Shader "Hidden/HDRenderLoop/SkyHDRI" { SubShader { Pass { ZWrite Off ZTest LEqual Blend One Zero HLSLPROGRAM #pragma target 5.0 #pragma only_renderers d3d11 // TEMP: unitl we go futher in dev #pragma vertex Vert #pragma fragment Frag #pragma multi_compile _ ATMOSPHERICS_DEBUG #pragma multi_compile _ ATMOSPHERICS_OCCLUSION_FULLSKY #pragma multi_compile _ PERFORM_SKY_OCCLUSION_TEST #ifndef PERFORM_SKY_OCCLUSION_TEST #define IS_RENDERING_SKY #endif #include "Color.hlsl" #include "Common.hlsl" #include "CommonLighting.hlsl" #include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl" #include "AtmosphericScattering.hlsl" TEXTURECUBE(_Cubemap); SAMPLERCUBE(sampler_Cubemap); float4x4 _InvViewProjMatrix; float4 _SkyParam; // x exposure, y multiplier, z rotation struct Attributes { float3 positionCS : POSITION; float3 eyeVector : NORMAL; }; struct Varyings { float4 positionCS : SV_POSITION; float3 eyeVector : TEXCOORD0; }; Varyings Vert(Attributes input) { // TODO: implement SV_vertexID full screen quad Varyings output; output.positionCS = float4(input.positionCS.xy, UNITY_RAW_FAR_CLIP_VALUE, 1.0); output.eyeVector = input.eyeVector; return output; } float4 Frag(Varyings input) : SV_Target { float3 dir = normalize(input.eyeVector); // 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)); /* Coordinate coord = GetCoordinate(input.positionCS.xy, _ScreenSize.zw); // If the sky box is too far away (depth set to 0), the resulting look is too foggy. const float skyDepth = 0.01; #ifdef PERFORM_SKY_OCCLUSION_TEST // Determine whether the sky is occluded by the scene geometry. // Do not perform blending with the environment map if the sky is occluded. float rawDepth = max(skyDepth, LOAD_TEXTURE2D(_CameraDepthTexture, coord.unPositionSS).r); float skyTexWeight = (rawDepth > skyDepth) ? 0.0 : 1.0; #else float rawDepth = skyDepth; float skyTexWeight = 1.0; #endif float3 positionWS = UnprojectToWorld(rawDepth, coord.positionSS, _InvViewProjMatrix); float4 c1, c2, c3; VolundTransferScatter(positionWS, c1, c2, c3); float4 coord1 = float4(c1.rgb + c3.rgb, max(0.f, 1.f - c1.a - c3.a)); float3 coord2 = c2.rgb; float sunCos = dot(normalize(dir), _SunDirection); float miePh = MiePhase(sunCos, _MiePhaseAnisotropy); float2 occlusion = float2(1.0, 1.0); // TODO. float extinction = coord1.a; float3 scatter = coord1.rgb * occlusion.x + coord2 * miePh * occlusion.y; #ifdef ATMOSPHERICS_DEBUG switch (_AtmosphericsDebugMode) { case ATMOSPHERICS_DBG_RAYLEIGH: return c1; case ATMOSPHERICS_DBG_MIE: return c2 * miePh; case ATMOSPHERICS_DBG_HEIGHT: return c3; case ATMOSPHERICS_DBG_SCATTERING: return float4(scatter, 0.0); case ATMOSPHERICS_DBG_OCCLUSION: return float4(occlusion.xy, 0.0, 0.0); case ATMOSPHERICS_DBG_OCCLUDEDSCATTERING: return float4(scatter, 0.0); } #endif */ float3 skyColor = ClampToFloat16Max(SAMPLE_TEXTURECUBE_LOD(_Cubemap, sampler_Cubemap, dir, 0).rgb * exp2(_SkyParam.x) * _SkyParam.y); return float4(skyColor, 1.0); // Apply extinction to the scene color when performing alpha-blending. //return float4(skyColor * (skyTexWeight * extinction) + scatter, extinction); } ENDHLSL } } Fallback Off }