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73 行
2.4 KiB
73 行
2.4 KiB
#ifndef UNITY_ATMOSPHERIC_SCATTERING_INCLUDED
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#define UNITY_ATMOSPHERIC_SCATTERING_INCLUDED
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#include "../../../Core/ShaderLibrary/VolumeRendering.hlsl"
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#include "AtmosphericScattering.cs.hlsl"
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#include "../SkyVariables.hlsl"
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#include "../../ShaderVariables.hlsl"
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CBUFFER_START(AtmosphericScattering)
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float _AtmosphericScatteringType;
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// Common
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float _FogColorMode;
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float4 _FogColor;
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float4 _MipFogParameters;
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// Linear fog
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float4 _LinearFogParameters;
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// Exp fog
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float4 _ExpFogParameters;
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CBUFFER_END
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#define _MipFogNear _MipFogParameters.x
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#define _MipFogFar _MipFogParameters.y
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#define _MipFogMaxMip _MipFogParameters.z
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#define _LinearFogStart _LinearFogParameters.x
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#define _LinearFogEnd _LinearFogParameters.y
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#define _LinearFogOneOverRange _LinearFogParameters.z
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#define _LinearFogDensity _LinearFogParameters.w
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#define _ExpFogDistance _ExpFogParameters.x
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#define _ExpFogDensity _ExpFogParameters.y
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float3 GetFogColor(PositionInputs posInput)
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{
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if (_FogColorMode == FOGCOLORMODE_CONSTANT_COLOR)
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{
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return _FogColor.rgb;
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}
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else if (_FogColorMode == FOGCOLORMODE_SKY_COLOR)
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{
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// Based on Uncharted 4 "Mip Sky Fog" trick: http://advances.realtimerendering.com/other/2016/naughty_dog/NaughtyDog_TechArt_Final.pdf
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float mipLevel = (1.0 - _MipFogMaxMip * saturate((posInput.depthVS - _MipFogNear) / (_MipFogFar - _MipFogNear))) * _SkyTextureMipCount;
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float3 dir = normalize(posInput.positionWS - GetPrimaryCameraPosition());
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return SampleSkyTexture(dir, mipLevel).rgb;
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}
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else // Should not be possible.
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return float3(0.0, 0.0, 0.0);
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}
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// Returns fog color in rgb and fog factor in alpha.
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float4 EvaluateAtmosphericScattering(PositionInputs posInput)
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{
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if (_AtmosphericScatteringType == FOGTYPE_EXPONENTIAL)
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{
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float3 fogColor = GetFogColor(posInput);
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float fogFactor = _ExpFogDensity * (1.0f - Transmittance(OpticalDepthHomogeneous(1.0f / _ExpFogDistance, posInput.depthVS)));
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return float4(fogColor, fogFactor);
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}
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else if (_AtmosphericScatteringType == FOGTYPE_LINEAR)
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{
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float3 fogColor = GetFogColor(posInput);
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float fogFactor = _LinearFogDensity * saturate((posInput.depthVS - _LinearFogStart) * _LinearFogOneOverRange);
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return float4(fogColor, fogFactor);
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}
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else // NONE
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{
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return float4(0.0, 0.0, 0.0, 0.0);
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}
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}
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#endif
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