Browse Source

Fog added

master
MB 5 years ago
parent
commit
8800eab34a
512 changed files with 427414 additions and 123 deletions
  1. +2
    -2
      Assets/Animations/Character_Animate.fbx.meta
  2. +38
    -0
      Assets/Bezier.cs
  3. +11
    -0
      Assets/Bezier.cs.meta
  4. +5
    -0
      Assets/BezierControlPointMode.cs
  5. +11
    -0
      Assets/BezierControlPointMode.cs.meta
  6. +27
    -0
      Assets/BezierCurve.cs
  7. +11
    -0
      Assets/BezierCurve.cs.meta
  8. +199
    -0
      Assets/BezierSpline.cs
  9. +11
    -0
      Assets/BezierSpline.cs.meta
  10. +1
    -1
      Assets/Editor.meta
  11. +54
    -0
      Assets/Editor/BezierCurveInspector.cs
  12. +11
    -0
      Assets/Editor/BezierCurveInspector.cs.meta
  13. +115
    -0
      Assets/Editor/BezierSplineInspector.cs
  14. +11
    -0
      Assets/Editor/BezierSplineInspector.cs.meta
  15. +31
    -0
      Assets/Editor/LineInspector.cs
  16. +11
    -0
      Assets/Editor/LineInspector.cs.meta
  17. +1
    -1
      Assets/FogVolume.meta
  18. +6
    -0
      Assets/FogVolume/Demo Content.url
  19. +8
    -0
      Assets/FogVolume/Demo Content.url.meta
  20. +5
    -0
      Assets/FogVolume/Documentation.url
  21. +8
    -0
      Assets/FogVolume/Documentation.url.meta
  22. +2
    -0
      Assets/FogVolume/README.txt
  23. +8
    -0
      Assets/FogVolume/README.txt.meta
  24. +1
    -1
      Assets/FogVolume/Resources.meta
  25. +3
    -0
      Assets/FogVolume/Resources/3DNoise.asset
  26. +6
    -0
      Assets/FogVolume/Resources/3DNoise.asset.meta
  27. +48
    -0
      Assets/FogVolume/Resources/Blur.shader
  28. +9
    -0
      Assets/FogVolume/Resources/Blur.shader.meta
  29. +227
    -0
      Assets/FogVolume/Resources/CommonInputs.cginc
  30. +9
    -0
      Assets/FogVolume/Resources/CommonInputs.cginc.meta
  31. +142
    -0
      Assets/FogVolume/Resources/Depth.shader
  32. +9
    -0
      Assets/FogVolume/Resources/Depth.shader.meta
  33. +51
    -0
      Assets/FogVolume/Resources/DepthMapQuad.shader
  34. +9
    -0
      Assets/FogVolume/Resources/DepthMapQuad.shader.meta
  35. +22
    -0
      Assets/FogVolume/Resources/Fog Volume Surrogate.mat
  36. +8
    -0
      Assets/FogVolume/Resources/Fog Volume Surrogate.mat.meta
  37. +142
    -0
      Assets/FogVolume/Resources/FogVolume.shader
  38. +7
    -0
      Assets/FogVolume/Resources/FogVolume.shader.meta
  39. +330
    -0
      Assets/FogVolume/Resources/FogVolumeBloom.shader
  40. +9
    -0
      Assets/FogVolume/Resources/FogVolumeBloom.shader.meta
  41. +442
    -0
      Assets/FogVolume/Resources/FogVolumeCommon.cginc
  42. +9
    -0
      Assets/FogVolume/Resources/FogVolumeCommon.cginc.meta
  43. +61
    -0
      Assets/FogVolume/Resources/FogVolumeDensityFilter.shader
  44. +4
    -0
      Assets/FogVolume/Resources/FogVolumeDensityFilter.shader.meta
  45. +164
    -0
      Assets/FogVolume/Resources/FogVolumeDirectionalLight.shader
  46. +9
    -0
      Assets/FogVolume/Resources/FogVolumeDirectionalLight.shader.meta
  47. +820
    -0
      Assets/FogVolume/Resources/FogVolumeFragment.cginc
  48. +9
    -0
      Assets/FogVolume/Resources/FogVolumeFragment.cginc.meta
  49. +3
    -0
      Assets/FogVolume/Resources/FogVolumeIcon.png
  50. +84
    -0
      Assets/FogVolume/Resources/FogVolumeIcon.png.meta
  51. +3
    -0
      Assets/FogVolume/Resources/InspectorIcon.png
  52. +84
    -0
      Assets/FogVolume/Resources/InspectorIcon.png.meta
  53. +3
    -0
      Assets/FogVolume/Resources/InspectorIconScreenFX.png
  54. +84
    -0
      Assets/FogVolume/Resources/InspectorIconScreenFX.png.meta
  55. +3
    -0
      Assets/FogVolume/Resources/InspectorImage.png
  56. +119
    -0
      Assets/FogVolume/Resources/InspectorImage.png.meta
  57. +8
    -0
      Assets/FogVolume/Resources/Integrations.cginc
  58. +9
    -0
      Assets/FogVolume/Resources/Integrations.cginc.meta
  59. +8
    -0
      Assets/FogVolume/Resources/Materials.meta
  60. +76
    -0
      Assets/FogVolume/Resources/Materials/No Name.mat
  61. +8
    -0
      Assets/FogVolume/Resources/Materials/No Name.mat.meta
  62. +3
    -0
      Assets/FogVolume/Resources/PerformanceLUT.psd
  63. +76
    -0
      Assets/FogVolume/Resources/PerformanceLUT.psd.meta
  64. +59
    -0
      Assets/FogVolume/Resources/Primitive.shader
  65. +9
    -0
      Assets/FogVolume/Resources/Primitive.shader.meta
  66. +136
    -0
      Assets/FogVolume/Resources/PrimitiveMaterial.mat
  67. +8
    -0
      Assets/FogVolume/Resources/PrimitiveMaterial.mat.meta
  68. +3
    -0
      Assets/FogVolume/Resources/RendererInspectorBodyBlack.png
  69. +84
    -0
      Assets/FogVolume/Resources/RendererInspectorBodyBlack.png.meta
  70. +3
    -0
      Assets/FogVolume/Resources/RendererInspectorBodyBright.png
  71. +84
    -0
      Assets/FogVolume/Resources/RendererInspectorBodyBright.png.meta
  72. +3
    -0
      Assets/FogVolume/Resources/RendererInspectorBodyBrightPSD.psd
  73. +68
    -0
      Assets/FogVolume/Resources/RendererInspectorBodyBrightPSD.psd.meta
  74. +3
    -0
      Assets/FogVolume/Resources/RendererInspectorBodyGreen.png
  75. +84
    -0
      Assets/FogVolume/Resources/RendererInspectorBodyGreen.png.meta
  76. +3
    -0
      Assets/FogVolume/Resources/RendererInspectorBodyPSD.psd
  77. +84
    -0
      Assets/FogVolume/Resources/RendererInspectorBodyPSD.psd.meta
  78. +90
    -0
      Assets/FogVolume/Resources/Shadow Projector.shader
  79. +9
    -0
      Assets/FogVolume/Resources/Shadow Projector.shader.meta
  80. +53
    -0
      Assets/FogVolume/Resources/ShadowPostprocess.shader
  81. +9
    -0
      Assets/FogVolume/Resources/ShadowPostprocess.shader.meta
  82. +3
    -0
      Assets/FogVolume/Resources/ShadowVolume.FBX
  83. +81
    -0
      Assets/FogVolume/Resources/ShadowVolume.FBX.meta
  84. +130
    -0
      Assets/FogVolume/Resources/SpeedTreeCommonDepth.cginc
  85. +9
    -0
      Assets/FogVolume/Resources/SpeedTreeCommonDepth.cginc.meta
  86. +148
    -0
      Assets/FogVolume/Resources/SpeedTreeVertexDepth.cginc
  87. +9
    -0
      Assets/FogVolume/Resources/SpeedTreeVertexDepth.cginc.meta
  88. +87
    -0
      Assets/FogVolume/Resources/Surrogate.shader
  89. +9
    -0
      Assets/FogVolume/Resources/Surrogate.shader.meta
  90. +306
    -0
      Assets/FogVolume/Resources/Upsample.shader
  91. +9
    -0
      Assets/FogVolume/Resources/Upsample.shader.meta
  92. +8
    -0
      Assets/FogVolume/Scenes.meta
  93. +5685
    -0
      Assets/FogVolume/Scenes/Density blur 2.unity
  94. +8
    -0
      Assets/FogVolume/Scenes/Density blur 2.unity.meta
  95. +8
    -0
      Assets/FogVolume/Scenes/Dynamic volumetric shadows.meta
  96. +16532
    -0
      Assets/FogVolume/Scenes/Dynamic volumetric shadows.unity
  97. +8
    -0
      Assets/FogVolume/Scenes/Dynamic volumetric shadows.unity.meta
  98. +3
    -0
      Assets/FogVolume/Scenes/Dynamic volumetric shadows/LightingData.asset
  99. +8
    -0
      Assets/FogVolume/Scenes/Dynamic volumetric shadows/LightingData.asset.meta
  100. +3
    -0
      Assets/FogVolume/Scenes/Dynamic volumetric shadows/ReflectionProbe-0.exr

+ 2
- 2
Assets/Animations/Character_Animate.fbx.meta View File

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+ 38
- 0
Assets/Bezier.cs View File

@ -0,0 +1,38 @@
using UnityEngine;
public static class Bezier {
public static Vector3 GetPoint (Vector3 p0, Vector3 p1, Vector3 p2, float t) {
t = Mathf.Clamp01(t);
float oneMinusT = 1f - t;
return
oneMinusT * oneMinusT * p0 +
2f * oneMinusT * t * p1 +
t * t * p2;
}
public static Vector3 GetFirstDerivative (Vector3 p0, Vector3 p1, Vector3 p2, float t) {
return
2f * (1f - t) * (p1 - p0) +
2f * t * (p2 - p1);
}
public static Vector3 GetPoint (Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t) {
t = Mathf.Clamp01(t);
float OneMinusT = 1f - t;
return
OneMinusT * OneMinusT * OneMinusT * p0 +
3f * OneMinusT * OneMinusT * t * p1 +
3f * OneMinusT * t * t * p2 +
t * t * t * p3;
}
public static Vector3 GetFirstDerivative (Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t) {
t = Mathf.Clamp01(t);
float oneMinusT = 1f - t;
return
3f * oneMinusT * oneMinusT * (p1 - p0) +
6f * oneMinusT * t * (p2 - p1) +
3f * t * t * (p3 - p2);
}
}

+ 11
- 0
Assets/Bezier.cs.meta View File

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+ 5
- 0
Assets/BezierControlPointMode.cs View File

@ -0,0 +1,5 @@
public enum BezierControlPointMode {
Free,
Aligned,
Mirrored
}

+ 11
- 0
Assets/BezierControlPointMode.cs.meta View File

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+ 27
- 0
Assets/BezierCurve.cs View File

@ -0,0 +1,27 @@
using UnityEngine;
public class BezierCurve : MonoBehaviour {
public Vector3[] points;
public Vector3 GetPoint (float t) {
return transform.TransformPoint(Bezier.GetPoint(points[0], points[1], points[2], points[3], t));
}
public Vector3 GetVelocity (float t) {
return transform.TransformPoint(Bezier.GetFirstDerivative(points[0], points[1], points[2], points[3], t)) - transform.position;
}
public Vector3 GetDirection (float t) {
return GetVelocity(t).normalized;
}
public void Reset () {
points = new Vector3[] {
new Vector3(1f, 0f, 0f),
new Vector3(2f, 0f, 0f),
new Vector3(3f, 0f, 0f),
new Vector3(4f, 0f, 0f)
};
}
}

+ 11
- 0
Assets/BezierCurve.cs.meta View File

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+ 199
- 0
Assets/BezierSpline.cs View File

