Files
2026-05-08 15:34:53 +08:00

212 lines
7.2 KiB
HLSL

#include "SkyInclude.cginc"
#include "VolumetricCloudsBlendInclude.cginc"
#ifndef ENVIRO_VOLUMELIGHT_KEYWORD
#define ENVIRO_VOLUMELIGHT_KEYWORD
#pragma multi_compile __ ENVIRO_VOLUMELIGHT
#endif
#ifndef ENVIRO_SIMPLEFOG_KEYWORD
#define ENVIRO_SIMPLEFOG_KEYWORD
#pragma multi_compile __ ENVIRO_SIMPLEFOG
#endif
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
UNITY_DECLARE_TEX2DARRAY(_EnviroVolumetricFogTex);
#else
sampler2D _EnviroVolumetricFogTex;
#endif
float4 _EnviroVolumetricFogTex_TexelSize;
float4 _Screen_TexelSize;
uniform float4 _EnviroFogParameters; //x = rayorigin1, y = falloff1, z = density1, w = height1
uniform float4 _EnviroFogParameters2; //x = rayorigin2, y = falloff2, z = density2, w = height2
uniform float4 _EnviroFogParameters3; //x = maxDensity, y = startDistance, z = , w = sky blend
uniform float4 _EnviroFogColor; //Fog color
uniform float4 _EnviroDirLightColor;
uniform float3 _EnviroCameraPos;
uniform float3 _EnviroWorldOffset;
#if defined(SHADER_API_D3D11) || defined(SHADER_API_METAL) || defined(SHADER_API_VULKAN)
struct EnviroRemovalZones
{
float type;
float3 pos;
float radius;
float3 size;
float3 axis;
float stretch;
float density;
float feather;
float4x4 transform;
float pad0;
float pad1;
};
StructuredBuffer<EnviroRemovalZones> _EnviroRemovalZones : register(t1);
float _EnviroRemovalZonesCount;
#endif
int ihash(int n)
{
n = (n<<13)^n;
return (n*(n*n*15731+789221)+1376312589) & 2147483647;
}
float frand(int n)
{
return ihash(n) / 2147483647.0;
}
float2 cellNoise(int2 p)
{
int i = p.y*256 + p.x;
return float2(frand(i), frand(i + 57)) - 0.5;//*2.0-1.0;
}
float Pow2(float x)
{
return x * x;
}
float CalculateLineIntegral(float FogHeightFalloff, float RayDirectionY, float RayOriginTerms)
{
float Falloff = FogHeightFalloff * RayDirectionY;
float LineIntegral = ((1.0f - exp2(-Falloff)) / Falloff);
float LineIntegralTaylor = log(2.0) - (0.5 * Pow2(log(2.0))) * Falloff;
return RayOriginTerms * (abs(Falloff) > 0.01f ? LineIntegral : LineIntegralTaylor);
}
float3 InverseLerp(float lowThreshold, float hiThreshold, float value)
{
return (value - lowThreshold) / (hiThreshold - lowThreshold);
}
float ClampedInverseLerp(float lowThreshold, float hiThreshold, float value)
{
return saturate(InverseLerp(lowThreshold, hiThreshold, value));
}
#if defined(SHADER_API_D3D11) || defined(SHADER_API_METAL) || defined(SHADER_API_VULKAN)
void FogZones(float3 pos, inout float density)
{
for (int i = 0; i < _EnviroRemovalZonesCount; i++)
{
if(_EnviroRemovalZones[i].type == 0)
{
float3 dir = _EnviroRemovalZones[i].pos - pos;
float3 axis = _EnviroRemovalZones[i].axis;
float3 dirAlongAxis = dot(dir, axis) * axis;
dir = dir + dirAlongAxis * _EnviroRemovalZones[i].stretch;
float distsq = dot(dir, dir);
float radius = _EnviroRemovalZones[i].radius;
float feather = _EnviroRemovalZones[i].feather;
feather = (1.0 - smoothstep (radius * feather, radius, distsq));
float contribution = feather * _EnviroRemovalZones[i].density;
density = density + contribution;
density = max(density,0.0);
}
else
{
float influence = 1;
float3 position = mul(_EnviroRemovalZones[i].transform, float4(pos, 1)).xyz;
float x = ClampedInverseLerp(-0.5f, -0.5f + _EnviroRemovalZones[i].feather, position.x) - ClampedInverseLerp(0.5f - _EnviroRemovalZones[i].feather, 0.5f, position.x);
