VolumetricFog 2.0
This commit is contained in:
8
Assets/Editor.meta
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8
Assets/Editor.meta
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93
Assets/Editor/CreatePerlinFogRuntime.cs
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93
Assets/Editor/CreatePerlinFogRuntime.cs
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#if UNITY_EDITOR
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using UnityEngine;
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using UnityEditor;
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using System.IO;
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public class CreatePerlinFogAsset : EditorWindow
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{
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public int size = 64;
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public float scale = 0.05f;
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public int seed = 1337;
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public string assetPath = "Assets/FogNoise.asset";
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[MenuItem("Tools/Generate Fog Texture3D")]
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static void OpenWindow() => GetWindow<CreatePerlinFogAsset>("Generate Fog 3D");
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void OnGUI()
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{
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GUILayout.Label("Generate 3D Perlin Fog Texture", EditorStyles.boldLabel);
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size = EditorGUILayout.IntField("Size", size);
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scale = EditorGUILayout.FloatField("Scale", scale);
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seed = EditorGUILayout.IntField("Seed", seed);
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assetPath = EditorGUILayout.TextField("Asset Path", assetPath);
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if (GUILayout.Button("Generate and Save"))
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{
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var tex = CreatePerlin3D(size, scale, seed);
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tex.wrapMode = TextureWrapMode.Repeat;
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tex.filterMode = FilterMode.Trilinear;
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tex.Apply();
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// ensure directory exists
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var dir = Path.GetDirectoryName(assetPath);
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if (!string.IsNullOrEmpty(dir) && !Directory.Exists(dir))
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Directory.CreateDirectory(dir);
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AssetDatabase.CreateAsset(tex, assetPath);
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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EditorUtility.FocusProjectWindow();
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Selection.activeObject = AssetDatabase.LoadAssetAtPath<Texture3D>(assetPath);
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Debug.Log($"Texture3D saved to {assetPath}");
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}
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}
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static Texture3D CreatePerlin3D(int size, float scale, int seed)
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{
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var tex = new Texture3D(size, size, size, TextureFormat.RGBA32, false);
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var colors = new Color[size * size * size];
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System.Random rng = new System.Random(seed);
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float offsetX = (float)rng.NextDouble() * 10000f;
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float offsetY = (float)rng.NextDouble() * 10000f;
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float offsetZ = (float)rng.NextDouble() * 10000f;
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int idx = 0;
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for (int z = 0; z < size; z++)
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{
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float wz = (z + offsetZ) * scale;
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for (int y = 0; y < size; y++)
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{
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float wy = (y + offsetY) * scale;
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for (int x = 0; x < size; x++)
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{
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float wx = (x + offsetX) * scale;
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float n = FractalPerlin(wx, wy, wz, 3);
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colors[idx++] = new Color(n, n, n, n);
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}
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}
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}
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tex.SetPixels(colors);
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tex.Apply();
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return tex;
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}
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static float FractalPerlin(float x, float y, float z, int octaves)
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{
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float amp = 1f;
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float freq = 1f;
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float sum = 0f;
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float max = 0f;
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for (int i = 0; i < octaves; i++)
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{
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sum += amp * Mathf.PerlinNoise(x * freq, y * freq);
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sum += amp * Mathf.PerlinNoise(y * freq, z * freq);
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sum += amp * Mathf.PerlinNoise(z * freq, x * freq);
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max += 3f * amp;
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amp *= 0.5f;
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freq *= 2f;
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}
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return Mathf.Clamp01(sum / max);
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}
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}
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#endif
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2
Assets/Editor/CreatePerlinFogRuntime.cs.meta