@ -0,0 +1,199 @@
using UnityEngine;
using System;
public class BezierSpline : MonoBehaviour {
[SerializeField]
private Vector3[] points;
[SerializeField]
private BezierControlPointMode[] modes;
[SerializeField]
private bool loop;
public bool Loop {
get {
return loop;
}
set {
loop = value;
if (value == true) {
modes[modes.Length - 1] = modes[0];
SetControlPoint(0, points[0]);
}
}
}
public int ControlPointCount {
get {
return points.Length;
}
}
public Vector3 GetControlPoint (int index) {
return points[index];
}
public void SetControlPoint (int index, Vector3 point) {
if (index % 3 == 0) {
Vector3 delta = point - points[index];
if (loop) {
if (index == 0) {
points[1] += delta;
points[points.Length - 2] += delta;
points[points.Length - 1] = point;
}
else if (index == points.Length - 1) {
points[0] = point;
points[1] += delta;
points[index - 1] += delta;
}
else {
points[index - 1] += delta;
points[index + 1] += delta;
}
}
else {
if (index > 0) {
points[index - 1] += delta;
}
if (index + 1 < points.Length) {
points[index + 1] += delta;
}
}
}
points[index] = point;
EnforceMode(index);
}
public BezierControlPointMode GetControlPointMode (int index) {
return modes[(index + 1) / 3];
}
public void SetControlPointMode (int index, BezierControlPointMode mode) {
int modeIndex = (index + 1) / 3;
modes[modeIndex] = mode;
if (loop) {
if (modeIndex == 0) {
modes[modes.Length - 1] = mode;
}
else if (modeIndex == modes.Length - 1) {
modes[0] = mode;
}
}
EnforceMode(index);
}
private void EnforceMode (int index) {
int modeIndex = (index + 1) / 3;
BezierControlPointMode mode = modes[modeIndex];
if (mode == BezierControlPointMode.Free || !loop && (modeIndex == 0 || modeIndex == modes.Length - 1)) {
return;
}
int middleIndex = modeIndex * 3;
int fixedIndex, enforcedIndex;
if (index <= middleIndex) {
fixedIndex = middleIndex - 1;
if (fixedIndex < 0) {
fixedIndex = points.Length - 2;
}
enforcedIndex = middleIndex + 1;
if (enforcedIndex >= points.Length) {
enforcedIndex = 1;
}
}
else {
fixedIndex = middleIndex + 1;
if (fixedIndex >= points.Length) {
fixedIndex = 1;
}
enforcedIndex = middleIndex - 1;
if (enforcedIndex < 0) {
enforcedIndex = points.Length - 2;
}
}
Vector3 middle = points[middleIndex];
Vector3 enforcedTangent = middle - points[fixedIndex];
if (mode == BezierControlPointMode.Aligned) {
enforcedTangent = enforcedTangent.normalized * Vector3.Distance(middle, points[enforcedIndex]);
}
points[enforcedIndex] = middle + enforcedTangent;
}
public int CurveCount {
get {
return (points.Length - 1) / 3;
}
}
public Vector3 GetPoint (float t) {
int i;
if (t >= 1f) {
t = 1f;
i = points.Length - 4;
}
else {
t = Mathf.Clamp01(t) * CurveCount;
i = (int)t;
t -= i;
i *= 3;
}
return transform.TransformPoint(Bezier.GetPoint(points[i], points[i + 1], points[i + 2], points[i + 3], t));
}
public Vector3 GetVelocity (float t) {
int i;
if (t >= 1f) {
t = 1f;
i = points.Length - 4;
}
else {
t = Mathf.Clamp01(t) * CurveCount;
i = (int)t;
t -= i;
i *= 3;
}
return transform.TransformPoint(Bezier.GetFirstDerivative(points[i], points[i + 1], points[i + 2], points[i + 3], t)) - transform.position;
}
public Vector3 GetDirection (float t) {
return GetVelocity(t).normalized;
}
public void AddCurve () {
Vector3 point = points[points.Length - 1];
Array.Resize(ref points, points.Length + 3);
point.x += 1f;
points[points.Length - 3] = point;
point.x += 1f;
points[points.Length - 2] = point;
point.x += 1f;
points[points.Length - 1] = point;
Array.Resize(ref modes, modes.Length + 1);
modes[modes.Length - 1] = modes[modes.Length - 2];
EnforceMode(points.Length - 4);
if (loop) {
points[points.Length - 1] = points[0];
modes[modes.Length - 1] = modes[0];
EnforceMode(0);
}
}
public void Reset () {
points = new Vector3[] {
new Vector3(1f, 0f, 0f),
new Vector3(2f, 0f, 0f),
new Vector3(3f, 0f, 0f),
new Vector3(4f, 0f, 0f)
};
modes = new BezierControlPointMode[] {
BezierControlPointMode.Free,
BezierControlPointMode.Free
};
}
}

+ 11
- 0
Assets/BezierSpline.cs.meta View File

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Assets/Shaders.meta → Assets/Editor.meta View File

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+ 54
- 0
Assets/Editor/BezierCurveInspector.cs View File

@ -0,0 +1,54 @@
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(BezierCurve))]
public class BezierCurveInspector : Editor {
private const int lineSteps = 10;
private const float directionScale = 0.5f;
private BezierCurve curve;
private Transform handleTransform;
private Quaternion handleRotation;
private void OnSceneGUI () {
curve = target as BezierCurve;
handleTransform = curve.transform;
handleRotation = Tools.pivotRotation == PivotRotation.Local ?
handleTransform.rotation : Quaternion.identity;
Vector3 p0 = ShowPoint(0);
Vector3 p1 = ShowPoint(1);
Vector3 p2 = ShowPoint(2);
Vector3 p3 = ShowPoint(3);
Handles.color = Color.gray;
Handles.DrawLine(p0, p1);
Handles.DrawLine(p2, p3);
ShowDirections();
Handles.DrawBezier(p0, p3, p1, p2, Color.white, null, 2f);
}
private void ShowDirections () {
Handles.color = Color.green;
Vector3 point = curve.GetPoint(0f);
Handles.DrawLine(point, point + curve.GetDirection(0f) * directionScale);
for (int i = 1; i <= lineSteps; i++) {
point = curve.GetPoint(i / (float)lineSteps);
Handles.DrawLine(point, point + curve.GetDirection(i / (float)lineSteps) * directionScale);
}
}
private Vector3 ShowPoint (int index) {
Vector3 point = handleTransform.TransformPoint(curve.points[index]);
EditorGUI.BeginChangeCheck();
point = Handles.DoPositionHandle(point, handleRotation);
if (EditorGUI.EndChangeCheck()) {
Undo.RecordObject(curve, "Move Point");
EditorUtility.SetDirty(curve);
curve.points[index] = handleTransform.InverseTransformPoint(point);
}
return point;
}
}

+ 11
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Assets/Editor/BezierCurveInspector.cs.meta View File

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+ 115
- 0
Assets/Editor/BezierSplineInspector.cs View File

@ -0,0 +1,115 @@
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(BezierSpline))]
public class BezierSplineInspector : Editor {
private const int stepsPerCurve = 10;
private const float directionScale = 0.5f;
private const float handleSize = 0.04f;
private const float pickSize = 0.06f;
private static Color[] modeColors = {
Color.white,
Color.yellow,
Color.cyan
};
private BezierSpline spline;
private Transform handleTransform;
private Quaternion handleRotation;
private int selectedIndex = -1;
public override void OnInspectorGUI () {
spline = target as BezierSpline;
EditorGUI.BeginChangeCheck();
bool loop = EditorGUILayout.Toggle("Loop", spline.Loop);
if (EditorGUI.EndChangeCheck()) {
Undo.RecordObject(spline, "Toggle Loop");
EditorUtility.SetDirty(spline);
spline.Loop = loop;
}
if (selectedIndex >= 0 && selectedIndex < spline.ControlPointCount) {
DrawSelectedPointInspector();
}
if (GUILayout.Button("Add Curve")) {
Undo.RecordObject(spline, "Add Curve");
spline.AddCurve();
EditorUtility.SetDirty(spline);
}
}
private void DrawSelectedPointInspector() {
GUILayout.Label("Selected Point");
EditorGUI.BeginChangeCheck();
Vector3 point = EditorGUILayout.Vector3Field("Position", spline.GetControlPoint(selectedIndex));
if (EditorGUI.EndChangeCheck()) {
Undo.RecordObject(spline, "Move Point");
EditorUtility.SetDirty(spline);
spline.SetControlPoint(selectedIndex, point);
}
EditorGUI.BeginChangeCheck();
BezierControlPointMode mode = (BezierControlPointMode)EditorGUILayout.EnumPopup("Mode", spline.GetControlPointMode(selectedIndex));
if (EditorGUI.EndChangeCheck()) {
Undo.RecordObject(spline, "Change Point Mode");
spline.SetControlPointMode(selectedIndex, mode);
EditorUtility.SetDirty(spline);
}
}
private void OnSceneGUI () {
spline = target as BezierSpline;
handleTransform = spline.transform;
handleRotation = Tools.pivotRotation == PivotRotation.Local ?
handleTransform.rotation : Quaternion.identity;
Vector3 p0 = ShowPoint(0);
for (int i = 1; i < spline.ControlPointCount; i += 3) {
Vector3 p1 = ShowPoint(i);
Vector3 p2 = ShowPoint(i + 1);
Vector3 p3 = ShowPoint(i + 2);
Handles.color = Color.gray;
Handles.DrawLine(p0, p1);
Handles.DrawLine(p2, p3);
Handles.DrawBezier(p0, p3, p1, p2, Color.white, null, 2f);
p0 = p3;
}
ShowDirections();
}
private void ShowDirections () {
Handles.color = Color.green;
Vector3 point = spline.GetPoint(0f);
Handles.DrawLine(point, point + spline.GetDirection(0f) * directionScale);
int steps = stepsPerCurve * spline.CurveCount;
for (int i = 1; i <= steps; i++) {
point = spline.GetPoint(i / (float)steps);
Handles.DrawLine(point, point + spline.GetDirection(i / (float)steps) * directionScale);
}
}
private Vector3 ShowPoint (int index) {
Vector3 point = handleTransform.TransformPoint(spline.GetControlPoint(index));
float size = HandleUtility.GetHandleSize(point);
if (index == 0) {
size *= 2f;
}
Handles.color = modeColors[(int)spline.GetControlPointMode(index)];
if (Handles.Button(point, handleRotation, size * handleSize, size * pickSize, Handles.DotCap)) {
selectedIndex = index;
Repaint();
}
if (selectedIndex == index) {
EditorGUI.BeginChangeCheck();
point = Handles.DoPositionHandle(point, handleRotation);
if (EditorGUI.EndChangeCheck()) {
Undo.RecordObject(spline, "Move Point");
EditorUtility.SetDirty(spline);
spline.SetControlPoint(index, handleTransform.InverseTransformPoint(point));
}
}
return point;
}
}

+ 11
- 0
Assets/Editor/BezierSplineInspector.cs.meta View File

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+ 31
- 0
Assets/Editor/LineInspector.cs View File

@ -0,0 +1,31 @@
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(Line))]
public class LineInspector : Editor {
private void OnSceneGUI () {
Line line = target as Line;
Transform handleTransform = line.transform;
Quaternion handleRotation = Tools.pivotRotation == PivotRotation.Local ? handleTransform.rotation : Quaternion.identity;
Vector3 p0 = handleTransform.TransformPoint(line.p0);
Vector3 p1 = handleTransform.TransformPoint(line.p1);
Handles.color = Color.white;
Handles.DrawLine(p0, p1);
EditorGUI.BeginChangeCheck();
p0 = Handles.DoPositionHandle(p0, handleRotation);
if (EditorGUI.EndChangeCheck()) {
Undo.RecordObject(line, "Move Point");
EditorUtility.SetDirty(line);
line.p0 = handleTransform.InverseTransformPoint(p0);
}
EditorGUI.BeginChangeCheck();
p1 = Handles.DoPositionHandle(p1, handleRotation);
if (EditorGUI.EndChangeCheck()) {
Undo.RecordObject(line, "Move Point");
EditorUtility.SetDirty(line);
line.p1 = handleTransform.InverseTransformPoint(p1);
}
}
}

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Assets/WorldAssets.meta → Assets/FogVolume.meta View File

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Prop3=19,11
[InternetShortcut]
URL=https://www.dropbox.com/s/m9x1bs39kb9dsyg/Fog%20Volume%203.4%20Demo%20Content.unitypackage?dl=0
IDList=
HotKey=0

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Assets/FogVolume/Documentation.url View File

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[{000214A0-0000-0000-C000-000000000046}]
Prop3=19,11
[InternetShortcut]
URL=https://docs.google.com/presentation/d/1HQKB0rayEYGC8qU4LYPYdRu84D2qRJCRUcxpALkvUpo/present#slide=id.p
IDList=

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Assets/FogVolume/README.txt View File

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External packages used in the demo scenes:
Post-Processing: https://docs.unity3d.com/Packages/com.unity.postprocessing@2.0-preview/manual/index.html

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Assets/FogVolume/README.txt.meta View File

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Assets/WorldAssets/Models.meta → Assets/FogVolume/Resources.meta View File

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Assets/FogVolume/Resources/3DNoise.asset View File

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version https://git-lfs.github.com/spec/v1
oid sha256:2dab8520d2b1e8fb214ed1a56e2b21107a59648e0e8eedfdd3bbd47db89cf6b9
size 16777760

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+ 48
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Assets/FogVolume/Resources/Blur.shader View File

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Fog Volume/BlurEffectConeTap"
{
Properties { _MainTex ("", any) = "" {} }
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
half2 taps[4] : TEXCOORD1;
};
sampler2D _MainTex;
half4 _MainTex_TexelSize;
half4 _BlurOffsets;
half ShadowColor;
v2f vert( appdata_img v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord - _BlurOffsets.xy * _MainTex_TexelSize.xy; // hack, see BlurEffect.cs for the reason for this. let's make a new blur effect soon
o.taps[0] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy;
o.taps[1] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy;
o.taps[2] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1);
o.taps[3] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1);
return o;
}
half4 frag(v2f i) : SV_Target {
half4 color = tex2D(_MainTex, i.taps[0]);
color += tex2D(_MainTex, i.taps[1]);
color += tex2D(_MainTex, i.taps[2]);
color += tex2D(_MainTex, i.taps[3]);
//color.gb *= 0;
//color *= ShadowColor;
return color*.25;
}
ENDCG
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
}

