Files
3d-fengji/Assets/Enviro 3 - Sky and Weather/Resources/Shader/Includes/SkyInclude.cginc
2026-05-20 17:05:47 +08:00

363 lines
12 KiB
HLSL

uniform float4 _SunDir;
uniform float4 _MoonDir;
uniform float4 _SunColor;
uniform half4 _FrontColor0;
uniform half4 _FrontColor1;
uniform half4 _FrontColor2;
uniform half4 _FrontColor3;
uniform half4 _FrontColor4;
uniform half4 _FrontColor5;
uniform half4 _FrontColor6;
uniform half4 _BackColor0;
uniform half4 _BackColor1;
uniform half4 _BackColor2;
uniform half4 _BackColor3;
uniform half4 _BackColor4;
uniform half4 _BackColor5;
uniform half4 _BackColor6;
uniform float4 _SkyColorTint;
uniform float _frontBackDistribution0;
uniform float _frontBackDistribution1;
uniform float _frontBackDistribution2;
uniform float _frontBackDistribution3;
uniform float _frontBackDistribution4;
uniform float _Intensity;
uniform float _SkyColorExponent;
uniform float _MieScatteringIntensity;
float Mie(float costh, float g)
{
g = min(g, 0.9381);
float k = 1.55 * g - 0.55 * g * g * g;
float kcosth = k * costh;
return (1 - k * k) / ((4 * 3.14159265f) * (1 - kcosth) * (1 - kcosth));
}
float RemapEnviro(float org_val, float org_min, float org_max, float new_min, float new_max)
{
return new_min + saturate(((org_val - org_min) / (org_max - org_min))*(new_max - new_min));
}
//Cirrus Clouds
uniform sampler2D _CirrusCloudMap;
uniform float _CirrusCloudAlpha;
uniform float _CirrusCloudCoverage;
uniform float _CirrusCloudAltitude;
uniform float4 _CirrusCloudColor;
uniform float _CirrusCloudColorPower;
uniform float2 _CirrusCloudAnimation;
float4 CirrusClouds(float3 uvs)
{
uvs = normalize(uvs);
float4 uv1;
float4 uv2;
uv1.xy = (uvs.xz * 0.2) + _CirrusCloudAnimation;
uv2.xy = (uvs.xz * 0.6) + _CirrusCloudAnimation;
float4 clouds1 = tex2D(_CirrusCloudMap, uv1.xy);
float4 clouds2 = tex2D(_CirrusCloudMap, uv2.xy);
float color1 = pow(clouds1.g + clouds2.g, 0.1);
float color2 = pow(clouds2.b * clouds1.r, 0.2);
float4 finalClouds = lerp(clouds1, clouds2, color1 * color2);
float cloudExtinction = pow(uvs.y , 2);
finalClouds.a *= _CirrusCloudAlpha;
finalClouds.a *= cloudExtinction;
if (uvs.y < 0)
finalClouds.a = 0;
finalClouds.rgb = finalClouds.a * pow(_CirrusCloudColor.rgb,max(_CirrusCloudColorPower,0.0001));
finalClouds.rgb = pow(finalClouds.rgb, saturate(1 - _CirrusCloudCoverage));
return finalClouds;
}
half3 tonemapACES(half3 color, float Exposure)
{
color *= Exposure;
// See https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
const half a = 2.51;
const half b = 0.03;
const half c = 2.43;
const half d = 0.59;
const half e = 0.14;
return saturate((color * (a * color + b)) / (color * (c * color + d) + e));
}
//2D Clouds
uniform sampler2D _FlatCloudsBaseTexture;
uniform sampler2D _FlatCloudsDetailTexture;
uniform float4 _FlatCloudsAnimation;
