add weather and time

This commit is contained in:
XuGaoFeng
2026-05-09 09:10:52 +08:00
parent 48e0dea5e1
commit 0ca1b49fa7
639 changed files with 121558 additions and 102 deletions

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Shader "Hidden/EnviroApplyShadows"
{
Properties
{
//_MainTex ("Texture", any) = "white" {}
//_CloudsTex ("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 __ ENVIROURP
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#if defined(ENVIROURP)
o.vertex = float4(v.vertex.xyz,1.0);
#if UNITY_UV_STARTS_AT_TOP
o.vertex.y *= -1;
#endif
#else
o.vertex = UnityObjectToClipPos(v.vertex);
#endif
o.uv = v.uv;
return o;
}
float _Intensity;
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
UNITY_DECLARE_SCREENSPACE_TEXTURE(_CloudsTex);
float4 frag (v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float4 sceneColor = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex,i.uv);
float4 cloudTex = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CloudsTex,i.uv);
float shadowsClouds = saturate(1-(cloudTex.b * _Intensity));
// shadowsClouds = shadowsClouds * ;
float4 final = float4(sceneColor.rgb * shadowsClouds, sceneColor.a);
return final;
}
ENDCG
}
}
}

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ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
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userData:
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assetBundleVariant:
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productId: 236601
packageName: Enviro 3 - Sky and Weather
packageVersion: 3.1.2
assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Clouds/EnviroApplyShadows.shader
uploadId: 660896

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Shader "Hidden/EnviroApplyShadowsHDRP"
{
Properties
{
//_MainTex ("Texture", any) = "white" {}
//_CloudsTex ("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 __ 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"
struct appdata
{
uint vertexID : SV_VertexID;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
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);
return o;
}
float _Intensity;
float4 _HandleScales;
TEXTURE2D_X(_MainTex);
TEXTURE2D_X(_CloudsTex);
SAMPLER(sampler_CloudsTex);
float4 frag (v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float4 sceneColor = SAMPLE_TEXTURE2D_X_LOD(_MainTex,s_trilinear_clamp_sampler, i.uv, 0);
float4 cloudTex = SAMPLE_TEXTURE2D_X(_CloudsTex,sampler_CloudsTex, i.uv * _HandleScales.xy);
float shadowsClouds = saturate(1-(cloudTex.b * _Intensity));
float4 final = float4(sceneColor.rgb * shadowsClouds, sceneColor.a);
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
}
}
}

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fileFormatVersion: 2
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externalObjects: {}
defaultTextures: []
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userData:
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packageName: Enviro 3 - Sky and Weather
packageVersion: 3.1.2
assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Clouds/EnviroApplyShadowsHDRP.shader
uploadId: 660896

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Shader "Hidden/EnviroApplyShadowsURP"
{
Properties
{
//_MainTex ("Texture", any) = "white" {}
//_CloudsTex ("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 __ 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"
struct appdata
{
uint vertex : SV_VertexID;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 pos = GetFullScreenTriangleVertexPosition(v.vertex);
float2 uv = GetFullScreenTriangleTexCoord(v.vertex);
o.vertex = pos;
o.uv = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv);
return o;
}
float _Intensity;
TEXTURE2D_X(_MainTex);
SAMPLER (sampler_MainTex);
TEXTURE2D_X(_CloudsTex);
SAMPLER (sampler_CloudsTex);
// UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
// UNITY_DECLARE_SCREENSPACE_TEXTURE(_CloudsTex);
float4 frag (v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float4 sceneColor = SAMPLE_TEXTURE2D_X(_MainTex,sampler_MainTex,i.uv);
float4 cloudTex = SAMPLE_TEXTURE2D_X(_CloudsTex,sampler_CloudsTex,i.uv);
float shadowsClouds = saturate(1-(cloudTex.b * _Intensity));
// shadowsClouds = shadowsClouds * ;
float4 final = float4(sceneColor.rgb * shadowsClouds, sceneColor.a);
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
}
}
}

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@@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: dd723b2af3633bb409d9ba4fa82ef5c7
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