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+ 227
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Assets/FogVolume/Resources/CommonInputs.cginc View File

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#ifndef FOG_VOLUME_COMMON_INPUTS_INCLUDED
#define FOG_VOLUME_COMMON_INPUTS_INCLUDED
uniform sampler2D
_Gradient,
_ValueNoise;
#ifdef _FOG_VOLUME_NOISE
uniform sampler3D _NoiseVolume, _NoiseVolume2;
sampler2D CoverageTex;
#endif
float Collisions = 0;
half4 _AmbientHeightAbsorption;
#define _AmbientHeightAbsorptionMin _AmbientHeightAbsorption.x
#define _AmbientHeightAbsorptionMax _AmbientHeightAbsorption.y
#ifdef HEIGHT_GRAD
half4 _VerticalGradientParams;
#define GradMin _VerticalGradientParams.x
#define GradMax _VerticalGradientParams.y
#define GradMin2 _VerticalGradientParams.z
#define GradMax2 _VerticalGradientParams.w
#endif
#ifdef DEBUG
sampler2D _PerformanceLUT;
#endif
#ifdef _FOG_LOWRES_RENDERER
sampler2D RT_Depth, RT_DepthR;
#endif
#ifdef VOLUME_SHADOWS
sampler2D LightshaftTex;
#endif
#ifdef HALO
sampler2D _LightHaloTexture;
fixed _HaloOpticalDispersion,
_HaloIntensity,
_HaloWidth,
_HaloRadius,
_HaloAbsorption;
#endif
#ifdef ExternalDepth
sampler2D _CustomCameraDepthTexture;
#else
sampler2D _CameraDepthTexture;
#endif
int STEP_COUNT = 200;
int _ProxyVolume;
int _AmbientAffectsFogColor;
#ifdef DF
uniform float4x4 _PrimitivesTransform[20];
uniform half _PrimitiveEdgeSoftener;
uniform float4 _PrimitivePosition[20],
_PrimitiveScale[20], _PrimitiveData[20];
int _PrimitiveCount = 0;
// Smaller than 1.0f -> BoxCollider.
// Larger than 1.0f and smaller than 2.0f -> SphereCollider.
#define _PrimitiveShapeType(i) _PrimitiveData[i].x
// Smaller than 1.0f -> Additive.
// Larger than 1.0f and smaller than 2.0f -> Subtractive.
#define _PrimitiveActionType(i) _PrimitiveData[i].y
#endif
const static int MaxVisibleLights = 64;
#if SHADER_API_GLCORE || SHADER_API_D3D11 | SHADER_API_METAL
#if ATTEN_METHOD_1 || ATTEN_METHOD_2 || ATTEN_METHOD_3
uniform float4 _LightData[MaxVisibleLights];
#define _LightIntensity(i) _LightData[i].x
#define _LightRange(i) _LightData[i].y
#define _LightSpotAngle(i) _LightData[i].z
uniform float4 _LightPositions[MaxVisibleLights], _LightColors[MaxVisibleLights], _LightRotations[MaxVisibleLights];
half PointLightingDistance,
PointLightingDistance2Camera;
#endif
#endif
#ifdef _SHADE
int _SelfShadowSteps;
float4 _SelfShadowColor;
#endif
//uniform int STEP_COUNT = 50,
int _LightsCount = 0,
Octaves,
_DebugMode,
SamplingMethod,
DirectLightingShadowSteps;
#if DIRECTIONAL_LIGHTING
half DirectLightingShadowDensity;
float4 LightExtinctionColor;
#endif
uniform float4 _Color,
_FogColor,
_InscatteringColor,
_BoxMin,
_BoxMax,
Stretch,
_LightColor,
_AmbientColor,
VolumeSize,
VolumeFogInscatteringColor,
_VolumePosition;
uniform float3 L = float3(0, 0, 1),
_LightLocalDirection,
//_CameraForward,
_SliceNormal,
Speed = 1;
int VolumeFogInscatterColorAffectedWithFogColor = 1;
uniform half DetailTiling,
_PrimitiveCutout,
HeightAbsorption,
_LightExposure,
VolumeFogInscatteringIntensity,
VolumeFogInscatteringAnisotropy,
VolumeFogInscatteringStartDistance,
VolumeFogInscatteringTransitionWideness,
_PushAlpha,
_DetailMaskingThreshold,
//_DetailSamplingBaseOpacityLimit,
_OptimizationFactor,
_BaseRelativeSpeed,
_DetailRelativeSpeed,
_NoiseDetailRange,
_Curl,
Absorption,
BaseTiling,
_Cutoff,
Coverage,
NoiseDensity,
LambertianBias,
DirectLightingAmount,
NormalDistance,
_Vortex = 1,
_RotationSpeed,
_Rotation,
DirectLightingDistance,
_FOV,
_DirectionalLightingDistance,
//GradMin,
// GradMax,
Constrain,
SphericalFadeDistance,
DetailDistance,
_SceneIntersectionSoftness,
_InscatteringIntensity = 1,
InscatteringShape,
_Visibility,
InscatteringStartDistance = 100,
IntersectionThreshold,
InscatteringTransitionWideness = 500,
_3DNoiseScale,
_RayStep,
gain = 1,
threshold = 0,
Shade,
_SceneIntersectionThreshold,
ShadowBrightness,
_jitter,
FadeDistance,
Offset = 0,
Gamma = 1,
Exposure;
struct v2f
{
float4 pos : SV_POSITION;
float3 Wpos : TEXCOORD0;
float4 ScreenUVs : TEXCOORD1;
float3 LocalPos : TEXCOORD2;
float3 ViewPos : TEXCOORD3;
float3 LocalEyePos : TEXCOORD4;
float3 LightLocalDir : TEXCOORD5;
float3 WorldEyeDir : TEXCOORD6;
float2 uv0 : TEXCOORD7;
float3 SliceNormal : TEXCOORD8;
float3 worldNormal : TEXCOORD9;
};
v2f vert(appdata_full i)
{
v2f o;
o.pos = UnityObjectToClipPos(i.vertex);
o.Wpos = mul((float4x4)unity_ObjectToWorld, float4(i.vertex.xyz, 1)).xyz;
o.ScreenUVs = ComputeScreenPos(o.pos);
o.ViewPos = UnityObjectToViewPos( float4(i.vertex.xyz, 1)).xyz;
o.LocalPos = i.vertex.xyz;
o.LocalEyePos = mul((float4x4)unity_WorldToObject, (float4(_WorldSpaceCameraPos, 1))).xyz;
o.LightLocalDir = mul((float4x4)unity_WorldToObject, (float4(L.xyz, 1))).xyz;
o.WorldEyeDir = (o.Wpos.xyz - _WorldSpaceCameraPos.xyz);
o.uv0 = i.texcoord;
//WIN http://answers.unity3d.com/questions/192553/camera-forward-vector-in-shader.html
o.SliceNormal = UNITY_MATRIX_IT_MV[2].xyz;// mul((float4x4)unity_WorldToObject, _SliceNormal).xyz;
o.worldNormal = float3(0, -1, 0);//upwards
//o.worldNormal = UnityObjectToWorldNormal(float3(0,0 , 1));
return o;
}
#endif

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Assets/FogVolume/Resources/CommonInputs.cginc.meta View File

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+ 142
- 0
Assets/FogVolume/Resources/Depth.shader View File

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// Upgrade NOTE: removed variant '__' where variant LOD_FADE_PERCENTAGE is used.
Shader "Hidden/Fog Volume/Depth"
{
Properties
{
_MainTex("Main Texture", 2D) = "white" {}
_Cutoff("Alpha cutoff", Range(0,1)) = 0.5
_Color("Color", Color) = (1,1,1,1)
[MaterialEnum(Off,0,Front,1,Back,2)] _Cull("Cull", Int) = 2
[MaterialEnum(None,0,Fastest,1,Fast,2,Better,3,Best,4,Palm,5)] _WindQuality("Wind Quality", Range(0,5)) = 0
}
CGINCLUDE
#pragma target 3.0
#include "UnityCG.cginc"
sampler2D _CameraDepthTexture;
uniform float _Cutoff;
uniform sampler2D _MainTex;
float4 _Color;
int _Cull;
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
half depth:TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata_full v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
//o.depth = COMPUTE_DEPTH_01;
//3.2.1
o.depth = -(UnityObjectToViewPos(v.vertex).z)/** _ProjectionParams.w*/;
return o;
}
half4 fragOpaque(v2f i) : COLOR
{
float d =1.0/(i.depth);
//float d = Linear01Depth(i.depth);
//float d= 1.0 / (_ZBufferParams.x * i.depth + _ZBufferParams.y);
//#if defined(UNITY_REVERSED_Z)
//d = 1.0f - d;
//#endif
return d;
}
half4 fragTransparentCutout(v2f i) : COLOR
{
half4 c = tex2D(_MainTex, i.uv)*_Color;
clip(c.a - _Cutoff);
float d = 1.0/(i.depth);
// #if defined(UNITY_REVERSED_Z)
// i.depth = 1.0f - i.depth;
// #endif
return (d);
}
ENDCG
SubShader
{
Tags{ "RenderType" = "Opaque" }
Pass
{
Fog{ Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment fragOpaque
ENDCG
}
}
SubShader
{
Tags{ "RenderType" = "TransparentCutout" }
Pass
{
Fog{ Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment fragTransparentCutout
ENDCG
}
}
SubShader
{
Tags{ "RenderType" = "TreeLeaf" }
Pass
{
Fog{ Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment fragTransparentCutout
ENDCG
}
}
SubShader
{
Tags
{
"Queue" = "Geometry"
"IgnoreProjector" = "True"
"RenderType" = "SpeedTree"
"DisableBatching" = "LODFading"
}
//Pass{
Cull[_Cull]
Fog{ Mode Off }
CGPROGRAM
#pragma surface surf Lambert vertex:SpeedTreeVert nolightmap
#pragma target 3.0
#pragma multi_compile LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
#define ENABLE_WIND
#define SPEEDTREE_ALPHATEST
#include "SpeedTreeCommonDepth.cginc"
void surf(Input IN, inout SurfaceOutput OUT)
{
float d= 1.0 / (IN.depth);
// /*#if defined(UNITY_REVERSED_Z)
// d = 1.0f - d;
// #endif*/
OUT.Emission = d;
SpeedTreeFragOut o;
SpeedTreeFrag(IN, o);
SPEEDTREE_COPY_FRAG(OUT, o)
}
ENDCG
//}
}
}

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Assets/FogVolume/Resources/DepthMapQuad.shader View File

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Shader "Hidden/DepthMapQuad"
{
SubShader
{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "buuuh" }
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
clip(-.1);
return 1;
}
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Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Opaque" }
LOD 1
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
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Assets/FogVolume/Resources/FogVolume.shader View File

