Shader "Hidden/EnviroCloudsRaymarchHDRP" { Properties { } SubShader { //Tags { "RenderType"="Opaque" } Pass { Cull Off ZWrite Off ZTest Always HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_local _ ENVIRO_DEPTH_BLENDING #pragma multi_compile_local _ ENVIRO_CLOUD_SHADOWS #pragma multi_compile_local _ ENVIRO_LIGHTNING #pragma multi_compile_local _ ENVIRO_VARIABLE_BOTTOM #pragma multi_compile __ ENVIROHDRP #if defined (ENVIROHDRP) #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" #include_with_pragmas "../Includes/VolumetricCloudsInclude.cginc" #include_with_pragmas "../Includes/VolumetricCloudsTexHDRPInclude.cginc" int _Frame; uniform float _BlueNoiseIntensity; uniform float4 _DepthHandleScale; struct appdata { uint vertexID : SV_VertexID; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 position : SV_POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.position = GetFullScreenTriangleVertexPosition(v.vertexID); o.uv = GetFullScreenTriangleTexCoord(v.vertexID); return o; } float4 frag(v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); // uint2 positionSS = i.uv * _ScreenSize.xy; float4 cameraRay = float4(i.uv * 2.0 - 1.0, 1.0, 1.0); float3 EyePosition = _CameraPosition; float3 ray = 0; //if (unity_StereoEyeIndex == 0) //{ cameraRay = mul(_InverseProjection, cameraRay); cameraRay = cameraRay / cameraRay.w; ray = normalize(mul((float3x3)_InverseRotation, cameraRay.xyz)); //} //else // { // cameraRay = mul(_InverseProjectionRight, cameraRay); // cameraRay = cameraRay / cameraRay.w; // ray = normalize(mul((float3x3)_InverseRotationRight, cameraRay.xyz)); //} float rayLength = length(ray); float sceneDepth = LOAD_TEXTURE2D_X(_DownsampledDepth, i.uv * _DepthHandleScale.zw); //float sceneDepth = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture, i.uv * _ScreenSize.xy, 0); float raymarchEnd = GetRaymarchEndFromSceneDepth(Linear01Depth(sceneDepth, _ZBufferParams), 1000000); //* rayLenght float offset = tex2D(_BlueNoise, squareUV(i.uv + _Randomness.xy)).x * _BlueNoiseIntensity; float3 pCent = float3(EyePosition.x, -_CloudsParameter.w, EyePosition.z); float intensity, distance, alpha, shadow = 0.0f; RaymarchParameters parameters; InitRaymarchParameters(parameters); float2 hitDistance = ResolveRay(EyePosition,ray,pCent,raymarchEnd,parameters); float3 result = Raymarch(EyePosition,ray,hitDistance,pCent,parameters,offset); #if ENVIRO_CLOUD_SHADOWS float3 wpos = CalculateWorldPosition(i.uv,sceneDepth) - _WorldOffset; shadow = RaymarchShadows(EyePosition,wpos,ray,pCent,parameters,offset,sceneDepth); #endif intensity = result.r; distance = result.g; alpha = result.b; return float4(max(intensity,0.0),max(distance,1.0f),clamp(shadow,0.0,0.25),saturate(alpha)); } #else struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = v.vertex; o.uv = v.uv; return o; } sampler2D _MainTex; float4 frag (v2f i) : SV_Target { float4 col = tex2D(_MainTex, i.uv); // just invert the colors col.rgb = 1 - col.rgb; return col; } #endif ENDHLSL } } }