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Shader "Hidden/EnviroVolumetricCloudsBlend"
{
Properties
{
//_MainTex ("Texture", any) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Cull Off ZWrite Off ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ ENVIRO_DEPTH_BLENDING
#pragma multi_compile __ ENVIROURP
#pragma multi_compile __ UNITY_COLORSPACE_GAMMA
#include "UnityCG.cginc"
#include_with_pragmas "../Includes/FogInclude.cginc"
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
#ifdef STEREO_INSTANCING_ON
UNITY_DECLARE_TEX2DARRAY (_CloudTex);
#else
UNITY_DECLARE_TEX2D (_CloudTex);
#endif
UNITY_DECLARE_SCREENSPACE_TEXTURE(_DownsampledDepth);
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float4 _CloudTex_TexelSize;
float4 _MainTex_TexelSize;
SamplerState Point_Clamp_Sampler;
float4 _ProjectionExtents;
float4 _ProjectionExtentsRight;
float4x4 _CamToWorld;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float4 screenPos : TEXCOORD1;
float2 vsray : TEXCOORD2;
half3 pos : TEXCOORD3;
//#ifdef ENVIRO_DEPTH_BLENDING
float2 uv00 : TEXCOORD4;
float2 uv10 : TEXCOORD5;
float2 uv01 : TEXCOORD6;
float2 uv11 : TEXCOORD7;
//#endif
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata_img v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = -v.vertex;
#if defined(ENVIROURP)
o.vertex = float4(v.vertex.xyz,1.0);
#if UNITY_UV_STARTS_AT_TOP
o.vertex.y *= -1;
#endif
#else
o.vertex = UnityObjectToClipPos(v.vertex);
#endif
o.uv = v.texcoord;
if(unity_StereoEyeIndex == 0)
o.vsray = (2.0 * v.texcoord - 1.0) * _ProjectionExtents.xy + _ProjectionExtents.zw;
else
o.vsray = (2.0 * v.texcoord - 1.0) * _ProjectionExtentsRight.xy + _ProjectionExtentsRight.zw;
o.screenPos = ComputeScreenPos(o.vertex);
//#ifdef ENVIRO_DEPTH_BLENDING
o.uv00 = v.texcoord - 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 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,UnityStereoTransformScreenSpaceTex(i.uv)));
lowResDepth.x = LinearEyeDepth(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_DownsampledDepth,UnityStereoTransformScreenSpaceTex(i.uv00)).r);
lowResDepth.y = LinearEyeDepth(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_DownsampledDepth,UnityStereoTransformScreenSpaceTex(i.uv10)).r);
lowResDepth.z = LinearEyeDepth(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_DownsampledDepth,UnityStereoTransformScreenSpaceTex(i.uv01)).r);
lowResDepth.w = LinearEyeDepth(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_DownsampledDepth,UnityStereoTransformScreenSpaceTex(i.uv11)).r);
float4 depthDiff = abs(lowResDepth - highResDepth);
float accumDiff = dot(depthDiff, float4(1, 1, 1, 1));
[branch]
if (accumDiff < 1.5f)
{
#ifdef STEREO_INSTANCING_ON
float3 uv = float3(UnityStereoTransformScreenSpaceTex(i.uv),unity_StereoEyeIndex);
return _CloudTex.Sample(sampler_CloudTex, uv);
#else
return _CloudTex.Sample(sampler_CloudTex, UnityStereoTransformScreenSpaceTex(i.uv));
#endif
}
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];
}
#ifdef STEREO_INSTANCING_ON
float3 uv = float3(UnityStereoTransformScreenSpaceTex(nearestUv),unity_StereoEyeIndex);
return _CloudTex.Sample(Point_Clamp_Sampler, uv);
#else
return _CloudTex.Sample(Point_Clamp_Sampler, UnityStereoTransformScreenSpaceTex(nearestUv));
#endif
}
}
//#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 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex,UnityStereoTransformScreenSpaceTex(i.uv));
float4 cloudsColor = Upsample(i);
float4 finalColor = GetCloudColor(cloudsColor,worldPos);
#if defined(UNITY_COLORSPACE_GAMMA)
finalColor.rgb = LinearToGammaSpace(finalColor.rgb);
#endif
#if ENVIRO_DEPTH_BLENDING
float4 final = float4(sourceColor.rgb * (1 - finalColor.a) + lerp(sourceColor.rgb, finalColor.rgb, finalColor.a) * finalColor.a, 1);
return final;
#else
float4 final = sourceColor;
float sceneDepth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoTransformScreenSpaceTex(i.uv)));
if (sceneDepth >= 0.99f)
final = float4(sourceColor.rgb * saturate(1 - finalColor.a) + lerp(sourceColor.rgb, finalColor.rgb, finalColor.a) * finalColor.a, 1);
return final;
#endif
}
ENDCG
}
}
}

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fileFormatVersion: 2
guid: ff01f3ead5b250a4f8337a15b15442ac
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 236601
packageName: Enviro 3 - Sky and Weather
packageVersion: 3.1.2
assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Clouds/EnviroVolumetricCloudsBlend.shader
uploadId: 660896

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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
}
}
}

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ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
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assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 236601
packageName: Enviro 3 - Sky and Weather
packageVersion: 3.2.2
assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Clouds/EnviroVolumetricCloudsBlendHDRP.shader
uploadId: 766468

