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Merge pull request #503 from Unity-Technologies/Branch_FogAndProceduralSky
Merge pull request #503 from Unity-Technologies/Branch_FogAndProceduralSky
Branch fog and procedural sky/Yibing-Project-2
GitHub
7 年前
当前提交
6ef6a1b3
共有 107 个文件被更改,包括 5691 次插入 和 535 次删除
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2ScriptableRenderPipeline/Core/Camera/FreeCamera.cs
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2ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
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1ScriptableRenderPipeline/HDRenderPipeline/Editor/HDAssetFactory.cs
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27ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
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3ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
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1ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs
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2ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
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8ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl
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21ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
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24ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
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11ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
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9ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
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7ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
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38ScriptableRenderPipeline/HDRenderPipeline/Material/Material.hlsl
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54ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
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4ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitSharePass.hlsl
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9ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader
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2ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset
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1ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs
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3ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl
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4ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl
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42ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Editor/HDRISkyEditor.cs
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2ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkyRenderer.cs
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4ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky.meta
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4ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Editor.meta
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144ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Editor/ProceduralSkyEditor.cs
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2ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Editor/ProceduralSkyEditor.cs.meta
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182ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs
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2ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs.meta
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158ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkySettings.cs
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2ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkySettings.cs.meta
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4ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources.meta
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27ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs
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2ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyRenderer.cs
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2ScriptableRenderPipeline/HDRenderPipeline/Sky/SkySettings.cs
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4ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky/Resources/SkyBlacksmith.shader
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158SampleScenes/HDTest/Material/HDRenderLoopMaterials/Grid_Planar_Red.mat
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10SampleScenes/HDTest/Material/HDRenderLoopMaterials/Grid_Planar_Red.mat.meta
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10SampleScenes/HDTest/ShadowsTest.meta
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10SampleScenes/HDTest/SkyFogTest.meta
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1001SampleScenes/HDTest/SkyFogTest.unity
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9SampleScenes/HDTest/SkyFogTest.unity.meta
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10ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering.meta
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9ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky.meta
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10ScriptableRenderPipeline/HDRenderPipeline/Sky/Editor.meta
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53ScriptableRenderPipeline/HDRenderPipeline/Sky/OpaqueAtmosphericScattering.shader
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10ScriptableRenderPipeline/HDRenderPipeline/Sky/OpaqueAtmosphericScattering.shader.meta
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313ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/ProceduralSky.shader
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9ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/ProceduralSky.shader.meta
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21ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyVariables.hlsl
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10ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyVariables.hlsl.meta
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32SampleScenes/HDTest/SkyFogTest/SkyFogHDRISky.asset
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10SampleScenes/HDTest/SkyFogTest/SkyFogHDRISky.asset.meta
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10SampleScenes/HDTest/SkyFogTest/SkyFogProceduralSky.asset.meta
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891SampleScenes/HDTest/SkyFogTest/Pyramid.prefab
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10SampleScenes/HDTest/SkyFogTest/Pyramid.prefab.meta
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10SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Add.mat.meta
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10SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Add_NoFog.mat.meta
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10SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Multiply.mat.meta
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10SampleScenes/HDTest/SkyFogTest/Lit_Transparent_PreMultipliedAlpha.mat.meta
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10SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Add.mat.meta
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10SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Add_NoFog.mat.meta
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10SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Multiply.mat.meta
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10SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_PreMultipliedAlpha.mat.meta
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181SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Add.mat
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180SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Add_NoFog.mat
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181SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Alpha.mat
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181SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Multiply.mat
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181SampleScenes/HDTest/SkyFogTest/Lit_Transparent_PreMultipliedAlpha.mat
