112 lines
3.6 KiB
Plaintext
112 lines
3.6 KiB
Plaintext
Shader "Hidden/EnviroHeightFog"
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{
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Properties
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{
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//_MainTex ("Texture", any) = "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 multi_compile __ ENVIROURP
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#pragma multi_compile __ UNITY_COLORSPACE_GAMMA
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#include "UnityCG.cginc"
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#include_with_pragmas "../Includes/FogInclude.cginc"
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 position : SV_POSITION;
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float3 ray : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert (appdata_img v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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#if defined(ENVIROURP)
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o.position = float4(v.vertex.xyz,1.0);
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#if UNITY_UV_STARTS_AT_TOP
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o.position.y *= -1;
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#endif
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#else
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o.position = UnityObjectToClipPos(v.vertex);
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#endif
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o.uv = v.texcoord;
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return o;
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}
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float4x4 _LeftWorldFromView;
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float4x4 _RightWorldFromView;
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float4x4 _LeftViewFromScreen;
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float4x4 _RightViewFromScreen;
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UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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void InverseProjectDepth (float depth, float2 texcoord, out float3 worldPos)
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{
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float4x4 proj, eyeToWorld;
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if (unity_StereoEyeIndex == 0)
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{
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proj = _LeftViewFromScreen;
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eyeToWorld = _LeftWorldFromView;
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}
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else
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{
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proj = _RightViewFromScreen;
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eyeToWorld = _RightWorldFromView;
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}
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#if !UNITY_UV_STARTS_AT_TOP
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//texcoord.y = 1 - texcoord.y;
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#endif
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float2 uvClip = texcoord * 2.0 - 1.0;
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float clipDepth = depth; // Fix for OpenGl Core thanks to Lars Bertram
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clipDepth = (UNITY_NEAR_CLIP_VALUE < 0) ? clipDepth * 2 - 1 : clipDepth;
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float4 clipPos = float4(uvClip, clipDepth, 1.0);
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float4 viewPos = mul(proj, clipPos); // inverse projection by clip position
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viewPos /= viewPos.w; // perspective division
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worldPos = mul(eyeToWorld, viewPos).xyz;
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}
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float4 frag (v2f i) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv);
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float linearDepth = Linear01Depth(depth);
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float3 worldPos;
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InverseProjectDepth(depth, i.uv.xy, worldPos);
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float4 col = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv);
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float4 fog = GetExponentialHeightFog(worldPos,linearDepth);
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//this is not correct but LinearToGamma does produce even worse results..
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#if defined(UNITY_COLORSPACE_GAMMA)
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fog.rgb *= 1.5;
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#endif
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float3 final = ApplyVolumetricLights(fog,col.rgb, i.uv);
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return float4(final.rgb,col.a);
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}
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ENDCG
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}
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}
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}
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