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Shader "Hidden/EnviroVolumetricCloudsBlendURP"
{
Properties
{
_MainTex ("Texture", any) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Cull Off ZWrite Off ZTest Always
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ ENVIRO_DEPTH_BLENDING
#pragma multi_compile __ ENVIROURP
#pragma multi_compile __ UNITY_COLORSPACE_GAMMA
#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/FogIncludeHLSL.hlsl"
TEXTURE2D_X(_MainTex);
SAMPLER (sampler_MainTex);
TEXTURE2D_X(_CloudTex);
SAMPLER (sampler_CloudTex);
TEXTURE2D_X_FLOAT(_DownsampledDepth);
SAMPLER (sampler_DownsampledDepth);
TEXTURE2D_X_FLOAT(_CameraDepthTexture);
SAMPLER (sampler_CameraDepthTexture);
float4 _CloudTex_TexelSize;
float4 _MainTex_TexelSize;
SamplerState Point_Clamp_Sampler;
float4 _ProjectionExtents;
float4 _ProjectionExtentsRight;
float4x4 _CamToWorld;
struct appdata
{
uint vertex : SV_VertexID;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
//float4 screenPos : TEXCOORD1;
float2 vsray : TEXCOORD1;
//half3 pos : TEXCOORD2;
//#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.pos = -v.vertex;
float4 pos = GetFullScreenTriangleVertexPosition(v.vertex);
float2 uv = DYNAMIC_SCALING_APPLY_SCALEBIAS(GetFullScreenTriangleTexCoord(v.vertex));
o.vertex = pos;
o.uv = uv;
if(unity_StereoEyeIndex == 0)
o.vsray = (2.0 * o.uv - 1.0) * _ProjectionExtents.xy + _ProjectionExtents.zw;
else
o.vsray = (2.0 * o.uv - 1.0) * _ProjectionExtentsRight.xy + _ProjectionExtentsRight.zw;
// o.screenPos = ComputeScreenPos(o.vertex);
//#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 = LinearEyeDepth(SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture,i.uv).r, _ZBufferParams);
lowResDepth.x = LinearEyeDepth(SAMPLE_TEXTURE2D_X(_DownsampledDepth,sampler_DownsampledDepth,i.uv00).r, _ZBufferParams );
lowResDepth.y = LinearEyeDepth(SAMPLE_TEXTURE2D_X(_DownsampledDepth,sampler_DownsampledDepth,i.uv10).r, _ZBufferParams);
lowResDepth.z = LinearEyeDepth(SAMPLE_TEXTURE2D_X(_DownsampledDepth,sampler_DownsampledDepth,i.uv01).r, _ZBufferParams);
lowResDepth.w = LinearEyeDepth(SAMPLE_TEXTURE2D_X(_DownsampledDepth,sampler_DownsampledDepth,i.uv11).r, _ZBufferParams);
float4 depthDiff = abs(lowResDepth - highResDepth);
float accumDiff = dot(depthDiff, float4(1, 1, 1, 1));
[branch]
if (accumDiff < 1.5f)
{
return SAMPLE_TEXTURE2D_X(_CloudTex,sampler_CloudTex,i.uv);
#ifdef STEREO_INSTANCING_ON
//float3 uv = float3(i.uv,unity_StereoEyeIndex);
//return _CloudTex.Sample(sampler_CloudTex, uv);
#else
//return _CloudTex.Sample(sampler_CloudTex, i.uv);
#endif
}
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];
}
return SAMPLE_TEXTURE2D_X(_CloudTex,Point_Clamp_Sampler,nearestUv);
#ifdef STEREO_INSTANCING_ON
// float3 uv = float3(UnityStereoTransformScreenSpaceTex(nearestUv),unity_StereoEyeIndex);
// return _CloudTex.Sample(Point_Clamp_Sampler, uv);
#else
// return _CloudTex.Sample(Point_Clamp_Sampler, UnityStereoTransformScreenSpaceTex(nearestUv));
#endif
}
}
//#endif
half3 LinearToGammaSpace (half3 linRGB)
{
linRGB = max(linRGB, half3(0.h, 0.h, 0.h));
return max(1.055h * pow(linRGB, 0.416666667h) - 0.055h, 0.h);
}
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(_MainTex,sampler_MainTex,i.uv);
float4 cloudsColor = Upsample(i);
float4 finalColor = GetCloudColor(cloudsColor,worldPos);
#if defined(UNITY_COLORSPACE_GAMMA)
finalColor.rgb = LinearToGammaSpace(finalColor.rgb);
#endif
#if ENVIRO_DEPTH_BLENDING
float4 final = float4(sourceColor.rgb * (1 - finalColor.a) + lerp(sourceColor.rgb, finalColor.rgb, finalColor.a) * finalColor.a, 1);
return final;
#else
float4 final = sourceColor;
float sceneDepth = Linear01Depth(SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture, i.uv).r, _ZBufferParams);
if (sceneDepth >= 0.99f)
final = float4(sourceColor.rgb * saturate(1 - finalColor.a) + lerp(sourceColor.rgb, finalColor.rgb, finalColor.a) * finalColor.a, 1);
return final;
#endif
}
#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
}
}
}

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ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
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assetBundleVariant:
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serializedVersion: 1
productId: 236601
packageName: Enviro 3 - Sky and Weather
packageVersion: 3.2.0
assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Clouds/EnviroVolumetricCloudsBlendURP.shader
uploadId: 721859

