Hybrid Volumetric Fog + some swamp area test

This commit is contained in:
Bartek
2025-10-14 16:02:35 +02:00
parent fc4a139d11
commit 7f718f2f6f
67 changed files with 3297 additions and 151 deletions

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Shader "Custom/VolumetricFog_Full"
{
Properties
{
_Density("Fog Density", Range(0,1)) = 0.1
_LightContribution("Light Contribution", Color) = (1,1,1,1)
_LightScattering("Scattering", Range(-1,1)) = 0.0
}
SubShader
{
Tags { "RenderPipeline"="UniversalPipeline" }
Pass
{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
};
Varyings Vert(Attributes IN)
{
Varyings OUT;
OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = IN.uv;
return OUT;
}
float _Density;
float4 _LightContribution;
float _LightScattering;
// Henyey-Greenstein phase function
float henyey_greenstein(float cosTheta, float g)
{
float g2 = g * g;
return (1.0 - g2) / pow(1.0 + g2 - 2.0 * g * cosTheta, 1.5);
}
half4 Frag(Varyings IN) : SV_Target
{
// Raymarching setup (tu wstawiasz swój kod raymarchingu)
float3 rayPosWS = float3(0,0,0); // przykładowa pozycja w świecie
float3 rayDir = float3(0,0,1); // przykładowy kierunek
float3 fogCol = 0;
// === Main Light ===
Light mainLight = GetMainLight();
float phaseMain = henyey_greenstein(dot(rayDir, mainLight.direction), _LightScattering);
fogCol += mainLight.color.rgb * _LightContribution.rgb * phaseMain;
// === Additional Lights ===
int addCount = GetAdditionalLightsCount();
for (int li = 0; li < addCount; li++)
{
Light addLight = GetAdditionalLight(li, rayPosWS);
float3 dir = normalize(addLight.direction);
float atten = addLight.distanceAttenuation * addLight.shadowAttenuation;
float phase = henyey_greenstein(dot(rayDir, dir), _LightScattering);
fogCol += addLight.color.rgb * _LightContribution.rgb * phase * atten;
}
// Final fog color
return float4(fogCol * _Density, 1);
}
ENDHLSL
}
}
}

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@@ -0,0 +1,167 @@
Shader "Custom/VolumetricFog_ExtendedFX"
{
Properties
{
_ColorLow("Fog Color Low", Color) = (0.6, 0.6, 0.7, 1)
_ColorHigh("Fog Color High", Color) = (0.8, 0.8, 0.9, 1)
_AmbientFogColor("Ambient Fog Color", Color) = (0.3, 0.3, 0.35, 1)
_MaxDistance("Max Distance", Float) = 100
_StepSize("Step Size", Range(0.1, 20)) = 1
_MaxSteps("Max Steps", Range(8, 256)) = 64
_DensityMultiplier("Density Multiplier", Range(0, 10)) = 1
_DensityThreshold("Density Threshold", Range(0, 1)) = 0.1
_HeightFalloff("Height Falloff", Range(0, 2)) = 0.2
_NoiseOffset("Noise Offset", Float) = 0
_NoiseTiling("Noise Tiling", Float) = 1
_FogNoise("Fog Noise", 3D) = "white" {}
_NoiseScrollSpeed("Noise Scroll Speed (XYZ)", Vector) = (0.02, 0, 0.015, 0)
_NoisePulseSpeed("Noise Pulse Speed", Float) = 0.2
_NoisePulseAmount("Noise Pulse Amount", Float) = 0.1
[HDR]_LightContribution("Light Contribution", Color) = (1, 1, 1, 1)
_LightScattering("Light Scattering (g)", Range(-1, 1)) = 0.2
_DepthFade("Depth Fade Strength", Range(0,1)) = 0.3
// ✅ Soft clip dla near fade
_NearStart("Near Fade Start", Float) = 1.0
_NearEnd("Near Fade End", Float) = 3.0
_DayColor("Day Fog Tint", Color) = (0.7,0.75,0.8,1)
_NightColor("Night Fog Tint", Color) = (0.3,0.35,0.4,1)
_DayFactor("Day/Night Blend", Range(0,1)) = 0.5
_GodRayStrength("God Ray Strength", Range(0,1)) = 0.2
_DitherStrength("Dither Strength", Range(0,1)) = 0.3
_ColorSteps("Color Steps", Range(2,32)) = 8
}
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" }
Pass
{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment frag
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS
#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"
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
}
}
}

