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3d-gangjiegou/Assets/Enviro 3 - Sky and Weather/Resources/Shader/Clouds/EnviroVolumetricCloudsBlendHDRP.shader
2026-05-08 15:34:53 +08:00

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Shader "Hidden/EnviroVolumetricCloudsBlendHDRP"
{
Properties
{
//_MainTex ("Texture", any) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque"}
LOD 100
Pass
{
Cull Off ZWrite Off ZTest Always
HLSLPROGRAM
#pragma target 4.5
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ ENVIRO_DEPTH_BLENDING
#pragma multi_compile __ ENVIROHDRP
#if defined (ENVIROHDRP)
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl"
#include_with_pragmas "../Includes/FogIncludeHLSL.hlsl"
TEXTURE2D_X(_MainTex);
TEXTURE2D_X(_DownsampledDepth);
TEXTURE2D_X (_CloudTex);
SAMPLER(sampler_CloudTex);
SamplerState Point_Clamp_Sampler;
float4 _CloudTex_TexelSize;
float4 _MainTex_TexelSize;
float4 _HandleScales;
float4 _DepthHandleScale;
float4 _ProjectionExtents;
float4 _ProjectionExtentsRight;
float4x4 _CamToWorld;
float3 color;
float3 opacity;
float _EnviroSkyIntensity;
struct appdata
{
uint vertexID : SV_VertexID;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float2 vsray : TEXCOORD1;
#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.vertex = GetFullScreenTriangleVertexPosition(v.vertexID);
o.uv = GetFullScreenTriangleTexCoord(v.vertexID);
if(unity_StereoEyeIndex == 0)
o.vsray = (2.0 * o.uv * (1/_RTHandleScale.xy) - 1.0) * _ProjectionExtents.xy + _ProjectionExtents.zw;
else
o.vsray = (2.0 * o.uv * (1/_RTHandleScale.xy) - 1.0) * _ProjectionExtentsRight.xy + _ProjectionExtentsRight.zw;
#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 = Linear01Depth(LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture, i.uv * _ScreenSize.xy * (1/_RTHandleScale.xy), 0), _ZBufferParams);
lowResDepth.x = Linear01Depth(LOAD_TEXTURE2D_X(_DownsampledDepth,i.uv00 * _DepthHandleScale.zw * _DepthHandleScale.xy).r, _ZBufferParams);
lowResDepth.y = Linear01Depth(LOAD_TEXTURE2D_X(_DownsampledDepth,i.uv10 * _DepthHandleScale.zw * _DepthHandleScale.xy).r, _ZBufferParams);
lowResDepth.z = Linear01Depth(LOAD_TEXTURE2D_X(_DownsampledDepth,i.uv01 * _DepthHandleScale.zw * _DepthHandleScale.xy).r, _ZBufferParams);
lowResDepth.w = Linear01Depth(LOAD_TEXTURE2D_X(_DownsampledDepth,i.uv11 * _DepthHandleScale.zw * _DepthHandleScale.xy).r, _ZBufferParams);
float4 depthDiff = abs(lowResDepth - highResDepth);
float accumDiff = dot(depthDiff, float4(1, 1, 1, 1));
[branch]
if (accumDiff < 1.5f)
{
//float3 uv = float3(i.uv * _HandleScales.xy,unity_StereoEyeIndex);
//return _CloudTex.Sample(sampler_CloudTex, uv);
return SAMPLE_TEXTURE2D_X_LOD(_CloudTex,sampler_CloudTex, i.uv * _HandleScales.xy, 0);
}
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];
}
//float3 uv = float3(nearestUv * _HandleScales.xy,unity_StereoEyeIndex);
//return _CloudTex.Sample(Point_Clamp_Sampler, uv );
return SAMPLE_TEXTURE2D_X_LOD(_CloudTex,Point_Clamp_Sampler, nearestUv * _HandleScales.xy, 0);
}
}
#endif
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_LOD(_MainTex,s_trilinear_clamp_sampler, i.uv, 0);
float4 cloudsColor = float4(0,0,0,0);
#ifdef ENVIRO_DEPTH_BLENDING
cloudsColor = Upsample(i);
#else
cloudsColor = SAMPLE_TEXTURE2D_X_LOD(_CloudTex,sampler_CloudTex, i.uv * _HandleScales.xy, 0);
#endif
float4 finalColor = GetCloudColor(cloudsColor,worldPos);
finalColor.rgb *= _EnviroSkyIntensity * GetCurrentExposureMultiplier();
float rawDepth = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture, i.uv * _ScreenSize.xy * (1/_RTHandleScale.xy), 0);
float sceneDepth = Linear01Depth(rawDepth, _ZBufferParams);
#if ENVIRO_DEPTH_BLENDING
float4 final = float4(sourceColor.rgb * (1 - finalColor.a) + lerp(sourceColor.rgb, finalColor.rgb, finalColor.a) * finalColor.a, 1);
#else
float4 final = sourceColor;
if (sceneDepth == 1.0f)
final = half4(sourceColor.rgb * saturate(1 - finalColor.a) + lerp(sourceColor.rgb, finalColor.rgb, finalColor.a) * finalColor.a, 1);
#endif
// HDRP Fog
/*if (sceneDepth == 1.0f)
{
PositionInputs posInput = GetPositionInput(i.vertex.xy, _ScreenSize.zw, rawDepth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
float3 V = GetSkyViewDirWS(i.uv * _ScreenSize.xy * (1/_RTHandleScale.xy));
posInput.positionWS = GetCurrentViewPosition() - V * _MaxFogDistance;
EvaluateAtmosphericScattering(posInput, V, color, opacity);
final.rgb = color + (1 - opacity) * final.rgb;
}*/
return final;
}
#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
}
}
}