add weather and time
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Shader "Hidden/EnviroHeightFogHDRP"
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{
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Properties
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{
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//_MainTex ("Texture", any) = "white" {}
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 4.5
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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/FogIncludeHLSL.hlsl"
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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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float2 uv : TEXCOORD0;
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float4 position : SV_POSITION;
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float3 ray : TEXCOORD1;
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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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float4x4 _LeftWorldFromView;
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float4x4 _RightWorldFromView;
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float4x4 _LeftViewFromScreen;
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float4x4 _RightViewFromScreen;
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float3 color, opacity;
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float _EnviroSkyIntensity;
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TEXTURE2D_X(_MainTex);
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void InverseProjectDepth (float depth, float2 texcoord, out float3 worldPos)
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{
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float4x4 proj, eyeToWorld;
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if (unity_StereoEyeIndex == 0)
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{
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proj = _LeftViewFromScreen;
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eyeToWorld = _LeftWorldFromView;
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}
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else
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{
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proj = _RightViewFromScreen;
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eyeToWorld = _RightWorldFromView;
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}
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#if !UNITY_UV_STARTS_AT_TOP
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texcoord.y = 1 - texcoord.y;
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#endif
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float2 uvClip = texcoord * 2.0 - 1.0;
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float clipDepth = depth; // Fix for OpenGl Core thanks to Lars Bertram
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clipDepth = (UNITY_NEAR_CLIP_VALUE < 0) ? clipDepth * 2 - 1 : clipDepth;
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float4 clipPos = float4(uvClip, clipDepth, 1.0);
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float4 viewPos = mul(proj, clipPos); // inverse projection by clip position
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viewPos /= viewPos.w; // perspective division
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worldPos = mul(eyeToWorld, viewPos).xyz;
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//viewDir = worldPos - _CameraPosition.xyz;
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//dist = length(viewDir);
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//viewDir /= dist;
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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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float depth = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture, i.uv * _ScreenSize.xy * (1/_RTHandleScale.xy), 0).r;
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float linearDepth = Linear01Depth(depth, _ZBufferParams);
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float3 worldPos;
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InverseProjectDepth(depth, i.uv.xy * (1/_RTHandleScale.xy), worldPos);
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float4 fog = GetExponentialHeightFog(worldPos,linearDepth);
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fog.rgb *= _EnviroSkyIntensity * GetCurrentExposureMultiplier();
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//HDRP Fog
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//float3 V = GetSkyViewDirWS(i.uv.xy * _ScreenSize.xy * (1/_RTHandleScale.xy));
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//PositionInputs posInput = GetPositionInput(i.position.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
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//posInput.positionWS = GetCurrentViewPosition() - V * _MaxFogDistance;
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//EvaluateAtmosphericScattering(posInput, V, color, opacity);
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//fog.rgb = color + (1 - opacity) * fog.rgb;
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float4 col = SAMPLE_TEXTURE2D_X_LOD(_MainTex,s_trilinear_clamp_sampler, i.uv, 0);
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//float4 volumetrics = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_EnviroVolumetricFogTex, i.uv);
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//col.rgb = col.rgb * fog.a + fog.rgb * max(volumetrics.rgb,0.75);
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col.rgb = col.rgb * fog.a + fog.rgb;
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return col;
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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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