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- Shader "Hidden/VolumetricFog2/DistantFog"
- {
- Properties
- {
- [HideInInspector] _MainTex("Noise Texture", 2D) = "white" {}
- [HideInInspector] _Color("Color", Color) = (1,1,1)
- [HideInInspector] _DistantFogData("Distant Fog Data", Vector) = (100,0.1,400,0.5)
- [HideInInspector] _LightColor("Light Color", Color) = (1,1,1)
- [HideInInspector] _LightDiffusionPower("Sun Diffusion Power", Range(1, 64)) = 32
- [HideInInspector] _LightDiffusionIntensity("Sun Diffusion Intensity", Range(0, 1)) = 0.4
- [HideInInspector] _SunDir("Sun Direction", Vector) = (1,0,0)
- }
- SubShader
- {
- Tags { "RenderType" = "Transparent" "Queue" = "Transparent-1" "DisableBatching" = "True" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }
- Blend SrcAlpha OneMinusSrcAlpha
- ZTest Always
- Cull Front
- ZWrite Off
- Pass
- {
- Tags { "LightMode" = "UniversalForward" }
- HLSLPROGRAM
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment frag
- #include "CommonsURP.hlsl"
- #include "Primitives.cginc"
- #include "Raymarch2D.cginc"
- float4 _DistantFogData;
- #define START_DISTANCE _DistantFogData.x
- #define DISTANCE_DENSITY _DistantFogData.y
- #define MAX_HEIGHT _DistantFogData.z
- #define HEIGHT_DENSITY _DistantFogData.w
- struct appdata
- {
- float4 vertex : POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f
- {
- float4 pos : SV_POSITION;
- float3 wpos : TEXCOORD0;
- float4 scrPos : TEXCOORD1;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- int _ForcedInvisible;
- v2f vert(appdata v)
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.pos = TransformObjectToHClip(v.vertex.xyz);
- o.wpos = TransformObjectToWorld(v.vertex.xyz);
- o.scrPos = ComputeScreenPos(o.pos);
- #if defined(UNITY_REVERSED_Z)
- o.pos.z = o.pos.w * UNITY_NEAR_CLIP_VALUE * 0.99999; // 0.99999 avoids precision issues on some Android devices causing unexpected clipping of light mesh
- #else
- o.pos.z = o.pos.w - 1.0e-6f;
- #endif
- return o;
- }
- half4 frag(v2f i) : SV_Target {
- UNITY_SETUP_INSTANCE_ID(i);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
- float3 rayStart = GetRayStart(i.wpos);
- float3 ray = i.wpos - rayStart;
-
- float t1 = length(ray);
- float3 rayDir = ray / t1;
- CLAMP_RAY_DEPTH(rayStart, i.scrPos, t1); // clamp to geometry
-
- float3 hitPos = t1 * rayDir;
- float maxZ = _ProjectionParams.z * 0.99;
- float startDistance = min(maxZ, START_DISTANCE);
- float d = (t1 - startDistance) * DISTANCE_DENSITY;
- float hitPosY = max(1.0, hitPos.y + rayStart.y);
- float h = (MAX_HEIGHT / hitPosY) * HEIGHT_DENSITY;
- float f = min(d, h);
- f = max(f, 0);
- half sum = exp2(-f);
- sum = 1.0 - saturate(sum);
- half4 color = half4(_Color.rgb, sum * _Color.a);
- if (t1 > maxZ) { // skybox
- half diffusionIntensity = GetDiffusionIntensity(rayDir);
- color.rgb += diffusionIntensity;
- }
- color.rgb *= _LightColor.rgb;
- return color;
- }
- ENDHLSL
- }
- }
- }
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