mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-12-02 01:47:58 +01:00
192 lines
4.4 KiB
Text
192 lines
4.4 KiB
Text
Shader "Hidden/GlobalFog" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "black" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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uniform sampler2D _MainTex;
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uniform sampler2D_float _CameraDepthTexture;
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// x = fog height
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// y = FdotC (CameraY-FogHeight)
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// z = k (FdotC > 0.0)
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// w = a/2
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uniform float4 _HeightParams;
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// x = start distance
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uniform float4 _DistanceParams;
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int4 _SceneFogMode; // x = fog mode, y = use radial flag
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float4 _SceneFogParams;
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#ifndef UNITY_APPLY_FOG
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half4 unity_FogColor;
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half4 unity_FogDensity;
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#endif
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uniform float4 _MainTex_TexelSize;
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// for fast world space reconstruction
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uniform float4x4 _FrustumCornersWS;
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uniform float4 _CameraWS;
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struct appdata_fog
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{
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float4 vertex : POSITION;
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half2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float2 uv_depth : TEXCOORD1;
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float4 interpolatedRay : TEXCOORD2;
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};
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v2f vert (appdata_fog v)
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{
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v2f o;
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v.vertex.z = 0.1;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord.xy;
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o.uv_depth = v.texcoord.xy;
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0)
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o.uv.y = 1-o.uv.y;
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#endif
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int frustumIndex = v.texcoord.x + (2 * o.uv.y);
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o.interpolatedRay = _FrustumCornersWS[frustumIndex];
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o.interpolatedRay.w = frustumIndex;
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return o;
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}
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// Applies one of standard fog formulas, given fog coordinate (i.e. distance)
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half ComputeFogFactor (float coord)
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{
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float fogFac = 0.0;
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if (_SceneFogMode.x == 1) // linear
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{
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// factor = (end-z)/(end-start) = z * (-1/(end-start)) + (end/(end-start))
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fogFac = coord * _SceneFogParams.z + _SceneFogParams.w;
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}
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if (_SceneFogMode.x == 2) // exp
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{
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// factor = exp(-density*z)
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fogFac = _SceneFogParams.y * coord; fogFac = exp2(-fogFac);
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}
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if (_SceneFogMode.x == 3) // exp2
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{
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// factor = exp(-(density*z)^2)
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fogFac = _SceneFogParams.x * coord; fogFac = exp2(-fogFac*fogFac);
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}
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return saturate(fogFac);
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}
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// Distance-based fog
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float ComputeDistance (float3 camDir, float zdepth)
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{
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float dist;
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if (_SceneFogMode.y == 1)
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dist = length(camDir);
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else
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dist = zdepth * _ProjectionParams.z;
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// Built-in fog starts at near plane, so match that by
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// subtracting the near value. Not a perfect approximation
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// if near plane is very large, but good enough.
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dist -= _ProjectionParams.y;
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return dist;
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}
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// Linear half-space fog, from https://www.terathon.com/lengyel/Lengyel-UnifiedFog.pdf
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float ComputeHalfSpace (float3 wsDir)
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{
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float3 wpos = _CameraWS + wsDir;
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float FH = _HeightParams.x;
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float3 C = _CameraWS;
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float3 V = wsDir;
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float3 P = wpos;
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float3 aV = _HeightParams.w * V;
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float FdotC = _HeightParams.y;
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float k = _HeightParams.z;
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float FdotP = P.y-FH;
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float FdotV = wsDir.y;
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float c1 = k * (FdotP + FdotC);
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float c2 = (1-2*k) * FdotP;
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float g = min(c2, 0.0);
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g = -length(aV) * (c1 - g * g / abs(FdotV+1.0e-5f));
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return g;
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}
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half4 ComputeFog (v2f i, bool distance, bool height) : SV_Target
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{
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half4 sceneColor = tex2D(_MainTex, UnityStereoTransformScreenSpaceTex(i.uv));
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// Reconstruct world space position & direction
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// towards this screen pixel.
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float rawDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoTransformScreenSpaceTex(i.uv_depth));
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float dpth = Linear01Depth(rawDepth);
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float4 wsDir = dpth * i.interpolatedRay;
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float4 wsPos = _CameraWS + wsDir;
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// Compute fog distance
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float g = _DistanceParams.x;
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if (distance)
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g += ComputeDistance (wsDir, dpth);
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if (height)
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g += ComputeHalfSpace (wsDir);
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// Compute fog amount
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half fogFac = ComputeFogFactor (max(0.0,g));
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// Do not fog skybox
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if (dpth == _DistanceParams.y)
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fogFac = 1.0;
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//return fogFac; // for debugging
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// Lerp between fog color & original scene color
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// by fog amount
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return lerp (unity_FogColor, sceneColor, fogFac);
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}
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ENDCG
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SubShader
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{
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ZTest Always Cull Off ZWrite Off Fog { Mode Off }
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// 0: distance + height
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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half4 frag (v2f i) : SV_Target { return ComputeFog (i, true, true); }
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ENDCG
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}
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// 1: distance
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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half4 frag (v2f i) : SV_Target { return ComputeFog (i, true, false); }
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ENDCG
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}
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// 2: height
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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half4 frag (v2f i) : SV_Target { return ComputeFog (i, false, true); }
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ENDCG
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}
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}
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Fallback off
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}
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