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38SampleScenes/HDTest/SkyFogTest/SkyFogProceduralSky.asset
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178SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Add.mat
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177SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Add_NoFog.mat
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178SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Multiply.mat
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178SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_PreMultipliedAlpha.mat
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10SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Alpha.mat.meta
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10SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Alpha.mat.meta
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178SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Alpha.mat
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21ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering/AtmosphericScattering.cs.hlsl
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10ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering/AtmosphericScattering.cs.hlsl.meta
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13ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering/AtmosphericScattering.cs.meta
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10ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering/AtmosphericScattering.hlsl.meta
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10ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering/Editor.meta
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13ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering/Editor/AtmosphericScatteringEditor.cs.meta
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102ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering/Editor/AtmosphericScatteringEditor.cs
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82ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering/AtmosphericScattering.cs
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73ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering/AtmosphericScattering.hlsl
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177ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky/BlacksmithSkyRenderer.cs
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12ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky/BlacksmithSkyRenderer.cs.meta
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165ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky/BlacksmithSkySettings.cs
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12ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky/BlacksmithSkySettings.cs.meta
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9ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky/Editor.meta
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155ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky/Editor/BlacksmithSkyEditor.cs
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12ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky/Editor/BlacksmithSkyEditor.cs.meta
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9ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky/Resources.meta
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1001
SampleScenes/HDTest/SkyFogTest.unity
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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Shader "Hidden/HDRenderPipeline/OpaqueAtmosphericScattering" |
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{ |
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SubShader |
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{ |
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Pass |
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{ |
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Cull Off |
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ZTest Always |
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ZWrite Off |
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Blend SrcAlpha OneMinusSrcAlpha |
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HLSLPROGRAM |
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#pragma target 4.5 |
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#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev |
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#pragma vertex Vert |
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#pragma fragment Frag |
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#pragma enable_d3d11_debug_symbols |
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#include "../../Core/ShaderLibrary/Common.hlsl" |
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#include "../ShaderVariables.hlsl" |
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#include "AtmosphericScattering/AtmosphericScattering.hlsl" |
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struct Attributes |
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{ |
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uint vertexID : SV_VertexID; |
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}; |
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struct Varyings |
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{ |
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float4 positionCS : SV_POSITION; |
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}; |
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Varyings Vert(Attributes input) |
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{ |
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Varyings output; |
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); |
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return output; |
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} |
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float4 Frag(Varyings input) : SV_Target |
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{ |
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PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw); |
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float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.unPositionSS).x; |
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UpdatePositionInput(depth, _InvViewProjMatrix, _ViewProjMatrix, posInput); |
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return EvaluateAtmosphericScattering(posInput); |
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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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// ================================================================================================== |
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// This shader is a copy of sky-procedural available in legacy Unity |
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// It's been ported to HDRP in order to have a basic procedural sky |
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// It has been left mostly untouched but has been adapted to run per-pixel instead of per vertex |
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// ================================================================================================== |
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Shader "Hidden/HDRenderPipeline/Sky/SkyProcedural" |
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{ |
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HLSLINCLUDE |
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#pragma vertex Vert |
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#pragma fragment Frag |
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#pragma target 4.5 |
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#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev |
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#pragma multi_compile _ _ENABLE_SUN_DISK |
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#include "../../../../Core/ShaderLibrary/Color.hlsl" |
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#include "../../../../Core/ShaderLibrary/Common.hlsl" |