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@@ -0,0 +1,7 @@
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View File

@@ -27,7 +27,6 @@ Shader "Custom/VolumetricFog_ExtendedFX"
_DepthFade("Depth Fade Strength", Range(0,1)) = 0.3
// ✅ Soft clip dla near fade
_NearStart("Near Fade Start", Float) = 1.0
_NearEnd("Near Fade End", Float) = 3.0
@@ -50,7 +49,6 @@ Shader "Custom/VolumetricFog_ExtendedFX"
#pragma vertex Vert
#pragma fragment frag
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
@@ -69,6 +67,12 @@ Shader "Custom/VolumetricFog_ExtendedFX"
float4 _DayColor, _NightColor; float _DayFactor, _GodRayStrength;
float _DitherStrength; float _ColorSteps;
// ✅ Custom additional lights (z C# feature)
int _CustomAdditionalLightCount;
float4 _CustomAdditionalLightPos[16];
float4 _CustomAdditionalLightColor[16];
float _CustomAdditionalLightRange[16];
float henyey_greenstein(float cosTheta, float g)
{
float g2 = g * g;
@@ -114,21 +118,25 @@ Shader "Custom/VolumetricFog_ExtendedFX"
if (density > 0)
{
// Main Light
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++)
// ✅ Custom Additional Lights
for (int li = 0; li < _CustomAdditionalLightCount; 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 toLight = _CustomAdditionalLightPos[li].xyz - rayPos;
float dist = length(toLight);
float3 dir = normalize(toLight);
float atten = saturate(1.0 - dist / _CustomAdditionalLightRange[li]);
float phaseAdd = henyey_greenstein(dot(rayDir, dir), _LightScattering);
lightCol += _CustomAdditionalLightColor[li].rgb * _LightContribution.rgb * phaseAdd * atten;
}
// Fog color blending
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);
@@ -136,10 +144,7 @@ Shader "Custom/VolumetricFog_ExtendedFX"
fogColor += lightCol * _GodRayStrength;
// ✅ Depth fade
float fade = exp(-distTravelled * _DepthFade);
// ✅ Soft clip near fade
float nearFactor = saturate((distTravelled - _NearStart) / (_NearEnd - _NearStart));
density *= fade * nearFactor;
@@ -160,6 +165,8 @@ Shader "Custom/VolumetricFog_ExtendedFX"
finalFog = floor(finalFog * _ColorSteps) / _ColorSteps;
return float4(lerp(col.rgb, finalFog, 1.0 - saturate(transmittance)), 1.0);
return float4(_CustomAdditionalLightColor[0].rgb, 1.0);
}
ENDHLSL
}