float y = ClampedInverseLerp(-0.5f, -0.5f + _EnviroRemovalZones[i].feather, position.y) - ClampedInverseLerp(0.5f - _EnviroRemovalZones[i].feather, 0.5f, position.y);
float z = ClampedInverseLerp(-0.5f, -0.5f + _EnviroRemovalZones[i].feather, position.z) - ClampedInverseLerp(0.5f - _EnviroRemovalZones[i].feather, 0.5f, position.z);
influence = x * y * z;
density += _EnviroRemovalZones[i].density * influence;
density = max(density,0.0);
}
}
}
#endif
float4 GetExponentialHeightFog(float3 wPos, float linearDepth)
{
wPos = wPos - _EnviroWorldOffset;
const half MinFogOpacity = _EnviroFogParameters3.x;
float3 CameraToReceiver = wPos - _EnviroCameraPos.xyz;
float camHeightLimiter = min(2000.0f,_EnviroCameraPos.y - _EnviroWorldOffset.y);
float CameraToReceiverHeight = wPos.y - camHeightLimiter;
float3 viewDirection = CameraToReceiver;
float viewLength = length(viewDirection);
viewDirection /= viewLength;
float fogAmount = 0;
float RayDirectionY = CameraToReceiverHeight;
float Exponent = _EnviroFogParameters.y * (camHeightLimiter - _EnviroFogParameters.w);
float RayOriginTerms = _EnviroFogParameters.z * exp2(-Exponent);
float ExponentSecond = _EnviroFogParameters2.y * (camHeightLimiter - _EnviroFogParameters2.w);
float RayOriginTermsSecond = _EnviroFogParameters2.z * exp2(-ExponentSecond);
#if ENVIRO_SIMPLEFOG
fogAmount = CalculateLineIntegral(_EnviroFogParameters.y, RayDirectionY, RayOriginTerms) * viewLength;
#else
fogAmount = (CalculateLineIntegral(_EnviroFogParameters.y, RayDirectionY, RayOriginTerms) + CalculateLineIntegral(_EnviroFogParameters2.y, RayDirectionY, RayOriginTermsSecond)) * viewLength;
#endif
//Start Distance
if(viewLength <= _EnviroFogParameters3.y)
{
float fallOff = ClampedInverseLerp(0.0f,_EnviroFogParameters3.y, viewLength);
fogAmount = fogAmount * pow(fallOff,6);
}
//Fog Zones
fogAmount = clamp(fogAmount,0,10);
#if defined(SHADER_API_D3D11) || defined(SHADER_API_METAL) || defined(SHADER_API_VULKAN)
FogZones(wPos,fogAmount);
#endif
float fogfactor = max(exp2(-fogAmount), MinFogOpacity);
float scatteringFactor = saturate(linearDepth + _EnviroFogParameters3.z);
// Color
#if ENVIRO_SIMPLESKY
float4 sky = GetSkyColorSimple(viewDirection,0.005f,scatteringFactor);
#else
float4 sky = GetSkyColor(viewDirection,0.005f,scatteringFactor);
#endif
float3 inscatterColor = lerp(_EnviroFogColor.rgb,sky.rgb,_EnviroFogParameters3.w);
float3 fogColor = inscatterColor * saturate(1 - fogfactor);
return float4(fogColor, fogfactor);
}
float3 ApplyVolumetricLights(float4 fogColor, float3 sceneColor, float2 uv)
{
#if ENVIRO_VOLUMELIGHT
float4 volumeLightsSample = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_EnviroVolumetricFogTex, uv);
//uvs += cellNoise(uvs.xy * _Screen_TexelSize.zw) * _VolumeScatter_TexelSize.xy * 0.8;
float3 volumeLightsDirectional = volumeLightsSample.a * _EnviroDirLightColor.rgb;
float3 volumeLights = volumeLightsSample.rgb;
return (sceneColor.rgb * fogColor.a + fogColor.rgb * max(volumeLightsDirectional,0.75)) + volumeLights;
//return (sceneColor.rgb * fogColor.a + fogColor.rgb) + volumeLightsDirectional + volumeLights;
#else
return sceneColor.rgb * fogColor.a + fogColor.rgb;
#endif
}
float3 ApplyFogAndVolumetricLights(float3 sceneColor, float2 uv, float3 wPos, float linearDepth)
{
float4 fog = GetExponentialHeightFog(wPos,linearDepth);
return ApplyVolumetricLights(fog,sceneColor,uv);
}