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Shader "Hidden/EnviroVolumetricCloudsDepth"
{
Properties
{
//_MainTex ("Texture", any) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
//Pass 1 downsample
Pass
{
Cull Off ZWrite Off ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ ENVIROURP
#include "UnityCG.cginc"
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float4 _CameraDepthTexture_TexelSize;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 uv00 : TEXCOORD1;
float2 uv10 : TEXCOORD2;
float2 uv01 : TEXCOORD3;
float2 uv11 : TEXCOORD4;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#if defined(ENVIROURP)
o.vertex = float4(v.vertex.xyz,1.0);
#if UNITY_UV_STARTS_AT_TOP
o.vertex.y *= -1;
#endif
#else
o.vertex = UnityObjectToClipPos(v.vertex);
#endif
o.uv = v.uv;
o.uv00 = v.uv - 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;
}
float frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float4 depth;
depth[0] = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,UnityStereoTransformScreenSpaceTex(i.uv00));
depth[1] = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,UnityStereoTransformScreenSpaceTex(i.uv10));
depth[2] = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,UnityStereoTransformScreenSpaceTex(i.uv01));
depth[3] = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,UnityStereoTransformScreenSpaceTex(i.uv11));
return min(depth[0], min(depth[1], min(depth[2], depth[3])));
//float minDepth = min(min(depth[0], depth[1]), min(depth[2], depth[3]));
//float maxDepth = max(max(depth[0], depth[1]), max(depth[2], depth[3]));
// chessboard pattern
//int2 position = i.vertex.xy % 2;
//int index = position.x + position.y;
//return index == 1 ? minDepth : maxDepth;
//return minDepth;
}
ENDCG
}
//Pass 2 Copy
Pass
{
Cull Off ZWrite Off ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ ENVIROURP
#include "UnityCG.cginc"
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#if defined(ENVIROURP)
o.vertex = float4(v.vertex.xyz,1.0);
#if UNITY_UV_STARTS_AT_TOP
o.vertex.y *= -1;
#endif
#else
o.vertex = UnityObjectToClipPos(v.vertex);
#endif
o.uv = v.uv;
return o;
}
float frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,UnityStereoTransformScreenSpaceTex(i.uv));
}
ENDCG
}
}
}

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externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 236601
packageName: Enviro 3 - Sky and Weather
packageVersion: 3.1.2
assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Clouds/EnviroVolumetricCloudsDepth.shader
uploadId: 660896

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Shader "Hidden/EnviroVolumetricCloudsDepthHDRP"
{
Properties
{
// _CameraDepthTexture ("Texture", any) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
//Pass 1 downsample
Pass
{
Cull Off ZWrite Off ZTest Always
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#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"
float4 _CameraDepthTexture_TexelSize;
struct appdata
{
uint vertexID : SV_VertexID;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 uv00 : TEXCOORD1;
float2 uv10 : TEXCOORD2;
float2 uv01 : TEXCOORD3;
float2 uv11 : TEXCOORD4;
float4 vertex : SV_POSITION;
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);
o.uv00 = o.uv - 0.5 * _CameraDepthTexture_TexelSize.xy; //v.uv
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;
}
float frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
uint2 positionSS = i.uv * _ScreenSize.xy;
float4 depth;
depth[0] = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture,i.uv00 * _ScreenSize.xy,0);
depth[1] = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture,i.uv10 * _ScreenSize.xy,0);
depth[2] = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture,i.uv01 * _ScreenSize.xy,0);
depth[3] = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture,i.uv11 * _ScreenSize.xy,0);
return min(depth[0], min(depth[1], min(depth[2], depth[3])));
}
#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
}
//Pass 2 Copy
Pass
{
Cull Off ZWrite Off ZTest Always
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#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"
struct appdata
{
uint vertexID : SV_VertexID;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
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);
return o;
}
float frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture, i.uv * _ScreenSize.xy,0);
}
#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
}
}
}

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defaultTextures: []
nonModifiableTextures: []
userData:
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assetBundleVariant:
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serializedVersion: 1
productId: 236601
packageName: Enviro 3 - Sky and Weather
packageVersion: 3.1.2
assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Clouds/EnviroVolumetricCloudsDepthHDRP.shader
uploadId: 660896

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Shader "Hidden/EnviroVolumetricCloudsDepthURP"
{
Properties
{
_MainTex ("Texture", any) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
//Pass 1 downsample
Pass
{
Cull Off ZWrite Off ZTest Always
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#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"
TEXTURE2D_X_FLOAT(_CameraDepthTexture);
SAMPLER (sampler_CameraDepthTexture);
float4 _CameraDepthTexture_TexelSize;
struct appdata
{
uint vertex : SV_VertexID;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 uv00 : TEXCOORD1;
float2 uv10 : TEXCOORD2;
float2 uv01 : TEXCOORD3;
float2 uv11 : TEXCOORD4;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 pos = GetFullScreenTriangleVertexPosition(v.vertex);
float2 uv = GetFullScreenTriangleTexCoord(v.vertex);
o.vertex = pos;
o.uv = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv);
o.uv00 = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv) - 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;
}
float frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float4 depth;
depth[0] = SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture,i.uv00).r;
depth[1] = SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture,i.uv10).r;
depth[2] = SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture,i.uv01).r;
depth[3] = SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture,i.uv11).r;
return min(depth[0], min(depth[1], min(depth[2], depth[3])));
}
#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
}
//Pass 2 Copy
Pass
{
Cull Off ZWrite Off ZTest Always
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#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"
TEXTURE2D_X_FLOAT(_CameraDepthTexture);
SAMPLER (sampler_CameraDepthTexture);
struct appdata
{
uint vertex : SV_VertexID;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 pos = GetFullScreenTriangleVertexPosition(v.vertex);
float2 uv = GetFullScreenTriangleTexCoord(v.vertex);
o.vertex = pos;
o.uv = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv);
return o;
}
float frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture,i.uv).r;
}
#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
}
}
}