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#include "../../../../Core/ShaderLibrary/CommonLighting.hlsl" |
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float4 _SkyParam; // x exposure, y multiplier, z rotation |
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float4x4 _PixelCoordToViewDirWS; // Actually just 3x3, but Unity can only set 4x4 |
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float _SunSize; |
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float _SunSizeConvergence; |
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float _AtmosphereThickness; |
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float4 _SkyTint; |
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float4 _GroundColor; |
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float4 _SunColor; |
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float3 _SunDirection; |
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|
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struct Attributes |
|||
{ |
|||
uint vertexID : SV_VertexID; |
|||
}; |
|||
|
|||
struct Varyings |
|||
{ |
|||
float4 positionCS : SV_POSITION; |
|||
}; |
|||
|
|||
Varyings Vert(Attributes input) |
|||
{ |
|||
Varyings output; |
|||
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID, UNITY_RAW_FAR_CLIP_VALUE); |
|||
return output; |
|||
} |
|||
|
|||
// RGB wavelengths |
|||
// .35 (.62=158), .43 (.68=174), .525 (.75=190) |
|||
static const float3 kDefaultScatteringWavelength = float3(.65, .57, .475); |
|||
static const float3 kVariableRangeForScatteringWavelength = float3(.15, .15, .15); |
|||
|
|||
#define OUTER_RADIUS 1.025 |
|||
static const float kOuterRadius = OUTER_RADIUS; |
|||
static const float kOuterRadius2 = OUTER_RADIUS*OUTER_RADIUS; |
|||
static const float kInnerRadius = 1.0; |
|||
static const float kInnerRadius2 = 1.0; |
|||
|
|||
static const float kCameraHeight = 0.0001; |
|||
|
|||
#define kRAYLEIGH (lerp(0.0, 0.0025, pow(_AtmosphereThickness,2.5))) // Rayleigh constant |
|||
#define kMIE 0.0010 // Mie constant |
|||
#define kSUN_BRIGHTNESS 20.0 // Sun brightness |
|||
|
|||
#define kMAX_SCATTER 50.0 // Maximum scattering value, to prevent math overflows on Adrenos |
|||
|
|||
static const float kHDSundiskIntensityFactor = 15.0; |
|||
static const float kSimpleSundiskIntensityFactor = 27.0; |
|||
|
|||
static const float kSunScale = 400.0 * kSUN_BRIGHTNESS; |
|||
static const float kKmESun = kMIE * kSUN_BRIGHTNESS; |
|||
static const float kKm4PI = kMIE * 4.0 * 3.14159265; |
|||
static const float kScale = 1.0 / (OUTER_RADIUS - 1.0); |
|||
static const float kScaleDepth = 0.25; |
|||
static const float kScaleOverScaleDepth = (1.0 / (OUTER_RADIUS - 1.0)) / 0.25; |
|||
static const float kSamples = 2.0; // THIS IS UNROLLED MANUALLY, DON'T TOUCH |
|||
|
|||
#define MIE_G (-0.990) |
|||
#define MIE_G2 0.9801 |
|||
|
|||
#define SKY_GROUND_THRESHOLD 0.02 |
|||
|
|||
// Calculates the Rayleigh phase function |
|||
float getRayleighPhase(float eyeCos2) |
|||
{ |
|||
return 0.75 + 0.75*eyeCos2; |
|||
} |
|||
float getRayleighPhase(float3 light, float3 ray) |
|||
{ |
|||
float eyeCos = dot(light, ray); |
|||
return getRayleighPhase(eyeCos * eyeCos); |
|||
} |
|||
|
|||
float scale(float inCos) |
|||
{ |
|||
float x = 1.0 - inCos; |
|||
return 0.25 * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); |
|||
} |
|||
|
|||
// Calculates the Mie phase function |
|||
float getMiePhase(float eyeCos, float eyeCos2) |
|||
{ |
|||
float temp = 1.0 + MIE_G2 - 2.0 * MIE_G * eyeCos; |
|||
temp = pow(max(temp, 0), pow(_SunSize,0.65) * 10); |
|||
temp = max(temp,1.0e-4); // prevent division by zero, esp. in float precision |
|||
temp = 1.5 * ((1.0 - MIE_G2) / (2.0 + MIE_G2)) * (1.0 + eyeCos2) / temp; |
|||
#if defined(UNITY_COLORSPACE_GAMMA) && SKYBOX_COLOR_IN_TARGET_COLOR_SPACE |
|||
temp = pow(temp, .454545); |
|||
#endif |
|||
return temp; |
|||
} |
|||
|
|||
// Calculates the sun shape |
|||
float calcSunAttenuation(float3 lightPos, float3 ray) |
|||
{ |
|||
float focusedEyeCos = pow(saturate(dot(lightPos, ray)), _SunSizeConvergence); |
|||
return getMiePhase(-focusedEyeCos, focusedEyeCos * focusedEyeCos); |
|||
} |
|||
|
|||
float4 Frag(Varyings input) : SV_Target |
|||
{ |
|||
// Points towards the camera |
|||
float3 viewDirWS = normalize(mul(float3(input.positionCS.xy, 1.0), (float3x3)_PixelCoordToViewDirWS)); |
|||
// Reverse it to point into the scene |
|||
float3 dir = -viewDirWS; |
|||
|
|||
// Rotate direction |
|||
float phi = DegToRad(_SkyParam.z); |
|||
float cosPhi, sinPhi; |
|||
sincos(phi, sinPhi, cosPhi); |
|||
float3 rotDirX = float3(cosPhi, 0, -sinPhi); |
|||
float3 rotDirY = float3(sinPhi, 0, cosPhi); |
|||
dir = float3(dot(rotDirX, dir), dir.y, dot(rotDirY, dir)); |
|||
|
|||
float3 kScatteringWavelength = lerp ( |
|||
kDefaultScatteringWavelength-kVariableRangeForScatteringWavelength, |
|||
kDefaultScatteringWavelength+kVariableRangeForScatteringWavelength, |
|||
float3(1,1,1) - _SkyTint); // using Tint in sRGB gamma allows for more visually linear interpolation and to keep (.5) at (128, gray in sRGB) point |
|||
float3 kInvWavelength = 1.0 / pow(kScatteringWavelength, 4); |
|||
|
|||
float kKrESun = kRAYLEIGH * kSUN_BRIGHTNESS; |
|||
float kKr4PI = kRAYLEIGH * 4.0 * 3.14159265; |
|||
|
|||
float3 cameraPos = float3(0,kInnerRadius + kCameraHeight,0); // The camera's current position |
|||
|
|||
// Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere) |
|||
float3 eyeRay = dir; // normalize(mul((float3x3)unity_ObjectToWorld, v.vertex.xyz)); |
|||
|
|||
float far = 0.0; |
|||
float3 cIn = float3(0.0, 0.0, 0.0); |
|||
float3 cOut = float3(0.0, 0.0, 0.0); |
|||
|
|||
float3 groundColor = float3(0.0, 0.0, 0.0); |
|||
float3 skyColor = float3(0.0, 0.0, 0.0); |
|||
|
|||
// Modification for per-pixel procedural sky: |
|||
// Contrary to the legacy version that is run per-vertex, this version is per pixel. |
|||
// The fact that it was run per-vertex means that the colors were never computed at the horizon. |
|||
// Now that it's per vertex, we reach the limitation of the computation at the horizon where a very bright line appears. |
|||
// To avoid that, we clampe the height of the eye ray just above and below the horizon for sky and ground respectively. |
|||
// Another modification to make this work was to add ground and sky contribution instead of lerping between them. |
|||
// For this to work we also needed to change slightly the computation so that cIn and cOut factor computed for the sky did not affect ground and vice versa (it was the case before) so that we can add both contribution without adding energy |
|||
float horizonThreshold = 0.02; |
|||
if(eyeRay.y >= 0.0) |
|||
{ |
|||
float3 clampedEyeRay = eyeRay; |
|||
clampedEyeRay.y = max(clampedEyeRay.y, horizonThreshold); |
|||
// Sky |
|||
// Calculate the length of the "atmosphere" |
|||
far = sqrt(kOuterRadius2 + kInnerRadius2 * clampedEyeRay.y * clampedEyeRay.y - kInnerRadius2) - kInnerRadius * clampedEyeRay.y; |
|||
|
|||
float3 pos = cameraPos + far * clampedEyeRay; |
|||
|
|||
// Calculate the ray's starting position, then calculate its scattering offset |
|||
float height = kInnerRadius + kCameraHeight; |
|||
float depth = exp(kScaleOverScaleDepth * (-kCameraHeight)); |
|||
float startAngle = dot(clampedEyeRay, cameraPos) / height; |
|||
float startOffset = depth*scale(startAngle); |
|||
|
|||
|
|||
// Initialize the scattering loop variables |
|||
float sampleLength = far / kSamples; |
|||
float scaledLength = sampleLength * kScale; |
|||
float3 sampleRay = clampedEyeRay * sampleLength; |
|||
float3 samplePoint = cameraPos + sampleRay * 0.5; |
|||
|
|||
// Now loop through the sample rays |
|||
float3 frontColor = float3(0.0, 0.0, 0.0); |
|||
for(int i=0; i<int(kSamples); i++) |
|||
{ |
|||
float sampleHeight = length(samplePoint); |
|||
float sampleDepth = exp(kScaleOverScaleDepth * (kInnerRadius - sampleHeight)); |
|||
float lightAngle = dot(_SunDirection.xyz, samplePoint) / sampleHeight; |
|||
float cameraAngle = dot(clampedEyeRay, samplePoint) / sampleHeight; |
|||
float scatter = (startOffset + sampleDepth*(scale(lightAngle) - scale(cameraAngle))); |
|||
float3 attenuate = exp(-clamp(scatter, 0.0, kMAX_SCATTER) * (kInvWavelength * kKr4PI + kKm4PI)); |
|||
|
|||
frontColor += attenuate * (sampleDepth * scaledLength); |
|||
samplePoint += sampleRay; |
|||
} |
|||
|
|||
// Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader |
|||
cIn = frontColor * (kInvWavelength * kKrESun); |
|||
cOut = frontColor * kKmESun; |
|||
|
|||
skyColor = _SkyParam.y * (cIn * getRayleighPhase(_SunDirection.xyz, -eyeRay)); |
|||
} |
|||
else |
|||
{ |
|||
float3 clampedEyeRay = eyeRay; |
|||
clampedEyeRay.y = min(clampedEyeRay.y, -horizonThreshold); |
|||
// Ground |
|||
far = (-kCameraHeight) / (min(-0.001, clampedEyeRay.y)); |
|||
|
|||
float3 pos = cameraPos + far * clampedEyeRay; |
|||
|
|||
// Calculate the ray's starting position, then calculate its scattering offset |
|||
float depth = exp((-kCameraHeight) * (1.0/kScaleDepth)); |
|||
float cameraAngle = dot(-clampedEyeRay, pos); |
|||
float lightAngle = dot(_SunDirection.xyz, pos); |
|||
float cameraScale = scale(cameraAngle); |
|||
float lightScale = scale(lightAngle); |
|||
float cameraOffset = depth*cameraScale; |
|||
float temp = (lightScale + cameraScale); |
|||
|
|||
// Initialize the scattering loop variables |
|||
float sampleLength = far / kSamples; |
|||
float scaledLength = sampleLength * kScale; |
|||
float3 sampleRay = clampedEyeRay * sampleLength; |
|||
float3 samplePoint = cameraPos + sampleRay * 0.5; |
|||
|
|||
// Now loop through the sample rays |
|||
float3 frontColor = float3(0.0, 0.0, 0.0); |
|||
float3 attenuate; |
|||
{ |
|||
float sampleHeight = length(samplePoint); |
|||
float sampleDepth = exp(kScaleOverScaleDepth * (kInnerRadius - sampleHeight)); |
|||
float scatter = sampleDepth*temp - cameraOffset; |
|||
attenuate = exp(-clamp(scatter, 0.0, kMAX_SCATTER) * (kInvWavelength * kKr4PI + kKm4PI)); |
|||
frontColor += attenuate * (sampleDepth * scaledLength); |
|||
samplePoint += sampleRay; |
|||
} |
|||
|
|||
cIn = frontColor * (kInvWavelength * kKrESun + kKmESun); |
|||
cOut = clamp(attenuate, 0.0, 1.0); |
|||
|
|||
groundColor = _SkyParam.y * (cIn + _GroundColor * _GroundColor * cOut); |
|||
} |
|||
|
|||
float3 sunColor = float3(0.0, 0.0, 0.0); |
|||
|
|||
#if _ENABLE_SUN_DISK |
|||
// The sun should have a stable intensity in its course in the sky. Moreover it should match the highlight of a purely specular material. |
|||
// This matching was done using the standard shader BRDF1 on the 5/31/2017 |
|||
// Finally we want the sun to be always bright even in LDR thus the normalization of the lightColor for low intensity. |
|||
float lightColorIntensity = clamp(length(_SunColor.xyz), 0.25, 1); |
|||
sunColor = kHDSundiskIntensityFactor * saturate(cOut) * _SunColor.xyz / lightColorIntensity; |
|||
#endif |
|||
|
|||
|
|||
|
|||
float3 col = float3(0.0, 0.0, 0.0); |
|||
|
|||
// if y > 1 [eyeRay.y < -SKY_GROUND_THRESHOLD] - ground |
|||
// if y >= 0 and < 1 [eyeRay.y <= 0 and > -SKY_GROUND_THRESHOLD] - horizon |
|||
// if y < 0 [eyeRay.y > 0] - sky |
|||
float y = -eyeRay.y / SKY_GROUND_THRESHOLD; |
|||
|
|||
col = groundColor + skyColor; |
|||
|
|||
#if _ENABLE_SUN_DISK |
|||
if(y < 0.0) |
|||
{ |
|||
col += sunColor * calcSunAttenuation(_SunDirection.xyz, eyeRay); |
|||
} |
|||
#endif |
|||
|
|||
return float4(col * exp2(_SkyParam.x), 1.0); |
|||
} |
|||
|
|||
ENDHLSL |
|||
|
|||
SubShader |
|||
{ |
|||
Pass |
|||
{ |
|||
ZWrite Off |
|||
ZTest Always |
|||
Blend Off |
|||
Cull Off |
|||
|
|||
HLSLPROGRAM |
|||
ENDHLSL |
|||
|
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
ZWrite Off |
|||
ZTest LEqual |
|||
Blend Off |
|||
Cull Off |
|||
|
|||
HLSLPROGRAM |
|||
ENDHLSL |
|||
} |
|||
|
|||
} |
|||
Fallback Off |
|||
} |
|
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|
|||
#ifndef UNITY_SKY_VARIABLES_INCLUDED |
|||
#define UNITY_SKY_VARIABLES_INCLUDED |
|||
|
|||
TEXTURECUBE(_SkyTexture); |
|||
SAMPLERCUBE(sampler_SkyTexture); // NOTE: Sampler could be share here with _EnvTextures. Don't know if the shader compiler will complain... |
|||
|
|||
CBUFFER_START(SkyParameters) |
|||
float _SkyTextureMipCount; |
|||
CBUFFER_END |
|||
|
|||
float4 SampleSkyTexture(float3 texCoord) |
|||
{ |
|||
return SAMPLE_TEXTURECUBE(_SkyTexture, sampler_SkyTexture, texCoord); |
|||
} |
|||
|
|||
float4 SampleSkyTexture(float3 texCoord, float lod) |
|||
{ |
|||
return SAMPLE_TEXTURECUBE_LOD(_SkyTexture, sampler_SkyTexture, texCoord, lod); |
|||
} |
|||
|
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|
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// |
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// This file was automatically generated from Assets/ScriptableRenderLoop/ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering/AtmosphericScattering.cs. Please don't edit by hand. |
|||
// |
|||
|
|||
#ifndef ATMOSPHERICSCATTERING_CS_HLSL |
|||
#define ATMOSPHERICSCATTERING_CS_HLSL |
|||
// |
|||
// UnityEngine.Experimental.Rendering.HDPipeline.AtmosphericScatteringSettings+FogType: static fields |
|||
// |
|||
#define FOGTYPE_NONE (0) |
|||
#define FOGTYPE_LINEAR (1) |
|||
#define FOGTYPE_EXPONENTIAL (2) |
|||
|
|||
// |
|||
// UnityEngine.Experimental.Rendering.HDPipeline.AtmosphericScatteringSettings+FogColorMode: static fields |
|||
// |
|||
#define FOGCOLORMODE_CONSTANT_COLOR (0) |
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#define FOGCOLORMODE_SKY_COLOR (1) |
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|
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|
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#endif |
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using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEditor; |
|||
|
|||
namespace UnityEngine.Experimental.Rendering.HDPipeline |
|||
{ |
|||
public class AtmosphericScatteringEditor |
|||
{ |
|||
private class Styles |
|||
{ |
|||
public readonly GUIContent fog = new GUIContent("Fog Parameters"); |
|||
public readonly GUIContent type = new GUIContent("Type", "Type of fog."); |
|||
public readonly GUIContent colorMode = new GUIContent("Color Mode"); |
|||
public readonly GUIContent color = new GUIContent("Color", "Constant Fog Color"); |
|||
public readonly GUIContent mipFogNear = new GUIContent("Mip Fog Near", "Distance at which minimum mip of blurred sky texture is used as fog color."); |
|||
public readonly GUIContent mipFogFar = new GUIContent("Mip Fog Far", "Distance at which maximum mip of blurred sky texture is used as fog color."); |
|||
public readonly GUIContent mipFogMaxMip = new GUIContent("Mip Fog Max Mip", "Maximum mip map used for mip fog (0 being lowest and 1 heighest mip)."); |
|||
public readonly GUIContent linearFogDensity = new GUIContent("Fog Density"); |
|||
public readonly GUIContent linearFogStart = new GUIContent("Fog Start Distance"); |
|||
public readonly GUIContent linearFogEnd = new GUIContent("Fog End Distance"); |
|||
public readonly GUIContent expFogDensity = new GUIContent("Fog Density"); |
|||
public readonly GUIContent expFogDistance = new GUIContent("Fog Distance"); |
|||
} |
|||
|
|||
private static Styles s_Styles = null; |
|||
private static Styles styles { get { if (s_Styles == null) s_Styles = new Styles(); return s_Styles; } } |
|||
|
|||
private SerializedProperty m_Type; |
|||
|
|||
private SerializedProperty m_ColorMode; |
|||
private SerializedProperty m_Color; |
|||
private SerializedProperty m_MipFogNear; |
|||
private SerializedProperty m_MipFogFar; |
|||
private SerializedProperty m_MipFogMaxMip; |
|||
|
|||
private SerializedProperty m_LinearFogDensity; |
|||
private SerializedProperty m_LinearFogStart; |
|||
private SerializedProperty m_LinearFogEnd; |
|||
|
|||
private SerializedProperty m_ExpFogDistance; |
|||
private SerializedProperty m_ExpFogDensity; |
|||
|
|||
public void OnEnable(SerializedProperty atmScatterProperty) |
|||
{ |
|||
m_Type = atmScatterProperty.FindPropertyRelative("type"); |
|||
// Fog Color
|
|||
m_ColorMode = atmScatterProperty.FindPropertyRelative("colorMode"); |
|||
m_Color = atmScatterProperty.FindPropertyRelative("fogColor"); |
|||
m_MipFogNear = atmScatterProperty.FindPropertyRelative("mipFogNear"); |
|||
m_MipFogFar = atmScatterProperty.FindPropertyRelative("mipFogFar"); |
|||
m_MipFogMaxMip = atmScatterProperty.FindPropertyRelative("mipFogMaxMip"); |
|||
// Linear Fog
|
|||
m_LinearFogDensity = atmScatterProperty.FindPropertyRelative("linearFogDensity"); |
|||
m_LinearFogStart = atmScatterProperty.FindPropertyRelative("linearFogStart"); |
|||
m_LinearFogEnd = atmScatterProperty.FindPropertyRelative("linearFogEnd"); |
|||
// Exp fog
|
|||