uniform float3 _FlatCloudsLightDirection;
uniform float3 _FlatCloudsLightColor;
uniform float3 _FlatCloudsAmbientColor;
uniform float4 _FlatCloudsLightingParams; // x = LightIntensity, y = AmbientIntensity, z = Absorbtion, w = HgPhase
uniform float4 _FlatCloudsParams; // x = Coverage, y = Density, z = Altitude, w = shadowSteps
uniform float4 _FlatCloudsTiling; // x = Base, y = Detail
float HenryGreenstein(float cosTheta, float g)
{
float k = 3.0 / (8.0 * 3.1415926f) * (1.0 - g * g) / (2.0 + g * g);
return k * (1.0 + cosTheta * cosTheta) / pow(abs(1.0 + g * g - 2.0 * g * cosTheta), 1.5);
}
float CalculateCloudDensity(float2 posBase, float2 posDetail,float3 worldPos, float coverage)
{
float4 baseNoise = tex2D(_FlatCloudsBaseTexture, posBase);
float low_freq_fBm = (baseNoise.g * 0.625) + (baseNoise.b * 0.25) + (baseNoise.a * 0.125);
float base_cloud = RemapEnviro(baseNoise.r, -(1.0 - low_freq_fBm), 1.0, 0.0, 1.0) * coverage;
float4 detailNoise = tex2D(_FlatCloudsDetailTexture, posDetail * 2);
float high_freq_fBm = (detailNoise.r * 0.625) + (detailNoise.g * 0.25) + (detailNoise.b * 0.125);
float density = RemapEnviro(base_cloud, 1-high_freq_fBm * 0.5, 1.0, 0.0, 1.0);
density *= pow(high_freq_fBm, 0.4);
density *= _FlatCloudsParams.y;
return density;
}
float SampleShadowUV(float2 baseUV, float2 detailUV)
{
// Direction in UV space, scaled by some small factor
// Direction in UV space
float2 dirUV = normalize(_FlatCloudsLightDirection.xz);
// Total shadow length in UV space (constant)
float totalShadowLength = 0.01;
// Per-step offset so total distance remains the same
float2 stepUV = dirUV * (totalShadowLength / _FlatCloudsParams.w);
float shadow = 1.0;
float stepFactor = _FlatCloudsLightingParams.z * 1 / _FlatCloudsParams.w;
for (int i = 1; i <= _FlatCloudsParams.w; i++)
{
float2 uvOffsetBase = baseUV - stepUV * i;
float2 uvOffsetDetail = detailUV - stepUV * i * (_FlatCloudsTiling.y/_FlatCloudsTiling.x);
float d = CalculateCloudDensity(uvOffsetBase, uvOffsetDetail, float3(0,0,0), _FlatCloudsParams.x);
shadow *= exp(-d * stepFactor);
}
return saturate(shadow);
}
float4 Clouds2D (float3 uvs, float3 worldPos)
{
half4 col = 0;
uvs = normalize(uvs);
float4 uv1;
uv1.xy = (uvs.xz * _FlatCloudsTiling.x) + _FlatCloudsAnimation.xy;
uv1.zw = (uvs.xz * _FlatCloudsTiling.y) + _FlatCloudsAnimation.zw;
float cloudExtinction = pow(uvs.y, 2);
float density = CalculateCloudDensity(uv1.xy, uv1.zw, uvs, _FlatCloudsParams.x);
// --- Shadows ---
float shadowTerm = SampleShadowUV(uv1.xy, uv1.zw);
//float absorbtion = exp2(-1 * (density * _FlatCloudsLightingParams.z));
float shadows = shadowTerm;
float3 viewDir = normalize(worldPos - _WorldSpaceCameraPos);
float inscatterAngle = dot(normalize(_FlatCloudsLightDirection), -viewDir);
float hg = HenryGreenstein(inscatterAngle, _FlatCloudsLightingParams.w) * 2 * shadows;
