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140 行
5.1 KiB

Shader "Hidden/HDRenderLoop/Sky/SkyProcedural"
{
SubShader
{
Pass
{
ZWrite Off
ZTest LEqual
Blend One OneMinusSrcAlpha, Zero One
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 _ PERFORM_SKY_OCCLUSION_TEST
#include "Color.hlsl"
#include "Common.hlsl"
#include "CommonLighting.hlsl"
TEXTURECUBE(_Cubemap);
SAMPLERCUBE(sampler_Cubemap);
// x exposure, y multiplier, z rotation
float4 _SkyParam;
// x = width, y = height, z = 1.0/width, w = 1.0/height
float4 _ScreenSize;
float4 _CameraPosWS;
float4x4 _InvViewProjMatrix;
float4x4 _ViewProjMatrix;
#define IS_RENDERING_SKY
#include "AtmosphericScattering.hlsl"
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));
// input.positionCS is SV_Position
PositionInputs posInput = GetPositionInput(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 = 0.002;
#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, posInput.unPositionSS).r);
float skyTexWeight = (rawDepth > skyDepth) ? 0.0 : 1.0;
#else
float rawDepth = skyDepth;
float skyTexWeight = 1.0;
#endif
UpdatePositionInput(rawDepth, _InvViewProjMatrix, _ViewProjMatrix, posInput);
float4 c1, c2, c3;
VolundTransferScatter(posInput.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 = float3(0.0, 0.0, 0.0);
float opacity = extinction;
if (skyTexWeight == 1.0)
{
skyColor = SAMPLE_TEXTURECUBE_LOD(_Cubemap, sampler_Cubemap, dir, 0).rgb;
skyColor *= exp2(_SkyParam.x) * _SkyParam.y;
opacity = 1.0; // Fully overwrite unoccluded scene regions.
}
float3 atmosphereColor = ClampToFloat16Max(skyColor * extinction + scatter);
// Apply the atmosphere on top of the scene using premultiplied alpha blending.
return float4(atmosphereColor, opacity);
}
ENDHLSL
}
}
Fallback Off
}