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

View File

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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
}
}
}