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- #ifndef VOLUMETRIC_FOG_2_COMMONS_URP
- #define VOLUMETRIC_FOG_2_COMMONS_URP
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
- // ***** Custom options ************
- //#define ORTHO_SUPPORT
- //#define USE_ALTERNATE_RECONSTRUCT_API
- #define MAX_ITERATIONS 500
- //#define FOG_BLUE_NOISE
- //#define WEBGL_COMPATIBILITY_MODE
- //#define FOG_VOID_ROTATION
- #define USE_WORLD_SPACE_NOISE
- //#define FOG_ROTATION
- //#define FOG_BORDER
- //#define FOG_MAX_DISTANCE_XZ
- //#define FOG_SHADOW_CANCELLATION
- //#define V2F_LIGHT_COOKIE_CANCELLATION
- //#define FOG_FORWARD_PLUS_IGNORE_CLUSTERING
- //#define FOG_FORWARD_PLUS_ADDITIONAL_DIRECTIONAL_LIGHTS
- // ***** Common URP code ***********
- #if defined(USE_ALTERNATE_RECONSTRUCT_API)
- #define CLAMP_RAY_DEPTH(rayStart, scrPos, t1) ClampRayDepthAlt(rayStart, scrPos, t1)
- #else
- #define CLAMP_RAY_DEPTH(rayStart, scrPos, t1) ClampRayDepth(rayStart, scrPos, t1)
- #endif
- TEXTURE2D_X_FLOAT(_CustomDepthTexture);
- SAMPLER(sampler_CustomDepthTexture);
- int VF2_FLIP_DEPTH_TEXTURE;
- inline float GetRawDepth(float2 uv) {
- float sceneDepth = SampleSceneDepth(VF2_FLIP_DEPTH_TEXTURE ? float2(uv.x, 1.0 - uv.y) : uv);
- #if VF2_DEPTH_PREPASS
- float customDepth = SAMPLE_TEXTURE2D_X(_CustomDepthTexture, sampler_CustomDepthTexture, uv ).r;
- #if UNITY_REVERSED_Z
- sceneDepth = max(sceneDepth, customDepth);
- #else
- sceneDepth = min(sceneDepth, customDepth);
- #endif
- #endif
- return sceneDepth;
- }
- void ClampRayDepth(float3 rayStart, float4 scrPos, inout float t1) {
- float2 uv = scrPos.xy / scrPos.w;
- // World position reconstruction
- float depth = GetRawDepth(uv);
- float4 raw = mul(UNITY_MATRIX_I_VP, float4(uv * 2.0 - 1.0, depth, 1.0));
- float3 worldPos = raw.xyz / raw.w;
- float z = distance(rayStart, worldPos.xyz);
- t1 = min(t1, z);
- }
- // Alternate reconstruct API; URP 7.4 doesn't set UNITY_MATRIX_I_VP correctly in VR, so we need to use this alternate method
- inline float GetLinearEyeDepth(float2 uv) {
- float rawDepth = SampleSceneDepth(VF2_FLIP_DEPTH_TEXTURE ? float2(uv.x, 1.0 - uv.y) : uv);
- float sceneLinearDepth = LinearEyeDepth(rawDepth, _ZBufferParams);
- #if defined(ORTHO_SUPPORT)
- #if UNITY_REVERSED_Z
- rawDepth = 1.0 - rawDepth;
- #endif
- float orthoDepth = lerp(_ProjectionParams.y, _ProjectionParams.z, rawDepth);
- sceneLinearDepth = lerp(sceneLinearDepth, orthoDepth, unity_OrthoParams.w);
- #endif
- #if VF2_DEPTH_PREPASS
- float customRawDepth = SAMPLE_TEXTURE2D_X(_CustomDepthTexture, sampler_CustomDepthTexture, uv).r;
- float customLinearDepth = LinearEyeDepth(customRawDepth, _ZBufferParams);
- #if defined(ORTHO_SUPPORT)
- #if UNITY_REVERSED_Z
- customRawDepth = 1.0 - customRawDepth;
- #endif
- float customOrthoDepth = lerp(_ProjectionParams.y, _ProjectionParams.z, customRawDepth);
- customLinearDepth = lerp(customLinearDepth, customOrthoDepth, unity_OrthoParams.w);
- #endif
- sceneLinearDepth = min(sceneLinearDepth, customLinearDepth);
- #endif
- return sceneLinearDepth;
- }
- void ClampRayDepthAlt(float3 rayStart, float4 scrPos, inout float t1) {
- float2 uv = scrPos.xy / scrPos.w;
- float vz = GetLinearEyeDepth(uv);
- #if defined(ORTHO_SUPPORT)
- if (unity_OrthoParams.w) {
- t1 = min(t1, vz);
- return;
- }
- #endif
- float2 p11_22 = float2(unity_CameraProjection._11, unity_CameraProjection._22);
- float2 suv = uv;
- #if UNITY_SINGLE_PASS_STEREO
- // If Single-Pass Stereo mode is active, transform the
- // coordinates to get the correct output UV for the current eye.
- float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex];
- suv = (suv - scaleOffset.zw) / scaleOffset.xy;
- #endif
- float3 vpos = float3((suv * 2 - 1) / p11_22, -1) * vz;
- float4 wpos = mul(unity_CameraToWorld, float4(vpos, 1));
- float z = distance(rayStart, wpos.xyz);
- t1 = min(t1, z);
- }
- #endif // VOLUMETRIC_FOG_2_COMMONS_URP
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