201 lines
7.0 KiB
Plaintext
201 lines
7.0 KiB
Plaintext
Shader "Hidden/EnviroVolumetricCloudsBlend"
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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" }
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LOD 100
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Pass
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{
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Cull Off ZWrite Off ZTest Always
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile __ ENVIRO_DEPTH_BLENDING
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#pragma multi_compile __ ENVIROURP
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#pragma multi_compile __ UNITY_COLORSPACE_GAMMA
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#include "UnityCG.cginc"
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#include_with_pragmas "../Includes/FogInclude.cginc"
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UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
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#ifdef STEREO_INSTANCING_ON
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UNITY_DECLARE_TEX2DARRAY (_CloudTex);
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#else
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UNITY_DECLARE_TEX2D (_CloudTex);
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#endif
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UNITY_DECLARE_SCREENSPACE_TEXTURE(_DownsampledDepth);
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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float4 _CloudTex_TexelSize;
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float4 _MainTex_TexelSize;
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SamplerState Point_Clamp_Sampler;
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float4 _ProjectionExtents;
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float4 _ProjectionExtentsRight;
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float4x4 _CamToWorld;
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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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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 screenPos : TEXCOORD1;
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float2 vsray : TEXCOORD2;
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half3 pos : TEXCOORD3;
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//#ifdef ENVIRO_DEPTH_BLENDING
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float2 uv00 : TEXCOORD4;
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float2 uv10 : TEXCOORD5;
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float2 uv01 : TEXCOORD6;
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float2 uv11 : TEXCOORD7;
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//#endif
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert(appdata_img 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_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = -v.vertex;
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#if defined(ENVIROURP)
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o.vertex = float4(v.vertex.xyz,1.0);
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#if UNITY_UV_STARTS_AT_TOP
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o.vertex.y *= -1;
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#endif
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#else
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o.vertex = UnityObjectToClipPos(v.vertex);
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#endif
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o.uv = v.texcoord;
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if(unity_StereoEyeIndex == 0)
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o.vsray = (2.0 * v.texcoord - 1.0) * _ProjectionExtents.xy + _ProjectionExtents.zw;
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else
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o.vsray = (2.0 * v.texcoord - 1.0) * _ProjectionExtentsRight.xy + _ProjectionExtentsRight.zw;
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o.screenPos = ComputeScreenPos(o.vertex);
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//#ifdef ENVIRO_DEPTH_BLENDING
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o.uv00 = v.texcoord - 0.5 * _CloudTex_TexelSize.xy;
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o.uv10 = o.uv00 + float2(_CloudTex_TexelSize.x, 0.0);
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o.uv01 = o.uv00 + float2(0.0, _CloudTex_TexelSize.y);
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o.uv11 = o.uv00 + _CloudTex_TexelSize.xy;
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//#endif
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return o;
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}
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//#ifdef ENVIRO_DEPTH_BLENDING
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float4 Upsample(v2f i)
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{
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float4 lowResDepth = 0.0f;
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float highResDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,UnityStereoTransformScreenSpaceTex(i.uv)));
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lowResDepth.x = LinearEyeDepth(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_DownsampledDepth,UnityStereoTransformScreenSpaceTex(i.uv00)).r);
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lowResDepth.y = LinearEyeDepth(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_DownsampledDepth,UnityStereoTransformScreenSpaceTex(i.uv10)).r);
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lowResDepth.z = LinearEyeDepth(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_DownsampledDepth,UnityStereoTransformScreenSpaceTex(i.uv01)).r);
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lowResDepth.w = LinearEyeDepth(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_DownsampledDepth,UnityStereoTransformScreenSpaceTex(i.uv11)).r);
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float4 depthDiff = abs(lowResDepth - highResDepth);
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float accumDiff = dot(depthDiff, float4(1, 1, 1, 1));
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[branch]
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if (accumDiff < 1.5f)
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{
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#ifdef STEREO_INSTANCING_ON
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float3 uv = float3(UnityStereoTransformScreenSpaceTex(i.uv),unity_StereoEyeIndex);
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return _CloudTex.Sample(sampler_CloudTex, uv);
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#else
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return _CloudTex.Sample(sampler_CloudTex, UnityStereoTransformScreenSpaceTex(i.uv));
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#endif
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}
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else
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{
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float minDepthDiff = depthDiff[0];
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float2 nearestUv = i.uv00;
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if (depthDiff[1] < minDepthDiff)
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{
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nearestUv = i.uv10;
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minDepthDiff = depthDiff[1];
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}
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if (depthDiff[2] < minDepthDiff)
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{
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nearestUv = i.uv01;
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minDepthDiff = depthDiff[2];
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}
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if (depthDiff[3] < minDepthDiff)
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{
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nearestUv = i.uv11;
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minDepthDiff = depthDiff[3];
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}
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#ifdef STEREO_INSTANCING_ON
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float3 uv = float3(UnityStereoTransformScreenSpaceTex(nearestUv),unity_StereoEyeIndex);
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return _CloudTex.Sample(Point_Clamp_Sampler, uv);
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#else
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return _CloudTex.Sample(Point_Clamp_Sampler, UnityStereoTransformScreenSpaceTex(nearestUv));
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#endif
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}
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}
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//#endif
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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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float4 vspos = float4(i.vsray, 1.0,1.0);
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float4 worldPos = mul(_CamToWorld,vspos);
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float3 viewDir = normalize(worldPos.xyz - _WorldSpaceCameraPos);
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float4 sourceColor = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex,UnityStereoTransformScreenSpaceTex(i.uv));
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float4 cloudsColor = Upsample(i);
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float4 finalColor = GetCloudColor(cloudsColor,worldPos);
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#if defined(UNITY_COLORSPACE_GAMMA)
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finalColor.rgb = LinearToGammaSpace(finalColor.rgb);
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#endif
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#if ENVIRO_DEPTH_BLENDING
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float4 final = float4(sourceColor.rgb * (1 - finalColor.a) + lerp(sourceColor.rgb, finalColor.rgb, finalColor.a) * finalColor.a, 1);
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return final;
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#else
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float4 final = sourceColor;
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float sceneDepth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoTransformScreenSpaceTex(i.uv)));
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if (sceneDepth >= 0.99f)
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final = float4(sourceColor.rgb * saturate(1 - finalColor.a) + lerp(sourceColor.rgb, finalColor.rgb, finalColor.a) * finalColor.a, 1);
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return final;
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#endif
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}
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ENDCG
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}
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}
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}
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