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140 行
5.1 KiB
140 行
5.1 KiB
Shader "Hidden/HDRenderLoop/Sky/SkyProcedural"
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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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ZWrite Off
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ZTest LEqual
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Blend One OneMinusSrcAlpha, Zero One
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HLSLPROGRAM
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#pragma target 5.0
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#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
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#pragma vertex Vert
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#pragma fragment Frag
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#pragma multi_compile _ ATMOSPHERICS_DEBUG
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#pragma multi_compile _ PERFORM_SKY_OCCLUSION_TEST
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#include "Color.hlsl"
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#include "Common.hlsl"
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#include "CommonLighting.hlsl"
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TEXTURECUBE(_Cubemap);
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SAMPLERCUBE(sampler_Cubemap);
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// x exposure, y multiplier, z rotation
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float4 _SkyParam;
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// x = width, y = height, z = 1.0/width, w = 1.0/height
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float4 _ScreenSize;
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float4 _CameraPosWS;
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float4x4 _InvViewProjMatrix;
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float4x4 _ViewProjMatrix;
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#define IS_RENDERING_SKY
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#include "AtmosphericScattering.hlsl"
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struct Attributes
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{
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float3 positionCS : POSITION;
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float3 eyeVector : NORMAL;
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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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float3 eyeVector : TEXCOORD0;
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};
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Varyings Vert(Attributes input)
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{
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// TODO: implement SV_vertexID full screen quad
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Varyings output;
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output.positionCS = float4(input.positionCS.xy, UNITY_RAW_FAR_CLIP_VALUE, 1.0);
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output.eyeVector = input.eyeVector;
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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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float3 dir = normalize(input.eyeVector);
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// Rotate direction
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float phi = DegToRad(_SkyParam.z);
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float cosPhi, sinPhi;
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sincos(phi, sinPhi, cosPhi);
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float3 rotDirX = float3(cosPhi, 0, -sinPhi);
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float3 rotDirY = float3(sinPhi, 0, cosPhi);
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dir = float3(dot(rotDirX, dir), dir.y, dot(rotDirY, dir));
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// input.positionCS is SV_Position
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PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw);
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// If the sky box is too far away (depth set to 0), the resulting look is too foggy.
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const float skyDepth = 0.002;
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#ifdef PERFORM_SKY_OCCLUSION_TEST
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// Determine whether the sky is occluded by the scene geometry.
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// Do not perform blending with the environment map if the sky is occluded.
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float rawDepth = max(skyDepth, LOAD_TEXTURE2D(_CameraDepthTexture, posInput.unPositionSS).r);
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float skyTexWeight = (rawDepth > skyDepth) ? 0.0 : 1.0;
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#else
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float rawDepth = skyDepth;
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float skyTexWeight = 1.0;
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#endif
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UpdatePositionInput(rawDepth, _InvViewProjMatrix, _ViewProjMatrix, posInput);
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float4 c1, c2, c3;
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VolundTransferScatter(posInput.positionWS, c1, c2, c3);
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float4 coord1 = float4(c1.rgb + c3.rgb, max(0.f, 1.f - c1.a - c3.a));
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float3 coord2 = c2.rgb;
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float sunCos = dot(normalize(dir), _SunDirection);
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float miePh = MiePhase(sunCos, _MiePhaseAnisotropy);
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float2 occlusion = float2(1.0, 1.0); // TODO.
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float extinction = coord1.a;
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float3 scatter = coord1.rgb * occlusion.x + coord2 * miePh * occlusion.y;
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#ifdef ATMOSPHERICS_DEBUG
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switch (_AtmosphericsDebugMode)
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{
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case ATMOSPHERICS_DBG_RAYLEIGH: return c1;
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case ATMOSPHERICS_DBG_MIE: return c2 * miePh;
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case ATMOSPHERICS_DBG_HEIGHT: return c3;
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case ATMOSPHERICS_DBG_SCATTERING: return float4(scatter, 0.0);
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case ATMOSPHERICS_DBG_OCCLUSION: return float4(occlusion.xy, 0.0, 0.0);
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case ATMOSPHERICS_DBG_OCCLUDEDSCATTERING: return float4(scatter, 0.0);
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}
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#endif
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float3 skyColor = float3(0.0, 0.0, 0.0);
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float opacity = extinction;
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if (skyTexWeight == 1.0)
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{
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skyColor = SAMPLE_TEXTURECUBE_LOD(_Cubemap, sampler_Cubemap, dir, 0).rgb;
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skyColor *= exp2(_SkyParam.x) * _SkyParam.y;
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opacity = 1.0; // Fully overwrite unoccluded scene regions.
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}
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float3 atmosphereColor = ClampToFloat16Max(skyColor * extinction + scatter);
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// Apply the atmosphere on top of the scene using premultiplied alpha blending.
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return float4(atmosphereColor, opacity);
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}
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ENDHLSL
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}
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}
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Fallback Off
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}
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