View File

@@ -0,0 +1,198 @@
Shader "Custom/VolumetricFog_Hybrid"
{
Properties
{
_ColorLow("Fog Color Low", Color) = (0.6, 0.6, 0.7, 1)
_ColorHigh("Fog Color High", Color) = (0.8, 0.8, 0.9, 1)
_AmbientFogColor("Ambient Fog Color", Color) = (0.3, 0.3, 0.35, 1)
_MaxDistance("Max Distance", Float) = 100
_StepSize("Step Size", Range(0.1, 20)) = 1
_MaxSteps("Max Steps", Range(8, 256)) = 64
_DensityMultiplier("Density Multiplier", Range(0, 10)) = 1
_DensityThreshold("Density Threshold", Range(0, 1)) = 0.1
_HeightFalloff("Height Falloff", Range(0, 2)) = 0.2
_NoiseOffset("Noise Offset", Float) = 0
_NoiseTiling("Noise Tiling", Float) = 1
_FogNoise("Fog Noise", 3D) = "white" {}
_NoiseScrollSpeed("Noise Scroll Speed (XYZ)", Vector) = (0.02, 0, 0.015, 0)
_NoisePulseSpeed("Noise Pulse Speed", Float) = 0.2
_NoisePulseAmount("Noise Pulse Amount", Float) = 0.1
[HDR]_LightContribution("Light Contribution", Color) = (1, 1, 1, 1)
_LightScattering("Light Scattering (g)", Range(-1, 1)) = 0.2
_DepthFade("Depth Fade Strength", Range(0,1)) = 0.3
_NearStart("Near Fade Start", Float) = 1.0
_NearEnd("Near Fade End", Float) = 3.0
_DayColor("Day Fog Tint", Color) = (0.7,0.75,0.8,1)
_NightColor("Night Fog Tint", Color) = (0.3,0.35,0.4,1)
_DayFactor("Day/Night Blend", Range(0,1)) = 0.5
_GodRayStrength("God Ray Strength", Range(0,1)) = 0.2
_DitherStrength("Dither Strength", Range(0,1)) = 0.3
_ColorSteps("Color Steps", Range(2,32)) = 8
// Sterowanie zależnością od wysokości
_HeightModeBlend("Height Mode Blend (0=World,1=Camera)", Range(0,1)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" }
Pass
{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment frag
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#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"
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;
int _CustomAdditionalLightCount;
float4 _CustomAdditionalLightPos[16];
float4 _CustomAdditionalLightColor[16];
float _CustomAdditionalLightRange[16];
float _HeightModeBlend;
// ——— Helpers ———
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));
}
// Hybrydowa gęstość mgły: miks world height i camera height + relY
float get_density(float3 worldPos)
{
// 3D noise coords pozostawiamy w world space (topologia nadal „rzeźbi” mgłę),
// ale wysokościowy spadek gęstości kontrolujemy hybrydą.
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;
// World vs Camera height falloff
float camY = _WorldSpaceCameraPos.y;
float relY = worldPos.y - camY; // wysokość względem kamery
float worldFactor = exp(-max(0, worldPos.y) * _HeightFalloff);
float camFactor = exp(-max(0, camY) * _HeightFalloff); // stały względem raya
float relFactor = exp(-abs(relY) * _HeightFalloff); // „chmura” wokół kamery
// Hybryda: najpierw łączymy world i relY (wygląda kamerowo), potem mieszamy z camY stałym
float camLike = lerp(worldFactor, relFactor, _HeightModeBlend);
float hybrid = lerp(worldFactor, camLike, _HeightModeBlend); // przy 1.0 = relY (kamerowo), przy 0.0 = world
density *= hybrid;
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)
{
// Lighting
Light mainLight = GetMainLight(TransformWorldToShadowCoord(rayPos));
float phase = henyey_greenstein(dot(rayDir, mainLight.direction), _LightScattering);
float3 lightCol = mainLight.color.rgb * _LightContribution.rgb * phase * mainLight.shadowAttenuation;
for (int li = 0; li < _CustomAdditionalLightCount; li++)
{
float3 toLight = _CustomAdditionalLightPos[li].xyz - rayPos;
float dist = length(toLight);
float3 dir = normalize(toLight);
float atten = saturate(1.0 - dist / _CustomAdditionalLightRange[li]);
float phaseAdd = henyey_greenstein(dot(rayDir, dir), _LightScattering);
lightCol += _CustomAdditionalLightColor[li].rgb * _LightContribution.rgb * phaseAdd * atten;
}
// Fog color: przestajemy wiązać gradient z worldPos.y — używamy wysokości względnej do kamery
float camY = _WorldSpaceCameraPos.y;
float relY = rayPos.y - camY;
float worldColorF = saturate(rayPos.y * 0.01);
float camColorF = saturate(relY * 0.01); // ten daje „stały” wygląd niezależnie od poziomu mapy
float colorF = lerp(worldColorF, camColorF, _HeightModeBlend);
float3 fogColor = lerp(_ColorLow.rgb, _ColorHigh.rgb, colorF);
float3 dayNightTint = lerp(_NightColor.rgb, _DayColor.rgb, _DayFactor);
fogColor = lerp(fogColor, dayNightTint, 0.5);
fogColor = lerp(fogColor, _AmbientFogColor.rgb, 0.25);
fogColor += lightCol * _GodRayStrength;
// Fading
float fade = exp(-distTravelled * _DepthFade);
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;
// Dither + quantize
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
}
}
}