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Assets/Editor/CreatePerlinFogRuntime.cs.meta
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8
Assets/Jbl_Shaders/Fog.meta
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8
Assets/Jbl_Shaders/Fog.meta
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38
Assets/Jbl_Shaders/Fog/Fog3D.asset
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Assets/Jbl_Shaders/Fog/Fog3D.asset
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Assets/Jbl_Shaders/Fog/Fog3D.asset.meta
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Assets/Jbl_Shaders/Fog/Fog3D.asset.meta
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38
Assets/Jbl_Shaders/Fog/FogNoise-papiez.asset
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38
Assets/Jbl_Shaders/Fog/FogNoise-papiez.asset
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Assets/Jbl_Shaders/Fog/FogNoise-papiez.asset.meta
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Assets/Jbl_Shaders/Fog/FogNoise-papiez.asset.meta
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38
Assets/Jbl_Shaders/Fog/FogNoise.asset
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38
Assets/Jbl_Shaders/Fog/FogNoise.asset
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File diff suppressed because one or more lines are too long
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Assets/Jbl_Shaders/Fog/FogNoise.asset.meta
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Assets/Jbl_Shaders/Fog/FogNoise.asset.meta
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65
Assets/Jbl_Shaders/Fog/FogNoiseGenerator.cs
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Assets/Jbl_Shaders/Fog/FogNoiseGenerator.cs
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using UnityEngine;
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[ExecuteAlways]
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public class FogNoiseGenerator : MonoBehaviour
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{
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public Material targetMaterial;
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public string propertyName = "_FogNoise";
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public int size = 64;
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public float scale = 0.05f;
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public int seed = 1337;
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void Start() { if (Application.isPlaying) Generate(); }
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[ContextMenu("Generate Noise")]
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public void Generate()
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{
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if (targetMaterial == null) { Debug.LogWarning("No target material set"); return; }
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var tex = CreatePerlin3D(size, scale, seed);
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tex.wrapMode = TextureWrapMode.Repeat;
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tex.filterMode = FilterMode.Trilinear;
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tex.Apply();
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targetMaterial.SetTexture(propertyName, tex);
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Debug.Log("Generated Texture3D and assigned to material");
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}
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static Texture3D CreatePerlin3D(int size, float scale, int seed)
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{
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var tex = new Texture3D(size, size, size, TextureFormat.RGBA32, false);
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var cols = new Color[size * size * size];
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var rng = new System.Random(seed);
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float ox = (float)rng.NextDouble() * 10000f, oy = (float)rng.NextDouble() * 10000f, oz = (float)rng.NextDouble() * 10000f;
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int idx = 0;
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for (int z = 0; z < size; z++)
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{
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float wz = (z + oz) * scale;
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for (int y = 0; y < size; y++)
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{
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float wy = (y + oy) * scale;
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for (int x = 0; x < size; x++)
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{
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float wx = (x + ox) * scale;
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float n = FractalPerlin(wx, wy, wz, 3);
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cols[idx++] = new Color(n, n, n, n);
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}
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}
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}
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tex.SetPixels(cols);
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return tex;
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}
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static float FractalPerlin(float x, float y, float z, int octaves)
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{
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float amp = 1f, freq = 1f, sum = 0f, max = 0f;
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for (int i = 0; i < octaves; i++)
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{
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sum += amp * Mathf.PerlinNoise(x * freq, y * freq);
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sum += amp * Mathf.PerlinNoise(y * freq, z * freq);
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sum += amp * Mathf.PerlinNoise(z * freq, x * freq);
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max += 3f * amp;
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amp *= 0.5f;
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freq *= 2f;
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}
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return Mathf.Clamp01(sum / max);
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}
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}
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2
Assets/Jbl_Shaders/Fog/FogNoiseGenerator.cs.meta
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2
Assets/Jbl_Shaders/Fog/FogNoiseGenerator.cs.meta
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fileFormatVersion: 2
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BIN
Assets/Jbl_Shaders/Fog/Fog_mask.png
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BIN
Assets/Jbl_Shaders/Fog/Fog_mask.png
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Binary file not shown.
