add weather and time
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Assembly-CSharp-Editor.csproj
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Assembly-CSharp-Editor.csproj
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1164
Assembly-CSharp.csproj
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Assembly-CSharp.csproj
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85
Assets/Editor/TestWeather.cs
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Assets/Editor/TestWeather.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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public class TestWeather
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{
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[MenuItem("TestWeather/Sunny")]
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static void Sunny()
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{
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GameObject.Find("Enviro 3").GetComponent<WeatherAndTime>().Sunny();
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}
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[MenuItem("TestWeather/Sprinkle")]
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static void Sprinkle()
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{
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GameObject.Find("Enviro 3").GetComponent<WeatherAndTime>().Sprinkle();
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||||
}
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||||
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[MenuItem("TestWeather/ModerateRain")]
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static void ModerateRain()
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{
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GameObject.Find("Enviro 3").GetComponent<WeatherAndTime>().ModerateRain();
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}
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||||
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[MenuItem("TestWeather/HeavyRain")]
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static void HeavyRain()
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{
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GameObject.Find("Enviro 3").GetComponent<WeatherAndTime>().HeavyRain();
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}
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[MenuItem("TestWeather/Storm")]
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static void Storm()
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||||
{
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GameObject.Find("Enviro 3").GetComponent<WeatherAndTime>().Storm();
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}
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||||
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[MenuItem("TestWeather/Snow")]
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static void Snow()
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{
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GameObject.Find("Enviro 3").GetComponent<WeatherAndTime>().Snow();
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||||
}
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||||
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[MenuItem("TestWeather/Cloudy")]
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static void Cloudy()
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||||
{
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||||
GameObject.Find("Enviro 3").GetComponent<WeatherAndTime>().Cloudy();
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||||
}
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||||
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||||
[MenuItem("TestWeather/TwoOcloak")]
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||||
static void TwoOcloak()
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{
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||||
GameObject.Find("Enviro 3").GetComponent<WeatherAndTime>().SetTime(2);
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||||
}
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||||
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||||
[MenuItem("TestWeather/TwelveOcloak")]
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||||
static void TwelveOcloak()
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{
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||||
GameObject.Find("Enviro 3").GetComponent<WeatherAndTime>().SetTime(12);
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||||
}
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||||
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||||
[MenuItem("TestWeather/realTime")]
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||||
static void realTime()
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||||
{
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||||
GameObject.Find("Enviro 3").GetComponent<WeatherAndTime>().RealTime();
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||||
}
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||||
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||||
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||||
[MenuItem("AudioManage/Mute")]
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||||
static void Mute()
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{
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||||
GameObject.Find("AudioManage").GetComponent<Mute>().GlobalMute();
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||||
}
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||||
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||||
[MenuItem("AudioManage/UnMute")]
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||||
static void UnMute()
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{
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||||
GameObject.Find("AudioManage").GetComponent<Mute>().UnMute();
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||||
}
|
||||
}
|
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11
Assets/Editor/TestWeather.cs.meta
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11
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||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl"
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
uint vertexID : SV_VertexID;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
Varyings Vert(Attributes input)
|
||||
{
|
||||
Varyings output;
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
|
||||
output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID);
|
||||
return output;
|
||||
}
|
||||
|
||||
// List of properties to control your post process effect
|
||||
float _Intensity;
|
||||
TEXTURE2D_X(_InputTexture);
|
||||
|
||||
float4 CustomPostProcess(Varyings input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
|
||||
uint2 positionSS = input.texcoord * _ScreenSize.xy;
|
||||
float3 outColor = LOAD_TEXTURE2D_X(_InputTexture, positionSS).xyz;
|
||||
|
||||
return float4(outColor, 1);
|
||||
}
|
||||
#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 CustomPostProcess (v2f i) : SV_Target
|
||||
{
|
||||
float4 col = tex2D(_MainTex, i.uv);
|
||||
// just invert the colors
|
||||
col.rgb = 1 - col.rgb;
|
||||
return col;
|
||||
}
|
||||
#endif
|
||||
|
||||
ENDHLSL
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderPipeline" = "HDRenderPipeline" }
|
||||
Pass
|
||||
{
|
||||
Name "EnviroBlitTroughHDRP"
|
||||
|
||||
ZWrite Off
|
||||
ZTest Always
|
||||
Blend Off
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma fragment CustomPostProcess
|
||||
#pragma vertex Vert
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
Fallback Off
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 63a1fa02cae5fd54888169da9767c67a
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
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/Blit/EnviroBlitTroughHDRP.shader
|
||||
uploadId: 660896
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c7df2cc26740c1f4ea77793e55cbf071
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,76 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
fileFormatVersion: 2
|
||||
guid: aac3497da77f54d45be34e36e73cd078
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
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/EnviroApplyShadows.shader
|
||||
uploadId: 660896
|
||||
@@ -0,0 +1,108 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cd43fb7dba71169479da866d0aae5fa1
|
||||
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/EnviroApplyShadowsHDRP.shader
|
||||
uploadId: 660896
|
||||
@@ -0,0 +1,110 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dd723b2af3633bb409d9ba4fa82ef5c7
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,200 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user