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@@ -0,0 +1,9 @@
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@@ -8,7 +8,7 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Volumetric Light
m_Shader: {fileID: 4800000, guid: 6934182509f924641a5a75ad544128c9, type: 3}
m_Shader: {fileID: 4800000, guid: 3cab4a81dc81edb48beccc00c14366f4, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
@@ -49,6 +49,10 @@ Material:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _FoamTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _FogMask:
m_Texture: {fileID: 2800000, guid: 122f172c549967c4cbc3ca3e80298b5f, type: 3}
m_Scale: {x: 0, y: 0}
@@ -65,6 +69,10 @@ Material:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _NormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
@@ -91,43 +99,57 @@ Material:
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
- _AbsorptionStrength: 0.6
- _AddPrecomputedVelocity: 0
- _AlphaClip: 0
- _AlphaToMask: 0
- _AmbientScattering: 0.1
- _Blend: 0
- _BlendModePreserveSpecular: 1
- _BubbleDensity: 8
- _BubbleFade: 2
- _BubbleFlow: 0.5
- _BubbleStrength: 1.5
- _BumpScale: 1
- _ClearCoatMask: 0
- _ClearCoatSmoothness: 0
- _ColorSteps: 6
- _ColorSteps: 8
- _Cull: 2
- _Cutoff: 0.5
- _DayFactor: 0.091
- _DebugLights: 0
- _Density: 0.1
- _DensityMultiplier: 2.2
- _DensityThreshold: 0.18
- _DepthFade: 0.01
- _DepthStrength: 0.6
- _DetailAlbedoMapScale: 1
- _DetailNormalMapScale: 1
- _DitherStrength: 0.04
- _DitherStrength: 0.036
- _DstBlend: 0
- _DstBlendAlpha: 0
- _EnvironmentReflections: 1
- _FoamBias: 0
- _FoamStrength: 0.6
- _FresnelStrength: 0.2
- _GlossMapScale: 0
- _Glossiness: 0
- _GlossyReflections: 0
- _GodRayStrength: 0.25
- _HG_G: 0.2
- _HeightFalloff: 0.4
- _HeightFalloff: 1.21
- _HeightModeBlend: 0.528
- _Intensity: 1
- _LavaCrackGlow: 0.8
- _LavaEdgeGlow: 0.5
- _LightScattering: 0.35
- _LightScatteringG: 0.2
- _MaskTiling: 0.03
- _MaxDistance: 60
- _MaxDistance: 5.84
- _MaxSteps: 64
- _Metallic: 0
- _Mode: 0
- _NearEnd: 3
- _NearEnd: 4
- _NearFade: 0
- _NearStart: 0.05
- _NoiseJitter: 0.02
@@ -135,11 +157,15 @@ Material:
- _NoisePulseAmount: 0.07
- _NoisePulseSpeed: 0.15
- _NoiseTiling: 0.8
- _NormalStrength: 0.6
- _OcclusionStrength: 1
- _Parallax: 0.005
- _QueueOffset: 0
- _ReceiveShadows: 1
- _RefractionStrength: 0.015
- _ShadowStrength: 1
- _ShorelineSharpness: 6
- _ShorelineStrength: 1
- _Smoothness: 0.5
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
@@ -148,7 +174,16 @@ Material:
- _StepScale: 4
- _StepSize: 1
- _Surface: 0
- _SurfaceDetail: 0.4
- _SurfaceType: 0
- _UVSec: 0
- _VertexDistortSpeed: 1.5
- _VertexDistortStrength: 0
- _VoronoiScale: 5
- _VoronoiThreshold: 0.3
- _WaveAmplitude: 0.12
- _WaveLength: 12
- _WaveSpeed: 1
- _WorkflowMode: 1
- _ZWrite: 1
m_Colors:
@@ -159,8 +194,10 @@ Material:
- _ColorLow: {r: 0.45, g: 0.48, b: 0.5, a: 1}
- _DayColor: {r: 0.6, g: 0.65, b: 0.7, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _FoamColor: {r: 1, g: 1, b: 1, a: 1}
- _FoamScrollSpeed: {r: 0.02, g: 0.01, b: 0, a: 0}
- _FogBaseColor: {r: 0.78, g: 0.82, b: 0.9, a: 1}
- _LightContribution: {r: 18.618134, g: 14.44776, b: 12.382816, a: 1}
- _LightContribution: {r: 28.982248, g: 28.982248, b: 28.982248, a: 1}
- _MainLightColor: {r: 1, g: 1, b: 1, a: 1}
- _MainLightDir: {r: 0, g: -1, b: 0, a: 0}
- _MaskOffset: {r: -0.23, g: -0.32, b: 0, a: 0}
@@ -169,6 +206,10 @@ Material:
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
- _UserMainLightColor: {r: 1, g: 1, b: 1, a: 1}
- _UserMainLightDir: {r: 0, g: -1, b: 0, a: 0}
- _WaterNormal1Speed: {r: 0.05, g: 0, b: 0, a: 0}
- _WaterNormal2Speed: {r: 0, g: -0.03, b: 0, a: 0}
- _WaterTint: {r: 0.09999997, g: 0.54999995, b: 0.7, a: 1}
- _WaveDirection: {r: 1, g: 0.2, b: 0, a: 0}
m_BuildTextureStacks: []
m_AllowLocking: 1
--- !u!114 &6285378627783397592