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167
Assets/Jbl_Shaders/Fog/Volumetric Fog 2.0.shader
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Assets/Jbl_Shaders/Fog/Volumetric Fog 2.0.shader
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Shader "Custom/VolumetricFog_ExtendedFX"
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{
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Properties
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{
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_ColorLow("Fog Color Low", Color) = (0.6, 0.6, 0.7, 1)
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_ColorHigh("Fog Color High", Color) = (0.8, 0.8, 0.9, 1)
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||||
_AmbientFogColor("Ambient Fog Color", Color) = (0.3, 0.3, 0.35, 1)
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_MaxDistance("Max Distance", Float) = 100
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_StepSize("Step Size", Range(0.1, 20)) = 1
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_MaxSteps("Max Steps", Range(8, 256)) = 64
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||||
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||||
_DensityMultiplier("Density Multiplier", Range(0, 10)) = 1
|
||||
_DensityThreshold("Density Threshold", Range(0, 1)) = 0.1
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||||
_HeightFalloff("Height Falloff", Range(0, 2)) = 0.2
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||||
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||||
_NoiseOffset("Noise Offset", Float) = 0
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||||
_NoiseTiling("Noise Tiling", Float) = 1
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||||
_FogNoise("Fog Noise", 3D) = "white" {}
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||||
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||||
_NoiseScrollSpeed("Noise Scroll Speed (XYZ)", Vector) = (0.02, 0, 0.015, 0)
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||||
_NoisePulseSpeed("Noise Pulse Speed", Float) = 0.2
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||||
_NoisePulseAmount("Noise Pulse Amount", Float) = 0.1
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||||
[HDR]_LightContribution("Light Contribution", Color) = (1, 1, 1, 1)
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_LightScattering("Light Scattering (g)", Range(-1, 1)) = 0.2
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||||
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||||
_DepthFade("Depth Fade Strength", Range(0,1)) = 0.3
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||||
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||||
// ✅ Soft clip dla near fade
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_NearStart("Near Fade Start", Float) = 1.0
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_NearEnd("Near Fade End", Float) = 3.0
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||||
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||||
_DayColor("Day Fog Tint", Color) = (0.7,0.75,0.8,1)
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||||
_NightColor("Night Fog Tint", Color) = (0.3,0.35,0.4,1)
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||||
_DayFactor("Day/Night Blend", Range(0,1)) = 0.5
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||||
_GodRayStrength("God Ray Strength", Range(0,1)) = 0.2
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||||
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||||
_DitherStrength("Dither Strength", Range(0,1)) = 0.3
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||||
_ColorSteps("Color Steps", Range(2,32)) = 8
|
||||
}
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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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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 _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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||||
#pragma multi_compile _ _ADDITIONAL_LIGHTS
|
||||
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||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
|
||||
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||||
float4 _ColorLow, _ColorHigh, _AmbientFogColor;
|
||||
float _MaxDistance, _StepSize; int _MaxSteps;
|
||||
float _DensityMultiplier, _DensityThreshold, _HeightFalloff;
|
||||
float _NoiseOffset, _NoiseTiling; TEXTURE3D(_FogNoise);
|
||||
float3 _NoiseScrollSpeed; float _NoisePulseSpeed, _NoisePulseAmount;
|
||||
float4 _LightContribution; float _LightScattering;
|
||||
|
||||
