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#ifndef FILE_ATMOSPHERICSCATTERING
#define FILE_ATMOSPHERICSCATTERING
#define ATMOSPHERICS_DBG_NONE 0
#define ATMOSPHERICS_DBG_SCATTERING 1
#define ATMOSPHERICS_DBG_OCCLUSION 2
#define ATMOSPHERICS_DBG_OCCLUDEDSCATTERING 3
#define ATMOSPHERICS_DBG_RAYLEIGH 4
#define ATMOSPHERICS_DBG_MIE 5
#define ATMOSPHERICS_DBG_HEIGHT 6
uniform int _AtmosphericsDebugMode;
uniform float3 _SunDirection;
uniform float _ShadowBias;
uniform float _ShadowBiasIndirect;
uniform float _ShadowBiasClouds;
uniform float2 _ShadowBiasSkyRayleighMie;
uniform float _OcclusionDepthThreshold;
uniform float4 _OcclusionTexture_TexelSize;
uniform float4 _DepthTextureScaledTexelSize;
uniform float _WorldScaleExponent;
uniform float _WorldNormalDistanceRcp;
uniform float _WorldRayleighNearScatterPush;
uniform float _WorldMieNearScatterPush;
uniform float _WorldRayleighDensity;
uniform float _WorldMieDensity;
uniform float3 _RayleighColorM20;
uniform float3 _RayleighColorM10;
uniform float3 _RayleighColorO00;
uniform float3 _RayleighColorP10;
uniform float3 _RayleighColorP20;
uniform float3 _RayleighColorP45;
uniform float3 _MieColorM20;
uniform float3 _MieColorO00;
uniform float3 _MieColorP20;
uniform float3 _MieColorP45;
uniform float _HeightNormalDistanceRcp;
uniform float _HeightMieNearScatterPush;
uniform float _HeightRayleighNearScatterPush;
uniform float _HeightRayleighDensity;
uniform float _HeightMieDensity;
uniform float _HeightSeaLevel;
uniform float3 _HeightPlaneShift;
uniform float _HeightDistanceRcp;
uniform float4 _HeightRayleighColor;
uniform float _HeightExtinctionFactor;
uniform float2 _RayleighInScatterPct;
uniform float _RayleighExtinctionFactor;
uniform float _MiePhaseAnisotropy;
uniform float _MieExtinctionFactor;
#define SRL_BilinearSampler sampler_MainDepthTexture // Used for all textures
TEXTURE2D(_OcclusionTexture);
float HenyeyGreensteinPhase(float g, float cosTheta) {
float gSqr = g * g;
float a1 = (1.f - gSqr);
float a2 = (2.f + gSqr);
float b1 = 1.f + cosTheta * cosTheta;
float b2 = pow(abs(1.f + gSqr - 2.f * g * cosTheta), 1.5f);
return (a1 / a2) * (b1 / b2);
}
float RayleighPhase(float cosTheta) {
const float f = 3.f / (16.f * PI);
return f + f * cosTheta * cosTheta;
}
float MiePhase(float cosTheta, float anisotropy) {
const float f = 3.f / (8.f * PI);
return f * HenyeyGreensteinPhase(anisotropy, cosTheta);
}
float HeightDensity(float h, float H) {
return exp(-h/H);
}
float3 WorldScale(float3 p) {
p.xz = sign(p.xz) * pow(abs(p.xz), _WorldScaleExponent);
return p;
}
void VolundTransferScatter(float3 worldPos, out float4 coords1, out float4 coords2, out float4 coords3) {
const float3 scaledWorldPos = WorldScale(worldPos);
const float3 worldCamPos = WorldScale(_WorldSpaceCameraPos.xyz);
const float c_MieScaleHeight = 1200.f;
const float worldRayleighDensity = 1.f;
const float worldMieDensity = HeightDensity(scaledWorldPos.y, c_MieScaleHeight);
const float3 worldVec = scaledWorldPos.xyz - worldCamPos.xyz;