m_ExpFogDistance = atmScatterProperty.FindPropertyRelative("expFogDistance"); |
|||
m_ExpFogDensity = atmScatterProperty.FindPropertyRelative("expFogDensity"); |
|||
} |
|||
|
|||
public void OnGUI() |
|||
{ |
|||
EditorGUILayout.LabelField(styles.fog, EditorStyles.boldLabel); |
|||
|
|||
EditorGUILayout.PropertyField(m_Type, styles.type); |
|||
if(!m_Type.hasMultipleDifferentValues) |
|||
{ |
|||
if((AtmosphericScatteringSettings.FogType)m_Type.intValue != AtmosphericScatteringSettings.FogType.None) |
|||
{ |
|||
EditorGUILayout.PropertyField(m_ColorMode, styles.colorMode); |
|||
if(!m_ColorMode.hasMultipleDifferentValues && (AtmosphericScatteringSettings.FogColorMode)m_ColorMode.intValue == AtmosphericScatteringSettings.FogColorMode.ConstantColor) |
|||
{ |
|||
EditorGUI.indentLevel++; |
|||
EditorGUILayout.PropertyField(m_Color, styles.color); |
|||
EditorGUI.indentLevel--; |
|||
} |
|||
else |
|||
{ |
|||
EditorGUI.indentLevel++; |
|||
EditorGUILayout.PropertyField(m_MipFogNear, styles.mipFogNear); |
|||
EditorGUILayout.PropertyField(m_MipFogFar, styles.mipFogFar); |
|||
EditorGUILayout.PropertyField(m_MipFogMaxMip, styles.mipFogMaxMip); |
|||
EditorGUI.indentLevel--; |
|||
} |
|||
|
|||
if ((AtmosphericScatteringSettings.FogType)m_Type.intValue == AtmosphericScatteringSettings.FogType.Linear) |
|||
{ |
|||
EditorGUILayout.PropertyField(m_LinearFogDensity, styles.linearFogDensity); |
|||
EditorGUILayout.PropertyField(m_LinearFogStart, styles.linearFogStart); |
|||
EditorGUILayout.PropertyField(m_LinearFogEnd, styles.linearFogEnd); |
|||
} |
|||
else if((AtmosphericScatteringSettings.FogType)m_Type.intValue == AtmosphericScatteringSettings.FogType.Exponential) |
|||
{ |
|||
EditorGUILayout.PropertyField(m_ExpFogDensity, styles.expFogDensity); |
|||
EditorGUILayout.PropertyField(m_ExpFogDistance, styles.expFogDistance); |
|||
} |
|||
} |
|||
} |
|||
} |
|||
} |
|||
} |
|
|||
using System; |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.Rendering; |
|||
|
|||
namespace UnityEngine.Experimental.Rendering.HDPipeline |
|||
{ |
|||
[Serializable] |
|||
public class AtmosphericScatteringSettings |
|||
{ |
|||
[GenerateHLSL] |
|||
public enum FogType |
|||
{ |
|||
None, |
|||
Linear, |
|||
Exponential |
|||
} |
|||
|
|||
[GenerateHLSL] |
|||
public enum FogColorMode |
|||
{ |
|||
ConstantColor, |
|||
SkyColor, |
|||
} |
|||
|
|||
private readonly static int m_TypeParam = Shader.PropertyToID("_AtmosphericScatteringType"); |
|||
// Fog Color
|
|||
private readonly static int m_ColorModeParam = Shader.PropertyToID("_FogColorMode"); |
|||
private readonly static int m_FogColorParam = Shader.PropertyToID("_FogColor"); |
|||
private readonly static int m_MipFogParam = Shader.PropertyToID("_MipFogParameters"); |
|||
// Linear Fog
|
|||
private readonly static int m_LinearFogParam = Shader.PropertyToID("_LinearFogParameters"); |
|||
// Exp Fog
|
|||
private readonly static int m_ExpFogParam = Shader.PropertyToID("_ExpFogParameters"); |
|||
|
|||
|
|||
public FogType type; |
|||
|
|||
// Fog Color
|
|||
public FogColorMode colorMode = FogColorMode.SkyColor; |
|||
public Color fogColor = Color.grey; |
|||
[Range(0.0f, 1.0f)] |
|||
public float mipFogMaxMip = 1.0f; |
|||
public float mipFogNear = 0.0f; |
|||
public float mipFogFar = 1000.0f; |
|||
|
|||
// Linear Fog
|
|||
[Range(0.0f, 1.0f)] |
|||
public float linearFogDensity = 1.0f; |
|||
public float linearFogStart = 500.0f; |
|||
public float linearFogEnd = 1000.0f; |
|||
|
|||
// Exponential fog
|
|||
//[Min(0.0f)] Not available until 2018.1
|
|||
public float expFogDistance = 100.0f; |
|||
[Range(0.0f, 1.0f)] |
|||
public float expFogDensity = 1.0f; |
|||
|
|||
public bool NeedFogRendering() |
|||
{ |
|||
return type != FogType.None; |
|||
} |
|||
|
|||
public void PushShaderParameters(CommandBuffer cmd, RenderingDebugSettings renderingDebug) |
|||
{ |
|||
if(renderingDebug.enableAtmosphericScattering) |
|||
cmd.SetGlobalFloat(m_TypeParam, (float)type); |
|||
else |
|||
cmd.SetGlobalFloat(m_TypeParam, (float)FogType.None); |
|||
// Fog Color
|
|||
cmd.SetGlobalFloat(m_ColorModeParam, (float)colorMode); |
|||
cmd.SetGlobalColor(m_FogColorParam, fogColor); |
|||
cmd.SetGlobalVector(m_MipFogParam, new Vector4(mipFogNear, mipFogFar, mipFogMaxMip, 0.0f)); |
|||
// Linear Fog
|
|||
cmd.SetGlobalVector(m_LinearFogParam, new Vector4(linearFogStart, linearFogEnd, 1.0f / (linearFogEnd - linearFogStart), linearFogDensity)); |
|||
// Exp fog
|
|||
cmd.SetGlobalVector(m_ExpFogParam, new Vector4(Mathf.Max(0.0f, expFogDistance), expFogDensity, 0.0f, 0.0f)); |
|||
} |
|||
} |
|||
|
|||
} |
|
|||
#ifndef UNITY_ATMOSPHERIC_SCATTERING_INCLUDED |
|||
#define UNITY_ATMOSPHERIC_SCATTERING_INCLUDED |
|||
|
|||
#include "../../../Core/ShaderLibrary/VolumeRendering.hlsl" |
|||
|
|||
#include "AtmosphericScattering.cs.hlsl" |
|||
#include "../SkyVariables.hlsl" |
|||
#include "../../ShaderVariables.hlsl" |
|||
|
|||
CBUFFER_START(AtmosphericScattering) |
|||
float _AtmosphericScatteringType; |
|||
// Common |
|||
float _FogColorMode; |
|||
float4 _FogColor; |
|||
float4 _MipFogParameters; |
|||
// Linear fog |
|||
float4 _LinearFogParameters; |
|||
// Exp fog |
|||
float4 _ExpFogParameters; |
|||
CBUFFER_END |
|||
|
|||
#define _MipFogNear _MipFogParameters.x |
|||
#define _MipFogFar _MipFogParameters.y |
|||
#define _MipFogMaxMip _MipFogParameters.z |
|||
|
|||
#define _LinearFogStart _LinearFogParameters.x |
|||
#define _LinearFogEnd _LinearFogParameters.y |
|||
#define _LinearFogOoRange _LinearFogParameters.z |
|||
#define _LinearFogDensity _LinearFogParameters.w |
|||
|
|||
#define _ExpFogDistance _ExpFogParameters.x |
|||
#define _ExpFogDensity _ExpFogParameters.y |
|||
|
|||
float3 GetFogColor(PositionInputs posInput) |
|||
{ |
|||
if (_FogColorMode == FOGCOLORMODE_CONSTANT_COLOR) |
|||
{ |
|||
return _FogColor.rgb; |
|||
} |
|||
else if (_FogColorMode == FOGCOLORMODE_SKY_COLOR) |
|||
{ |
|||
// Based on Uncharted 4 "Mip Sky Fog" trick: http://advances.realtimerendering.com/other/2016/naughty_dog/NaughtyDog_TechArt_Final.pdf |
|||
float mipLevel = (1.0 - _MipFogMaxMip * saturate((posInput.depthVS - _MipFogNear) / (_MipFogFar - _MipFogNear))) * _SkyTextureMipCount; |
|||
float3 dir = normalize(posInput.positionWS - GetPrimaryCameraPosition()); |
|||
return SampleSkyTexture(dir, mipLevel).rgb; |
|||
} |
|||
else // Should not be possible. |
|||
return float3(0.0, 0.0, 0.0); |
|||
} |
|||
|
|||
// Returns fog color in rgb and fog factor in alpha. |
|||
float4 EvaluateAtmosphericScattering(PositionInputs posInput) |
|||
{ |
|||
if (_AtmosphericScatteringType == FOGTYPE_EXPONENTIAL) |
|||
{ |
|||
float3 fogColor = GetFogColor(posInput); |
|||
float fogFactor = _ExpFogDensity * (1.0f - Transmittance(OpticalDepthHomogeneous(1.0f / _ExpFogDistance, posInput.depthVS))); |
|||
return float4(fogColor, fogFactor); |
|||
} |
|||
else if (_AtmosphericScatteringType == FOGTYPE_LINEAR) |
|||
{ |
|||
float3 fogColor = GetFogColor(posInput); |
|||
float fogFactor = _LinearFogDensity * saturate((posInput.depthVS - _LinearFogStart) * _LinearFogOoRange); |
|||
return float4(fogColor, fogFactor); |
|||
} |
|||
else // NONE |
|||
{ |
|||
return float4(0.0, 0.0, 0.0, 0.0); |
|||
} |
|||
} |
|||
|
|||
|
|||
#endif |
|
|||
namespace UnityEngine.Experimental.Rendering.HDPipeline |
|||
{ |
|||
public class BlacksmithSkyRenderer : SkyRenderer |
|||
{ |
|||
Material m_ProceduralSkyMaterial = null; // Renders a cubemap into a render texture (can be cube or 2D)
|
|||
private BlacksmithSkySettings m_ProceduralSkySettings; |
|||
|
|||
|
|||
public BlacksmithSkyRenderer(BlacksmithSkySettings proceduralSkySettings) |
|||
{ |
|||
m_ProceduralSkySettings = proceduralSkySettings; |
|||
} |
|||
|
|||
public override void Build() |
|||
{ |
|||
m_ProceduralSkyMaterial = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/Sky/SkyProcedural"); |
|||
} |
|||
|
|||
public override void Cleanup() |
|||
{ |
|||
CoreUtils.Destroy(m_ProceduralSkyMaterial); |
|||
} |
|||
|
|||
public override bool IsSkyValid() |
|||
{ |
|||
if (m_ProceduralSkyMaterial == null || m_ProceduralSkySettings == null) |
|||
return false; |
|||
|
|||
return m_ProceduralSkySettings.skyHDRI != null && |
|||
m_ProceduralSkySettings.worldMieColorRamp != null && |
|||
m_ProceduralSkySettings.worldRayleighColorRamp != null; |
|||
} |
|||
|
|||
public override void SetRenderTargets(BuiltinSkyParameters builtinParams) |
