404 lines
10 KiB
GLSL
404 lines
10 KiB
GLSL
Shader "Enviro/HDRP/Sky"
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{
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//Properties
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//{
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// _MoonTex("Moon Tex", 2D) = "black" {}
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// _MoonGlowTex("Moon Glow Tex", 2D) = "black" {}
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// _SunTex("Sun Tex", 2D) = "black" {}
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// _StarsTex ("Stars Tex", Cube) = "black" {}
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// _GalaxyTex ("Galaxy Tex", Cube) = "black" {}
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//}
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HLSLINCLUDE
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#pragma editor_sync_compilation
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#pragma multi_compile __ ENVIROHDRP
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#pragma multi_compile __ ENVIRO_SIMPLESKY
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#if defined (ENVIROHDRP)
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl"
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#include "../Includes/SkyIncludeHLSL.hlsl"
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uniform float4 _SkyMoonParameters;
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uniform float4 _SkySunParameters;
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uniform sampler2D _MoonTex;
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//uniform sampler2D _MoonGlowTex;
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uniform sampler2D _SunTex;
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uniform float4 _MoonColor;
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uniform float _MoonGlowIntensity;
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uniform float _StarIntensity;
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uniform float _GalaxyIntensity;
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uniform float _CirrusClouds;
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uniform float _FlatClouds;
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uniform float _Aurora;
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uniform samplerCUBE _StarsTex;
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uniform samplerCUBE _GalaxyTex;
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uniform float4x4 _StarsMatrix;
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uniform float4 _AmbientColorTintHDRP;
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uniform float _EnviroSkyIntensity;
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uniform samplerCUBE _StarsTwinklingTex;
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uniform float4x4 _StarsTwinklingMatrix;
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uniform float _StarsTwinkling;
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struct VertexInput
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{
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uint vertexID : SV_VertexID;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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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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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert(VertexInput 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_VERTEX_OUTPUT_STEREO(o);
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o.position = GetFullScreenTriangleVertexPosition(v.vertexID, UNITY_RAW_FAR_CLIP_VALUE);
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return o;
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}
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float MoonPhaseFactor(float2 uv, float phase)
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{
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float alpha = 1.0;
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float srefx = uv.x - 0.5;
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float refx = abs(uv.x - 0.5);
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if (phase > 0)
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{
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srefx = (1 - uv.x) - 0.5;
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refx = abs((1 - uv.x) - 0.5);
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}
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phase = abs(_SkyMoonParameters.x);
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float refy = abs(uv.y - 0.5);
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float refxfory = sqrt(0.25 - refy * refy);
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float xmin = -refxfory;
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float xmax = refxfory;
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float xmin1 = (xmax - xmin) * (phase / 2) + xmin;
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float xmin2 = (xmax - xmin) * phase + xmin;
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if (srefx < xmin1)
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{
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alpha = 0;
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}
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else if (srefx < xmin2 && xmin1 != xmin2)
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{
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alpha = (srefx - xmin1) / (xmin2 - xmin1);
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}
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return alpha;
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}
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float3 ScreenSpaceDither(float2 vScreenPos, float3 clr)
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{
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float _DitheringIntensity = 0.25;
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float d = dot(float2(131.0, 312.0), vScreenPos.xy + _Time.y);
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float3 vDither = float3(d, d, d);
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vDither.rgb = frac(vDither.rgb / float3(103.0, 71.0, 97.0)) - float3(0.5, 0.5, 0.5);
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return (vDither.rgb / 15.0) * _DitheringIntensity;
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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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float3 viewDirWS = GetSkyViewDirWS(i.position.xy);
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float3 dir = -viewDirWS;
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float3 wpos = normalize(mul((float4x4)UNITY_MATRIX_M, dir)).xyz;
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float4 skyColor = float4(0, 0, 0, 1);
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float3 viewDir = normalize(dir);
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#if ENVIRO_SIMPLESKY
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skyColor = GetSkyColorSimple(viewDir, 0.005f);
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#else
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skyColor = GetSkyColor(viewDir, 0.005f);
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#endif
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//Stars
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float3 starsUV = mul((float3x3)_StarsMatrix, dir);
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float4 starsTex = texCUBE(_StarsTex, starsUV) * saturate(viewDir.y);
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float4 stars = starsTex * _StarIntensity * 10;
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#ifndef ENVIRO_SIMPLESKY
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if (_StarsTwinkling > 0)
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{