const float worldVecLen = length(worldVec);
const float3 worldDir = worldVec / worldVecLen;
const float3 worldDirUnscaled = normalize(worldPos - _WorldSpaceCameraPos.xyz);
const float viewSunCos = dot(worldDirUnscaled, _SunDirection);
const float rayleighPh = min(1.f, RayleighPhase(viewSunCos) * 12.f);
const float miePh = MiePhase(viewSunCos, _MiePhaseAnisotropy);
const float angle20 = 0.324f / 1.5f;
const float angle10 = 0.174f / 1.5f;
const float angleY = worldDir.y * saturate(worldVecLen / 250.0);
float3 rayleighColor;
if(angleY >= angle10) rayleighColor = lerp(_RayleighColorP10, _RayleighColorP20, saturate((angleY - angle10) / (angle20 - angle10)));
else if(angleY >= 0.f) rayleighColor = lerp(_RayleighColorO00, _RayleighColorP10, angleY / angle10);
else if(angleY >= -angle10) rayleighColor = lerp(_RayleighColorM10, _RayleighColorO00, (angleY + angle10) / angle10);
else rayleighColor = lerp(_RayleighColorM20, _RayleighColorM10, saturate((angleY + angle20) / (angle20 - angle10)));
float3 mieColor;
if(angleY >= 0.f) mieColor = lerp(_MieColorO00, _MieColorP20, saturate(angleY / angle20));
else mieColor = lerp(_MieColorM20, _MieColorO00, saturate((angleY + angle20) / angle20));
const float pushedMieDistance = max(0.f, worldVecLen + _WorldMieNearScatterPush);
const float pushedRayleighDistance = max(0.f, worldVecLen + _WorldRayleighNearScatterPush);
const float pushedMieDensity = /*HeightDensity **/ pushedMieDistance /** exp(-scaledWorldPos.y / 8000.f)*/;
const float pushedRayleighDensity = /*HeightDensity **/ pushedRayleighDistance /** exp(-scaledWorldPos.y / 8000.f)*/;
const float rayleighScatter = (1.f - exp(_WorldRayleighDensity * pushedRayleighDensity)) * rayleighPh;
#ifdef IS_RENDERING_SKY
const float mieScatter = (1.f - exp(_WorldMieDensity * pushedMieDensity));
#else
const float mieScatter = (1.f - exp(_WorldMieDensity * pushedMieDensity)) * miePh;
#endif
const float heightShift = dot(worldVec, _HeightPlaneShift);
const float heightScaledOffset = (scaledWorldPos.y - heightShift - _HeightSeaLevel) * _HeightDistanceRcp;
const float HeightDensity = exp(-heightScaledOffset);
const float pushedRayleighHeightDistance = max(0.f, worldVecLen + _HeightRayleighNearScatterPush);
const float pushedMieHeightDistance = max(0.f, worldVecLen + _HeightMieNearScatterPush);
const float heightRayleighScatter = (1.f - exp(_HeightRayleighDensity * pushedRayleighHeightDistance)) * HeightDensity;
#ifdef IS_RENDERING_SKY
const float heightMieScatter = (1.f - exp(_HeightMieDensity * pushedMieHeightDistance)) * HeightDensity;
#else
const float heightMieScatter = (1.f - exp(_HeightMieDensity * pushedMieHeightDistance)) * HeightDensity * miePh;
#endif
rayleighColor = lerp(Luminance(rayleighColor).rrr, rayleighColor, saturate(pushedRayleighDistance * _WorldNormalDistanceRcp));
float3 heightRayleighColor = lerp(Luminance(_HeightRayleighColor.xyz).rrr, _HeightRayleighColor.xyz, saturate(pushedRayleighHeightDistance * _HeightNormalDistanceRcp));
coords1.rgb = rayleighScatter * rayleighColor;
