add weather and time
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@@ -0,0 +1,148 @@
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Shader "Hidden/EnviroHeightFogURP"
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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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Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"}
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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 multi_compile __ UNITY_COLORSPACE_GAMMA
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#pragma multi_compile __ ENVIROURP
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#if defined (ENVIROURP)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.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 vertex : SV_VertexID;
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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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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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float4 pos = GetFullScreenTriangleVertexPosition(v.vertex);
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float2 uv = GetFullScreenTriangleTexCoord(v.vertex);
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o.position = pos;
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o.uv = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv);
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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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TEXTURE2D_X(_MainTex);
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SAMPLER(sampler_MainTex);
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TEXTURE2D_X_FLOAT(_CameraDepthTexture);
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SAMPLER (sampler_CameraDepthTexture);
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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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}
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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 = SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture, i.uv);
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float linearDepth = Linear01Depth(depth, _ZBufferParams);
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float3 worldPos;
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InverseProjectDepth(depth, i.uv.xy, worldPos);
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float4 col = SAMPLE_TEXTURE2D_X(_MainTex, sampler_MainTex, i.uv);
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float4 fog = GetExponentialHeightFog(worldPos,linearDepth);
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//this is not correct but LinearToGamma does produce even worse results..
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#if defined(UNITY_COLORSPACE_GAMMA)
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fog.rgb *= 1.5;
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#endif
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float3 final = ApplyVolumetricLights(fog,col.rgb, i.uv);
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return float4(final.rgb,col.a);
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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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