// apply shadow to the direct light only
float lighting = density * (shadows + hg) * shadowTerm;
float3 lightColor = pow(_FlatCloudsLightColor, 2) * _FlatCloudsLightingParams.x;
col.rgb = lightColor * lighting;
col.rgb += _FlatCloudsAmbientColor * _FlatCloudsLightingParams.y;
col.a = saturate(density * cloudExtinction);
if (uvs.y < 0)
col.a = 0;
return col;
}
float4 GetSkyColorSimple (float3 viewDir, float mieSize, float depth = 1.0)
{
float cosTheta = smoothstep(0.0,2.0,saturate(dot(-_SunDir.xyz, viewDir)));
// float cosTheta = smoothstep(-0.25,1.15,saturate(dot(-_SunDir.xyz, viewDir)));
half y = -viewDir.y / 0.02;
float3 frontBack1 = lerp(_FrontColor1.rgb,_BackColor1.rgb,cosTheta);
float3 frontBack2 = lerp(_FrontColor2.rgb,_BackColor2.rgb,cosTheta);
float3 frontBack5 = lerp(_FrontColor5.rgb,_BackColor5.rgb,cosTheta);
float heightS1 = RemapEnviro(viewDir.y,-0.75,_frontBackDistribution0,0,1);
float heightS2 = RemapEnviro(viewDir.y,_frontBackDistribution0,_frontBackDistribution1,0,1);
float heightS5 = RemapEnviro(viewDir.y,_frontBackDistribution1,1,0,1);
float3 sky1 = lerp(float3(0,0,0),frontBack1.rgb,heightS1);
float3 sky2 = lerp(sky1.rgb,frontBack2.rgb,heightS2);
float3 sky5 = lerp(sky2.rgb,frontBack5.rgb,heightS5);
float3 skyColor = sky5 * _Intensity;
float eyeCos = dot(_SunDir.xyz, viewDir);
float eyeCos2 = eyeCos * eyeCos;
float fade = saturate(dot(_SunDir.xyz, viewDir));
float mie = Mie(eyeCos, 0.7) * _MieScatteringIntensity * fade * depth;
skyColor.rgb += (mie * skyColor) * _SunColor.rgb;
return float4(pow(skyColor * _SkyColorTint.rgb,_SkyColorExponent),1);
}
float4 GetSkyColor (float3 viewDir, float mieSize,float depth = 1.0)
{
float cosTheta = smoothstep(0.0,2.0,saturate(dot(-_SunDir.xyz, viewDir)));
half y = -viewDir.y / 0.02;
float3 frontBack0 = lerp(_FrontColor0.rgb,_BackColor0.rgb,cosTheta);
float3 frontBack1 = lerp(_FrontColor1.rgb,_BackColor1.rgb,cosTheta);
float3 frontBack2 = lerp(_FrontColor2.rgb,_BackColor2.rgb,cosTheta);
float3 frontBack3 = lerp(_FrontColor3.rgb,_BackColor3.rgb,cosTheta);
float3 frontBack4 = lerp(_FrontColor4.rgb,_BackColor4.rgb,cosTheta);
float3 frontBack5 = lerp(_FrontColor5.rgb,_BackColor5.rgb,cosTheta);
float heightS1 = RemapEnviro(viewDir.y,-0.75,_frontBackDistribution0,0,1);
float heightS2 = RemapEnviro(viewDir.y,_frontBackDistribution0,_frontBackDistribution1,0,1);
float heightS3 = RemapEnviro(viewDir.y,_frontBackDistribution1,_frontBackDistribution2,0,1);
float heightS4 = RemapEnviro(viewDir.y,_frontBackDistribution2,_frontBackDistribution3,0,1);
float heightS5 = RemapEnviro(viewDir.y,_frontBackDistribution3,1,0,1);
float3 sky1 = lerp(frontBack0.rgb,frontBack1.rgb,heightS1);
float3 sky2 = lerp(sky1.rgb,frontBack2.rgb,heightS2);
float3 sky3 = lerp(sky2.rgb,frontBack3.rgb,heightS3);