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float3 starsTwinklingUV = mul((float3x3)_StarsTwinklingMatrix, dir);
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float4 starsTwinklingMap = texCUBE(_StarsTwinklingTex, starsTwinklingUV);
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stars = stars * starsTwinklingMap;
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}
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//Galaxy
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float4 galaxyTex = texCUBE(_GalaxyTex, starsUV) * saturate(viewDir.y);
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float4 galaxy = galaxyTex * _GalaxyIntensity;
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#endif
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//Sun and Moon UV
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float3 rSun = normalize(cross(_SunDir.xyz, float3(0, -1, 0)));
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float3 uSun = cross(_SunDir.xyz, rSun);
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float2 sunUV = float2(dot(rSun, dir), dot(uSun, dir)) * (21.0 - _SkySunParameters.y) + 0.5;
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float3 rMoon = normalize(cross(_MoonDir.xyz, float3(0, -1, 0)));
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float3 uMoon = cross(_MoonDir.xyz, rMoon);
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float2 moonUV = float2(dot(rMoon, dir), dot(uMoon, dir)) * (20.7 - _SkyMoonParameters.z) + 0.5;
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//Sun
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float4 sun = float4(0,0,0,1);
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float hideBackSun = saturate(dot(_SunDir.xyz, viewDir));
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float4 sunDisk = tex2D(_SunTex, sunUV) * hideBackSun;
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sun = sunDisk * _SunColor * 10;
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skyColor += sun;
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//Moon
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if(_SkyMoonParameters.w > 0.0)
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{
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float hideBackMoon = saturate(dot(-_MoonDir.xyz, viewDir));
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float4 moon = tex2D(_MoonTex, moonUV) * hideBackMoon;
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float alpha = MoonPhaseFactor(moonUV, _SkyMoonParameters.x);
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float3 moonArea = clamp(moon * 10, 0, 1);
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float starsBehindMoon = 1 - clamp((moonArea * 5), 0, 1);
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moon = lerp(float4(0, 0, 0, 0), moon, alpha);
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moon = moon * _MoonColor;
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//float4 moonGlow = tex2D(_MoonGlowTex, i.moonGlowPos.xy) * hideBackMoon;
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//moonGlow = moonGlow * _MoonColor * _MoonGlowIntensity;
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skyColor += stars * starsBehindMoon;
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#ifndef ENVIRO_SIMPLESKY
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skyColor += galaxy * starsBehindMoon;
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#endif
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skyColor += moon;
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}
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else
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{
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skyColor += stars;
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#ifndef ENVIRO_SIMPLESKY
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skyColor += galaxy;
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#endif
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}
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//Aurora
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if(_Aurora > 0.0)
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{
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float4 aurora = Aurora(wpos);
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skyColor.rgb += aurora.rgb;
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}
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//Dithering
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//skyColor.rgb += ScreenSpaceDither(i.position.xy,skyColor.rgb);
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float3 cloudsDir = normalize(wpos + float3(0,1,0));
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//Cirrus
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if(_CirrusClouds > 0.0)
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{
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float3 cirrusUV = wpos;
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cirrusUV.y *= 1 - dot(cloudsDir.y + 10, float3(0,-0.15,0));
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float4 cirrus = CirrusClouds(cirrusUV);
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skyColor.rgb = skyColor.rgb * (1 - cirrus.a) + cirrus.rgb * cirrus.a;
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}
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//2D Clouds
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if(_FlatClouds > 0.0)
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{
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float3 flatCloudsUV = wpos;
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flatCloudsUV.y *= 1 - dot(cloudsDir.y + 200 * _FlatCloudsParams.z, float3(0,-0.1,0));
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float4 clouds = Clouds2D(flatCloudsUV, wpos);
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skyColor.rgb = skyColor.rgb * (1 - clouds.a) + clouds.rgb * clouds.a;
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}
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return float4(skyColor.rgb * _EnviroSkyIntensity * GetCurrentExposureMultiplier(), 1);
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}
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float4 fragBaking(v2f i) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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float3 viewDirWS = GetSkyViewDirWS(i.position.xy);
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float3 dir = -viewDirWS;
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float3 wpos = normalize(mul((float4x4)UNITY_MATRIX_M, dir)).xyz;
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float4 skyColor = float4(0, 0, 0, 1);
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float3 viewDir = normalize(dir);
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#if ENVIRO_SIMPLESKY
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skyColor = GetSkyColorSimple(viewDir, 0.005f);
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#else
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skyColor = GetSkyColor(viewDir, 0.005f);
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#endif
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//Stars
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float3 starsUV = mul((float3x3)_StarsMatrix, dir);
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float4 starsTex = texCUBE(_StarsTex, starsUV) * saturate(viewDir.y);
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float4 stars = starsTex * _StarIntensity;
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//skyColor += stars;
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//Galaxy
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#ifndef ENVIRO_SIMPLESKY
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float4 galaxyTex = texCUBE(_GalaxyTex, starsUV) * saturate(viewDir.y);
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float4 galaxy = galaxyTex * _GalaxyIntensity;
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#endif
