Shader "Hidden/EnviroCloudsRaymarch" { Properties { //_MainTex ("Texture", any) = "white" {} } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #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 #include "UnityCG.cginc" #include_with_pragmas "../Includes/VolumetricCloudsInclude.cginc" #include_with_pragmas "../Includes/VolumetricCloudsTexInclude.cginc" int _Frame; uniform float _BlueNoiseIntensity; float4 _CameraDepthTexture_TexelSize; struct v2f { float4 position : SV_POSITION; float2 uv : TEXCOORD0; float2 uv00 : TEXCOORD1; float2 uv10 : TEXCOORD2; float2 uv01 : TEXCOORD3; float2 uv11 : TEXCOORD4; UNITY_VERTEX_OUTPUT_STEREO }; struct appdata { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; v2f vert (appdata_img v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #if defined(ENVIROURP) o.position = float4(v.vertex.xyz,1.0); #if UNITY_UV_STARTS_AT_TOP o.position.y *= -1; #endif #else o.position = UnityObjectToClipPos(v.vertex); #endif o.uv = v.texcoord; o.uv00 = v.texcoord - 0.5 * _CameraDepthTexture_TexelSize.xy; o.uv10 = o.uv00 + float2(_CameraDepthTexture_TexelSize.x, 0.0); o.uv01 = o.uv00 + float2(0.0, _CameraDepthTexture_TexelSize.y); o.uv11 = o.uv00 + _CameraDepthTexture_TexelSize.xy; 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 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_DownsampledDepth, UnityStereoTransformScreenSpaceTex(i.uv)); float3 cameraDirection = -1 * transpose(_InverseRotation)[2].xyz; float fwdFactor = dot(ray, cameraDirection); float raymarchEnd = GetRaymarchEndFromSceneDepth(Linear01Depth(sceneDepth) / fwdFactor, 1000000); 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)); } ENDCG } } }