTheta = _Azure_Pi316 * _Azure_Br * rayPhase * _Azure_RayleighColor.rgb * extinction;
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float3 BmTheta = _Azure_Pi14 * _Azure_Bm * miePhase * _Azure_MieColor.rgb * extinction * sunRise;
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BmTheta *= mieDepth;
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float3 BrmTheta = (BrTheta + BmTheta) / (_Azure_Br + _Azure_Bm);
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inScatter = BrmTheta * _Azure_Scattering * (1.0 - fex);
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inScatter *= sunRise;
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//Night Sky.
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//--------------------------------
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BrTheta = _Azure_Pi316 * _Azure_Br * rayPhase * _Azure_RayleighColor.rgb;
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BrmTheta = (BrTheta) / (_Azure_Br + _Azure_Bm);
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nightSky = BrmTheta * _Azure_NightIntensity * (1.0 - fex);
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}
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else
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{
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//Optical Depth
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//--------------------------------
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float zenith = acos(length(viewDir.y));
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//float zenith = acos(saturate(dot(float3(-1.0, 1.0, -1.0), depth))) * _Azure_FogScale;
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float z = cos(zenith) + 0.15 * pow(93.885 - ((zenith * 180.0) / _Azure_Pi), -1.253);
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float SR = _Azure_Kr / z;
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float SM = _Azure_Km / z;
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//Total Extinction.
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//--------------------------------
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fex = exp(-(_Azure_Br*SR + _Azure_Bm * SM));
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//Scattering.
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//--------------------------------
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float rayPhase = 2.0 + 0.5 * pow(sunCosTheta, 2.0);
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float miePhase = _Azure_MieG.x / pow(_Azure_MieG.y - _Azure_MieG.z * sunCosTheta, 1.5);
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float sunRise = saturate(dot(float3(0.0, 500.0, 0.0), _Azure_SunDirection) / r);
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float3 BrTheta = _Azure_Pi316 * _Azure_Br * rayPhase * _Azure_RayleighColor.rgb;
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float3 BmTheta = _Azure_Pi14 * _Azure_Bm * miePhase * _Azure_MieColor.rgb * sunRise;
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BmTheta *= mieDepth;
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float3 BrmTheta = (BrTheta + BmTheta) / (_Azure_Br + _Azure_Bm);
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inScatter = BrmTheta * _Azure_Scattering * (1.0 - fex);
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inScatter *= sunRise;
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//inScatter *= pow(max(0.5, depth-0.5), 2.0);
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//Night Sky.
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//--------------------------------
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BrmTheta = (BrTheta) / (_Azure_Br + _Azure_Bm);
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nightSky = BrmTheta * _Azure_NightIntensity * (1.0 - fex);
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}
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//Moon Bright.
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//--------------------------------
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float moonRise = saturate(dot(float3(0.0, 500.0, 0.0), _Azure_MoonDirection) / r);
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float bright = 1.0 + dot(viewDir, -_Azure_MoonDirection);
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float3 moonBright = 1.0 / (1.0 + bright * _Azure_MoonBrightRange) * _Azure_MoonBrightColor.rgb;
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moonBright += 1.0 / (_Azure_MoonEmission + bright * 200.0) * _Azure_MoonColor.rgb;
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moonBright = moonBright * moonRise * mieDepth;
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//Output.
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//--------------------------------
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float3 fogScatteringColor = inScatter + nightSky + moonBright;
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//Tonemapping.
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fogScatteringColor = saturate(1.0 - exp(-_Azure_Exposure * fogScatteringColor));
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//Color Correction.
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fogScatteringColor = pow(fogScatteringColor, 2.2);
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#ifdef UNITY_COLORSPACE_GAMMA
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fogScatteringColor = pow(fogScatteringColor, 0.4545);
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#else
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fogScatteringColor = fogScatteringColor;
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#endif
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return fogScatteringColor;
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}
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