coords1.a = rayleighScatter;
coords3.rgb = saturate(heightRayleighScatter) * heightRayleighColor;
coords3.a = heightRayleighScatter;
coords2.rgb = mieScatter * mieColor + saturate(heightMieScatter) * mieColor;
coords2.a = mieScatter;
}
void VolundTransferScatter(float3 worldPos, out float4 coords1) {
float4 c1, c2, c3;
VolundTransferScatter(worldPos, c1, c2, c3);
#ifdef IS_RENDERING_SKY
coords1.rgb = c3.rgb;
coords1.a = max(0.f, 1.f - c3.a * _HeightExtinctionFactor);
#else
coords1.rgb = c1.rgb;
coords1.rgb += c3.rgb;
coords1.a = max(0.f, 1.f - c1.a * _RayleighExtinctionFactor - c3.a * _HeightExtinctionFactor);
#endif
coords1.rgb += c2.rgb;
coords1.a *= max(0.f, 1.f - c2.a * _MieExtinctionFactor);
#ifdef ATMOSPHERICS_DEBUG
if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_RAYLEIGH)
coords1.rgb = c1.rgb;
else if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_MIE)
coords1.rgb = c2.rgb;
else if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_HEIGHT)
coords1.rgb = c3.rgb;
#endif
}
float2 UVFromPos(float2 pos) {
#if defined(UNITY_PASS_FORWARDBASE)
return pos;
#else
return pos * _ScreenSize.zw;
#endif
}
float3 VolundApplyScatter(float4 coords1, float2 pos, float3 color) {
#ifdef ATMOSPHERICS_DEBUG
if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_OCCLUSION)
return 1;
else if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_SCATTERING || _AtmosphericsDebugMode == ATMOSPHERICS_DBG_OCCLUDEDSCATTERING)
return coords1.rgb;
else if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_RAYLEIGH || _AtmosphericsDebugMode == ATMOSPHERICS_DBG_MIE || _AtmosphericsDebugMode == ATMOSPHERICS_DBG_HEIGHT)
return coords1.rgb;
#endif
return color * coords1.a + coords1.rgb;
}
float3 VolundApplyScatterAdd(float coords1, float3 color) {
return color * coords1;
}
void VolundTransferScatterOcclusion(float3 worldPos, out float4 coords1, out float3 coords2) {
float4 c1, c2, c3;
VolundTransferScatter(worldPos, c1, c2, c3);
coords1.rgb = c1.rgb * _RayleighInScatterPct.x;
coords1.a = max(0.f, 1.f - c1.a * _RayleighExtinctionFactor - c3.a * _HeightExtinctionFactor);
coords1.rgb += c2.rgb;
coords1.a *= max(0.f, 1.f - c2.a * _MieExtinctionFactor);
coords2.rgb = c3.rgb + c1.rgb * _RayleighInScatterPct.y;
#ifdef ATMOSPHERICS_DEBUG
if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_RAYLEIGH)
coords1.rgb = c1.rgb;
else if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_MIE)
coords1.rgb = c2.rgb;
else if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_HEIGHT)
coords1.rgb = c3.rgb;
#endif
}
float VolundSampleScatterOcclusion(float2 pos) {
#if defined(ATMOSPHERICS_OCCLUSION)
float2 uv = UVFromPos(pos);
#if defined(ATMOSPHERICS_OCCLUSION_EDGE_FIXUP)
float4 baseUV = float4(uv.x, uv.y, 0.f, 0.f);
float cDepth = SAMPLE_TEXTURE2D_LOD(_CMainDepthTexture, SRL_BilinearSampler, baseUV, 0.f).r;
cDepth = LinearEyeDepth(cDepth, _ZBufferParams);
float4 xDepth;
baseUV.xy = uv + _DepthTextureScaledTexelSize.zy; xDepth.x = SAMPLE_TEXTURE2D_LOD(_MainDepthTexture, SRL_BilinearSampler, baseUV);