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Shader "Hidden/FogVolume"
{
Properties
{
[hideininspector]_SrcBlend("__src", Float) = 1.0
[hideininspector]_NoiseVolume("_NoiseVolume", 3D)= "white" {}
[hideininspector]_NoiseVolume2("_NoiseVolume2", 3D) = "white" {}
[hideininspector]_Gradient("_Gradient", 2D) = "white" {}
[hideininspector]CoverageTex("CoverageTex", 2D) = "grey" {}
//[hideininspector]_ShadowTexture("_ShadowTexture", 2D) = "white" {}
}
CGINCLUDE
//#define COVERAGE
//#define EARTH_CLOUD_STYLE
//#define VOLUMETRIC_SHADOWS _VolumetricShadowsEnabled
//#define CONVOLVE_VOLUMETRIC_SHADOWS
//custom depth input
//#define ExternalDepth
#define AMBIENT_AFFECTS_FOG_COLOR _AmbientAffectsFogColor
//#define DEBUG_PRIMITIVES
#define VOLUMETRIC_SHADOWS _VolumetricShadowsEnabled
#define FOG_TINTS_INSCATTER VolumeFogInscatterColorAffectedWithFogColor
#include "UnityCG.cginc"
#include "CommonInputs.cginc"
#include "Integrations.cginc"
#define PROBES _ProxyVolume
half NoiseAtten = 1;
int _SrcBlend;
int _ztest;
#include "FogVolumeCommon.cginc"
#define DEBUG_ITERATIONS 1
#define DEBUG_INSCATTERING 2
#define DEBUG_VOLUMETRIC_SHADOWS 3
#define DEBUG_VOLUME_FOG_INSCATTER_CLAMP 4
#define DEBUG_VOLUME_FOG_PHASE 5
#include "FogVolumeFragment.cginc"
ENDCG
//normal pass
SubShader
{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "None" }
LOD 600
//Blend SrcAlpha OneMinusSrcAlpha
//Blend One OneMinusSrcAlpha
Blend[_SrcBlend] OneMinusSrcAlpha
Fog{ Mode Off }
Cull Front
Lighting Off
ZWrite Off
ZTest [_ztest]
Pass
{
CGPROGRAM
//#pragma multi_compile _ ExternalDepth
#pragma multi_compile _ _FOG_LOWRES_RENDERER
#pragma shader_feature _INSCATTERING
#pragma shader_feature VOLUME_FOG
#pragma shader_feature _VOLUME_FOG_INSCATTERING
#pragma shader_feature _FOG_GRADIENT
#pragma shader_feature _FOG_VOLUME_NOISE
// #pragma shader_feature _COLLISION
//#pragma multi_compile _ DEBUG
//#pragma shader_feature SAMPLING_METHOD_ViewAligned
#pragma shader_feature HEIGHT_GRAD
//#pragma shader_feature _TONEMAP
#pragma shader_feature JITTER
#pragma shader_feature ColorAdjust
#pragma shader_feature ABSORPTION
#pragma multi_compile _ Twirl_X Twirl_Y Twirl_Z
#pragma shader_feature _SHADE
#pragma shader_feature DF
#pragma shader_feature DIRECTIONAL_LIGHTING
#pragma multi_compile _ ATTEN_METHOD_1 ATTEN_METHOD_2 ATTEN_METHOD_3
#pragma shader_feature SPHERICAL_FADE
//#pragma shader_feature _LAMBERT_SHADING
#pragma multi_compile _ VOLUME_SHADOWS
#pragma shader_feature LIGHT_ATTACHED
#pragma shader_feature HALO
//Unity define for stereo is not working. Had to do it manually
#pragma multi_compile _ FOG_VOLUME_STEREO_ON
#pragma exclude_renderers d3d9
//#pragma only_renderers d3d11
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
ENDCG
}
}
//opacity pass . Only for shadow rt
SubShader
{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "None" }
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
Fog{ Mode Off }
Cull Front
Lighting Off
ZWrite Off
ZTest Always
Pass
{
Fog{ Mode Off }
CGPROGRAM
#define SHADOW_PASS
#pragma shader_feature _FOG_GRADIENT
#pragma shader_feature _FOG_VOLUME_NOISE
// #pragma shader_feature _COLLISION
#pragma shader_feature SAMPLING_METHOD_ViewAligned
#pragma shader_feature HEIGHT_GRAD
#pragma multi_compile Twirl_X Twirl_Y Twirl_Z
#pragma shader_feature DF
//#pragma multi_compile SHADOW_PASS
#pragma shader_feature SPHERICAL_FADE
#pragma exclude_renderers d3d9
//#pragma only_renderers d3d11
#pragma glsl
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
ENDCG
}
}
}

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/FogVolumeBloom" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Bloom ("Bloom (RGB)", 2D) = "black" {}
}
CGINCLUDE
#include "UnityCG.cginc"
#pragma shader_feature BLOOM
sampler2D _MainTex;
sampler2D _Bloom;
sampler2D RT_FogVolumeConvolution, _source;
uniform half4 _MainTex_TexelSize;
half4 _MainTex_ST;
uniform half _Saturation;
uniform half4 _Parameter;
uniform half4 _OffsetsA;
uniform half4 _OffsetsB;
half _Falloff;
#define ONE_MINUS_THRESHHOLD_TIMES_INTENSITY _Parameter.w
#define THRESHHOLD _Parameter.z
struct v2f_simple
{
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
#if UNITY_UV_STARTS_AT_TOP
half2 uv2 : TEXCOORD1;
#endif
};
v2f_simple vertBloom ( appdata_img v )
{
v2f_simple o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
#if UNITY_UV_STARTS_AT_TOP
o.uv2 = o.uv;
if (_MainTex_TexelSize.y < 0.0)
o.uv.y = 1.0 - o.uv.y;
#endif
return o;
}
struct v2f_tap
{
float4 pos : SV_POSITION;
half2 uv20 : TEXCOORD0;
half2 uv21 : TEXCOORD1;
half2 uv22 : TEXCOORD2;
half2 uv23 : TEXCOORD3;
};
v2f_tap vert4Tap ( appdata_img v )
{
v2f_tap o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv20 = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy, _MainTex_ST);
o.uv21 = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,-0.5h), _MainTex_ST);
o.uv22 = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy * half2(0.5h,-0.5h), _MainTex_ST);
o.uv23 = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,0.5h), _MainTex_ST);
return o;
}
fixed4 fragBloom ( v2f_simple i ) : SV_Target
{
float2 uv = i.uv;
#if UNITY_UV_STARTS_AT_TOP
uv = i.uv2;
#endif
fixed4 BlurredFV = tex2D(_MainTex, uv);
fixed Density = min(1, tex2D(RT_FogVolumeConvolution, uv).a * _Falloff);
fixed4 Scene = tex2D(_source, uv);
fixed4 Blended = lerp(Scene, BlurredFV, Density);
#ifdef BLOOM
fixed4 Bloom = tex2D(_Bloom, uv);
Blended += Bloom*Density;
#endif
return Blended;
}
fixed4 fragBlend(v2f_simple i) : SV_Target
{
return 1;
}
fixed4 fragDownsample ( v2f_tap i ) : SV_Target
{
fixed4 color = tex2D (_MainTex, i.uv20);
color += tex2D (_MainTex, i.uv21);
color += tex2D (_MainTex, i.uv22);
color += tex2D (_MainTex, i.uv23);
return max(color/4 - THRESHHOLD, 0) * ONE_MINUS_THRESHHOLD_TIMES_INTENSITY;
}
// weight curves
static const half curve[7] = { 0.0205, 0.0855, 0.232, 0.324, 0.232, 0.0855, 0.0205 }; // gauss'ish blur weights
static const half4 curve4[7] = { half4(0.0205,0.0205,0.0205,0), half4(0.0855,0.0855,0.0855,0), half4(0.232,0.232,0.232,0),
half4(0.324,0.324,0.324,1), half4(0.232,0.232,0.232,0), half4(0.0855,0.0855,0.0855,0), half4(0.0205,0.0205,0.0205,0) };
struct v2f_withBlurCoords8
{
float4 pos : SV_POSITION;
half4 uv : TEXCOORD0;
half2 offs : TEXCOORD1;
};
struct v2f_withBlurCoordsSGX
{
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
half4 offs[3] : TEXCOORD1;
};
v2f_withBlurCoords8 vertBlurHorizontal (appdata_img v)
{
v2f_withBlurCoords8 o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = half4(v.texcoord.xy,1,1);
o.offs = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x;
return o;
}
v2f_withBlurCoords8 vertBlurVertical (appdata_img v)
{
v2f_withBlurCoords8 o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = half4(v.texcoord.xy,1,1);
o.offs = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x;
return o;
}
half FOV_compensation;
half4 fragBlur8 ( v2f_withBlurCoords8 i ) : SV_Target
{
half2 uv = i.uv.xy;
half2 netFilterWidth = i.offs*FOV_compensation;
half2 coords = uv - netFilterWidth * 3.0;
half4 color = 0;
for( int l = 0; l < 7; l++ )
{
half4 tap = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(coords, _MainTex_ST));
// added casting for ps4
tap.rgb = lerp((half)Luminance(tap.rgb), (half3)tap.rgb, (half3)_Saturation);
color += tap * curve4[l];
coords += netFilterWidth;
}
return color;
}
v2f_withBlurCoordsSGX vertBlurHorizontalSGX (appdata_img v)
{
v2f_withBlurCoordsSGX o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = v.texcoord.xy;
half offsetMagnitude = _MainTex_TexelSize.x * _Parameter.x;
o.offs[0] = v.texcoord.xyxy + offsetMagnitude * half4(-3.0h, 0.0h, 3.0h, 0.0h);
o.offs[1] = v.texcoord.xyxy + offsetMagnitude * half4(-2.0h, 0.0h, 2.0h, 0.0h);
o.offs[2] = v.texcoord.xyxy + offsetMagnitude * half4(-1.0h, 0.0h, 1.0h, 0.0h);
return o;
}
v2f_withBlurCoordsSGX vertBlurVerticalSGX (appdata_img v)
{
v2f_withBlurCoordsSGX o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = half4(v.texcoord.xy,1,1);
half offsetMagnitude = _MainTex_TexelSize.y * _Parameter.x;
o.offs[0] = v.texcoord.xyxy + offsetMagnitude * half4(0.0h, -3.0h, 0.0h, 3.0h);
o.offs[1] = v.texcoord.xyxy + offsetMagnitude * half4(0.0h, -2.0h, 0.0h, 2.0h);
o.offs[2] = v.texcoord.xyxy + offsetMagnitude * half4(0.0h, -1.0h, 0.0h, 1.0h);
return o;
}
half4 fragBlurSGX ( v2f_withBlurCoordsSGX i ) : SV_Target
{
half2 uv = i.uv.xy;
half4 color = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST)) * curve4[3];
for( int l = 0; l < 3; l++ )
{
half4 tapA = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.offs[l].xy, _MainTex_ST));
half4 tapB = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.offs[l].zw, _MainTex_ST));
color += (tapA + tapB) * curve4[l];
}
return color;
}
ENDCG
SubShader {
/* Stencil
{
Ref 2
Comp Equal
}*/
ZTest Off Cull Off ZWrite Off Blend Off
// 0
Pass {
CGPROGRAM
#pragma vertex vertBloom
#pragma fragment fragBloom
ENDCG
}
// 1
Pass {
CGPROGRAM
#pragma vertex vert4Tap
#pragma fragment fragDownsample
ENDCG
}
// 2
Pass {
ZTest Always
Cull Off
CGPROGRAM
#pragma vertex vertBlurVertical
#pragma fragment fragBlur8
ENDCG
}
// 3
Pass {
ZTest Always
Cull Off
CGPROGRAM
#pragma vertex vertBlurHorizontal
#pragma fragment fragBlur8
ENDCG
}
// alternate blur
// 4
Pass {
ZTest Always
Cull Off
CGPROGRAM
#pragma vertex vertBlurVerticalSGX
#pragma fragment fragBlurSGX
ENDCG
}
// 5
Pass {
ZTest Always
Cull Off
CGPROGRAM
#pragma vertex vertBlurHorizontalSGX
#pragma fragment fragBlurSGX
ENDCG
}
// 6
Pass
{
ZTest Always
Cull Off
CGPROGRAM
#pragma vertex vertBloom
#pragma fragment fragBlend
ENDCG
}
}
FallBack Off
}

