add weather and time
This commit is contained in:
@@ -0,0 +1,111 @@
|
||||
Shader "Hidden/EnviroHeightFog"
|
||||
{
|
||||
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 __ ENVIROURP
|
||||
#pragma multi_compile __ UNITY_COLORSPACE_GAMMA
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include_with_pragmas "../Includes/FogInclude.cginc"
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 position : SV_POSITION;
|
||||
float3 ray : TEXCOORD1;
|
||||
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);
|
||||
#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;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
float4x4 _LeftWorldFromView;
|
||||
float4x4 _RightWorldFromView;
|
||||
float4x4 _LeftViewFromScreen;
|
||||
float4x4 _RightViewFromScreen;
|
||||
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
|
||||
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
|
||||
|
||||
void InverseProjectDepth (float depth, float2 texcoord, out float3 worldPos)
|
||||
{
|
||||
float4x4 proj, eyeToWorld;
|
||||
|
||||
if (unity_StereoEyeIndex == 0)
|
||||
{
|
||||
proj = _LeftViewFromScreen;
|
||||
eyeToWorld = _LeftWorldFromView;
|
||||
}
|
||||
else
|
||||
{
|
||||
proj = _RightViewFromScreen;
|
||||
eyeToWorld = _RightWorldFromView;
|
||||
}
|
||||
|
||||
#if !UNITY_UV_STARTS_AT_TOP
|
||||
//texcoord.y = 1 - texcoord.y;
|
||||
#endif
|
||||
|
||||
float2 uvClip = texcoord * 2.0 - 1.0;
|
||||
float clipDepth = depth; // Fix for OpenGl Core thanks to Lars Bertram
|
||||
clipDepth = (UNITY_NEAR_CLIP_VALUE < 0) ? clipDepth * 2 - 1 : clipDepth;
|
||||
float4 clipPos = float4(uvClip, clipDepth, 1.0);
|
||||
float4 viewPos = mul(proj, clipPos); // inverse projection by clip position
|
||||
viewPos /= viewPos.w; // perspective division
|
||||
worldPos = mul(eyeToWorld, viewPos).xyz;
|
||||
}
|
||||
|
||||
|
||||
float4 frag (v2f i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv);
|
||||
float linearDepth = Linear01Depth(depth);
|
||||
|
||||
float3 worldPos;
|
||||
InverseProjectDepth(depth, i.uv.xy, worldPos);
|
||||
|
||||
float4 col = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv);
|
||||
float4 fog = GetExponentialHeightFog(worldPos,linearDepth);
|
||||
//this is not correct but LinearToGamma does produce even worse results..
|
||||
#if defined(UNITY_COLORSPACE_GAMMA)
|
||||
fog.rgb *= 1.5;
|
||||
#endif
|
||||
|
||||
float3 final = ApplyVolumetricLights(fog,col.rgb, i.uv);
|
||||
|
||||
return float4(final.rgb,col.a);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user