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 ray’a 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 } } }