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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
}
}
}

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fileFormatVersion: 2
guid: 9fcc6e1c98c66ff4684678733f05a424
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 236601
packageName: Enviro 3 - Sky and Weather
packageVersion: 3.1.2
assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Clouds/EnviroVolumetricCloudsRaymarch.shader
uploadId: 660896

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Shader "Hidden/EnviroCloudsRaymarchHDRP"
{
Properties
{
}
SubShader
{
//Tags { "RenderType"="Opaque" }
Pass
{
Cull Off ZWrite Off ZTest Always
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 __ 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/VolumetricCloudsInclude.cginc"
#include_with_pragmas "../Includes/VolumetricCloudsTexHDRPInclude.cginc"
int _Frame;
uniform float _BlueNoiseIntensity;
uniform float4 _DepthHandleScale;
struct appdata
{
uint vertexID : SV_VertexID;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.position = GetFullScreenTriangleVertexPosition(v.vertexID);
o.uv = GetFullScreenTriangleTexCoord(v.vertexID);
return o;
}
float4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
// uint2 positionSS = i.uv * _ScreenSize.xy;
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 = LOAD_TEXTURE2D_X(_DownsampledDepth, i.uv * _DepthHandleScale.zw);
//float sceneDepth = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture, i.uv * _ScreenSize.xy, 0);
float raymarchEnd = GetRaymarchEndFromSceneDepth(Linear01Depth(sceneDepth, _ZBufferParams), 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
}
}
}

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fileFormatVersion: 2
guid: 83cb7b07c4a4dd24c91671effd1a1b09
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 236601
packageName: Enviro 3 - Sky and Weather
packageVersion: 3.1.2
assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Clouds/EnviroVolumetricCloudsRaymarchHDRP.shader
uploadId: 660896

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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
}
}
}

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fileFormatVersion: 2
guid: a4455315341b379429a123aa5b2edd2a
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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Shader "Hidden/EnviroVolumetricCloudsReproject"
{
Properties
{
//_MainTex ("Texture", any) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ ENVIRO_DEPTH_BLENDING
#pragma multi_compile _ ENVIROURP
#include "UnityCG.cginc"
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
float4 _MainTex_TexelSize;
UNITY_DECLARE_SCREENSPACE_TEXTURE(_UndersampleCloudTex);
float4 _UndersampleCloudTex_TexelSize;
UNITY_DECLARE_SCREENSPACE_TEXTURE(_DownsampledDepth);
float4x4 _PrevVP;
float4x4 _CamToWorld;
//float4x4 _CamProjection;
float4 _ProjectionExtents;
float4 _ProjectionExtentsRight;
float2 _TexelSize;
float _BlendTime;
float3 _WorldOffset;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float2 ray : TEXCOORD1;
// float4 screenPos : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#if defined(ENVIROURP)
o.vertex = float4(v.vertex.xyz,1.0);
#if UNITY_UV_STARTS_AT_TOP
o.vertex.y *= -1;
#endif
#else
o.vertex = UnityObjectToClipPos(v.vertex);
#endif
o.uv = v.uv;
if(unity_StereoEyeIndex == 0)
o.ray = (2.0 * v.uv - 1.0) * _ProjectionExtents.xy + _ProjectionExtents.zw;
else
o.ray = (2.0 * v.uv - 1.0) * _ProjectionExtentsRight.xy + _ProjectionExtentsRight.zw;
// o.screenPos = ComputeScreenPos(o.vertex);
return o;
}
float2 PrevUV(float4 wspos, out half outOfBound)
{
float4 prevClip = mul(_PrevVP, wspos);
prevClip.xy /= prevClip.w;
prevClip.xy = prevClip.xy * 0.5 + 0.5;
half oobmax = max(0.0 - prevClip.x, 0.0 - prevClip.y);
half oobmin = max(prevClip.x - 1.0, prevClip.y - 1.0);
outOfBound = step(0, max(oobmin, oobmax));
return prevClip.xy;
}
float4 ClipAABB(float4 aabbMin, float4 aabbMax, float4 prevSample)
{
float4 p_clip = 0.5 * (aabbMax + aabbMin);
float4 e_clip = 0.5 * (aabbMax - aabbMin);
float4 v_clip = prevSample - p_clip;
float4 v_unit = v_clip / e_clip;
float4 a_unit = abs(v_unit);
float ma_unit = max(max(a_unit.x, max(a_unit.y, a_unit.z)), a_unit.w);
if (ma_unit > 1.0)
return p_clip + v_clip / ma_unit;
else
return prevSample;
}
float4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float3 vspos = float3(i.ray, 1.0);
float4 raymarchResult = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_UndersampleCloudTex,UnityStereoTransformScreenSpaceTex(i.uv));
float distance = raymarchResult.y;
// float intensity = raymarchResult.x;
half outOfBound;
float4 worldPos = mul(_CamToWorld, float4(normalize(vspos) * distance, 1.0));
worldPos /= worldPos.w;
//worldPos.xyz -= _WorldOffset;
float2 prevUV = PrevUV(worldPos, outOfBound);
{
float4 prevSample = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoTransformScreenSpaceTex(prevUV));
float4 m1 = float4(0.0f,0.0f,0.0f,0.0f);
float4 m2 = float4(0.0f,0.0f,0.0f,0.0f);
float sampleCount = 1.0f;
float originalPointDepth = LinearEyeDepth(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_DownsampledDepth, UnityStereoTransformScreenSpaceTex(i.uv)));
[unroll]
for (int x = -1; x <= 1; x ++)
{
[unroll]
for (int y = -1; y <= 1; y ++ )
{
float4 val;
if (x == 0 && y == 0)
{
val = raymarchResult;
m1 += val;
m2 += val * val;
}
else
{
float2 uv = i.uv + float2(x * _UndersampleCloudTex_TexelSize.x, y * _UndersampleCloudTex_TexelSize.y);
val = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_UndersampleCloudTex, UnityStereoTransformScreenSpaceTex(uv));
float depth = LinearEyeDepth(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_DownsampledDepth,UnityStereoTransformScreenSpaceTex(uv)));
if (abs(originalPointDepth - depth) < (pow(max(1, depth), 1.5f) / 500.0f))
{
m1 += val;
m2 += val * val;
sampleCount += 1.0f;
}
}
}
}
float gamma = _BlendTime;
float4 mu = m1 / sampleCount;
float4 sigma = sqrt(abs(m2 / sampleCount - mu * mu));
float4 minc = mu - gamma * sigma;
float4 maxc = mu + gamma * sigma;
prevSample = ClipAABB(minc, maxc, prevSample);
//Blend.
raymarchResult = lerp(prevSample, raymarchResult, max(0.001f, outOfBound));
}
return raymarchResult;
}
ENDCG
}
}
}