|||
{ |
|||
// We do not bind the depth buffer as a depth-stencil target since it is
|
|||
// bound as a color texture which is then sampled from within the shader.
|
|||
CoreUtils.SetRenderTarget(builtinParams.commandBuffer, builtinParams.colorBuffer); |
|||
} |
|||
|
|||
void SetKeywords(BuiltinSkyParameters builtinParams, BlacksmithSkySettings param, bool renderForCubemap) |
|||
{ |
|||
// Ensure that all preprocessor symbols are initially undefined.
|
|||
m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS"); |
|||
m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_PER_PIXEL"); |
|||
m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_DEBUG"); |
|||
m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_OCCLUSION"); |
|||
m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_OCCLUSION_EDGE_FIXUP"); |
|||
m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_OCCLUSION_FULLSKY"); |
|||
m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_SUNRAYS"); |
|||
m_ProceduralSkyMaterial.DisableKeyword("PERFORM_SKY_OCCLUSION_TEST"); |
|||
|
|||
m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_PER_PIXEL"); |
|||
|
|||
/* |
|||
if (useOcclusion) |
|||
{ |
|||
m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_OCCLUSION"); |
|||
if(occlusionDepthFixup && occlusionDownscale != OcclusionDownscale.x1) |
|||
m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_OCCLUSION_EDGE_FIXUP"); |
|||
if(occlusionFullSky) |
|||
m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_OCCLUSION_FULLSKY"); |
|||
} |
|||
*/ |
|||
|
|||
// Expected to be valid for the sky pass, and invalid for the cube map generation pass.
|
|||
if (!renderForCubemap) |
|||
{ |
|||
m_ProceduralSkyMaterial.EnableKeyword("PERFORM_SKY_OCCLUSION_TEST"); |
|||
} |
|||
|
|||
if (param.debugMode != BlacksmithSkySettings.ScatterDebugMode.None) |
|||
{ |
|||
m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_DEBUG"); |
|||
} |
|||
} |
|||
|
|||
void SetUniforms(BuiltinSkyParameters builtinParams, BlacksmithSkySettings param, bool renderForCubemap, ref MaterialPropertyBlock properties) |
|||
{ |
|||
properties.SetTexture("_Cubemap", param.skyHDRI); |
|||
properties.SetVector("_SkyParam", new Vector4(param.exposure, param.multiplier, param.rotation, 0.0f)); |
|||
|
|||
properties.SetMatrix("_InvViewProjMatrix", builtinParams.invViewProjMatrix); |
|||
properties.SetVector("_CameraPosWS", builtinParams.cameraPosWS); |
|||
properties.SetVector("_ScreenSize", builtinParams.screenSize); |
|||
|
|||
m_ProceduralSkyMaterial.SetInt("_AtmosphericsDebugMode", (int)param.debugMode); |
|||
|
|||
Vector3 sunDirection = (builtinParams.sunLight != null) ? -builtinParams.sunLight.transform.forward : Vector3.zero; |
|||
m_ProceduralSkyMaterial.SetVector("_SunDirection", sunDirection); |
|||
|
|||
var pixelRect = new Rect(0f, 0f, builtinParams.screenSize.x, builtinParams.screenSize.y); |
|||
var scale = 1.0f; //(float)(int)occlusionDownscale;
|
|||
var depthTextureScaledTexelSize = new Vector4(scale / pixelRect.width, |
|||
scale / pixelRect.height, |
|||
-scale / pixelRect.width, |
|||
-scale / pixelRect.height); |
|||
properties.SetVector("_DepthTextureScaledTexelSize", depthTextureScaledTexelSize); |
|||
|
|||
/* |
|||
m_ProceduralSkyMaterial.SetFloat("_ShadowBias", useOcclusion ? occlusionBias : 1f); |
|||
m_ProceduralSkyMaterial.SetFloat("_ShadowBiasIndirect", useOcclusion ? occlusionBiasIndirect : 1f); |
|||
m_ProceduralSkyMaterial.SetFloat("_ShadowBiasClouds", useOcclusion ? occlusionBiasClouds : 1f); |
|||
m_ProceduralSkyMaterial.SetVector("_ShadowBiasSkyRayleighMie", useOcclusion ? new Vector4(occlusionBiasSkyRayleigh, occlusionBiasSkyMie, 0f, 0f) : Vector4.zero); |
|||
m_ProceduralSkyMaterial.SetFloat("_OcclusionDepthThreshold", occlusionDepthThreshold); |
|||
m_ProceduralSkyMaterial.SetVector("_OcclusionTexture_TexelSize", ???); |
|||
*/ |
|||
|
|||
m_ProceduralSkyMaterial.SetFloat("_WorldScaleExponent", param.worldScaleExponent); |
|||
m_ProceduralSkyMaterial.SetFloat("_WorldNormalDistanceRcp", 1f / param.worldNormalDistance); |
|||
m_ProceduralSkyMaterial.SetFloat("_WorldMieNearScatterPush", -Mathf.Pow(Mathf.Abs(param.worldMieNearScatterPush), param.worldScaleExponent) * Mathf.Sign(param.worldMieNearScatterPush)); |
|||
m_ProceduralSkyMaterial.SetFloat("_WorldRayleighNearScatterPush", -Mathf.Pow(Mathf.Abs(param.worldRayleighNearScatterPush), param.worldScaleExponent) * Mathf.Sign(param.worldRayleighNearScatterPush)); |
|||
m_ProceduralSkyMaterial.SetFloat("_WorldRayleighDensity", -param.worldRayleighDensity / 100000f); |
|||
m_ProceduralSkyMaterial.SetFloat("_WorldMieDensity", -param.worldMieDensity / 100000f); |
|||
m_ProceduralSkyMaterial.SetFloat("_SkyDepth", 1.0f / param.maxSkyDistance); |
|||
|
|||
var rayleighColorM20 = param.worldRayleighColorRamp.Evaluate(0.00f); |
|||
var rayleighColorM10 = param.worldRayleighColorRamp.Evaluate(0.25f); |
|||
var rayleighColorO00 = param.worldRayleighColorRamp.Evaluate(0.50f); |
|||
var rayleighColorP10 = param.worldRayleighColorRamp.Evaluate(0.75f); |
|||
var rayleighColorP20 = param.worldRayleighColorRamp.Evaluate(1.00f); |
|||
|
|||
var mieColorM20 = param.worldMieColorRamp.Evaluate(0.00f); |
|||
var mieColorO00 = param.worldMieColorRamp.Evaluate(0.50f); |
|||
var mieColorP20 = param.worldMieColorRamp.Evaluate(1.00f); |
|||
|
|||
m_ProceduralSkyMaterial.SetVector("_RayleighColorM20", (Vector4)rayleighColorM20 * param.worldRayleighColorIntensity); |
|||
m_ProceduralSkyMaterial.SetVector("_RayleighColorM10", (Vector4)rayleighColorM10 * param.worldRayleighColorIntensity); |
|||
m_ProceduralSkyMaterial.SetVector("_RayleighColorO00", (Vector4)rayleighColorO00 * param.worldRayleighColorIntensity); |
|||
m_ProceduralSkyMaterial.SetVector("_RayleighColorP10", (Vector4)rayleighColorP10 * param.worldRayleighColorIntensity); |
|||
m_ProceduralSkyMaterial.SetVector("_RayleighColorP20", (Vector4)rayleighColorP20 * param.worldRayleighColorIntensity); |
|||
|
|||
m_ProceduralSkyMaterial.SetVector("_MieColorM20", (Vector4)mieColorM20 * param.worldMieColorIntensity); |
|||
m_ProceduralSkyMaterial.SetVector("_MieColorO00", (Vector4)mieColorO00 * param.worldMieColorIntensity); |
|||
m_ProceduralSkyMaterial.SetVector("_MieColorP20", (Vector4)mieColorP20 * param.worldMieColorIntensity); |
|||
|
|||
m_ProceduralSkyMaterial.SetFloat("_HeightNormalDistanceRcp", 1f / param.heightNormalDistance); |
|||
m_ProceduralSkyMaterial.SetFloat("_HeightMieNearScatterPush", -Mathf.Pow(Mathf.Abs(param.heightMieNearScatterPush), param.worldScaleExponent) * Mathf.Sign(param.heightMieNearScatterPush)); |
|||
m_ProceduralSkyMaterial.SetFloat("_HeightRayleighNearScatterPush", -Mathf.Pow(Mathf.Abs(param.heightRayleighNearScatterPush), param.worldScaleExponent) * Mathf.Sign(param.heightRayleighNearScatterPush)); |
|||
// m_ProceduralSkyMaterial.SetFloat("_HeightRayleighDensity", -param.heightRayleighDensity / 100000f);
|
|||
// m_ProceduralSkyMaterial.SetFloat("_HeightMieDensity", -param.heightMieDensity / 100000f);
|
|||
m_ProceduralSkyMaterial.SetFloat("_HeightSeaLevel", param.heightSeaLevel); |
|||
m_ProceduralSkyMaterial.SetVector("_HeightPlaneShift", param.heightPlaneShift); |
|||
m_ProceduralSkyMaterial.SetFloat("_HeightDistanceRcp", 1f / param.heightDistance); |
|||
m_ProceduralSkyMaterial.SetVector("_HeightRayleighColor", (Vector4)param.heightRayleighColor * param.heightRayleighIntensity); |
|||
m_ProceduralSkyMaterial.SetFloat("_HeightExtinctionFactor", param.heightExtinctionFactor); |
|||
|
|||
m_ProceduralSkyMaterial.SetVector("_RayleighInScatterPct", new Vector4(1f - param.worldRayleighIndirectScatter, param.worldRayleighIndirectScatter, 0f, 0f)); |
|||
m_ProceduralSkyMaterial.SetFloat("_RayleighExtinctionFactor", param.worldRayleighExtinctionFactor); |
|||
|
|||
m_ProceduralSkyMaterial.SetFloat("_MiePhaseAnisotropy", param.worldMiePhaseAnisotropy); |
|||
m_ProceduralSkyMaterial.SetFloat("_MieExtinctionFactor", param.worldMieExtinctionFactor); |
|||
|
|||
// Since we use the material for rendering the sky both into the cubemap, and
|
|||
// during the fullscreen pass, setting the 'PERFORM_SKY_OCCLUSION_TEST' keyword has no effect.
|
|||
properties.SetFloat("_DisableSkyOcclusionTest", renderForCubemap ? 1.0f : 0.0f); |
|||
// We do not render the height fog into the sky IBL cubemap.
|
|||