baseUV.xy = uv + _DepthTextureScaledTexelSize.xy; xDepth.y = SAMPLE_TEXTURE2D_LOD(_MainDepthTexture, SRL_BilinearSampler, baseUV);
baseUV.xy = uv + _DepthTextureScaledTexelSize.xw; xDepth.z = SAMPLE_TEXTURE2D_LOD(_MainDepthTexture, SRL_BilinearSampler, baseUV);
baseUV.xy = uv + _DepthTextureScaledTexelSize.zw; xDepth.w = SAMPLE_TEXTURE2D_LOD(_MainDepthTexture, SRL_BilinearSampler, baseUV);
xDepth.x = LinearEyeDepth(xDepth.x, _ZBufferParams);
xDepth.y = LinearEyeDepth(xDepth.y, _ZBufferParams);
xDepth.z = LinearEyeDepth(xDepth.z, _ZBufferParams);
xDepth.w = LinearEyeDepth(xDepth.w, _ZBufferParams);
float4 diffDepth = xDepth - cDepth.rrrr;
float4 maskDepth = abs(diffDepth) < _OcclusionDepthThreshold;
float maskWeight = dot(maskDepth, maskDepth);
UNITY_BRANCH
if(maskWeight == 4.f || maskWeight == 0.f) {
return SAMPLE_TEXTURE2D_LOD(_OcclusionTexture, SRL_BilinearSampler, uv, 0.f).r;
} else {
float4 occ = GATHER_TEXTURE2D(_OcclusionTexture, SRL_BilinearSampler, uv);
float4 fWeights;
fWeights.xy = frac(uv * _OcclusionTexture_TexelSize.zw - 0.5f);
fWeights.zw = float2(1.f, 1.f) - fWeights.xy;
float4 mfWeights = float4(fWeights.z * fWeights.y, fWeights.x * fWeights.y, fWeights.x * fWeights.w, fWeights.z * fWeights.w);
return dot(occ, mfWeights * maskDepth) / dot(mfWeights, maskDepth);
}
#else
return SAMPLE_TEXTURE2D(_OcclusionTexture, SRL_BilinearSampler, uv).r;
#endif
#else //defined(ATMOSPHERICS_OCCLUSION)
return 1.f;
#endif //defined(ATMOSPHERICS_OCCLUSION)
}
float3 VolundApplyScatterOcclusion(float4 coords1, float3 coords2, float2 pos, float3 color) {
float occlusion = VolundSampleScatterOcclusion(pos);
#ifdef ATMOSPHERICS_DEBUG
if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_SCATTERING)
return coords1.rgb + coords2.rgb;
else if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_OCCLUSION)
return occlusion;
else if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_OCCLUDEDSCATTERING)
return coords1.rgb * min(1.f, occlusion + _ShadowBias) + coords2.rgb * min(1.f, occlusion + _ShadowBiasIndirect);
else if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_RAYLEIGH || _AtmosphericsDebugMode == ATMOSPHERICS_DBG_MIE || _AtmosphericsDebugMode == ATMOSPHERICS_DBG_HEIGHT)
return coords1.rgb;
#endif
return
color * coords1.a
+ coords1.rgb * min(1.f, occlusion + _ShadowBias) + coords2.rgb * min(1.f, occlusion + _ShadowBiasIndirect);
;
}
float VolundCloudOcclusion(float2 pos) {
#if defined(ATMOSPHERICS_OCCLUSION)
return min(1.f, VolundSampleScatterOcclusion(pos) + _ShadowBiasClouds);
#else
return 1.f;
#endif
}
float4 VolundApplyCloudScatter(float4 coords1, float4 color) {
#if defined(DBG_ATMOSPHERICS_SCATTERING) || defined(DBG_ATMOSPHERICS_OCCLUDEDSCATTERING)
return float4(coords1.rgb, color.a);
#elif defined(DBG_ATMOSPHERICS_OCCLUSION)
return 1;
#endif
color.rgb = color.rgb * coords1.a + coords1.rgb;
return color;
}
float4 VolundApplyCloudScatterOcclusion(float4 coords1, float3 coords2, float2 pos, float4 color) {
float occlusion = VolundSampleScatterOcclusion(pos);