View File

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fileFormatVersion: 2
guid: 83e3f6f2f3eed864ebae27ea7987d19b
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 236601
packageName: Enviro 3 - Sky and Weather
packageVersion: 3.1.2
assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Clouds/EnviroVolumetricCloudsReproject.shader
uploadId: 660896

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Shader "Hidden/EnviroVolumetricCloudsReprojectHDRP"
{
Properties
{
//_MainTex ("Texture", any) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ ENVIRO_DEPTH_BLENDING
#pragma multi_compile __ ENVIROHDRP
#pragma target 4.5
#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"
TEXTURE2D_X(_MainTex);
SAMPLER(sampler_MainTex);
float4 _MainTex_TexelSize;
TEXTURE2D_X(_UndersampleCloudTex);
SAMPLER(sampler_UndersampleCloudTex);
float4 _UndersampleCloudTex_TexelSize;
TEXTURE2D_X(_DownsampledDepth);
SAMPLER(sampler_DownsampledDepth);
float4x4 _PrevVP;
float4x4 _CamToWorld;
float4 _ProjectionExtents;
float4 _ProjectionExtentsRight;
float2 _TexelSize;
float _BlendTime;
float3 _WorldOffset;
uniform float4 _DepthHandleScale;
uniform float4 _UndersampleCloudTexScale;
uniform float4 _MainTexHandleScale;
struct appdata
{
uint vertexID : SV_VertexID;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float2 ray : TEXCOORD1;
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.ray = (2.0 * o.uv * _RTHandleScale.xy - 1.0) * _ProjectionExtents.xy + _ProjectionExtents.zw;
else
o.ray = (2.0 * o.uv * _RTHandleScale.xy - 1.0) * _ProjectionExtentsRight.xy + _ProjectionExtentsRight.zw;
return o;
}
float2 PrevUV(float4 wspos, out half outOfBound)
{
float4 prevClip = mul(_PrevVP, wspos);
prevClip.xy /= prevClip.w;
prevClip.xy = prevClip.xy * 0.5 + 0.5;
half oobmax = max(0.0 - prevClip.x, 0.0 - prevClip.y);
half oobmin = max(prevClip.x - 1.0, prevClip.y - 1.0);
outOfBound = step(0, max(oobmin, oobmax));
return prevClip.xy;
}
float4 ClipAABB(float4 aabbMin, float4 aabbMax, float4 prevSample)
{
float4 p_clip = 0.5 * (aabbMax + aabbMin);
float4 e_clip = 0.5 * (aabbMax - aabbMin);
float4 v_clip = prevSample - p_clip;
float4 v_unit = v_clip / e_clip;
float4 a_unit = abs(v_unit);
float ma_unit = max(max(a_unit.x, max(a_unit.y, a_unit.z)), a_unit.w);
if (ma_unit > 1.0)
return p_clip + v_clip / ma_unit;
else
return prevSample;
}
float4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float3 vspos = float3(i.ray, 1.0);
float4 raymarchResult = SAMPLE_TEXTURE2D_X(_UndersampleCloudTex,sampler_UndersampleCloudTex, i.uv);
float distance = raymarchResult.y;
//float intensity = raymarchResult.x;
half outOfBound;
float4 worldPos = mul(_CamToWorld, float4(normalize(vspos) * distance, 1.0));
worldPos /= worldPos.w;
//worldPos.xyz -= _WorldOffset;
float2 prevUV = PrevUV(worldPos, outOfBound);
{
float4 prevSample = SAMPLE_TEXTURE2D_X(_MainTex,sampler_MainTex, prevUV * _MainTexHandleScale.xy );
float4 m1 = float4(0.0f,0.0f,0.0f,0.0f);
float4 m2 = float4(0.0f,0.0f,0.0f,0.0f);
float sampleCount = 1.0f;
float originalPointDepth = LinearEyeDepth(SAMPLE_TEXTURE2D_X(_DownsampledDepth,sampler_DownsampledDepth, i.uv * _DepthHandleScale.xy).r, _ZBufferParams);
[unroll]
for (int x = -1; x <= 1; x ++)
{
[unroll]
for (int y = -1; y <= 1; y ++ )
{
float4 val;
if (x == 0 && y == 0)
{
val = raymarchResult;
m1 += val;
m2 += val * val;
}
else
{
float2 uv = i.uv + float2(x * _UndersampleCloudTex_TexelSize.x, y * _UndersampleCloudTex_TexelSize.y);
val = SAMPLE_TEXTURE2D_X(_UndersampleCloudTex,sampler_UndersampleCloudTex, uv);
float depth = LinearEyeDepth(SAMPLE_TEXTURE2D_X(_DownsampledDepth,sampler_DownsampledDepth,uv * _DepthHandleScale.xy).r, _ZBufferParams);
if (abs(originalPointDepth - depth) < (pow(max(1, depth), 1.5f) / 500.0f))
{
m1 += val;
m2 += val * val;
sampleCount += 1.0f;
}
}
}
}
float gamma = _BlendTime;
float4 mu = m1 / sampleCount;
float4 sigma = sqrt(abs(m2 / sampleCount - mu * mu));
float4 minc = mu - gamma * sigma;
float4 maxc = mu + gamma * sigma;
prevSample = ClipAABB(minc, maxc, prevSample);
//Blend
raymarchResult = lerp(prevSample, raymarchResult, max(0.001f, outOfBound));
}
return raymarchResult;
}
#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
}
}
}

