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244 lines
9.7 KiB
244 lines
9.7 KiB
Shader "Azure[Sky]/Fog Scattering" |
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{ |
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Properties |
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{ |
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_MainTex ("Texture", 2D) = "white" {} |
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} |
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SubShader |
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{ |
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// No culling or depth |
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Cull Off ZWrite Off ZTest Always |
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Pass |
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{ |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma target 3.0 |
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#include "UnityCG.cginc" |
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// Start: LuxWater |
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#pragma multi_compile __ LUXWATER_DEFERREDFOG |
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#if defined(LUXWATER_DEFERREDFOG) |
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sampler2D _UnderWaterMask; |
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float4 _LuxUnderWaterDeferredFogParams; // x: IsInsideWatervolume?, y: BelowWaterSurface shift, z: EdgeBlend |
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#endif |
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// End: LuxWater |
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uniform sampler2D _MainTex; |
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uniform sampler2D_float _CameraDepthTexture; |
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uniform float4x4 _FrustumCorners; |
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uniform float4 _MainTex_TexelSize; |
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uniform int _Azure_SunsetColorMode; |
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uniform float _Azure_Pi316, _Azure_Pi14, _Azure_Scattering, _Azure_Pi, _Azure_Exposure, _Azure_NightIntensity, _Azure_LightSpeed, _Azure_MoonBrightRange, _Azure_MoonEmission, |
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_Azure_FogBlend, _Azure_FogDensity, _Azure_FogDistance, _Azure_FogScale, _Azure_HeightFogBlend, _Azure_HeightFogDensity, _Azure_HeightFogDistance, _Azure_HeightFogStart, |
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_Azure_HeightFogEnd, _Azure_MieDepth, _Azure_Kr, _Azure_Km; |
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uniform float3 _Azure_SunDirection, _Azure_MoonDirection, _Azure_Br, _Azure_Bm, _Azure_MieG; |
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uniform float4 _Azure_RayleighColor, _Azure_MieColor, _Azure_MoonColor, _Azure_MoonBrightColor; |
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uniform float4x4 _Azure_SunMatrix, _Azure_MoonMatrix, _Azure_StarMatrix, _Azure_NoiseMatrix, _Azure_UpMatrix; |
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struct appdata |
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{ |
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float4 vertex : POSITION; |
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float4 texcoord : TEXCOORD0; |
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}; |
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struct v2f |
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{ |
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float4 Position : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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float4 interpolatedRay : TEXCOORD1; |
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float2 uv_depth : TEXCOORD2; |
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}; |
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v2f vert (appdata v) |
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{ |
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v2f Output; |
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UNITY_INITIALIZE_OUTPUT(v2f, Output); |
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v.vertex.z = 0.1; |
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Output.Position = UnityObjectToClipPos(v.vertex); |
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Output.uv = v.texcoord.xy; |
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Output.uv_depth = v.texcoord.xy; |
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#if UNITY_UV_STARTS_AT_TOP |
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if (_MainTex_TexelSize.y < 0) |
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Output.uv.y = 1 - Output.uv.y; |
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#endif |
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//Based on Unity5.6 GlobalFog. |
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//-------------------------------- |
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int index = v.texcoord.x + (2.0 * Output.uv.y); |
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Output.interpolatedRay = _FrustumCorners[index]; |
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Output.interpolatedRay.xyz = mul((float3x3)_Azure_UpMatrix, Output.interpolatedRay.xyz); |
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Output.interpolatedRay.w = index; |
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return Output; |
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} |
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float4 frag (v2f IN) : SV_Target |
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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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//Original scene. |
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//-------------------------------- |
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float3 screen = tex2D(_MainTex, UnityStereoTransformScreenSpaceTex(IN.uv)).rgb; |
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//Reconstruct world space position and direction towards this screen pixel. |
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//-------------------------------- |
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float depth = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture,UnityStereoTransformScreenSpaceTex(IN.uv_depth)))); |
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if(depth == 1.0) return float4(screen, 1.0); |
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float3 viewDir = normalize(depth * IN.interpolatedRay.xyz); |
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//float3 viewDir = normalize(mul((float3x3)_Azure_UpMatrix, depth * IN.interpolatedRay.xyz)); |
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float sunCosTheta = dot(viewDir, _Azure_SunDirection); |
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float mieDepth = saturate(lerp(1.0, depth * 4, _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), 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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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 OutputColor = inScatter + nightSky + moonBright; |
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//Tonemapping. |
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OutputColor = saturate(1.0 - exp(-_Azure_Exposure * OutputColor)); |
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//Color Correction. |
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OutputColor = pow(OutputColor, 2.2); |
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#ifdef UNITY_COLORSPACE_GAMMA |
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OutputColor = pow(OutputColor, 0.4545); |
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#else |
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OutputColor = OutputColor; |
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#endif |
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//return float4(OutputColor.rgb, 1.0); |
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//Calcule Fog Distance. |
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//float dpt = saturate(depth * (_ProjectionParams.z / 5000.0)); |
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float fog = smoothstep(-_Azure_FogBlend, 1.25, depth * _ProjectionParams.z / _Azure_FogDistance) * _Azure_FogDensity; |
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float heightFogDistance = smoothstep(-_Azure_HeightFogBlend, 1.25, depth * _ProjectionParams.z / _Azure_HeightFogDistance); |
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//Calcule Height Fog. |
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float3 worldSpaceDirection = mul((float3x3)_Azure_UpMatrix, _WorldSpaceCameraPos) + depth * IN.interpolatedRay.xyz; |
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float heightFog = saturate((worldSpaceDirection.y - _Azure_HeightFogStart) / (_Azure_HeightFogEnd + _Azure_HeightFogStart)); |
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heightFog = 1.0 - heightFog; |
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heightFog *= heightFog; |
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heightFog *= heightFogDistance; |
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fog = saturate(fog + heightFog * _Azure_HeightFogDensity); |
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// Start: LuxWater |
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#if defined(LUXWATER_DEFERREDFOG) |
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half4 fogMask = tex2D(_UnderWaterMask, UnityStereoTransformScreenSpaceTex(IN.uv)); |
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float watersurfacefrombelow = DecodeFloatRG(fogMask.ba); |
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// Get distance and lower it a bit in order to handle edge blending artifacts (edge blended parts would not get ANY fog) |
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float dist = (watersurfacefrombelow - depth) + _LuxUnderWaterDeferredFogParams.y * _ProjectionParams.w; |
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// Fade fog from above water to below water |
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float fogFactor = saturate ( 1.0 + _ProjectionParams.z * _LuxUnderWaterDeferredFogParams.z * dist ); // 0.125 |
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// Clamp above result to where water is actually rendered |
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fogFactor = (fogMask.r == 1) ? fogFactor : 1.0; |
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// Mask fog on underwarter parts - only if we are inside a volume (bool... :( ) |
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if(_LuxUnderWaterDeferredFogParams.x) { |
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fogFactor *= saturate( 1.0 - fogMask.g * 8.0); |
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if (dist < -_ProjectionParams.w * 4 && fogMask.r == 0 && fogMask.g < 1.0) { |
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fogFactor = 1.0; |
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} |
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} |
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// Tweak fog factor |
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fog *= fogFactor; |
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#endif |
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// End: LuxWater |
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OutputColor.rgb = lerp(screen.rgb, OutputColor.rgb, fog); |
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return float4(OutputColor.rgb, 1.0); |
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} |
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ENDCG |
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} |
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} |
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} |