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#ifndef FOG_VOLUME_COMMON_INCLUDED
#define FOG_VOLUME_COMMON_INCLUDED
float3 VolumeSpaceCoords = 0;
half VerticalGrad;
half2 heightGradient;
half HeightAtten;
float3 VolumeSpaceCoordsWorldSpace;
//#ifdef VOLUMETRIC_SHADOWS
half3 VolumeShadow = 1;
#define _GeneralShadowOffset 0.001f
#define bias 0
//Shadow params
uniform float4 _ShadowCameraPosition;
uniform float4x4 _ShadowCameraProjection;
uniform float _ShadowCameraSize;
uniform sampler2D _ShadowTexture;
//#define _VolumetricShadowsEnabled 0
uniform int _VolumetricShadowsEnabled = 0;
float4 when_eq(float4 x, float4 y) {
return 1.0 - abs(sign(x - y));
}
float3 when_eq(float3 x, float3 y) {
return 1.0 - abs(sign(x - y));
}
float when_eq(float x, float y) {
return 1.0 - abs(sign(x - y));
}
float FrameShadow(in float2 shadowUVs, in float3 worldPos) {
float FinalShadow = 1;
float2 ShadowMap = tex2Dlod(_ShadowTexture, float4(shadowUVs, 0, 0)).rg;
float d = ShadowMap.x;
//if (d < .0001)FinalShadow = 1.0;
//else
//{
float theLength = distance(worldPos, _ShadowCameraPosition);
FinalShadow = theLength < d + bias ? 1.0f : 0.0f;
//}
//fade before reaching the end
half edges = ShadowMap.y;
return lerp(1,FinalShadow, edges);
}
//#endif
float sdSphere(float3 p, float s)
{
return (length(p) - s);
}
float sdBox(float3 p, float3 b)
{
float3 d = abs(p) - b;
d = (min(max(d.x, max(d.y, d.z)), 0.0) + length(max(d, 0.0)));
return d;
}
float udBox(float3 p, float3 b)
{
return length(max(abs(p) - b, 0.0));
}
float PrimitiveShape(fixed ShapeType, float3 p, float3 s)
{
if (ShapeType <= 1.0f)//Box
return sdBox(p, s);
else
if (ShapeType <= 2.0f)//Sphere
return sdSphere(p, s);
else return .0f;
}
float nrand(float2 ScreenUVs)
{
return frac(sin(ScreenUVs.x * 12.9898 + ScreenUVs.y * 78.233) * 43758.5453);
}
float remap_tri(float v)
{
float orig = v * 2.0 - 1.0;
v = max(-1.0, orig / sqrt(abs(orig)));
return v - sign(orig) + 0.5;
}
bool IntersectBox(float3 startpoint, float3 direction, float3 boxmin, float3 boxmax, out float tnear, out float tfar)
{
// compute intersection of ray with all six bbox planes
float3 invR = 1.0 / direction;
float3 tbot = invR * (boxmin.xyz - startpoint);
float3 ttop = invR * (boxmax.xyz - startpoint);
// re-order intersections to find smallest and largest on each axis
float3 tmin = min(ttop, tbot);
float3 tmax = max(ttop, tbot);
// find the largest tmin and the smallest tmax
float2 t0 = max(tmin.xx, tmin.yz);
tnear = max(t0.x, t0.y);
t0 = min(tmax.xx, tmax.yz);
tfar = min(t0.x, t0.y);
// check for hit
bool hit;
if ((tnear > tfar))
hit = false;
else
hit = true;
return hit;
}
half3 ToneMap(half3 x, half exposure)
{
//Photographic
return 1 - exp2(-x * exposure);
}
#define PI 3.1416
//http://zurich.disneyresearch.com/~wjarosz/publications/dissertation/chapter4.pdf
float Henyey(float3 E, float3 L, float mieDirectionalG)
{
float theta = saturate(dot(E, L));
return (1.0 / (4.0 * PI)) * ((1.0 - mieDirectionalG * mieDirectionalG) / pow(1.0 - 2.0 * mieDirectionalG * theta + mieDirectionalG * mieDirectionalG, 1.5));
}
half3 ContrastF(half3 pixelColor, fixed contrast)
{
return saturate(((pixelColor.rgb - 0.5f) * max(contrast, 0)) + 0.5f);
}
float3 rotate(float3 p, float rot)
{
float3 r = 0;
#ifdef Twirl_X
float3x3 rx = float3x3(1.0, 0.0, 0.0, 0.0, cos(rot), sin(rot), 0.0, -sin(rot), cos(rot));
r = mul(p, rx);
#endif
#ifdef Twirl_Y
float3x3 ry = float3x3(cos(rot), 0.0, -sin(rot), 0.0, 1.0, 0.0, sin(rot), 0.0, cos(rot));
r = mul(p, ry);
#endif
#ifdef Twirl_Z
float3x3 rz = float3x3(cos(rot), -sin(rot), 0.0, sin(rot), cos(rot), 0.0, 0.0, 0.0, 1.0);
r = mul(p, rz);
#endif
return r;
}
half HeightGradient(float H, half H0, half Hmax)
{
return saturate((H - H0) / (Hmax - H0));
}
half Threshold(float a, float Gain, float Contrast)
{
float input = a * Gain;
//float thresh = input - Contrast;
float thresh = ContrastF(input, Contrast);
return saturate(lerp(0.0f, input, thresh));
}
half PrimitiveAccum = 1;
#ifdef _FOG_VOLUME_NOISE
float NoiseSamplerLoop(float3 p)
{
float n = 0, iter = 1;
for (int i = 0; i < Octaves; i++)
{
p /= 1 + i*.06;
p += Speed.rgb *_BaseRelativeSpeed * (i*.15 + 1);
#ifdef EARTH_CLOUD_STYLE
n += tex3Dlod(_NoiseVolume, float4(p * float3(.5, 1, .5), 0));
n += tex3Dlod(_NoiseVolume, float4(p*.3, 0))*2+ (heightGradient.x);
n = (n-1); //n *= n*.57;
#else
n += tex3Dlod(_NoiseVolume, float4(p, 0));
#endif
}
n = n / Octaves;
/*if (Octaves > 1)
{
n++;
n *= tex3Dlod(_NoiseVolume, float4(p *.75, 0));
}*/
return n;
}
float noise(in float3 p, half DistanceFade)
{
float Volume = 0;
float lowFreqScale = BaseTiling;
half NoiseBaseLayers = 0;
if (Coverage > 0.01)
NoiseBaseLayers = NoiseSamplerLoop(p * lowFreqScale);
#ifdef DF
NoiseBaseLayers = Threshold(NoiseBaseLayers, Coverage * NoiseAtten*PrimitiveAccum, threshold);
#else
NoiseBaseLayers = Threshold(NoiseBaseLayers, Coverage * NoiseAtten, threshold);
#endif
half NoiseDetail = 0;
half BaseMask = saturate((1 - NoiseBaseLayers * _DetailMaskingThreshold));
if (DistanceFade > 0 && NoiseBaseLayers>0 && BaseMask>0)//no me samplees donde ya es opaco del tó
{
NoiseDetail += BaseMask*DistanceFade*(tex3Dlod(_NoiseVolume, float4(p*DetailTiling + Speed * _DetailRelativeSpeed, 0)).r);
if (Octaves > 1 )
NoiseDetail += DistanceFade*(tex3Dlod(_NoiseVolume,
//size and offset
float4(p * .5 * DetailTiling + .5
//distortion
+ NoiseDetail * _Curl * BaseMask * 2.0 - 1.0
//animation
+ Speed * _DetailRelativeSpeed, 0)).r) * 1.5 * BaseMask;
NoiseDetail = Threshold(NoiseDetail, 1, 0);
}
//base layer (coverage)
Volume += NoiseBaseLayers;
//add detail layer
Volume -= NoiseDetail * _NoiseDetailRange;
Volume *= 1 + _NoiseDetailRange;
Volume *= NoiseDensity;
return saturate(Volume);
}
//http://flafla2.github.io/2016/10/01/raymarching.html
float3 calcNormal(in float3 pos, half DistanceFade)
{
// epsilon - used to approximate dx when taking the derivative
const float2 eps = float2(NormalDistance, 0.0);
// The idea here is to find the "gradient" of the distance field at pos
// Remember, the distance field is not boolean - even if you are inside an object
// the number is negative, so this calculation still works.
// Essentially you are approximating the derivative of the distance field at this point.
float3 nor = float3(
noise(pos + eps.xyy, DistanceFade).x - noise(pos - eps.xyy, DistanceFade).x,
noise(pos + eps.yxy, DistanceFade).x - noise(pos - eps.yxy, DistanceFade).x,
noise(pos + eps.yyx, DistanceFade).x - noise(pos - eps.yyx, DistanceFade).x);
return normalize(nor);
}
#endif
#if _FOG_VOLUME_NOISE && _SHADE
half ShadowGrad(half ShadowThreshold, half SampleDiff)
{
return saturate(ShadowThreshold / (ShadowThreshold - SampleDiff));
}
half ShadowShift = .05;
//#define _SelfShadowSteps 20
float Shadow(float3 ShadowCoords, v2f i, half detailDist, half3 LightVector, half NoiseAtten)
{
float ShadowThreshold = noise(ShadowCoords, detailDist);
float3 LightStep = /*_LightLocalDirection*/LightVector / (float)_SelfShadowSteps;
float accum = 0;
float3 ShadowCoordsStep = ShadowCoords;
for (int k = 0; k <= _SelfShadowSteps && NoiseAtten>0; k++, ShadowCoordsStep += LightStep)
{
float NoiseSample = 0;
float SampleDiff = 0;
if (ShadowThreshold > 0 && accum < 1)
{
NoiseSample = noise(ShadowCoordsStep, detailDist);
SampleDiff = ShadowThreshold - NoiseSample;
if (SampleDiff <= 0)
{
if (ShadowThreshold > 0)
{
accum += 1 - ShadowGrad(ShadowThreshold, SampleDiff);
}
else
{
accum += 1;
}
}
else
if (ShadowThreshold <= 0)
{
accum += ShadowGrad(ShadowThreshold, SampleDiff);
}
}
}
//return accum;
return saturate(1 - accum);
}
#endif
float4 PointLight(float3 LightPosition, float3 VolumePosition,
half size, half3 color, half LightAttenuation, v2f i)
{
//#define ATTEN_METHOD_2
half d = distance(LightPosition, VolumePosition) / size;
float Attenuation = 0;
half UnityScaleMatch = 5;
//https://en.wikipedia.org/wiki/Optical_depth
#ifdef ATTEN_METHOD_1
Attenuation = exp(-d)*UnityScaleMatch;
#endif
#ifdef ATTEN_METHOD_2
Attenuation = UnityScaleMatch / (4 * PI*d*d);
#endif
//Linear
#ifdef ATTEN_METHOD_3
Attenuation = saturate(1 - d / UnityScaleMatch);
#endif
return float4(Attenuation * LightAttenuation * color, Attenuation* LightAttenuation);
}
float4 SpotLight(float3 LightPosition, float3 VolumePosition,
half size, half3 color, half LightAttenuation, float4 Direction, half Angle, half fallof, v2f i)
{
float3 spotDir = normalize(Direction.xyz);
Angle *= .5;//Unity match
float coneAngle = Angle;//inner angle
float coneDelta = Angle + fallof;//outer angle
float3 lray = normalize(LightPosition - VolumePosition);
float SpotCone = (dot(lray, -spotDir) - cos(radians(coneDelta))) / (cos(radians(coneAngle)) - cos(radians(coneDelta)));
SpotCone = max(0, SpotCone);
float4 _PointLight = PointLight(LightPosition, VolumePosition,
size, color, LightAttenuation, i);
return SpotCone * _PointLight;
// half d = distance(LightPosition, VolumePosition) / size;
// float Attenuation = 0;
// half UnityScaleMatch = 5;
// //https://en.wikipedia.org/wiki/Optical_depth
//#ifdef ATTEN_METHOD_1
// Attenuation = exp(-d)*UnityScaleMatch;
//#endif
//
//#ifdef ATTEN_METHOD_2
// Attenuation = UnityScaleMatch / (4 * PI*d*d);
//#endif
//
// //Linear
//#ifdef ATTEN_METHOD_3
// Attenuation = saturate(1 - d / UnityScaleMatch);
//
//
//#endif
// return float4(Attenuation * SpotCone * LightAttenuation * color, Attenuation* LightAttenuation);
}
#if UNITY_LIGHT_PROBE_PROXY_VOLUME
// normal should be normalized, w=1.0
half3 FVSHEvalLinearL0L1_SampleProbeVolume(half4 normal, float3 worldPos)
{
const float transformToLocal = unity_ProbeVolumeParams.y;
const float texelSizeX = unity_ProbeVolumeParams.z;
//The SH coefficients textures and probe occlusion are packed into 1 atlas.
//-------------------------
//| ShR | ShG | ShB | Occ |
//-------------------------
float3 position = (transformToLocal == 1.0f) ? mul(unity_ProbeVolumeWorldToObject, float4(worldPos, 1.0)).xyz : worldPos;
float3 texCoord = (position - unity_ProbeVolumeMin.xyz) * unity_ProbeVolumeSizeInv.xyz;
texCoord.x = texCoord.x * 0.25f;
// We need to compute proper X coordinate to sample.
// Clamp the coordinate otherwize we'll have leaking between RGB coefficients
float texCoordX = clamp(texCoord.x, 0.5f * texelSizeX, 0.25f - 0.5f * texelSizeX);
// sampler state comes from SHr (all SH textures share the same sampler)
texCoord.x = texCoordX;
half4 SHAr = UNITY_SAMPLE_TEX3D_SAMPLER_LOD(unity_ProbeVolumeSH, unity_ProbeVolumeSH, texCoord, 0);
texCoord.x = texCoordX + 0.25f;
half4 SHAg = UNITY_SAMPLE_TEX3D_SAMPLER_LOD(unity_ProbeVolumeSH, unity_ProbeVolumeSH, texCoord, 0);
texCoord.x = texCoordX + 0.5f;
half4 SHAb = UNITY_SAMPLE_TEX3D_SAMPLER_LOD(unity_ProbeVolumeSH, unity_ProbeVolumeSH, texCoord, 0);
// Linear + constant polynomial terms
half3 x1;
x1.r = dot(SHAr, normal);
x1.g = dot(SHAg, normal);
x1.b = dot(SHAb, normal);
return x1;
}
#endif
half3 ShadeSHPerPixel(half3 normal, half3 ambient, float3 worldPos)
{
half3 ambient_contrib = 0.0;
// L2 per-vertex, L0..L1 & gamma-correction per-pixel
// Ambient in this case is expected to be always Linear, see ShadeSHPerVertex()
#if UNITY_LIGHT_PROBE_PROXY_VOLUME
if (unity_ProbeVolumeParams.x == 1.0)
ambient_contrib = FVSHEvalLinearL0L1_SampleProbeVolume(half4(normal, 1.0), worldPos);
else
ambient_contrib = SHEvalLinearL0L1(half4(normal, 1.0));
#else
ambient_contrib = 1;// SHEvalLinearL0L1(half4(normal, 1.0));
#endif
ambient = max(half3(0, 0, 0), ambient + ambient_contrib); // include L2 contribution in vertex shader before clamp.
#ifdef UNITY_COLORSPACE_GAMMA
ambient = LinearToGammaSpace(ambient);
#endif
return ambient;
}
#endif

