VolumetricFog 2.0
This commit is contained in:
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Assets/Jbl_Shaders/Fog/Fog3D.asset
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Assets/Jbl_Shaders/Fog/FogNoise-papiez.asset
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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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for (int z = 0; z < size; z++)
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float wy = (y + oy) * scale;
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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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8
Assets/Jbl_Shaders/Fog/SwampFogPlane.mat.meta
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8
Assets/Jbl_Shaders/Fog/SwampFogPlane.mat.meta
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167
Assets/Jbl_Shaders/Fog/Volumetric Fog 2.0.shader
Normal file
167
Assets/Jbl_Shaders/Fog/Volumetric Fog 2.0.shader
Normal file
@@ -0,0 +1,167 @@
|
||||
Shader "Custom/VolumetricFog_ExtendedFX"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_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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_DensityMultiplier("Density Multiplier", Range(0, 10)) = 1
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_DensityThreshold("Density Threshold", Range(0, 1)) = 0.1
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_HeightFalloff("Height Falloff", Range(0, 2)) = 0.2
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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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_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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_DepthFade("Depth Fade Strength", Range(0,1)) = 0.3
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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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_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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_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"
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||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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|
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float4 _ColorLow, _ColorHigh, _AmbientFogColor;
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float _MaxDistance, _StepSize; int _MaxSteps;
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float _DensityMultiplier, _DensityThreshold, _HeightFalloff;
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float _NoiseOffset, _NoiseTiling; TEXTURE3D(_FogNoise);
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float3 _NoiseScrollSpeed; float _NoisePulseSpeed, _NoisePulseAmount;
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float4 _LightContribution; float _LightScattering;
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|
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float _DepthFade;
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float _NearStart, _NearEnd;
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float4 _DayColor, _NightColor; float _DayFactor, _GodRayStrength;
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float _DitherStrength; float _ColorSteps;
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|
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float henyey_greenstein(float cosTheta, float g)
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{
|
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float g2 = g * g;
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return (1.0 - g2) / (4.0 * PI * pow(1.0 + g2 - 2.0 * g * cosTheta, 1.5));
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}
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float get_density(float3 worldPos)
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{
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float pulse = 1.0 + sin(_Time.y * _NoisePulseSpeed) * _NoisePulseAmount;
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float3 noiseCoords = worldPos * 0.01 * _NoiseTiling * pulse;
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noiseCoords += _NoiseScrollSpeed * _Time.y;
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float4 noise = _FogNoise.SampleLevel(sampler_TrilinearRepeat, noiseCoords, 0);
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float density = noise.r;
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density = saturate(density - _DensityThreshold) * _DensityMultiplier;
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density *= exp(-max(0, worldPos.y) * _HeightFalloff);
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return density;
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}
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half4 frag(Varyings IN) : SV_Target
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{
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float4 col = SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, IN.texcoord);
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float depth = SampleSceneDepth(IN.texcoord);
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float3 worldPos = ComputeWorldSpacePosition(IN.texcoord, depth, UNITY_MATRIX_I_VP);
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float3 entryPoint = _WorldSpaceCameraPos;
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float3 viewDir = worldPos - _WorldSpaceCameraPos;
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float viewLength = length(viewDir);
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float3 rayDir = normalize(viewDir);
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float2 pixelCoords = IN.texcoord * _BlitTexture_TexelSize.zw;
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float distLimit = min(viewLength, _MaxDistance);
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float distTravelled = InterleavedGradientNoise(pixelCoords, (int)(_Time.y / max(HALF_EPS, unity_DeltaTime.x))) * _NoiseOffset;
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float transmittance = 1.0;
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float3 fogAccum = 0;
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[loop]
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for (int i = 0; i < _MaxSteps && distTravelled < distLimit; i++)
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{
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float3 rayPos = entryPoint + rayDir * distTravelled;
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float density = get_density(rayPos);
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if (density > 0)
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{
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Light mainLight = GetMainLight(TransformWorldToShadowCoord(rayPos));
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float phase = henyey_greenstein(dot(rayDir, mainLight.direction), _LightScattering);
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float3 lightCol = mainLight.color.rgb * _LightContribution.rgb * phase * mainLight.shadowAttenuation;
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#if defined(_ADDITIONAL_LIGHTS)
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uint lightCount = GetAdditionalLightsCount();
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[loop]
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for (uint li = 0; li < lightCount; li++)
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{
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Light addLight = GetAdditionalLight(li, rayPos);
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float phaseAdd = henyey_greenstein(dot(rayDir, addLight.direction), _LightScattering);
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lightCol += addLight.color.rgb * _LightContribution.rgb * phaseAdd * addLight.distanceAttenuation;
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}
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#endif
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float3 fogColor = lerp(_ColorLow.rgb, _ColorHigh.rgb, saturate(rayPos.y * 0.01));
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float3 dayNightTint = lerp(_NightColor.rgb, _DayColor.rgb, _DayFactor);
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fogColor = lerp(fogColor, dayNightTint, 0.5);
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fogColor = lerp(fogColor, _AmbientFogColor.rgb, 0.25);