properties.SetFloat("_HeightRayleighDensity", renderForCubemap ? -0.0f : -param.heightRayleighDensity / 100000f); |
|||
properties.SetFloat("_HeightMieDensity", renderForCubemap ? -0.0f : -param.heightMieDensity / 100000f); |
|||
|
|||
properties.SetMatrix(HDShaderIDs._PixelCoordToViewDirWS, builtinParams.pixelCoordToViewDirMatrix); |
|||
} |
|||
|
|||
override public void RenderSky(BuiltinSkyParameters builtinParams, bool renderForCubemap) |
|||
{ |
|||
MaterialPropertyBlock properties = new MaterialPropertyBlock(); |
|||
|
|||
// Define select preprocessor symbols.
|
|||
SetKeywords(builtinParams, m_ProceduralSkySettings, renderForCubemap); |
|||
|
|||
// Set shader constants.
|
|||
SetUniforms(builtinParams, m_ProceduralSkySettings, renderForCubemap, ref properties); |
|||
|
|||
CoreUtils.DrawFullScreen(builtinParams.commandBuffer, m_ProceduralSkyMaterial, properties); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 476423447c1989948a128fc0a0b27413 |
|||
timeCreated: 1481631774 |
|||
licenseType: Pro |
|||
MonoImporter: |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
namespace UnityEngine.Experimental.Rendering.HDPipeline |
|||
{ |
|||
[ExecuteInEditMode] |
|||
[DisallowMultipleComponent] |
|||
public class BlacksmithSkySettings : SkySettings |
|||
{ |
|||
public enum OcclusionDownscale { x1 = 1, x2 = 2, x4 = 4 } |
|||
public enum OcclusionSamples { x64 = 0, x164 = 1, x244 = 2 } |
|||
public enum ScatterDebugMode { None, Scattering, Occlusion, OccludedScattering, Rayleigh, Mie, Height } |
|||
|
|||
[Header("Global Settings")] |
|||
public float worldMieColorIntensity = 1f; |
|||
public Gradient worldMieColorRamp = null; |
|||
public float worldMieDensity = 15f; |
|||
public float worldMieExtinctionFactor = 0f; |
|||
public float worldMieNearScatterPush = 0f; |
|||
public float worldMiePhaseAnisotropy = 0.9f; |
|||
public float worldNormalDistance = 1000f; |
|||
public float worldRayleighColorIntensity = 1f; |
|||
public Gradient worldRayleighColorRamp = null; |
|||
public float worldRayleighDensity = 10f; |
|||
public float worldRayleighExtinctionFactor = 1.1f; |
|||
public float worldRayleighIndirectScatter = 0.33f; |
|||
public float worldRayleighNearScatterPush = 0f; |
|||
|
|||
[Header("Height Settings")] |
|||
public float heightDistance = 50f; |
|||
public float heightExtinctionFactor = 1.1f; |
|||
public float heightMieDensity = 0f; |
|||
public float heightMieNearScatterPush = 0f; |
|||
public float heightNormalDistance = 1000f; |
|||
public Vector3 heightPlaneShift = Vector3.zero; |
|||
public Color heightRayleighColor = Color.white; |
|||
public float heightRayleighDensity = 10f; |
|||
public float heightRayleighIntensity = 1f; |
|||
public float heightRayleighNearScatterPush = 0f; |
|||
public float heightSeaLevel = 0f; |
|||
|
|||
/* |
|||
[Header("Scatter Occlusion")] |
|||
public bool useOcclusion = false; |
|||
public bool occlusionFullSky = false; |
|||
public bool occlusionDepthFixup = true; |
|||
public float occlusionBias = 0f; |
|||
public float occlusionBiasClouds = 0.3f; |
|||
public float occlusionBiasIndirect = 0.6f; |
|||
public float occlusionBiasSkyMie = 0.4f; |
|||
public float occlusionBiasSkyRayleigh = 0.2f; |
|||
public float occlusionDepthThreshold = 25f; |
|||
public OcclusionDownscale occlusionDownscale = OcclusionDownscale.x2; |
|||
public OcclusionSamples occlusionSamples = OcclusionSamples.x64; |
|||
*/ |
|||
|
|||
[Header("Other")] |
|||
public Cubemap skyHDRI = null; |
|||
// public Shader atmosphericShader = null;
|
|||
// public Shader occlusionShader = null;
|
|||
public float worldScaleExponent = 1.0f; |
|||
public float maxSkyDistance = 4000.0f; |
|||
public ScatterDebugMode debugMode = ScatterDebugMode.None; |
|||
|
|||
// Camera m_currentCamera;
|
|||
|
|||
// UnityEngine.Rendering.CommandBuffer m_occlusionCmdAfterShadows, m_occlusionCmdBeforeScreen;
|
|||
|
|||
void Awake() |
|||
{ |
|||
if (worldRayleighColorRamp == null) |
|||
{ |
|||
worldRayleighColorRamp = new Gradient(); |
|||
worldRayleighColorRamp.SetKeys( |
|||
new[] { new GradientColorKey(new Color(0.3f, 0.4f, 0.6f), 0f), |
|||
new GradientColorKey(new Color(0.5f, 0.6f, 0.8f), 1f) }, |
|||
new[] { new GradientAlphaKey(1f, 0f), |
|||
new GradientAlphaKey(1f, 1f) } |
|||
); |
|||
} |
|||
|
|||
if (worldMieColorRamp == null) |
|||
{ |
|||
worldMieColorRamp = new Gradient(); |
|||
worldMieColorRamp.SetKeys( |
|||
new[] { new GradientColorKey(new Color(0.95f, 0.75f, 0.5f), 0f), |
|||
new GradientColorKey(new Color(1f, 0.9f, 8.0f), 1f) }, |
|||
new[] { new GradientAlphaKey(1f, 0f), |
|||
new GradientAlphaKey(1f, 1f) } |
|||
); |
|||
} |
|||
} |
|||
|
|||
public void OnValidate() |
|||
{ |
|||
worldMieDensity = Mathf.Clamp(worldMieDensity, 0f, 1000f); |
|||
worldMiePhaseAnisotropy = Mathf.Clamp01(worldMiePhaseAnisotropy); |
|||
worldMieNearScatterPush = Mathf.Clamp(worldMieNearScatterPush, -200f, 300f); |
|||
worldNormalDistance = Mathf.Clamp(worldNormalDistance, 1f, 10000f); |
|||
worldRayleighDensity = Mathf.Clamp(worldRayleighDensity, 0, 1000f); |
|||
worldRayleighIndirectScatter = Mathf.Clamp(worldRayleighIndirectScatter, 0f, 1f); |
|||
worldRayleighNearScatterPush = Mathf.Clamp(worldRayleighNearScatterPush, -200f, 300f); |
|||
|
|||
heightMieDensity = Mathf.Clamp(heightMieDensity, 0, 1000f); |
|||
heightMieNearScatterPush = Mathf.Clamp(heightMieNearScatterPush, -200f, 300f); |
|||
heightNormalDistance = Mathf.Clamp(heightNormalDistance, 1f, 10000f); |
|||
heightRayleighDensity = Mathf.Clamp(heightRayleighDensity, 0, 1000f); |
|||
heightRayleighNearScatterPush = Mathf.Clamp(heightRayleighNearScatterPush, -200f, 300f); |
|||
|
|||
worldScaleExponent = Mathf.Clamp(worldScaleExponent, 1f, 2f); |
|||
maxSkyDistance = Mathf.Clamp(maxSkyDistance, 1.0f, 1000000.0f); |
|||
|
|||
/* |
|||
occlusionBias = Mathf.Clamp01(occlusionBias); |
|||
occlusionBiasClouds = Mathf.Clamp01(occlusionBiasClouds); |
|||
occlusionBiasIndirect = Mathf.Clamp01(occlusionBiasIndirect); |
|||
occlusionBiasSkyMie = Mathf.Clamp01(occlusionBiasSkyMie); |
|||
occlusionBiasSkyRayleigh = Mathf.Clamp01(occlusionBiasSkyRayleigh); |
|||
*/ |
|||
} |
|||
|
|||
public override SkyRenderer GetRenderer() |
|||
{ |
|||
return new BlacksmithSkyRenderer(this); |
|||
} |
|||
|
|||
public override int GetHashCode() |
|||
{ |
|||
int hash = base.GetHashCode(); |
|||
|
|||
unchecked |
|||
{ |
|||
hash = hash * 23 + worldMieColorIntensity.GetHashCode(); |
|||
hash = worldMieColorRamp != null ? hash * 23 + worldMieColorRamp.GetHashCode() : hash; |
|||
hash = hash * 23 + worldMieDensity.GetHashCode(); |
|||
hash = hash * 23 + worldMieExtinctionFactor.GetHashCode(); |
|||
hash = hash * 23 + worldMieNearScatterPush.GetHashCode(); |
|||
hash = hash * 23 + worldMiePhaseAnisotropy.GetHashCode(); |
|||
hash = hash * 23 + worldNormalDistance.GetHashCode(); |
|||
hash = hash * 23 + worldRayleighColorIntensity.GetHashCode(); |
|||
hash = worldRayleighColorRamp != null ? hash * 23 + worldRayleighColorRamp.GetHashCode() : hash; |
|||
hash = hash * 23 + worldRayleighDensity.GetHashCode(); |
|||
hash = hash * 23 + worldRayleighExtinctionFactor.GetHashCode(); |
|||
hash = hash * 23 + worldRayleighIndirectScatter.GetHashCode(); |
|||
hash = hash * 23 + worldRayleighNearScatterPush.GetHashCode(); |
|||
hash = hash * 23 + heightDistance.GetHashCode(); |
|||
hash = hash * 23 + heightExtinctionFactor.GetHashCode(); |
|||
hash = hash * 23 + heightMieDensity.GetHashCode(); |
|||
hash = hash * 23 + heightMieNearScatterPush.GetHashCode(); |
|||
hash = hash * 23 + heightNormalDistance.GetHashCode(); |
|||
hash = hash * 23 + heightPlaneShift.GetHashCode(); |
|||
hash = hash * 23 + heightRayleighColor.GetHashCode(); |
|||
hash = hash * 23 + heightRayleighDensity.GetHashCode(); |
|||
hash = hash * 23 + heightRayleighIntensity.GetHashCode(); |
|||
hash = hash * 23 + heightRayleighNearScatterPush.GetHashCode(); |
|||
hash = hash * 23 + heightSeaLevel.GetHashCode(); |
|||
|
|||
hash = skyHDRI != null ? hash * 23 + skyHDRI.GetHashCode() : hash; |
|||
|
|||
hash = hash * 23 + worldScaleExponent.GetHashCode(); |
|||
hash = hash * 23 + maxSkyDistance.GetHashCode(); |
|||
hash = hash * 23 + debugMode.GetHashCode(); |
|||
} |
|||
|
|||
return hash; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 54bcd1d5cb4984847971142e9444d2fb |
|||
timeCreated: 1481631764 |
|||
licenseType: Pro |
|||
