| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165 | #include "SkyInclude.cginc" //UNITY_DECLARE_SCREENSPACE_TEXTURE(_EnviroVolumetricFogTex);#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)UNITY_DECLARE_TEX2DARRAY(_EnviroVolumetricFogTex);#elsesampler2D _EnviroVolumetricFogTex;#endiffloat4 _EnviroVolumetricFogTex_TexelSize;float4 _Screen_TexelSize; uniform float4 _EnviroFogParameters; //x = rayorigin1, y = falloff1, z = density1, w = height1uniform float4 _EnviroFogParameters2; //x = rayorigin2, y = falloff2, z = density2, w = height2 uniform float4 _EnviroFogParameters3; //x = maxDensity, y = startDistance, z = , w = sky blenduniform float4 _EnviroFogColor; //Fog coloruniform float4 _EnviroDirLightColor;#if defined(SHADER_API_D3D11) || defined(SHADER_API_METAL) || defined(SHADER_API_VULKAN)struct EllipsZones{    float3 pos;    float radius;    float3 axis;    float stretch;    float density;    float feather;    float padding1;    float padding2;};StructuredBuffer<EllipsZones> _EllipsZones;float _EllipsZonesCount;#endifint ihash(int n){	n = (n<<13)^n;	return (n*(n*n*15731+789221)+1376312589) & 2147483647;}float frand(int n){	return ihash(n) / 2147483647.0;}float2 cellNoise(int2 p){	int i = p.y*256 + p.x;	return float2(frand(i), frand(i + 57)) - 0.5;//*2.0-1.0;} float Pow2(float x) {     return x * x;}// Calculate the line integral of the ray from the camera to the receiver position through the fog density function// The exponential fog density function is d = GlobalDensity * exp(-HeightFalloff * y)float CalculateLineIntegralShared(float FogHeightFalloff, float RayDirectionY, float RayOriginTerms){    float Falloff = max(-127.0f, FogHeightFalloff * RayDirectionY);    // if it's lower than -127.0, then exp2() goes crazy in OpenGL's GLSL.    float LineIntegral = (1.0f - exp2(-Falloff)) / Falloff;    float LineIntegralTaylor = log(2.0) - (0.5 * Pow2(log(2.0))) * Falloff;		// Taylor expansion around 0    return RayOriginTerms * (abs(Falloff) > 0.01f ? LineIntegral : LineIntegralTaylor);}#if defined(SHADER_API_D3D11) || defined(SHADER_API_METAL) || defined(SHADER_API_VULKAN)void FogZones(float3 pos, inout float density){    for (int i = 0; i < _EllipsZonesCount; i++)    {        float3 dir = _EllipsZones[i].pos - pos;        float3 axis = _EllipsZones[i].axis;        float3 dirAlongAxis = dot(dir, axis) * axis;        //float scrollNoise = ScrollNoise(dir, _EllipsZones[i].noiseSpeed, _EllipsZones[i].noiseScale, axis, _EllipsZones[i].noiseAmount);        dir = dir + dirAlongAxis * _EllipsZones[i].stretch;        float distsq = dot(dir, dir);        float radius = _EllipsZones[i].radius;        float feather = _EllipsZones[i].feather;        // float feather = 0.3;        feather = (1.0 - smoothstep (radius * feather, radius, distsq));        float contribution = feather * _EllipsZones[i].density;        density = density + contribution;    }} #endifhalf4 GetExponentialHeightFog(float3 wPos, float linearDepth) {    const half MinFogOpacity = _EnviroFogParameters3.x;     //Receiver    float3 CameraToReceiver = wPos - _WorldSpaceCameraPos.xyz;    float3 viewDirection = CameraToReceiver;    float viewLength = length(viewDirection);    viewDirection /= viewLength;    float CameraToReceiverLengthSqr = dot(CameraToReceiver, CameraToReceiver);    float CameraToReceiverLengthInv = rsqrt(CameraToReceiverLengthSqr);    float CameraToReceiverLength = CameraToReceiverLengthSqr * CameraToReceiverLengthInv;    half3 CameraToReceiverNormalized = CameraToReceiver * CameraToReceiverLengthInv;    float RayOriginTerms = _EnviroFogParameters.x;    float RayOriginTermsSecond = _EnviroFogParameters2.x;    float RayLength = CameraToReceiverLength;    float RayDirectionY = CameraToReceiver.y;    // Factor in StartDistance    float ExcludeDistance = _EnviroFogParameters3.y;    if (ExcludeDistance > 0)    {        float ExcludeIntersectionTime = ExcludeDistance * CameraToReceiverLengthInv;        float CameraToExclusionIntersectionY = ExcludeIntersectionTime * CameraToReceiver.y;        float ExclusionIntersectionY = _WorldSpaceCameraPos.y + CameraToExclusionIntersectionY;        float ExclusionIntersectionToReceiverY = CameraToReceiver.y - CameraToExclusionIntersectionY;        RayLength = (1.0f - ExcludeIntersectionTime) * CameraToReceiverLength;        RayDirectionY = ExclusionIntersectionToReceiverY;                float Exponent = max(-127.0f, _EnviroFogParameters.y * (ExclusionIntersectionY - _EnviroFogParameters.w));        RayOriginTerms = _EnviroFogParameters.z * exp2(-Exponent);        float ExponentSecond = max(-127.0f, _EnviroFogParameters2.y * (ExclusionIntersectionY - _EnviroFogParameters2.w));        RayOriginTermsSecond = _EnviroFogParameters2.z * exp2(-ExponentSecond);    }       // Calculate fog amount of both layers    float fogAmount = (CalculateLineIntegralShared(_EnviroFogParameters.y, RayDirectionY, RayOriginTerms) + CalculateLineIntegralShared(_EnviroFogParameters2.y, RayDirectionY, RayOriginTermsSecond))* RayLength;        //Fog Zones#if defined(SHADER_API_D3D11) || defined(SHADER_API_METAL) || defined(SHADER_API_VULKAN)    FogZones(wPos,fogAmount);#endif        // Calculate the amount of light that made it through the fog using the transmission equation    float fogfactor = max(saturate(exp2(-fogAmount)), MinFogOpacity);     // Color      float4 sky = GetSkyColor(viewDirection,0.005f);    float3 inscatterColor = lerp(_EnviroFogColor.rgb,sky.rgb,_EnviroFogParameters3.w);    float3 fogColor = inscatterColor * (1 - fogfactor);    return float4(fogColor, fogfactor);}float3 ApplyVolumetricLights(float4 fogColor, float3 sceneColor, float2 uv){      float4 volumeLightsSample = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_EnviroVolumetricFogTex, uv);     //uvs += cellNoise(uvs.xy * _Screen_TexelSize.zw) * _VolumeScatter_TexelSize.xy * 0.8;    float3 volumeLightsDirectional = volumeLightsSample.a * _EnviroDirLightColor.rgb;    float3 volumeLights = volumeLightsSample.rgb;      return (sceneColor.rgb * fogColor.a + fogColor.rgb * max(volumeLightsDirectional,0.75)) + volumeLights;}float3 ApplyFogAndVolumetricLights(float3 sceneColor, float2 uv, float3 wPos, float linearDepth){    float4 fog = GetExponentialHeightFog(wPos,linearDepth);    return ApplyVolumetricLights(fog,sceneColor,uv);}
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