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//Sun and Moon UV
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float3 rSun = normalize(cross(_SunDir.xyz, float3(0, -1, 0)));
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float3 uSun = cross(_SunDir.xyz, rSun);
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float2 sunUV = float2(dot(rSun, dir), dot(uSun, dir)) * (21.0 - _SkySunParameters.y) + 0.5;
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float3 rMoon = normalize(cross(_MoonDir.xyz, float3(0, -1, 0)));
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float3 uMoon = cross(_MoonDir.xyz, rMoon);
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float2 moonUV = float2(dot(rMoon, dir), dot(uMoon, dir)) * (20.7 - _SkyMoonParameters.z) + 0.5;
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//Sun
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float4 sun = float4(0,0,0,1);
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float hideBackSun = saturate(dot(_SunDir.xyz, viewDir));
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float4 sunDisk = tex2D(_SunTex, sunUV) * hideBackSun;
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sun = sunDisk * _SunColor * 10;
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skyColor += sun;
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//Moon
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if(_SkyMoonParameters.w > 0.0)
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{
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float hideBackMoon = saturate(dot(-_MoonDir.xyz, viewDir));
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float4 moon = tex2D(_MoonTex, moonUV) * hideBackMoon;
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float alpha = MoonPhaseFactor(moonUV, _SkyMoonParameters.x);
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float3 moonArea = clamp(moon * 10, 0, 1);
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float starsBehindMoon = 1 - clamp((moonArea * 5), 0, 1);
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moon = lerp(float4(0, 0, 0, 0), moon, alpha);
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moon = moon * _MoonColor;
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//float4 moonGlow = tex2D(_MoonGlowTex, i.moonGlowPos.xy) * hideBackMoon;
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//moonGlow = moonGlow * _MoonColor * _MoonGlowIntensity;
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skyColor += stars * starsBehindMoon;
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#ifndef ENVIRO_SIMPLESKY
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skyColor += galaxy * starsBehindMoon;
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#endif
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skyColor += moon;
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}
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else
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{
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skyColor += stars;
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#ifndef ENVIRO_SIMPLESKY
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skyColor += galaxy;
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#endif
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}
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//Aurora
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if(_Aurora > 0.0)
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{
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float4 aurora = Aurora(wpos);
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skyColor.rgb += aurora.rgb;
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}
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//Dithering
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//skyColor.rgb += ScreenSpaceDither(i.position.xy,skyColor.rgb);
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float3 cloudsDir = normalize(wpos + float3(0,1,0));
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//Cirrus
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if(_CirrusClouds > 0.0)
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{
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float3 cirrusUV = wpos;
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cirrusUV.y *= 1 - dot(cloudsDir.y + 10, float3(0,-0.15,0));
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float4 cirrus = CirrusClouds(cirrusUV);
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skyColor.rgb = skyColor.rgb * (1 - cirrus.a) + cirrus.rgb * cirrus.a;
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}
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//2D Clouds
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if(_FlatClouds > 0.0)
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{
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float3 flatCloudsUV = wpos;
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flatCloudsUV.y *= 1 - dot(cloudsDir.y + 200, float3(0,-0.1,0));
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float4 clouds = Clouds2D(flatCloudsUV, wpos);
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skyColor.rgb = skyColor.rgb * (1 - clouds.a) + clouds.rgb * clouds.a;
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}
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return float4(skyColor.rgb * _EnviroSkyIntensity, 1);
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}
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#else
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = v.vertex;
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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float4 frag (v2f i) : SV_Target
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{
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float4 col = tex2D(_MainTex, i.uv);
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// just invert the colors
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col.rgb = 1 - col.rgb;
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return col;
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}
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float4 fragBaking (v2f i) : SV_Target
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{
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float4 col = tex2D(_MainTex, i.uv);
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// just invert the colors
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col.rgb = 1 - col.rgb;
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return col;
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}
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#endif
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ENDHLSL
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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Pass
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{
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ZWrite Off
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ZTest Always
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Blend Off
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Cull Off
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment fragBaking
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ENDHLSL
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}
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// For fullscreen Sky
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Pass
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{
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ZWrite Off
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ZTest LEqual
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Blend Off
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Cull Off
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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ENDHLSL
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}
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}
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}
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