float3 sky4 = lerp(sky3.rgb,frontBack4.rgb,heightS4);
float3 sky5 = lerp(sky4.rgb,frontBack5.rgb,heightS5);
float3 skyColor = sky5 * _Intensity;
float eyeCos = dot(_SunDir.xyz, viewDir);
float eyeCos2 = eyeCos * eyeCos;
float fade = saturate(dot(_SunDir.xyz, viewDir));
float mie = Mie(eyeCos, 0.7) * _MieScatteringIntensity * fade * depth;
skyColor.rgb += (mie * skyColor) * _SunColor.rgb;
return float4(pow(skyColor * _SkyColorTint.rgb,_SkyColorExponent),1);
}
///Aurora
sampler2D _Aurora_Layer_1;
sampler2D _Aurora_Layer_2;
sampler2D _Aurora_Colorshift;
float4 _AuroraColor;
float _AuroraIntensity;
float _AuroraBrightness;
float _AuroraContrast;
float _AuroraHeight;
float _AuroraScale;
float _AuroraSpeed;
float _AuroraSteps;
float4 _Aurora_Tiling_Layer1;
float4 _Aurora_Tiling_Layer2;
float4 _Aurora_Tiling_ColorShift;
float randomNoise(float3 co)
{
return frac(sin(dot(co.xyz ,float3(17.2486,32.76149, 368.71564))) * 32168.47512);
}
float4 SampleAurora(float3 uv)
{
float2 uv_1 = uv.xy * _Aurora_Tiling_Layer1.xy + (_Aurora_Tiling_Layer1.zw * _AuroraSpeed * _Time.y);
float4 aurora = tex2Dlod(_Aurora_Layer_1, float4(uv_1.xy,0,0));
float2 uv_2 = uv_1 * _Aurora_Tiling_Layer2.xy + (_Aurora_Tiling_Layer2.zw * _AuroraSpeed * _Time.y);
float4 aurora2 = tex2Dlod(_Aurora_Layer_2, float4(uv_2.xy,0,0));
aurora += (aurora2 - 0.5) * 0.5;
aurora.w = aurora.w * 0.8 + 0.05;
float3 uv_3 = float3(uv.xy * _Aurora_Tiling_ColorShift.xy + (_Aurora_Tiling_ColorShift.zw * _AuroraSpeed * _Time.y), 0.0);
float4 cloudColor = tex2Dlod(_Aurora_Colorshift, float4(uv_3.xy,0,0));
float contrastMask = 1.0 - saturate(aurora.a);
contrastMask = pow(contrastMask, _AuroraContrast);
aurora.rgb *= lerp(float3(0,0,0), _AuroraColor.rgb * cloudColor.rgb * _AuroraBrightness, contrastMask);
float cloudSub = 1.0 - uv.z;
aurora.a = aurora.a - cloudSub * cloudSub;
aurora.a = saturate(aurora.a * _AuroraIntensity);
aurora.rgb *= aurora.a;
return aurora;
}
float4 Aurora (float3 wpos)
{
if (_AuroraIntensity < 0.05)
return float4(0,0,0,0);
float3 viewDir = normalize(wpos - _WorldSpaceCameraPos);
float viewFalloff = 1.0 - saturate(dot(viewDir, float3(0,1,0)));
if (viewDir.y < 0 || viewDir.y > 1)
return half4(0, 0, 0, 0);
float3 traceDir = normalize(viewDir + float3(0, viewFalloff * 0.2 ,0));
float3 worldPos = _WorldSpaceCameraPos + traceDir * ((_AuroraHeight - _WorldSpaceCameraPos.y) / max(traceDir.y, 0.01));
float3 uv = float3(worldPos.xz * 0.01 * _AuroraScale, 0);
half3 uvStep = half3(traceDir.xz * -1.0 * (1.0 / traceDir.y), 1.0) * (1.0 / _AuroraSteps);
uv += uvStep * randomNoise(wpos + _SinTime.w);
half4 finalColor = half4(0,0,0,0);
[loop]
for (int iCount = 0; iCount < _AuroraSteps; iCount++)
{
if (finalColor.a > 1)
break;
uv += uvStep;
finalColor += SampleAurora(uv) * (1.0 - finalColor.a);
}
finalColor *= viewDir.y;
return finalColor;
}