float _DepthFade;
|
||||
float _NearStart, _NearEnd;
|
||||
float4 _DayColor, _NightColor; float _DayFactor, _GodRayStrength;
|
||||
float _DitherStrength; float _ColorSteps;
|
||||
|
||||
float henyey_greenstein(float cosTheta, float g)
|
||||
{
|
||||
float g2 = g * g;
|
||||
return (1.0 - g2) / (4.0 * PI * pow(1.0 + g2 - 2.0 * g * cosTheta, 1.5));
|
||||
}
|
||||
|
||||
float get_density(float3 worldPos)
|
||||
{
|
||||
float pulse = 1.0 + sin(_Time.y * _NoisePulseSpeed) * _NoisePulseAmount;
|
||||
float3 noiseCoords = worldPos * 0.01 * _NoiseTiling * pulse;
|
||||
noiseCoords += _NoiseScrollSpeed * _Time.y;
|
||||
|
||||
float4 noise = _FogNoise.SampleLevel(sampler_TrilinearRepeat, noiseCoords, 0);
|
||||
float density = noise.r;
|
||||
density = saturate(density - _DensityThreshold) * _DensityMultiplier;
|
||||
density *= exp(-max(0, worldPos.y) * _HeightFalloff);
|
||||
return density;
|
||||
}
|
||||
|
||||
half4 frag(Varyings IN) : SV_Target
|
||||
{
|
||||
float4 col = SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, IN.texcoord);
|
||||
float depth = SampleSceneDepth(IN.texcoord);
|
||||
float3 worldPos = ComputeWorldSpacePosition(IN.texcoord, depth, UNITY_MATRIX_I_VP);
|
||||
|
||||
float3 entryPoint = _WorldSpaceCameraPos;
|
||||
float3 viewDir = worldPos - _WorldSpaceCameraPos;
|
||||
float viewLength = length(viewDir);
|
||||
float3 rayDir = normalize(viewDir);
|
||||
|
||||
float2 pixelCoords = IN.texcoord * _BlitTexture_TexelSize.zw;
|
||||
float distLimit = min(viewLength, _MaxDistance);
|
||||
float distTravelled = InterleavedGradientNoise(pixelCoords, (int)(_Time.y / max(HALF_EPS, unity_DeltaTime.x))) * _NoiseOffset;
|
||||
|
||||
float transmittance = 1.0;
|
||||
float3 fogAccum = 0;
|
||||
|
||||
[loop]
|
||||
for (int i = 0; i < _MaxSteps && distTravelled < distLimit; i++)
|
||||
{
|
||||
float3 rayPos = entryPoint + rayDir * distTravelled;
|
||||
float density = get_density(rayPos);
|
||||
|
||||
if (density > 0)
|
||||
{
|
||||
Light mainLight = GetMainLight(TransformWorldToShadowCoord(rayPos));
|
||||
float phase = henyey_greenstein(dot(rayDir, mainLight.direction), _LightScattering);
|
||||
float3 lightCol = mainLight.color.rgb * _LightContribution.rgb * phase * mainLight.shadowAttenuation;
|
||||
|
||||
#if defined(_ADDITIONAL_LIGHTS)
|
||||
uint lightCount = GetAdditionalLightsCount();
|
||||
[loop]
|
||||
for (uint li = 0; li < lightCount; li++)
|
||||
{
|
||||
Light addLight = GetAdditionalLight(li, rayPos);
|
||||
float phaseAdd = henyey_greenstein(dot(rayDir, addLight.direction), _LightScattering);
|
||||
lightCol += addLight.color.rgb * _LightContribution.rgb * phaseAdd * addLight.distanceAttenuation;
|
||||
}
|
||||
#endif
|
||||
|
||||
float3 fogColor = lerp(_ColorLow.rgb, _ColorHigh.rgb, saturate(rayPos.y * 0.01));
|
||||
float3 dayNightTint = lerp(_NightColor.rgb, _DayColor.rgb, _DayFactor);
|
||||
fogColor = lerp(fogColor, dayNightTint, 0.5);
|
||||
fogColor = lerp(fogColor, _AmbientFogColor.rgb, 0.25);
|
||||
|
||||
fogColor += lightCol * _GodRayStrength;
|
||||
|
||||
// ✅ Depth fade
|
||||
float fade = exp(-distTravelled * _DepthFade);
|
||||
|
||||
// ✅ Soft clip near fade
|
||||
float nearFactor = saturate((distTravelled - _NearStart) / (_NearEnd - _NearStart));
|
||||
|
||||
density *= fade * nearFactor;
|
||||
|
||||
fogAccum += (fogColor + lightCol) * density * _StepSize;
|
||||
transmittance *= exp(-density * _StepSize);
|
||||
|
||||
if (transmittance < 0.01) break;
|
||||
}
|
||||
|
||||
distTravelled += _StepSize;
|
||||
}
|
||||
|
||||
float3 finalFog = fogAccum * transmittance;
|
||||
|
||||
float dither = frac(sin(dot(pixelCoords, float2(12.9898,78.233))) * 43758.5453);
|
||||
finalFog += (dither - 0.5) * _DitherStrength.xxx;
|
||||
finalFog = floor(finalFog * _ColorSteps) / _ColorSteps;
|
||||
|
||||
return float4(lerp(col.rgb, finalFog, 1.0 - saturate(transmittance)), 1.0);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
9
Assets/Jbl_Shaders/Fog/Volumetric Fog 2.0.shader.meta
Normal file
9
Assets/Jbl_Shaders/Fog/Volumetric Fog 2.0.shader.meta
Normal file
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fileFormatVersion: 2
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Volumetric Light
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m_Shader: {fileID: 4800000, guid: 188ef53a12823a14ca334af8b197bad1, type: 3}
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m_Shader: {fileID: 4800000, guid: 6934182509f924641a5a75ad544128c9, type: 3}
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords: []
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m_InvalidKeywords: []
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m_InvalidKeywords:
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- _GLOSSYREFLECTIONS_OFF
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _FogNoise:
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m_Texture: {fileID: 11700000, guid: d2993425f654940448af634a1d7cf838, type: 2}
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- _FogMask:
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m_Texture: {fileID: 2800000, guid: 122f172c549967c4cbc3ca3e80298b5f, type: 3}
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m_Scale: {x: 0, y: 0}
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m_Offset: {x: 0, y: 0}
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- _FogNoise:
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m_Texture: {fileID: 11700000, guid: 3595323a20e4e9149af6b2682ddbbd16, type: 2}
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m_Scale: {x: 100, y: 100}
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m_Offset: {x: 0, y: 0}
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- _MainTex:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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- _BumpScale: 1
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- _ColorSteps: 6
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- _Cull: 2
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- _Cutoff: 0.5
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- _DensityMultiplier: 0.001
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- _DensityThreshold: 0
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- _DayFactor: 0.091
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- _DensityMultiplier: 2.2
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- _DensityThreshold: 0.18
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- _DepthFade: 0.01
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- _DetailAlbedoMapScale: 1
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- _DetailNormalMapScale: 1
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- _DitherStrength: 0.04
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- _DstBlend: 0
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- _DstBlendAlpha: 0
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- _EnvironmentReflections: 1
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- _GlossMapScale: 0
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- _Glossiness: 0
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- _GlossyReflections: 0
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- _GodRayStrength: 0.25
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- _HG_G: 0.2
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- _HeightFalloff: 0.4
|
||||
- _Intensity: 1
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||||
- _LightScattering: 1
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- _MaxDistance: 100
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- _LightScattering: 0.35
|
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- _LightScatteringG: 0.2
|
||||
- _MaskTiling: 0.03
|
||||
- _MaxDistance: 60
|
||||
- _MaxSteps: 64
|
||||
- _Metallic: 0
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- _Mode: 0
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- _NearEnd: 3
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- _NearFade: 0
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- _NearStart: 0.05
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- _NoiseJitter: 0.02
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- _NoiseOffset: 0.6
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- _NoiseTiling: -0.04
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- _NoisePulseAmount: 0.07
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- _NoisePulseSpeed: 0.15
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- _NoiseTiling: 0.8
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- _OcclusionStrength: 1
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- _Parallax: 0.005
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- _QueueOffset: 0
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- _ReceiveShadows: 1
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- _ShadowStrength: 1
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- _Smoothness: 0.5
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- _SmoothnessTextureChannel: 0
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- _SpecularHighlights: 1
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- _SrcBlend: 1
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- _SrcBlendAlpha: 1