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@@ -2,7 +2,7 @@ fileFormatVersion: 2
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NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 2100000
mainObjectFileID: 0
userData:
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assetBundleVariant:

View File

@@ -0,0 +1,57 @@
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class VolumetricFogLightsFeature : ScriptableRendererFeature
{
class LightsPass : ScriptableRenderPass
{
static readonly int _CountID = Shader.PropertyToID("_FogLightCount");
static readonly int _PosID = Shader.PropertyToID("_FogLightPos");
static readonly int _ColorID = Shader.PropertyToID("_FogLightColor");
static readonly int _RangeID = Shader.PropertyToID("_FogLightRange");
const int MAX = 16;
Vector4[] pos = new Vector4[MAX];
Vector4[] color = new Vector4[MAX];
float[] range = new float[MAX];
public override void Execute(ScriptableRenderContext ctx, ref RenderingData data)
{
int count = 0;
foreach (var vl in data.lightData.visibleLights)
{
if (count >= MAX) break;
if (vl.lightType == LightType.Point || vl.lightType == LightType.Spot)
{
pos[count] = vl.light.transform.position;
color[count] = vl.finalColor;
range[count] = vl.range;
count++;
}
}
var cmd = CommandBufferPool.Get("FogLights");
cmd.SetGlobalInt(_CountID, count);
cmd.SetGlobalVectorArray(_PosID, pos);
cmd.SetGlobalVectorArray(_ColorID, color);
cmd.SetGlobalFloatArray(_RangeID, range);
ctx.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
Debug.Log($"[FogLights] Passed {count} lights to shader");
}
}
LightsPass pass;
public override void Create()
{
pass = new LightsPass { renderPassEvent = RenderPassEvent.BeforeRendering };
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData data)
{
renderer.EnqueuePass(pass);
}
}

View File

@@ -0,0 +1,2 @@
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