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fogColor += lightCol * _GodRayStrength;
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// ✅ Depth fade
|
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float fade = exp(-distTravelled * _DepthFade);
|
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// ✅ Soft clip near fade
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float nearFactor = saturate((distTravelled - _NearStart) / (_NearEnd - _NearStart));
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|
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density *= fade * nearFactor;
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fogAccum += (fogColor + lightCol) * density * _StepSize;
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transmittance *= exp(-density * _StepSize);
|
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|
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if (transmittance < 0.01) break;
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}
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distTravelled += _StepSize;
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}
|
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|
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float3 finalFog = fogAccum * transmittance;
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float dither = frac(sin(dot(pixelCoords, float2(12.9898,78.233))) * 43758.5453);
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finalFog += (dither - 0.5) * _DitherStrength.xxx;
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finalFog = floor(finalFog * _ColorSteps) / _ColorSteps;
|
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|
||||
return float4(lerp(col.rgb, finalFog, 1.0 - saturate(transmittance)), 1.0);
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}
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ENDHLSL
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}
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}
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}
|
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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
@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 6934182509f924641a5a75ad544128c9
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95
Assets/Jbl_Shaders/Fog/Volumetric Fog.shader
Normal file
95
Assets/Jbl_Shaders/Fog/Volumetric Fog.shader
Normal file
@@ -0,0 +1,95 @@
|
||||
|
||||
Shader "VolumetricFogTutorial.shader"
|
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{
|
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Properties
|
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{
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_Color("Color", Color) = (1, 1, 1, 1)
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_MaxDistance("Max distance", float) = 100
|
||||
_StepSize("Step size", Range(0.1, 20)) = 1
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||||
_DensityMultiplier("Density multiplier", Range(0, 10)) = 1
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||||
_NoiseOffset("Noise offset", float) = 0
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||||
|
||||
_FogNoise("Fog noise", 3D) = "white" {}
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||||
_NoiseTiling("Noise tiling", float) = 1
|
||||
_DensityThreshold("Density threshold", Range(0, 1)) = 0.1
|
||||
|
||||
[HDR]_LightContribution("Light contribution", Color) = (1, 1, 1, 1)
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||||
_LightScattering("Light scattering", Range(0, 1)) = 0.2
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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
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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float4 _Color;
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float _MaxDistance;
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float _DensityMultiplier;
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float _StepSize;
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float _NoiseOffset;
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TEXTURE3D(_FogNoise);
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float _DensityThreshold;
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float _NoiseTiling;
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float4 _LightContribution;
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float _LightScattering;
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float henyey_greenstein(float angle, float scattering)
|
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{
|
||||
return (1.0 - angle * angle) / (4.0 * PI * pow(1.0 + scattering * scattering - (2.0 * scattering) * angle, 1.5f));
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}
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float get_density(float3 worldPos)
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{
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||||
float4 noise = _FogNoise.SampleLevel(sampler_TrilinearRepeat, worldPos * 0.01 * _NoiseTiling, 0);
|
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float density = dot(noise, noise);
|
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density = saturate(density - _DensityThreshold) * _DensityMultiplier;
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return density;
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}
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half4 frag(Varyings IN) : SV_Target
|
||||
{
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float4 col = SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, IN.texcoord);
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||||
float depth = SampleSceneDepth(IN.texcoord);
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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;
|
||||
float4 fogCol = _Color;
|
||||
|
||||
while(distTravelled < distLimit)
|
||||
{
|
||||
float3 rayPos = entryPoint + rayDir * distTravelled;
|
||||
float density = get_density(rayPos);
|
||||
if (density > 0)
|
||||
{
|
||||
Light mainLight = GetMainLight(TransformWorldToShadowCoord(rayPos));
|
||||
fogCol.rgb += mainLight.color.rgb * _LightContribution.rgb * henyey_greenstein(dot(rayDir, mainLight.direction), _LightScattering) * density * mainLight.shadowAttenuation * _StepSize;
|
||||
transmittance *= exp(-density * _StepSize);
|
||||
}
|
||||
distTravelled += _StepSize;
|
||||
}
|
||||
|
||||
return lerp(col, fogCol, 1.0 - saturate(transmittance));
|
||||
}
|
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ENDHLSL
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}
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}
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}
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9
Assets/Jbl_Shaders/Fog/Volumetric Fog.shader.meta
Normal file
9
Assets/Jbl_Shaders/Fog/Volumetric Fog.shader.meta
Normal file
@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 188ef53a12823a14ca334af8b197bad1
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externalObjects: {}
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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186
Assets/Jbl_Shaders/Fog/Volumetric Light.mat
Normal file
186
Assets/Jbl_Shaders/Fog/Volumetric Light.mat
Normal file
@@ -0,0 +1,186 @@
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Shader "Custom/UniversalLiquidSurface_Simplified"
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Shader "Custom/UniversalLiquidSurface"
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{
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Properties
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{
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float4 _NormalMap_ST;
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float4 _FoamTex_ST;
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// Params
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// Parameters
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float _SurfaceType;
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return d2-d1;
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}
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// Gerstner
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// Gerstner, śmieszna nazwa
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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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Reference in New Issue
Block a user