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packageName: Enviro 3 - Sky and Weather
packageVersion: 3.1.2
assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Clouds/EnviroVolumetricCloudsReprojectHDRP.shader
uploadId: 660896

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Shader "Hidden/EnviroVolumetricCloudsReprojectURP"
{
Properties
{
_MainTex ("Texture", any) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Cull Off ZWrite Off ZTest Always
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ ENVIRO_DEPTH_BLENDING
#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"
float4 _MainTex_TexelSize;
float4 _UndersampleCloudTex_TexelSize;
TEXTURE2D_X(_MainTex);
SAMPLER (sampler_MainTex);
TEXTURE2D_X(_UndersampleCloudTex);
SAMPLER (sampler_UndersampleCloudTex);
TEXTURE2D_X_FLOAT(_DownsampledDepth);
SAMPLER (sampler_DownsampledDepth);
float4x4 _PrevVP;
float4x4 _CamToWorld;
float4 _ProjectionExtents;
float4 _ProjectionExtentsRight;
float2 _TexelSize;
float _BlendTime;
float3 _WorldOffset;
struct appdata
{
uint vertex : SV_VertexID;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float2 ray : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 pos = GetFullScreenTriangleVertexPosition(v.vertex);
float2 uv = GetFullScreenTriangleTexCoord(v.vertex);
o.vertex = pos;
o.uv = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv);
if(unity_StereoEyeIndex == 0)
o.ray = (2.0 * o.uv - 1.0) * _ProjectionExtents.xy + _ProjectionExtents.zw;
else
o.ray = (2.0 * o.uv - 1.0) * _ProjectionExtentsRight.xy + _ProjectionExtentsRight.zw;
return o;
}
float2 PrevUV(float4 wspos, out half outOfBound)
{
float4 prevClip = mul(_PrevVP, wspos);
prevClip.xy /= prevClip.w;
prevClip.xy = prevClip.xy * 0.5 + 0.5;
half oobmax = max(0.0 - prevClip.x, 0.0 - prevClip.y);
half oobmin = max(prevClip.x - 1.0, prevClip.y - 1.0);
outOfBound = step(0, max(oobmin, oobmax));
return prevClip.xy;
}
float4 ClipAABB(float4 aabbMin, float4 aabbMax, float4 prevSample)
{
float4 p_clip = 0.5 * (aabbMax + aabbMin);
float4 e_clip = 0.5 * (aabbMax - aabbMin);
float4 v_clip = prevSample - p_clip;
float4 v_unit = v_clip / e_clip;
float4 a_unit = abs(v_unit);
float ma_unit = max(max(a_unit.x, max(a_unit.y, a_unit.z)), a_unit.w);
if (ma_unit > 1.0)
return p_clip + v_clip / ma_unit;
else
return prevSample;
}
float4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float3 vspos = float3(i.ray, 1.0);
float4 raymarchResult = SAMPLE_TEXTURE2D_X(_UndersampleCloudTex, sampler_UndersampleCloudTex, i.uv);
float distance = raymarchResult.y;
// float intensity = raymarchResult.x;
half outOfBound;
float4 worldPos = mul(_CamToWorld, float4(normalize(vspos) * distance, 1.0));
worldPos /= worldPos.w;
//worldPos.xyz -= _WorldOffset;
float2 prevUV = PrevUV(worldPos, outOfBound);
{
float4 prevSample = SAMPLE_TEXTURE2D_X(_MainTex, sampler_MainTex, prevUV);
float4 m1 = float4(0.0f,0.0f,0.0f,0.0f);
float4 m2 = float4(0.0f,0.0f,0.0f,0.0f);
float sampleCount = 1.0f;
float originalPointDepth = LinearEyeDepth(SAMPLE_TEXTURE2D_X(_DownsampledDepth, sampler_DownsampledDepth,i.uv).r, _ZBufferParams);
[unroll]
for (int x = -1; x <= 1; x ++)
{
[unroll]
for (int y = -1; y <= 1; y ++ )
{
float4 val;
if (x == 0 && y == 0)
{
val = raymarchResult;
m1 += val;
m2 += val * val;
}
else
{
float2 uv = i.uv + float2(x * _UndersampleCloudTex_TexelSize.x, y * _UndersampleCloudTex_TexelSize.y);
val = SAMPLE_TEXTURE2D_X(_UndersampleCloudTex,sampler_UndersampleCloudTex, uv);
float depth = LinearEyeDepth(SAMPLE_TEXTURE2D_X(_DownsampledDepth,sampler_DownsampledDepth,uv).r, _ZBufferParams);
if (abs(originalPointDepth - depth) < (pow(max(1, depth), 1.5f) / 500.0f))
{
m1 += val;
m2 += val * val;
sampleCount += 1.0f;
}
}
}
}
float gamma = _BlendTime;
float4 mu = m1 / sampleCount;
float4 sigma = sqrt(abs(m2 / sampleCount - mu * mu));
float4 minc = mu - gamma * sigma;
float4 maxc = mu + gamma * sigma;
prevSample = ClipAABB(minc, maxc, prevSample);
//Blend.
raymarchResult = lerp(prevSample, raymarchResult, max(0.001f, outOfBound));
}
return raymarchResult;
}
#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
}
}
}

