您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
129 行
4.8 KiB
129 行
4.8 KiB
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
|
|
}
|