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3d-fengji/Assets/Enviro 3 - Sky and Weather/Resources/Shader/Clouds/EnviroVolumetricCloudsRaymarchURP.shader
2026-05-20 17:05:47 +08:00

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Shader "Hidden/EnviroCloudsRaymarchURP"
{
Properties
{
_MainTex ("Texture", any) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
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 _ ENVIROURP
#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/VolumetricCloudsInclude.cginc"
#include_with_pragmas "../Includes/VolumetricCloudsTexURPInclude.cginc"
int _Frame;
uniform float _BlueNoiseIntensity;
struct v2f
{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata
{
uint vertex : SV_VertexID;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
// UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 pos = GetFullScreenTriangleVertexPosition(v.vertex);
float2 uv = GetFullScreenTriangleTexCoord(v.vertex);
o.position = pos;
o.uv = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv);
return o;
}
float4 frag (v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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 = SAMPLE_TEXTURE2D_X(_DownsampledDepth,sampler_DownsampledDepth, i.uv);
float3 cameraDirection = -1 * transpose(_InverseRotation)[2].xyz;
float fwdFactor = dot(ray, cameraDirection);
float raymarchEnd = GetRaymarchEndFromSceneDepth(Linear01Depth(sceneDepth, _ZBufferParams) / fwdFactor, 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
}
}
}