MonoImporter: |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 00372bf7f144a724bba68a081fd79e78 |
|||
folderAsset: yes |
|||
timeCreated: 1481646149 |
|||
licenseType: Pro |
|||
DefaultImporter: |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using UnityEngine; |
|||
using UnityEditor; |
|||
|
|||
namespace UnityEngine.Experimental.Rendering.HDPipeline |
|||
{ |
|||
[CanEditMultipleObjects] |
|||
[CustomEditor(typeof(BlacksmithSkySettings))] |
|||
public class BlacksmithSkySettingsEditor : Editor |
|||
{ |
|||
private float heightFogHeight = 0.0f; |
|||
|
|||
private class Styles |
|||
{ |
|||
public readonly GUIContent skyHDRI = new GUIContent("HDRI"); |
|||
public readonly GUIContent skyResolution = new GUIContent("Resolution"); |
|||
public readonly GUIContent skyExposure = new GUIContent("Exposure"); |
|||
public readonly GUIContent skyRotation = new GUIContent("Rotation"); |
|||
public readonly GUIContent skyMultiplier = new GUIContent("Multiplier"); |
|||
public readonly GUIContent lightingOverride = new GUIContent("Lighting Override", "If a lighting override cubemap is provided, this cubemap will be used to compute lighting instead of the result from the visible sky."); |
|||
} |
|||
|
|||
private static Styles s_Styles = null; |
|||
private static Styles styles |
|||
{ |
|||
get |
|||
{ |
|||
if (s_Styles == null) |
|||
s_Styles = new Styles(); |
|||
return s_Styles; |
|||
} |
|||
} |
|||
|
|||
private SerializedProperty m_SkyHDRI; |
|||
private SerializedProperty m_SkyResolution; |
|||
private SerializedProperty m_SkyExposure; |
|||
private SerializedProperty m_SkyMultiplier; |
|||
private SerializedProperty m_SkyRotation; |
|||
private SerializedProperty m_LightingOverride; |
|||
|
|||
private SerializedProperty m_updateMode; |
|||
private SerializedProperty m_updatePeriod; |
|||
|
|||
private SerializedProperty m_worldScaleExponent; |
|||
private SerializedProperty m_maxSkyDistance; |
|||
|
|||
private SerializedProperty m_worldMieColorIntensity; |
|||
private SerializedProperty m_worldMieColorRamp; |
|||
private SerializedProperty m_worldMieDensity; |
|||
private SerializedProperty m_worldMieNearScatterPush; |
|||
private SerializedProperty m_worldMiePhaseAnisotropy; |
|||
|
|||
private SerializedProperty m_worldRayleighColorIntensity; |
|||
private SerializedProperty m_worldRayleighColorRamp; |
|||
private SerializedProperty m_worldRayleighDensity; |
|||
private SerializedProperty m_worldRayleighNearScatterPush; |
|||
|
|||
private SerializedProperty m_heightSeaLevel; |
|||
private SerializedProperty m_heightDistance; |
|||
private SerializedProperty m_heightMieDensity; |
|||
private SerializedProperty m_heightMieNearScatterPush; |
|||
private SerializedProperty m_heightRayleighColor; |
|||
private SerializedProperty m_heightRayleighDensity; |
|||
private SerializedProperty m_heightRayleighIntensity; |
|||
private SerializedProperty m_heightRayleighNearScatterPush; |
|||
|
|||
void OnEnable() |
|||
{ |
|||
m_SkyHDRI = serializedObject.FindProperty("skyHDRI"); |
|||
m_SkyResolution = serializedObject.FindProperty("resolution"); |
|||
m_SkyExposure = serializedObject.FindProperty("exposure"); |
|||
m_SkyMultiplier = serializedObject.FindProperty("multiplier"); |
|||
m_SkyRotation = serializedObject.FindProperty("rotation"); |
|||
m_updateMode = serializedObject.FindProperty("updateMode"); |
|||
m_updatePeriod = serializedObject.FindProperty("updatePeriod"); |
|||
m_LightingOverride = serializedObject.FindProperty("lightingOverride"); |
|||
|
|||
m_maxSkyDistance = serializedObject.FindProperty("maxSkyDistance"); |
|||
m_worldScaleExponent = serializedObject.FindProperty("worldScaleExponent"); |
|||
|
|||
m_worldMieColorIntensity = serializedObject.FindProperty("worldMieColorIntensity"); |
|||
m_worldMieColorRamp = serializedObject.FindProperty("worldMieColorRamp"); |
|||
m_worldMieDensity = serializedObject.FindProperty("worldMieDensity"); |
|||
m_worldMieNearScatterPush = serializedObject.FindProperty("worldMieNearScatterPush"); |
|||
m_worldMiePhaseAnisotropy = serializedObject.FindProperty("worldMiePhaseAnisotropy"); |
|||
|
|||
m_worldRayleighColorIntensity = serializedObject.FindProperty("worldRayleighColorIntensity"); |
|||
m_worldRayleighColorRamp = serializedObject.FindProperty("worldRayleighColorRamp"); |
|||
m_worldRayleighDensity = serializedObject.FindProperty("worldRayleighDensity"); |
|||
m_worldRayleighNearScatterPush = serializedObject.FindProperty("worldRayleighNearScatterPush"); |
|||
|
|||
m_heightSeaLevel = serializedObject.FindProperty("heightSeaLevel"); |
|||
m_heightDistance = serializedObject.FindProperty("heightDistance"); |
|||
m_heightMieDensity = serializedObject.FindProperty("heightMieDensity"); |
|||
m_heightMieNearScatterPush = serializedObject.FindProperty("heightMieNearScatterPush"); |
|||
m_heightRayleighColor = serializedObject.FindProperty("heightRayleighColor"); |
|||
m_heightRayleighDensity = serializedObject.FindProperty("heightRayleighDensity"); |
|||
m_heightRayleighIntensity = serializedObject.FindProperty("heightRayleighIntensity"); |
|||
m_heightRayleighNearScatterPush = serializedObject.FindProperty("heightRayleighNearScatterPush"); |
|||
} |
|||
|
|||
public override void OnInspectorGUI() |
|||
{ |
|||
serializedObject.Update(); |
|||
|
|||
EditorGUILayout.LabelField(new GUIContent("Skydome"), EditorStyles.boldLabel); |
|||
EditorGUILayout.PropertyField(m_SkyHDRI, styles.skyHDRI); |
|||
EditorGUILayout.PropertyField(m_SkyResolution, styles.skyResolution); |
|||
EditorGUILayout.PropertyField(m_SkyExposure, styles.skyExposure); |
|||
EditorGUILayout.PropertyField(m_SkyMultiplier, styles.skyMultiplier); |
|||
EditorGUILayout.PropertyField(m_SkyRotation, styles.skyRotation); |
|||
EditorGUILayout.PropertyField(m_updateMode); |
|||
EditorGUILayout.PropertyField(m_updatePeriod); |
|||
EditorGUILayout.PropertyField(m_LightingOverride, styles.lightingOverride); |
|||
|
|||
EditorGUILayout.Space(); |
|||
EditorGUILayout.LabelField(new GUIContent("Atmosphere"), EditorStyles.boldLabel); |
|||
EditorGUILayout.PropertyField(m_worldMieDensity, new GUIContent("Density")); |
|||
m_worldRayleighDensity.floatValue = m_worldMieDensity.floatValue; |
|||
EditorGUILayout.PropertyField(m_worldScaleExponent, new GUIContent("Global scale")); |
|||
EditorGUILayout.PropertyField(m_maxSkyDistance, new GUIContent("Sky distance")); |
|||
EditorGUILayout.Space(); |
|||
|
|||
EditorGUILayout.PropertyField(m_worldMieColorRamp); |
|||
EditorGUILayout.PropertyField(m_worldMieColorIntensity); |
|||
EditorGUILayout.PropertyField(m_worldMieNearScatterPush); |
|||
EditorGUILayout.PropertyField(m_worldMiePhaseAnisotropy); |
|||
EditorGUILayout.Space(); |
|||
|
|||
EditorGUILayout.PropertyField(m_worldRayleighColorRamp); |
|||
EditorGUILayout.PropertyField(m_worldRayleighColorIntensity); |
|||
//EditorGUILayout.PropertyField(m_worldRayleighDensity);
|
|||
EditorGUILayout.PropertyField(m_worldRayleighNearScatterPush); |
|||
|
|||
EditorGUILayout.Space(); |
|||
EditorGUILayout.LabelField(new GUIContent("Height fog"), EditorStyles.boldLabel); |
|||
|
|||
heightFogHeight = EditorGUILayout.FloatField(new GUIContent("Height"), heightFogHeight); |
|||
EditorGUILayout.PropertyField(m_heightDistance, new GUIContent("Falloff")); |
|||
|
|||
m_heightSeaLevel.floatValue = heightFogHeight + m_heightDistance.floatValue * 2.0f - 2.0f; |
|||
EditorGUILayout.PropertyField(m_heightMieDensity, new GUIContent("Density")); |
|||
m_heightRayleighDensity.floatValue = m_heightMieDensity.floatValue; |
|||
|
|||
EditorGUILayout.PropertyField(m_heightMieNearScatterPush); |
|||
EditorGUILayout.PropertyField(m_heightRayleighColor); |
|||
//EditorGUILayout.PropertyField(m_heightRayleighDensity);
|
|||
EditorGUILayout.PropertyField(m_heightRayleighIntensity); |
|||
EditorGUILayout.PropertyField(m_heightRayleighNearScatterPush); |
|||
|
|||
//base.DrawDefaultInspector();
|
|||
|
|||
serializedObject.ApplyModifiedProperties(); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 40b56ef8d02cefa49ab82e6b7df9266b |
|||
timeCreated: 1481635925 |
|||
licenseType: Pro |
|||
MonoImporter: |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 455c6cbc5c8be404c8ed6ff8b38d1155 |
|||
folderAsset: yes |
|||
timeCreated: 1481646141 |
|||
licenseType: Pro |
|||
DefaultImporter: |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
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