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Assets/FogVolume/Resources/FogVolumeDensityFilter.shader View File

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/FogVolumeDensityFilter" {
Properties{ _MainTex("", any) = "" {} }
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
half2 taps[4] : TEXCOORD1;
};
sampler2D _MainTex;
half4 _MainTex_TexelSize;
half4 _BlurOffsets;
half FOV_compensation;
//half _Distortion = -0.01;
sampler2D RT_FogVolumeConvolution, RT_FogVolume, _source;
v2f vert(appdata_img v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord - _BlurOffsets.xy * _MainTex_TexelSize.xy; // hack, see BlurEffect.cs for the reason for this. let's make a new blur effect soon
o.taps[0] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy*FOV_compensation;
o.taps[1] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy*FOV_compensation;
o.taps[2] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy * half2(1, -1)*FOV_compensation;
o.taps[3] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy * half2(1, -1)*FOV_compensation;
return o;
}
half4 frag(v2f i) : SV_Target{
//distortion experiment
/*half4 FV = tex2D(RT_FogVolumeConvolution, i.uv);
half4 TexturedFogVolumes = tex2D(RT_FogVolume, i.uv);
half Distortion = FV.a * _Distortion * TexturedFogVolumes.a + 1;
half4 color = tex2D(_MainTex, (i.taps[0]-0.5)* Distortion + 0.5);
color += tex2D(_MainTex, (i.taps[1] - 0.5)* Distortion + 0.5);
color += tex2D(_MainTex, (i.taps[2] - 0.5)* Distortion + 0.5);
color += tex2D(_MainTex, (i.taps[3] - 0.5)* Distortion + 0.5);*/
half4 color = tex2D(_MainTex, i.taps[0]);
color += tex2D(_MainTex, i.taps[1]);
color += tex2D(_MainTex, i.taps[2]);
color += tex2D(_MainTex, i.taps[3]);
return color *.25;
}
ENDCG
SubShader {
Pass{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
}

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Assets/FogVolume/Resources/FogVolumeDensityFilter.shader.meta View File

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fileFormatVersion: 2
guid: 41bd7c126b62f0f43bf23f03983cf29c
ShaderImporter:
userData:

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Assets/FogVolume/Resources/FogVolumeDirectionalLight.shader View File

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// Upgrade NOTE: removed variant '__' where variant LOD_FADE_PERCENTAGE is used.
Shader "Hidden/FogVolumeDirectionalLight"
{
Properties
{
_Cutoff("Alpha cutoff", Range(0,1)) = 0.5
_MainTex("Base (RGB)", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
//_FogVolumeShadowMapEdgeSoftness("Edge size", Range(1, 100))=100
}
SubShader
{
Tags{ "RenderType" = "Opaque" }
Pass
{
CGPROGRAM
#define EDGE_FIX
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
float4 _ShadowCameraPosition;
uniform float _Cutoff = 1, _FogVolumeShadowMapEdgeSoftness;
struct v2f
{
float4 pos : SV_POSITION;
float depth : DEPTH;
float2 uv : TEXCOORD0;
float4 screenUV : TEXCOORD1;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.depth = length(mul(unity_ObjectToWorld, v.vertex).xyz - _ShadowCameraPosition.xyz);
o.uv = v.texcoord.xy;
o.screenUV = ComputeScreenPos(o.pos);
return o;
}
float4 frag(v2f i) : COLOR
{
float2 uv = i.screenUV.xy / i.screenUV.w;
float d = i.depth;
#ifdef EDGE_FIX
half edges = saturate(dot(1-uv.r, 1-uv.g) * dot(uv.r, uv.g)*600);
d = lerp(10000, d, edges);
#endif
half fade = saturate(dot(1 - uv.r, 1 - uv.g) * dot(uv.r, uv.g)*_FogVolumeShadowMapEdgeSoftness);
fade *= fade*fade;
return float4(d, fade, 0.0f, 1);
}
ENDCG
}
}
SubShader
{
Tags{ "RenderType" = "TransparentCutout" }
Pass
{
CGPROGRAM
#define EDGE_FIX
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
float4 _ShadowCameraPosition;
uniform float _Cutoff = 1, _FogVolumeShadowMapEdgeSoftness;
float4 _Color;
struct v2f
{
float4 pos : SV_POSITION;
float depth : DEPTH;
float2 uv : TEXCOORD0;
float4 screenUV : TEXCOORD1;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.depth = length(mul(unity_ObjectToWorld, v.vertex).xyz - _ShadowCameraPosition.xyz);
o.uv = v.texcoord.xy;
o.screenUV = ComputeScreenPos(o.pos);
return o;
}
float4 frag(v2f i) : COLOR
{
half4 c = tex2D(_MainTex, i.uv)*_Color;
float2 uv = i.screenUV.xy / i.screenUV.w;
clip(c.a - _Cutoff);
float d = i.depth;
#ifdef EDGE_FIX
half edges = saturate(dot(1 - uv.r, 1 - uv.g) * dot(uv.r, uv.g) * 600);
d = lerp(10000, d, edges);
#endif
half fade = saturate(dot(1 - uv.r, 1 - uv.g) * dot(uv.r, uv.g)*_FogVolumeShadowMapEdgeSoftness);
fade *= fade*fade;
return float4(d, fade, 0.0f, 1);
}
ENDCG
}
}
SubShader
{
Tags
{
"Queue" = "Geometry"
"IgnoreProjector" = "True"
"RenderType" = "SpeedTree"
"DisableBatching" = "LODFading"
}
Cull[_Cull]
Fog{ Mode Off }
CGPROGRAM
uniform sampler2D _MainTex;
float4 /*_ShadowCameraPosition,*/ _Color;
uniform float _Cutoff = 1, _FogVolumeShadowMapEdgeSoftness;
#pragma surface surf Lambert vertex:SpeedTreeVert nolightmap
#pragma target 3.0
#pragma multi_compile LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
#define ENABLE_WIND
#define SPEEDTREE_ALPHATEST
#define EDGE_FIX
#include "SpeedTreeCommonDepth.cginc"
void surf(Input i, inout SurfaceOutput OUT)
{
float2 uv = i.screenUV.xy / i.screenUV.w;
float d = i.ShadowDepth;
#ifdef EDGE_FIX
half edges = saturate(dot(1 - uv.r, 1 - uv.g) * dot(uv.r, uv.g) * 600);
d = lerp(10000, d, edges);
#endif
half fade = saturate(dot(1 - uv.r, 1 - uv.g) * dot(uv.r, uv.g)*_FogVolumeShadowMapEdgeSoftness);
fade *= fade*fade;
OUT.Emission = float3(d, fade, 0.0f);
SpeedTreeFragOut o;
SpeedTreeFrag(i, o);
SPEEDTREE_COPY_FRAG(OUT, o)
}
ENDCG
}
}

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Assets/FogVolume/Resources/FogVolumeDirectionalLight.shader.meta View File

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fileFormatVersion: 2
guid: 4fc2932190d974a4887533f0e52baf6c
timeCreated: 1496863314
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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Assets/FogVolume/Resources/FogVolumeFragment.cginc View File

