add weather and time
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Shader "Hidden/EnviroCloudsRaymarchHDRP"
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{
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Properties
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{
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}
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SubShader
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{
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//Tags { "RenderType"="Opaque" }
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Pass
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{
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Cull Off ZWrite Off ZTest Always
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_local _ ENVIRO_DEPTH_BLENDING
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#pragma multi_compile_local _ ENVIRO_CLOUD_SHADOWS
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#pragma multi_compile_local _ ENVIRO_LIGHTNING
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#pragma multi_compile_local _ ENVIRO_VARIABLE_BOTTOM
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#pragma multi_compile __ ENVIROHDRP
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#if defined (ENVIROHDRP)
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl"
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#include_with_pragmas "../Includes/VolumetricCloudsInclude.cginc"
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#include_with_pragmas "../Includes/VolumetricCloudsTexHDRPInclude.cginc"
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int _Frame;
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uniform float _BlueNoiseIntensity;
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uniform float4 _DepthHandleScale;
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struct appdata
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{
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uint vertexID : SV_VertexID;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 position : SV_POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert(appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.position = GetFullScreenTriangleVertexPosition(v.vertexID);
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o.uv = GetFullScreenTriangleTexCoord(v.vertexID);
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return o;
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}
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float4 frag(v2f i) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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// uint2 positionSS = i.uv * _ScreenSize.xy;
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float4 cameraRay = float4(i.uv * 2.0 - 1.0, 1.0, 1.0);
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float3 EyePosition = _CameraPosition;
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float3 ray = 0;
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//if (unity_StereoEyeIndex == 0)
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//{
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cameraRay = mul(_InverseProjection, cameraRay);
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cameraRay = cameraRay / cameraRay.w;
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ray = normalize(mul((float3x3)_InverseRotation, cameraRay.xyz));
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//}
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//else
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// {
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// cameraRay = mul(_InverseProjectionRight, cameraRay);
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// cameraRay = cameraRay / cameraRay.w;
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// ray = normalize(mul((float3x3)_InverseRotationRight, cameraRay.xyz));
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//}
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float rayLength = length(ray);
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float sceneDepth = LOAD_TEXTURE2D_X(_DownsampledDepth, i.uv * _DepthHandleScale.zw);
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//float sceneDepth = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture, i.uv * _ScreenSize.xy, 0);
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float raymarchEnd = GetRaymarchEndFromSceneDepth(Linear01Depth(sceneDepth, _ZBufferParams), 1000000); //* rayLenght
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float offset = tex2D(_BlueNoise, squareUV(i.uv + _Randomness.xy)).x * _BlueNoiseIntensity;
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float3 pCent = float3(EyePosition.x, -_CloudsParameter.w, EyePosition.z);
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float intensity, distance, alpha, shadow = 0.0f;
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RaymarchParameters parameters;
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InitRaymarchParameters(parameters);
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float2 hitDistance = ResolveRay(EyePosition,ray,pCent,raymarchEnd,parameters);
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float3 result = Raymarch(EyePosition,ray,hitDistance,pCent,parameters,offset);
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#if ENVIRO_CLOUD_SHADOWS
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float3 wpos = CalculateWorldPosition(i.uv,sceneDepth) - _WorldOffset;
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shadow = RaymarchShadows(EyePosition,wpos,ray,pCent,parameters,offset,sceneDepth);
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#endif
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intensity = result.r;
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distance = result.g;
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alpha = result.b;
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return float4(max(intensity,0.0),max(distance,1.0f),clamp(shadow,0.0,0.25),saturate(alpha));
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}
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#else
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = v.vertex;
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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float4 frag (v2f i) : SV_Target
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{
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float4 col = tex2D(_MainTex, i.uv);
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// just invert the colors
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col.rgb = 1 - col.rgb;
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return col;
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}
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#endif
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ENDHLSL
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}
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}
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}
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