Shader "Hidden/EnviroVolumetricCloudsReprojectHDRP" { Properties { //_MainTex ("Texture", any) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ ENVIRO_DEPTH_BLENDING #pragma target 4.5 #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl" TEXTURE2D(_MainTex); float4 _MainTex_TexelSize; TEXTURE2D(_UndersampleCloudTex); float4 _UndersampleCloudTex_TexelSize; TEXTURE2D(_DownsampledDepth); float4x4 _PrevVP; float4x4 _CamToWorld; float4 _ProjectionExtents; float4 _ProjectionExtentsRight; float2 _TexelSize; float _BlendTime; struct appdata { uint vertexID : SV_VertexID; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; float2 ray : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = GetFullScreenTriangleVertexPosition(v.vertexID); o.uv = GetFullScreenTriangleTexCoord(v.vertexID); if(unity_StereoEyeIndex == 0) o.ray = (2.0 * o.uv - 1.0) * _ProjectionExtents.xy + _ProjectionExtents.zw; else o.ray = (2.0 * o.uv - 1.0) * _ProjectionExtentsRight.xy + _ProjectionExtentsRight.zw; return o; } float2 PrevUV(float4 wspos, out half outOfBound) { float4x4 prev = mul(UNITY_MATRIX_P,_PrevVP); float4 prevUV = mul(prev, wspos); prevUV.xy = 0.5 * (prevUV.xy / prevUV.w) + 0.5; half oobmax = max(0.0 - prevUV.x, 0.0 - prevUV.y); half oobmin = max(prevUV.x - 1.0, prevUV.y - 1.0); outOfBound = step(0, max(oobmin, oobmax)); return prevUV; } float4 ClipAABB(float4 aabbMin, float4 aabbMax, float4 prevSample) { float4 p_clip = 0.5 * (aabbMax + aabbMin); float4 e_clip = 0.5 * (aabbMax - aabbMin); float4 v_clip = prevSample - p_clip; float4 v_unit = v_clip / e_clip; float4 a_unit = abs(v_unit); float ma_unit = max(max(a_unit.x, max(a_unit.y, a_unit.z)), a_unit.w); if (ma_unit > 1.0) return p_clip + v_clip / ma_unit; else return prevSample; } float4 frag(v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); float3 vspos = float3(i.ray, 1.0); float4 raymarchResult = LOAD_TEXTURE2D(_UndersampleCloudTex, i.uv * _ScreenSize.xy); float distance = raymarchResult.y; float intensity = raymarchResult.x; half outOfBound; float4 worldPos = mul(_CamToWorld, float4(normalize(vspos) * distance, 1.0)); worldPos /= worldPos.w; float2 prevUV = PrevUV(worldPos, outOfBound); { float4 prevSample = LOAD_TEXTURE2D(_MainTex, prevUV * _ScreenSize.xy); float4 m1 = float4(0.0f,0.0f,0.0f,0.0f); float4 m2 = float4(0.0f,0.0f,0.0f,0.0f); float sampleCount = 1.0f; #if ENVIRO_DEPTH_BLENDING float originalPointDepth = LinearEyeDepth(LOAD_TEXTURE2D(_DownsampledDepth, i.uv * _ScreenSize.xy), _ZBufferParams); #endif [unroll] for (int x = -1; x <= 1; x ++) { [unroll] for (int y = -1; y <= 1; y ++ ) { float4 val; if (x == 0 && y == 0) { val = raymarchResult; m1 += val; m2 += val * val; } else { float2 uv = i.uv + float2(x * _UndersampleCloudTex_TexelSize.x, y * _UndersampleCloudTex_TexelSize.y); val = LOAD_TEXTURE2D(_UndersampleCloudTex, uv * _ScreenSize.xy); #if ENVIRO_DEPTH_BLENDING float depth = LinearEyeDepth(LOAD_TEXTURE2D(_DownsampledDepth,uv * _ScreenSize.xy), _ZBufferParams); if (abs(originalPointDepth - depth < 1.5f)) { m1 += val; m2 += val * val; sampleCount += 1.0f; } #else m1 += val; m2 += val * val; sampleCount += 1.0f; #endif } } } float gamma = _BlendTime; float4 mu = m1 / sampleCount; float4 sigma = sqrt(abs(m2 / sampleCount - mu * mu)); float4 minc = mu - gamma * sigma; float4 maxc = mu + gamma * sigma; prevSample = ClipAABB(minc, maxc, prevSample); //Blend raymarchResult = lerp(prevSample, raymarchResult, max(0.01f, outOfBound)); //raymarchResult = prevSample; } return raymarchResult; } ENDHLSL } } }