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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
#ifndef FOG_VOLUME_FRAGMENT_INCLUDED
#define FOG_VOLUME_FRAGMENT_INCLUDED
#define HALF_MAX 65504.0
// Clamp HDR value within a safe range
inline half SafeHDR(half c) { return min(c, HALF_MAX); }
inline half2 SafeHDR(half2 c) { return min(c, HALF_MAX); }
inline half3 SafeHDR(half3 c) { return min(c, HALF_MAX); }
inline half4 SafeHDR(half4 c) { return min(c, HALF_MAX); }
float4 frag(v2f i) : SV_Target
{
float3 ViewDir = normalize(i.LocalPos - i.LocalEyePos);
float tmin = 0.0, tmax = 0.0;
bool hit = IntersectBox(i.LocalEyePos, ViewDir, _BoxMin.xyz, _BoxMax.xyz, tmin, tmax);
if (!hit)
discard;
//likely to resolve to a free modifier
if (tmin < 0)
tmin = 0;
float4 ScreenUVs = UNITY_PROJ_COORD(i.ScreenUVs);
float2 screenUV = ScreenUVs.xy / ScreenUVs.w;
float Depth = 0;
#if _FOG_LOWRES_RENDERER && !ExternalDepth
//low res
#ifdef FOG_VOLUME_STEREO_ON
//left eye
if (unity_CameraProjection[0][2] < 0)//lo estaba haciendo con unity_StereoEyeIndex, pero por algún motivo, no se entera
{
Depth = tex2D(RT_Depth, screenUV);
}
//right eye
else //if (unity_CameraProjection[0][2] > 0)
{
Depth = tex2Dlod(RT_DepthR, float4(screenUV, 0, 0));
}
#else
Depth = tex2Dlod(RT_Depth, float4(screenUV, 0, 0));
#endif
Depth = 1.0 / Depth;
//#else
//#ifdef ExternalDepth
// //injected from water asset
// float Depth = tex2D(_CustomCameraDepthTexture, screenUV).r;
// Depth = 1.0 / Depth;
//
//#else
//full res or Scene view
// float Depth = tex2D(_CameraDepthTexture, screenUV).r;
// Depth = LinearEyeDepth(Depth);
//#endif
#endif
#ifdef ExternalDepth
//injected from water asset
Depth = tex2D(_CustomCameraDepthTexture, screenUV).r;
Depth = 1.0 / Depth;
#else
#if !_FOG_LOWRES_RENDERER
//full res or Scene view
Depth = tex2D(_CameraDepthTexture, screenUV).r;
Depth = LinearEyeDepth(Depth);
#endif
#endif
//probando
//Depth = tex2D(_CameraDepthTexture, screenUV).r;
//Depth = LinearEyeDepth(Depth);
//return float4( Depth.xxx, 1);
Depth = length(Depth / normalize(i.ViewPos).z);
float thickness = min(max(tmin, tmax), Depth) - min(min(tmin, tmax), Depth);
float Fog = thickness / _Visibility;
Fog = 1.0 - exp(-Fog);
//return Fog;
float4 Final = 0;
float3 Normalized_CameraWorldDir = normalize(i.Wpos - _WorldSpaceCameraPos);
float3 CameraLocalDir = (i.LocalPos - i.LocalEyePos);
half InscatteringDistanceClamp = saturate(Depth / InscatteringTransitionWideness - InscatteringStartDistance);
// half InscatteringDistanceClamp = saturate((InscatteringTransitionWideness -Depth) / (InscatteringTransitionWideness- InscatteringStartDistance));
half4 PointLightAccum = 0;
float4 PointLightsFinal = 0;
#if _FOG_VOLUME_NOISE || _FOG_GRADIENT
half jitter = 1;
#ifdef JITTER
jitter = remap_tri(nrand(ScreenUVs + frac(_Time.x)));
jitter = lerp(1, jitter, _jitter);
#endif
float4 Noise = 1;
float3 ShadowColor = 0;
float3 rayStart = i.LocalEyePos + ViewDir * tmin;
float3 rayStop = i.LocalEyePos + ViewDir * tmax;
float3 rayDir = rayStop - rayStart;
float RayLength = length(rayDir);
Speed *= _Time.x;
float4 FinalNoise = 0;
float4 Gradient = 1;
half Contact = 1;
half3 AmbientColor = 1;
half DistanceFade = 0;
half SphereDistance = 0;
half DetailCascade0 = 0;
half DetailCascade1 = 0;
half DetailCascade2 = 0;
half3 Phase = 0;
/*half*/ PrimitiveAccum = 1;
float3 normal = float3(0, 0, 1);
half LambertTerm = 1;
float3 LightTerms = 0;
half SelfShadows = 1;
float OpacityTerms = 0;
half4 debugOutput = 1;
float DirectLightingShadowStepSize = (1.0 / (float)DirectLightingShadowSteps)*_DirectionalLightingDistance;
float3 LightVector = _LightLocalDirection;
//LightVector.xz = LightVector.zx;
//LightVector.z = -LightVector.z;
//LightVector *= DirectLightingShadowStepSize;
float DirectionalLightingAccum = 1;
float3 DirectionalLighting = 1;
half3 AmbientTerm = 1;
half Lambert = 1;
half absorption = 1;
half LightShafts = 1;
half4 VolumeFog = 0;
half LighsShaftsLightVectorConstrain = VolumeSize.y / VolumeSize.x;
float3 LightShaftsDir = L;
LightShaftsDir.xz = LighsShaftsLightVectorConstrain * LightShaftsDir.zx;
float4 debugIterations = float4(0,0,0,1);
float t = 0, dt = _RayStep;
float3 r0 = rayStart;
float3 rd = normalize(rayDir);
#ifdef SAMPLING_METHOD_ViewAligned
float PlaneNdotRay = dot(rd, i.SliceNormal);
dt = _RayStep / abs(PlaneNdotRay);
t = dt - fmod(dot(r0, i.SliceNormal), _RayStep) / PlaneNdotRay;
#endif
#ifdef JITTER
t *= jitter;
dt *= jitter;
#endif
half VolumeRayDistanceTraveled = 0;
for (int s = 1; s < STEP_COUNT && RayLength>0; s += 1, t += dt, RayLength -= dt)
{
dt *= 1 + s * s * s * _OptimizationFactor;//live fast and die young
float3 pos = r0 + rd * t;
VolumeSpaceCoords = pos;
// added casting for ps4
VolumeSpaceCoordsWorldSpace = mul((float3x3)unity_ObjectToWorld, (float3)VolumeSpaceCoords) + _VolumePosition;
float3 NoiseCoordinates = VolumeSpaceCoords * (_3DNoiseScale * Stretch.rgb);
//DistanceFade = distance(VolumeSpaceCoords, i.LocalEyePos);
DistanceFade = distance(VolumeSpaceCoordsWorldSpace, _WorldSpaceCameraPos);//3.2.1
DetailCascade0 = 1 - saturate(DistanceFade / DetailDistance);
DetailCascade1 = 1 - saturate(DistanceFade / DirectLightingDistance);
#if SHADER_API_GLCORE || SHADER_API_D3D11 || SHADER_API_METAL
#if ATTEN_METHOD_1 || ATTEN_METHOD_2 || ATTEN_METHOD_3
DetailCascade2 = 1 - saturate(DistanceFade * PointLightingDistance2Camera);
#endif
#endif
DistanceFade = saturate(DistanceFade / FadeDistance);
DistanceFade = 1 - DistanceFade;
if (DistanceFade < .001) break;
//#ifdef _COLLISION
if (Collisions != 0)
{
Contact = saturate((Depth - distance(VolumeSpaceCoords, i.LocalEyePos))*_SceneIntersectionSoftness);
if (Contact < .01)
break;
//#endif
}
#ifdef DF
PrimitiveAccum = 0;
half3 p = 0;
//Additive primitives
for (int k = 0; k < _PrimitiveCount; k++)
{
if (_PrimitiveActionType(k) <= 1.0f)
{
p = mul(_PrimitivesTransform[k], VolumeSpaceCoords - _PrimitivePosition[k]);
PrimitiveAccum = max(PrimitiveAccum, 1 - (PrimitiveShape(_PrimitiveShapeType(k), p, _PrimitiveScale[k] * .5) + Constrain));
}
}
//Subtractive primitives
for (int n = 0; n < _PrimitiveCount; n++)
{
if (_PrimitiveActionType(k) > 1.0f)
{
p = mul(_PrimitivesTransform[n], VolumeSpaceCoords - _PrimitivePosition[n]);
PrimitiveAccum = min(PrimitiveAccum, (PrimitiveShape(_PrimitiveShapeType(n), p, _PrimitiveScale[n] * .5) + Constrain));
}
}
//Final adjustments
PrimitiveAccum = ContrastF(PrimitiveAccum * _PrimitiveEdgeSoftener, 1);
#endif
#if defined(_FOG_GRADIENT)
half2 GradientCoords = VolumeSpaceCoords.xy / (_BoxMax.xy - _BoxMin.xy) - .5f;
GradientCoords.y *= 0.95;//correct bottom. must check in the future what's wrong with the uv at the edges
GradientCoords.y -= 0.04;//3.1.1
//if(PrimitiveAccum>.99)
if (gain>0)
Gradient = tex2Dlod(_Gradient, half4(GradientCoords, 0, 0));
#endif
VerticalGrad = (VolumeSpaceCoords.y / (_BoxMax.y - _BoxMin.y) + 0.5);
#ifdef VOLUME_FOG
if (OpacityTerms <1)
VolumeRayDistanceTraveled++;
float VolumeDepth01 = (float)VolumeRayDistanceTraveled / STEP_COUNT;
float DistanceCamera2VolumeWalls = length(CameraLocalDir);
float DistanceCamera2Center = distance(_WorldSpaceCameraPos, _VolumePosition);
float DistanceCamera2VolumePoints = distance(_WorldSpaceCameraPos, VolumeSpaceCoordsWorldSpace);
float VolumeDepth = min(max(tmin, tmax), DistanceCamera2VolumePoints) - min(min(tmin, tmax), DistanceCamera2VolumePoints);
float VolumeDensity = DistanceCamera2VolumePoints - DistanceCamera2VolumeWalls;
VolumeFog = saturate(1 - exp(-VolumeDepth / _Visibility * 5));
//VolumeFog= saturate(1 - exp(-VolumeRayDistanceTraveled / _Visibility));
VolumeFog.a *= Contact/**Gradient.a*/;// aquí hay que decidir si el gradiente se lo come o no
#endif
NoiseAtten = gain;
NoiseAtten *= DistanceFade;
NoiseAtten *= Contact;
#ifdef HEIGHT_GRAD
heightGradient = half2(HeightGradient(VerticalGrad, GradMin, GradMax),
/*3.1.10: Adding secondary gradient*/HeightGradient(VerticalGrad, GradMin2, GradMax2));
NoiseAtten *= heightGradient.x*heightGradient.y;
#endif
#if SPHERICAL_FADE
SphereDistance = 1 - saturate(length(VolumeSpaceCoords) / SphericalFadeDistance);
NoiseAtten *= SphereDistance;
#endif
//TEXTURE SAMPLERS//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#if _FOG_VOLUME_NOISE || _FOG_GRADIENT
#if Twirl_X || Twirl_Y || Twirl_Z
float3 rotationDegree = length(NoiseCoordinates) * _Vortex + _Rotation + _RotationSpeed * _Time.x;
NoiseCoordinates = rotate(NoiseCoordinates , rotationDegree);
#endif
half4 VerticalCoords = float4(VolumeSpaceCoords.zx / (_BoxMax.zx - _BoxMin.zx) - .5f, 0, 0);
#ifdef COVERAGE
half CoverageTile = 1;
half4 CoverageCoords = CoverageTile * float4(VolumeSpaceCoords.xz / (_BoxMax.xz - _BoxMin.xz) - .5f, 0, 0);
half4 CoverageRGB = tex2Dlod(CoverageTex, CoverageCoords);
#ifdef HEIGHT_GRAD
//CoverageRGB.r *=heightGradient.y * (1+heightGradient.x * heightGradient.x);
CoverageRGB.r *= heightGradient.y;
#endif
half CumulonimbusTop = HeightGradient(VerticalGrad, 1.0, .5);
half Cresta = HeightGradient(VerticalGrad, 0.7, 1)*CumulonimbusTop;
Cresta *= 10 * CoverageRGB.r;
NoiseAtten *= CoverageRGB.r;
NoiseAtten += CoverageRGB.r * 4 * CumulonimbusTop + Cresta;
#endif
if (Contact > 0 && NoiseAtten > 0 && PrimitiveAccum > _PrimitiveCutout)
{
#if _FOG_VOLUME_NOISE && !_FOG_GRADIENT
Noise = noise(NoiseCoordinates, DetailCascade0);
#endif
#if !_FOG_VOLUME_NOISE && _FOG_GRADIENT
Gradient.a *= gain;
Noise = Gradient;
#endif
#if _FOG_VOLUME_NOISE && _FOG_GRADIENT
Noise = noise(NoiseCoordinates, DetailCascade0) * Gradient;
#endif
if (Noise.a>0)
Noise *= DistanceFade;
}
else
{
Noise = 0;
Gradient.a = 0;
}
half absorptionFactor = lerp(1, 200, Absorption);
#ifdef ABSORPTION
half d = Noise.a;//si se multiplica aquí añade cotraste
//half absorptionFactor = lerp(1, 20, Absorption);
half Beers = exp(-d* absorptionFactor)* absorptionFactor;//la última multiplicación da contraste
half Powder = 1 - exp(-d * 2);
absorption = lerp(1, saturate(Beers*Powder), Absorption);
#ifdef HEIGHT_GRAD
half HeightGradientAtten = 1 - heightGradient.x;
HeightGradientAtten = 1.0 - exp(-HeightGradientAtten);
absorption *= lerp(1,HeightGradientAtten, HeightAbsorption);
#endif
// AmbientTerm = absorption;3.2
#else
//AmbientTerm = 1;3.2
#endif
#if _LAMBERT_SHADING
if (LightShafts > 0.1)//si estamos en sombra, pos no hagas ná
{
//Lambert lighting
if (Noise.a > 0 && NoiseAtten > 0 && DetailCascade1 > 0)
{
normal = calcNormal(NoiseCoordinates, DetailCascade0);
//normal = normalize(VolumeSpaceCoordsWorldSpace- _VolumePosition);//sphere normals
LambertTerm = max(0, dot(normal, normalize(-L)));
//kind of half lambert
LambertTerm = LambertTerm*0.5 + LambertianBias;
LambertTerm *= LambertTerm;
Lambert = lerp(1, LambertTerm, Noise.a*DirectLightingAmount*ContrastF(DetailCascade1 * 3, 2));
Lambert = max(0.0, Lambert);
}
}
#endif
AmbientColor = _AmbientColor.rgb;
#ifndef SHADOW_PASS
AmbientTerm.rgb = _AmbientColor.rgb;
#endif
half3 ProxyAmbient = 1;
UNITY_BRANCH
if (PROBES == 1) {
//#ifdef PROBES
ProxyAmbient = ShadeSHPerPixel(i.worldNormal, 0, VolumeSpaceCoordsWorldSpace);
AmbientTerm.rgb *= ProxyAmbient/* * _AmbientColor.rgb*/;
AmbientColor *= ProxyAmbient;
}
//#endif
AmbientTerm *= absorption;//3.2
#endif
#if _SHADE
if (Noise.a > 0)
SelfShadows = Shadow(NoiseCoordinates, i, DetailCascade0, LightVector* ShadowShift, NoiseAtten);
#endif
//3.1.10
HeightAtten = HeightGradient(VerticalGrad, _AmbientHeightAbsorptionMin, _AmbientHeightAbsorptionMax);
HeightAtten = saturate(1.0 - exp(-HeightAtten));
if (_AmbientHeightAbsorptionMin == -1 && _AmbientHeightAbsorptionMax == -1)//just to avoid adding one more shader variant
HeightAtten = 1;
//AmbientTerm *= HeightAtten;3.2 ambient shouldn't be affected by this