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guid: c02e7540e49837249960828b7291a14e
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externalObjects: {}
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nonModifiableTextures: []
userData:
assetBundleName:
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Shader "Enviro3/Standard/WeatherTexture"
{
Properties
{
_Coverage ("Coverage", Range(0,1)) = 0.5
_Tiling ("Tiling", Range(1,100)) = 10
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "../Includes/NoiseInclude.cginc"
#pragma target 3.0
#pragma exclude_renderers gles
sampler2D _MainTex;
struct VertexInput
{
half4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct VertexOutput
{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
};
VertexOutput vert (appdata_img v)
{
VertexOutput o;
o.position = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
float4x4 world_view_proj;
float _CoverageLayer1;
float _CloudsTypeLayer1;
float _WorleyFreq1Layer1;
float _WorleyFreq2Layer1;
float _DilateCoverageLayer1;
float _DilateTypeLayer1;
float _CloudsTypeModifierLayer1;
float4 _LocationOffset;
float3 _WindDirectionLayer1;
float4 frag(VertexInput input) : SV_Target
{
float2 uv = input.uv;
float2 windOffsetLayer1 = _WindDirectionLayer1.xy;
//float2 fillerUV = uv.xy + windOffsetLayer1 + _LocationOffset.xy;
//float covFiller = WorleyFBM2D(fillerUV,2,0.75) * 0.8;
int freq1 = _WorleyFreq1Layer1;
int freq2 = _WorleyFreq2Layer1;
//Worley Noise
float worley1Layer1 = WorleyFBM2D((windOffsetLayer1 + _LocationOffset.xy + uv.xy), freq1, 1.4);
float worley2Layer1 = WorleyFBM2D((windOffsetLayer1 + _LocationOffset.xy + uv.xy), freq2, 2.2);
float dilateCoverageLayer1 = lerp(worley1Layer1,worley2Layer1,_DilateCoverageLayer1);
//Coverage Layer
float coverageLayer1 = saturate(dilateCoverageLayer1 + ((1-dilateCoverageLayer1) * _CoverageLayer1));
float dilateTypeLayer1 = (pow(lerp(worley1Layer1,worley2Layer1,_DilateTypeLayer1),0.5) - 0.1) * 0.65;
float typeLayer1 = saturate(dilateTypeLayer1 * _CloudsTypeModifierLayer1);
float topClouds = saturate(pow((worley2Layer1) * worley1Layer1,1.5) + pow(worley1Layer1,_CoverageLayer1 * 2));
return float4(coverageLayer1,typeLayer1,topClouds,pow(topClouds,0.5));
}
ENDCG
}
}
FallBack "Diffuse"
}

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timeCreated: 1507124107
licenseType: Store
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packageName: Enviro 3 - Sky and Weather
packageVersion: 3.1.2
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uploadId: 660896