#ifdef ATMOSPHERICS_OCCLUSION_DEBUG2
color.rgb = coords1.rgb * min(1.f, occlusion + _ShadowBias) + coords2.rgb * min(1.f, occlusion + _ShadowBiasIndirect);
return color;
#endif
#ifdef ATMOSPHERICS_OCCLUSION_DEBUG
return occlusion;
#endif
color.rgb = color.rgb * coords1.a + coords1.rgb * min(1.f, occlusion + _ShadowBias) + coords2.rgb * min(1.f, occlusion + _ShadowBiasIndirect);
float cloudOcclusion = min(1.f, occlusion + _ShadowBiasClouds);
color.a *= cloudOcclusion;
return color;
}
// Original vert/frag macros
#if defined(ATMOSPHERICS_OCCLUSION)
#define VOLUND_SCATTER_COORDS(idx1, idx2) float4 scatterCoords1 : TEXCOORD##idx1; float3 scatterCoords2 : TEXCOORD##idx2;
#if defined(ATMOSPHERICS_PER_PIXEL)
#define VOLUND_TRANSFER_SCATTER(pos, o) o.scatterCoords1 = pos.xyzz; o.scatterCoords2 = pos.xyz;
#define VOLUND_APPLY_SCATTER(i, color) VolundTransferScatterOcclusion(i.scatterCoords1.xyz, i.scatterCoords1, i.scatterCoords2); color = VolundApplyScatterOcclusion(i.scatterCoords1, i.scatterCoords2, i.pos.xy, color)
#define VOLUND_CLOUD_SCATTER(i, color) VolundTransferScatterOcclusion(i.scatterCoords1.xyz, i.scatterCoords1, i.scatterCoords2); color = VolundApplyCloudScatterOcclusion(i.scatterCoords1, i.scatterCoords2, i.pos.xy, color)
#else
#define VOLUND_TRANSFER_SCATTER(pos, o) VolundTransferScatterOcclusion(pos, o.scatterCoords1, o.scatterCoords2)
#define VOLUND_APPLY_SCATTER(i, color) color = VolundApplyScatterOcclusion(i.scatterCoords1, i.scatterCoords2, i.pos.xy, color)
#define VOLUND_CLOUD_SCATTER(i, color) color = VolundApplyCloudScatterOcclusion(i.scatterCoords1, i.scatterCoords2, i.pos.xy, color)
#endif
#else
#define VOLUND_SCATTER_COORDS(idx1, idx2) float4 scatterCoords1 : TEXCOORD##idx1;
#if defined(ATMOSPHERICS_PER_PIXEL)
#define VOLUND_TRANSFER_SCATTER(pos, o) o.scatterCoords1 = pos.xyzz;
#define VOLUND_APPLY_SCATTER(i, color) VolundTransferScatter(i.scatterCoords1.xyz, i.scatterCoords1); color = VolundApplyScatter(i.scatterCoords1, i.pos.xy, color);
#define VOLUND_CLOUD_SCATTER(i, color) VolundTransferScatter(i.scatterCoords1.xyz, i.scatterCoords1); color = VolundApplyCloudScatter(i.scatterCoords1, color);
#else
#define VOLUND_TRANSFER_SCATTER(pos, o) VolundTransferScatter(pos, o.scatterCoords1)
#define VOLUND_APPLY_SCATTER(i, color) color = VolundApplyScatter(i.scatterCoords1, i.pos.xy, color)
#define VOLUND_CLOUD_SCATTER(i, color) color = VolundApplyCloudScatter(i.scatterCoords1, color)
#endif
#endif
#if !defined(SURFACE_SCATTER_COORDS)
/* surface shader analysis currently forces us to include stuff even when unused */
/* we also have to convince the analyzer to not optimize out stuff we need */
#define SURFACE_SCATTER_COORDS float3 worldPos; float4 scatterCoords1; float3 scatterCoords2;
#define SURFACE_SCATTER_TRANSFER(pos, o) o.scatterCoords1.r = o.scatterCoords2.r = pos.x;
#define SURFACE_SCATTER_APPLY(i, color) color += (i.worldPos + i.scatterCoords1.xyz + i.scatterCoords2.xyz) * 0.000001f
#endif
#endif //FILE_ATMOSPHERICSCATTERING