fix:风机初始化代码提交

This commit is contained in:
zhangjiajia
2026-05-20 17:05:47 +08:00
parent 8510a3dcda
commit 9579356ed1
3752 changed files with 1351544 additions and 1 deletions

View File

@@ -0,0 +1,246 @@
Shader "Hidden/EnviroVolumetricCloudsBlendURP"
{
Properties
{
_MainTex ("Texture", any) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Cull Off ZWrite Off ZTest Always
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ ENVIRO_DEPTH_BLENDING
#pragma multi_compile __ ENVIROURP
#pragma multi_compile __ UNITY_COLORSPACE_GAMMA
#if defined (ENVIROURP)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
#include_with_pragmas "../Includes/FogIncludeHLSL.hlsl"
TEXTURE2D_X(_MainTex);
SAMPLER (sampler_MainTex);
TEXTURE2D_X(_CloudTex);
SAMPLER (sampler_CloudTex);
TEXTURE2D_X_FLOAT(_DownsampledDepth);
SAMPLER (sampler_DownsampledDepth);
TEXTURE2D_X_FLOAT(_CameraDepthTexture);
SAMPLER (sampler_CameraDepthTexture);
float4 _CloudTex_TexelSize;
float4 _MainTex_TexelSize;
SamplerState Point_Clamp_Sampler;
float4 _ProjectionExtents;
float4 _ProjectionExtentsRight;
float4x4 _CamToWorld;
struct appdata
{
uint vertex : SV_VertexID;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
//float4 screenPos : TEXCOORD1;
float2 vsray : TEXCOORD1;
//half3 pos : TEXCOORD2;
//#ifdef ENVIRO_DEPTH_BLENDING
float2 uv00 : TEXCOORD2;
float2 uv10 : TEXCOORD3;
float2 uv01 : TEXCOORD4;
float2 uv11 : TEXCOORD5;
//#endif
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
//o.pos = -v.vertex;
float4 pos = GetFullScreenTriangleVertexPosition(v.vertex);
float2 uv = DYNAMIC_SCALING_APPLY_SCALEBIAS(GetFullScreenTriangleTexCoord(v.vertex));
o.vertex = pos;
o.uv = uv;
if(unity_StereoEyeIndex == 0)
o.vsray = (2.0 * o.uv - 1.0) * _ProjectionExtents.xy + _ProjectionExtents.zw;
else
o.vsray = (2.0 * o.uv - 1.0) * _ProjectionExtentsRight.xy + _ProjectionExtentsRight.zw;
// o.screenPos = ComputeScreenPos(o.vertex);
//#ifdef ENVIRO_DEPTH_BLENDING
o.uv00 = o.uv - 0.5 * _CloudTex_TexelSize.xy;
o.uv10 = o.uv00 + float2(_CloudTex_TexelSize.x, 0.0);
o.uv01 = o.uv00 + float2(0.0, _CloudTex_TexelSize.y);
o.uv11 = o.uv00 + _CloudTex_TexelSize.xy;
//#endif
return o;
}
//#ifdef ENVIRO_DEPTH_BLENDING
float4 Upsample(v2f i)
{
float4 lowResDepth = 0.0f;
float highResDepth = LinearEyeDepth(SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture,i.uv).r, _ZBufferParams);
lowResDepth.x = LinearEyeDepth(SAMPLE_TEXTURE2D_X(_DownsampledDepth,sampler_DownsampledDepth,i.uv00).r, _ZBufferParams );
lowResDepth.y = LinearEyeDepth(SAMPLE_TEXTURE2D_X(_DownsampledDepth,sampler_DownsampledDepth,i.uv10).r, _ZBufferParams);
lowResDepth.z = LinearEyeDepth(SAMPLE_TEXTURE2D_X(_DownsampledDepth,sampler_DownsampledDepth,i.uv01).r, _ZBufferParams);
lowResDepth.w = LinearEyeDepth(SAMPLE_TEXTURE2D_X(_DownsampledDepth,sampler_DownsampledDepth,i.uv11).r, _ZBufferParams);
float4 depthDiff = abs(lowResDepth - highResDepth);
float accumDiff = dot(depthDiff, float4(1, 1, 1, 1));
[branch]
if (accumDiff < 1.5f)
{
return SAMPLE_TEXTURE2D_X(_CloudTex,sampler_CloudTex,i.uv);
#ifdef STEREO_INSTANCING_ON
//float3 uv = float3(i.uv,unity_StereoEyeIndex);
//return _CloudTex.Sample(sampler_CloudTex, uv);
#else
//return _CloudTex.Sample(sampler_CloudTex, i.uv);
#endif
}
else
{
float minDepthDiff = depthDiff[0];
float2 nearestUv = i.uv00;
if (depthDiff[1] < minDepthDiff)
{
nearestUv = i.uv10;
minDepthDiff = depthDiff[1];
}
if (depthDiff[2] < minDepthDiff)
{
nearestUv = i.uv01;
minDepthDiff = depthDiff[2];
}
if (depthDiff[3] < minDepthDiff)
{
nearestUv = i.uv11;
minDepthDiff = depthDiff[3];
}
return SAMPLE_TEXTURE2D_X(_CloudTex,Point_Clamp_Sampler,nearestUv);
#ifdef STEREO_INSTANCING_ON
// float3 uv = float3(UnityStereoTransformScreenSpaceTex(nearestUv),unity_StereoEyeIndex);
// return _CloudTex.Sample(Point_Clamp_Sampler, uv);
#else
// return _CloudTex.Sample(Point_Clamp_Sampler, UnityStereoTransformScreenSpaceTex(nearestUv));
#endif
}
}
//#endif
half3 LinearToGammaSpace (half3 linRGB)
{
linRGB = max(linRGB, half3(0.h, 0.h, 0.h));
return max(1.055h * pow(linRGB, 0.416666667h) - 0.055h, 0.h);
}
float4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float4 vspos = float4(i.vsray, 1.0, 1.0);
float4 worldPos = mul(_CamToWorld,vspos);
float3 viewDir = normalize(worldPos.xyz - _WorldSpaceCameraPos);
float4 sourceColor = SAMPLE_TEXTURE2D_X(_MainTex,sampler_MainTex,i.uv);
float4 cloudsColor = Upsample(i);
float4 finalColor = GetCloudColor(cloudsColor,worldPos);
#if defined(UNITY_COLORSPACE_GAMMA)
finalColor.rgb = LinearToGammaSpace(finalColor.rgb);
#endif
#if ENVIRO_DEPTH_BLENDING
float4 final = float4(sourceColor.rgb * (1 - finalColor.a) + lerp(sourceColor.rgb, finalColor.rgb, finalColor.a) * finalColor.a, 1);
return final;
#else
float4 final = sourceColor;
float sceneDepth = Linear01Depth(SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture, i.uv).r, _ZBufferParams);
if (sceneDepth >= 0.99f)
final = float4(sourceColor.rgb * saturate(1 - finalColor.a) + lerp(sourceColor.rgb, finalColor.rgb, finalColor.a) * finalColor.a, 1);
return final;
#endif
}
#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
}
}
}