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- _StepSize: 20
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- _StepScale: 4
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- _StepSize: 1
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- _Surface: 0
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- _UVSec: 0
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- _WorkflowMode: 1
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- _ZWrite: 1
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m_Colors:
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- _AmbientFogColor: {r: 0.25, g: 0.28, b: 0.3, a: 1}
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- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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- _Color: {r: 0.7264151, g: 0.607963, b: 0.22957456, a: 1}
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- _ColorHigh: {r: 0.65, g: 0.68, b: 0.7, a: 1}
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- _ColorLow: {r: 0.45, g: 0.48, b: 0.5, a: 1}
|
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- _DayColor: {r: 0.6, g: 0.65, b: 0.7, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _LightContribution: {r: 766.99585, g: 406.24268, b: 235.16383, a: 1}
|
||||
- _FogBaseColor: {r: 0.78, g: 0.82, b: 0.9, a: 1}
|
||||
- _LightContribution: {r: 18.618134, g: 14.44776, b: 12.382816, a: 1}
|
||||
- _MainLightColor: {r: 1, g: 1, b: 1, a: 1}
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||||
- _MainLightDir: {r: 0, g: -1, b: 0, a: 0}
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||||
- _MaskOffset: {r: -0.23, g: -0.32, b: 0, a: 0}
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||||
- _NightColor: {r: 0.25, g: 0.28, b: 0.3, a: 1}
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||||
- _NoiseScrollSpeed: {r: 0.01, g: 0, b: 0.02, a: 0}
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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- _UserMainLightColor: {r: 1, g: 1, b: 1, a: 1}
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- _UserMainLightDir: {r: 0, g: -1, b: 0, a: 0}
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|
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@@ -1,4 +1,4 @@
|
||||
Shader "Custom/UniversalLiquidSurface_Simplified"
|
||||
Shader "Custom/UniversalLiquidSurface"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
@@ -27,7 +27,7 @@ Shader "Custom/UniversalLiquidSurface_Simplified"
|
||||
_FoamStrength ("Foam Strength", Range(0,2)) = 0.6
|
||||
_FoamBias ("Foam Bias", Range(-1,1)) = 0.0
|
||||
|
||||
// NEW: UV scroll speeds
|
||||
// UV scroll speeds
|
||||
_WaterNormal1Speed ("Normal Map 1 Speed (X,Y)", Vector) = (0.05, 0.0, 0, 0)
|
||||
_WaterNormal2Speed ("Normal Map 2 Speed (X,Y)", Vector) = (0.0, -0.03, 0, 0)
|
||||
_FoamScrollSpeed ("Foam Scroll Speed (X,Y)", Vector) = (0.02, 0.01, 0, 0)
|
||||
@@ -44,7 +44,7 @@ Shader "Custom/UniversalLiquidSurface_Simplified"
|
||||
_LavaCrackGlow ("Lava Crack Glow Strength", Float) = 0.8
|
||||
_LavaEdgeGlow ("Lava Edge Glow Strength", Float) = 0.5
|
||||
|
||||
// Procedural bubbles
|
||||
// Procedural bubbles - coś nie bangla
|
||||
_BubbleDensity ("Bubble Density", Float) = 8.0
|
||||
_BubbleFlow ("Bubble Flow Speed", Float) = 0.5
|
||||
_BubbleStrength ("Bubble Strength", Float) = 1.5
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||||
@@ -104,7 +104,7 @@ Shader "Custom/UniversalLiquidSurface_Simplified"
|
||||
float4 _NormalMap_ST;
|
||||
float4 _FoamTex_ST;
|
||||
|
||||
// Params
|
||||
// Parameters
|
||||
float4 _BaseColor;
|
||||
float _SurfaceType;
|
||||
|
||||
@@ -163,7 +163,7 @@ Shader "Custom/UniversalLiquidSurface_Simplified"
|
||||
return d2-d1;
|
||||
}
|
||||
|
||||
// Gerstner
|
||||
// Gerstner, śmieszna nazwa
|
||||
void GerstnerSimple(float2 dir, float amp, float len, float spd, float2 xz, float t, out float3 disp, out float3 nContrib)
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||||
{
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||||
float2 D = normalize(dir);
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Binary file not shown.
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lightmap: 0
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m_Textures:
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Binary file not shown.
Binary file not shown.
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m_NormalMapTexture: {fileID: 2800000, guid: c8b8fa1b153cfd3428c4c5c2fded152e, type: 3}
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8
Assets/jelycho/Prefabs/_Aztec.meta
Normal file
8
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