SelfShadows *= HeightAtten;
//
#if DIRECTIONAL_LIGHTING
float DirectionalLightingSample = 0;
//TODO if (LightShafts > 0.1)
if (NoiseAtten>0 && Noise.a>0)
{
float3 DirectionalLightingSamplingPosition = NoiseCoordinates;
for (int s = 0; s < DirectLightingShadowSteps; s++)
{
DirectionalLightingSamplingPosition += LightVector*DirectLightingShadowStepSize;
DirectionalLightingSample = noise(DirectionalLightingSamplingPosition, DetailCascade0).r;
DirectionalLightingAccum += DirectionalLightingSample/* / DirectLightingShadowSteps*/;
}
DirectionalLighting = DirectionalLightingAccum;
}
DirectionalLighting *= Noise.a;
#endif
#if defined (_INSCATTERING)
#if ABSORPTION
//lets diffuse LambertTerm according to density/absorption
//remap absorption greyscale to -1 1 range to affect anisotropy according to media density
//////// multiply ranges of [0, 1]
half t = (1 - Noise.a) * (InscatteringShape*0.5 + 0.5);
//get back to [-1, 1]
t = t * 2 - 1;
InscatteringShape = lerp(InscatteringShape, (t), Absorption);
// #if ABSORPTION && VOLUME_FOG
// InscatteringShape = lerp(InscatteringShape*absorption, InscatteringShape, Noise.a);
// #endif
#endif
half HG = Henyey(Normalized_CameraWorldDir, L, InscatteringShape);
HG *= InscatteringDistanceClamp * Contact;
Phase = _InscatteringColor.rgb * _InscatteringIntensity * HG * Gradient.xyz * _LightColor.rgb;//3.2;
Phase *= absorption;
#endif
#ifdef HALO
half LdotV = saturate(dot(L, Normalized_CameraWorldDir));
LdotV = pow(LdotV, _HaloRadius);
LdotV = 1 - exp(-LdotV);
LdotV = ContrastF(LdotV, _HaloWidth);//franja
LdotV = saturate(LdotV);
LdotV -= .5;
//#ifdef ABSORPTION
// half HaloDensityTerm = absorption;
//#else
half HaloDensityTerm = Noise.a;
//#endif
half mip = saturate(Noise.a * 12) * _HaloAbsorption * (1 - HaloDensityTerm);
half4 Halo = 0;
if (LdotV >0)
{
Halo = tex2Dlod(_LightHaloTexture, float4(0, LdotV, 0, mip));
Halo.g = tex2Dlod(_LightHaloTexture, float4(0, LdotV * 1.1, 0, mip)/**_HaloOpticalDispersion*/).r;
Halo.b = tex2Dlod(_LightHaloTexture, float4(0, LdotV * 1.2, 0, mip)/**_HaloOpticalDispersion*/).r;
Halo.rgb *= _HaloIntensity;
Halo.rgb *= Halo.a;
Halo.rgb *= HaloDensityTerm * (1.0 - HaloDensityTerm);
Halo.rgb *= 1 - mip / 12;
Halo.rgb *= LdotV;
}
else
Halo = 0;
#endif
OpacityTerms = Noise.a*Contact;
#if DIRECTIONAL_LIGHTING
//Shadow Color
DirectionalLighting /= LightExtinctionColor.rgb;
DirectionalLighting = DirectionalLighting* DirectLightingShadowDensity;
DirectionalLighting = exp(-DirectionalLighting);
Phase *= DirectionalLighting;
#endif
//half3 LightTerms = exp(-DirectionalLighting) * OpacityTerms;
half3 LightTerms = OpacityTerms * AmbientTerm.rgb * DirectionalLighting;//3.2
//#ifdef VOLUMETRIC_SHADOWS
UNITY_BRANCH
if (VOLUMETRIC_SHADOWS == 1) {
// added casting for ps4
half2 shadowUVs = (mul((float3x3)_ShadowCameraProjection, (float3)(VolumeSpaceCoordsWorldSpace - _ShadowCameraPosition)).xy + _ShadowCameraSize) / (_ShadowCameraSize*2.0f);
#ifdef CONVOLVE_VOLUMETRIC_SHADOWS
#define _GeneralShadowOffset 0.003f
float pointDepth = length(_ShadowCameraPosition - VolumeSpaceCoordsWorldSpace);
//
half4 shadows;
shadows.x = step(pointDepth, tex2Dlod(_ShadowTexture, float4(shadowUVs + float2(-_GeneralShadowOffset, -_GeneralShadowOffset), 0, 0)).r);
shadows.y = step(pointDepth, tex2Dlod(_ShadowTexture, float4(shadowUVs + float2(_GeneralShadowOffset, _GeneralShadowOffset), 0, 0)).r);
shadows.z = step(pointDepth, tex2Dlod(_ShadowTexture, float4(shadowUVs + float2(-_GeneralShadowOffset, _GeneralShadowOffset), 0, 0)).r);
shadows.w = step(pointDepth, tex2Dlod(_ShadowTexture, float4(shadowUVs + float2(_GeneralShadowOffset, -_GeneralShadowOffset), 0, 0)).r);
VolumeShadow = max(dot(shadows, 0.25f), 0.0f);
#else
VolumeShadow = FrameShadow(shadowUVs, VolumeSpaceCoordsWorldSpace);
#endif
//3.2
#if defined (_INSCATTERING)
Phase *= VolumeShadow;
#endif
#ifdef HALO
Halo.rgb *= VolumeShadow;
#endif
//3.2
//LightTerms *= lerp(_AmbientColor.rgb, 1, VolumeShadow);//previous 3.2
//LightTerms *= lerp(AmbientTerm.rgb, 1, VolumeShadow);//3.2 test
}
//#endif
//Phase *= LightTerms;//atten with shadowing//3.2 comment
Phase *= OpacityTerms;//3.2
//LightTerms *= lerp(_AmbientColor.rgb, 1, absorption);//previous 3.2
//LightTerms *= lerp(AmbientTerm.rgb, 1, absorption);//3.2 test
#ifdef VOLUME_SHADOWS
half4 LightMapCoords = VerticalCoords;
LightMapCoords.xy = LightMapCoords.yx;
#ifndef LIGHT_ATTACHED
LightMapCoords.xy += LightShaftsDir.zx*(1 - VerticalGrad);
#endif
LightMapCoords.x = clamp(LightMapCoords.x, -1, 0);
LightMapCoords.y = clamp(LightMapCoords.y, -1, 0);
LightShafts = tex2Dlod(LightshaftTex, LightMapCoords).r;
LightShafts = LightShafts*lerp(50,1,_Cutoff);
LightShafts = 1 - saturate(LightShafts);
//LightShafts *= _LightColor.rgb;3.2
#if defined (_INSCATTERING)
Phase *= LightShafts;
#endif
#ifdef HALO
Halo.rgb *= LightShafts; // changed to rgb for ps4
#endif
#endif
#ifdef VOLUME_SHADOWS
LightTerms *= LightShafts;
#endif
LightTerms *= Lambert;
#ifdef _SHADE
float3 SelfShadowsColor = lerp(_SelfShadowColor.rgb * AmbientTerm.rgb, 1.0, SelfShadows);//3.2 replaced ambient color with AmbientTerm
LightTerms *= SelfShadowsColor;
Phase *= SelfShadowsColor;
#endif
//3.1.10
LightTerms *= HeightAtten;
Phase *= HeightAtten;
//
#ifdef VOLUME_FOG
half3 VolumetricFogVolor = _FogColor.rgb;
//#ifdef AMBIENT_AFFECTS_FOG_COLOR
if (AMBIENT_AFFECTS_FOG_COLOR) VolumetricFogVolor *= AmbientColor;
//#endif
#ifdef VOLUME_SHADOWS
LightTerms = lerp(LightTerms, VolumetricFogVolor * Gradient.rgb * (LightShafts + _AmbientColor.a), VolumeFog.a);
#else
LightTerms = lerp(LightTerms, VolumetricFogVolor * Gradient.rgb, VolumeFog.a);
#endif
#if defined (_VOLUME_FOG_INSCATTERING)
half VolumeFogInscatteringDistanceClamp = saturate((VolumeRayDistanceTraveled - VolumeFogInscatteringStartDistance) / VolumeFogInscatteringTransitionWideness);
half3 VolumeFogPhase = Henyey(Normalized_CameraWorldDir, L, VolumeFogInscatteringAnisotropy);
VolumeFogPhase *= Contact;
VolumeFogPhase *= VolumeFogInscatteringDistanceClamp;
VolumeFogPhase *= VolumeFogInscatteringColor.rgb * VolumeFogInscatteringIntensity * Gradient.xyz;
VolumeFogPhase *= saturate(1 - Noise.a * VolumeFogInscatteringIntensity/*pushin' proportionaly to intensity*/);
half3 FogInscatter = 0;
UNITY_BRANCH
if (FOG_TINTS_INSCATTER == 1)
FogInscatter = VolumeFog.a *VolumetricFogVolor * VolumeFogPhase * _LightColor.rgb;
//3.2
else
FogInscatter = VolumeFog.a *VolumetricFogVolor * VolumeFogPhase * _LightColor.rgb + VolumeFog.a * VolumeFogPhase * _LightColor.rgb;
#ifdef VOLUME_SHADOWS
FogInscatter *= LightShafts;
#endif
UNITY_BRANCH
if (VOLUMETRIC_SHADOWS == 1)
FogInscatter *= VolumeShadow;
LightTerms += FogInscatter;
#endif
OpacityTerms = min(OpacityTerms + VolumeFog.a, 1);
#endif
#if defined(_FOG_GRADIENT)
LightTerms *= Gradient.rgb;
#endif
//#ifdef PROBES
//LightTerms *= ProxyAmbient*5;//maybe not
//#endif
LightTerms += Phase;
//Multiply by LambertTerm and color before additive stuff
LightTerms *= _Color.rgb;
LightTerms *= _LightExposure;//new in 3.1.1
LightTerms += AmbientTerm*Noise.a;//multiplicando para no afectar a la niebla
#if SHADER_API_GLCORE || SHADER_API_D3D11 || SHADER_API_METAL
#if ATTEN_METHOD_1 || ATTEN_METHOD_2 || ATTEN_METHOD_3
if (DetailCascade2>0)
{
for (int k = 0; k < _LightsCount; k++)
{
half PointLightRange = 1 - (length(_LightPositions[k].xyz - VolumeSpaceCoords) * PointLightingDistance);//range clamp
if (PointLightRange > .99) {
if (_LightData[k].z >= 0.0)
{
PointLightAccum +=
(Noise.a + VolumeFog.a)*SpotLight(
_LightPositions[k].xyz,
VolumeSpaceCoords,
_LightRange(k),
_LightColors[k],
_LightIntensity(k),
_LightRotations[k],
_LightSpotAngle(k),
_LightColors[k].w, i) * Contact;
}
else
{
PointLightAccum +=
(Noise.a + VolumeFog.a)*PointLight(
_LightPositions[k].xyz,
VolumeSpaceCoords,
_LightRange(k),
_LightColors[k],
_LightIntensity(k),
//1,
i) * Contact;
}
}
}
half atten = saturate(PointLightAccum.a);
if (atten > 0)
{
PointLightsFinal = PointLightAccum;
}
}
#endif
#endif
#ifdef HALO
//LightTerms += Halo.rgb;
//3.1.10
LightTerms *= (1 + Halo.rgb);
#endif
#ifdef DEBUG
if (_DebugMode == DEBUG_ITERATIONS)
{
debugOutput.rgb = tex2Dlod(_PerformanceLUT, float4(0, (float)s / STEP_COUNT, 0, 0)).rgb;
}
if (_DebugMode == DEBUG_INSCATTERING)
{
LightTerms = Phase;
}
if (_DebugMode == DEBUG_VOLUMETRIC_SHADOWS)
{
LightTerms = LightShafts * .05;
}
#if VOLUME_FOG && _VOLUME_FOG_INSCATTERING
if (_DebugMode == DEBUG_VOLUME_FOG_INSCATTER_CLAMP)
{
LightTerms = OpacityTerms * VolumeFogInscatteringDistanceClamp;
}
if (_DebugMode == DEBUG_VOLUME_FOG_PHASE)
{
LightTerms = OpacityTerms * FogInscatter;
}
#endif
#endif
OpacityTerms *= _PushAlpha;
//FinalNoise.a = saturate(FinalNoise.a);
FinalNoise = FinalNoise + float4(LightTerms, OpacityTerms) * (1.0 - FinalNoise.a);
if (FinalNoise.a > .999)break;//KILL'EM ALL if its already opaque, don't do anything else
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////LOOP END
#ifdef DEBUG
if (_DebugMode == DEBUG_INSCATTERING
|| _DebugMode == DEBUG_VOLUMETRIC_SHADOWS
|| _DebugMode == DEBUG_VOLUME_FOG_INSCATTER_CLAMP
|| _DebugMode == DEBUG_VOLUME_FOG_PHASE)
{
debugOutput = FinalNoise;
}
return debugOutput;
#endif
//return FinalNoise;
//return float4(Contact, Contact, Contact,1);
//return float4(NoiseAtten, NoiseAtten, NoiseAtten, 1); ;
//FinalNoise.rgb *= _Color.rgb;
_Color = FinalNoise;
_InscatteringColor *= FinalNoise;
#endif
#if _INSCATTERING && !_FOG_VOLUME_NOISE && !_FOG_GRADIENT
float Inscattering = Henyey(Normalized_CameraWorldDir, L, InscatteringShape);
//_InscatteringIntensity *= .05;
Inscattering *= InscatteringDistanceClamp;
Final = float4(_Color.rgb + _InscatteringColor.rgb * _InscatteringIntensity * Inscattering, _Color.a);
#else
Final = _Color;
#endif
#if ATTEN_METHOD_1 || ATTEN_METHOD_2 || ATTEN_METHOD_3
Final.rgb += PointLightsFinal.rgb;
#endif
#ifdef ColorAdjust
Final.rgb = lerp(Final.rgb, pow(max((Final.rgb + Offset), 0), 1 / Gamma), Final.a);
#if _TONEMAP
Final.rgb = ToneMap(Final.rgb, Exposure);
#endif
#endif
#if !_FOG_VOLUME_NOISE && !_FOG_GRADIENT
Final.a *= (Fog * _Color.a);
#endif
if (IsGammaSpace())
Final.rgb = pow(Final.rgb, 1 / 2.2);
Final.a = saturate(Final.a);
Final.rgb = SafeHDR(Final.rgb);
#ifdef Enviro_Integration
float4 EnviroFog = TransparentFog(Final, i.Wpos, screenUV, Depth);
EnviroFog.a = EnviroFog.a * Final.a;
Final = EnviroFog;
#endif
//Debug the build problem
#if DF && defined(DEBUG_PRIMITIVES)
//Final.rgb = _PrimitiveCount/1.5;
//Final.a = 0;
Final.rgb = float3(0,.5, .5);
#endif
return Final;
}
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#define FOG_VOLUME_INTEGRATIONS
//Uncomment to enable Enviro integration
//#include "Assets/Enviro - Dynamic Environment/Resources/Shaders/Core/EnviroFogCore.cginc"
//#define Enviro_Integration
#endif

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Shader created with Shader Forge v1.33
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
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Shader "Fog Volume/Primitive" {
Properties {
_Color ("Color", Color) = (0.07843138,0.3921569,0.7843137,1)
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
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"Queue"="Transparent"
"RenderType"="Transparent"
}
Pass {
Name "FORWARD"
Tags {
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}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
//#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal
#pragma target 3.0
uniform float4 _Color;
struct VertexInput {
float4 vertex : POSITION;
};
struct VertexOutput {
float4 pos : SV_POSITION;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.pos = UnityObjectToClipPos(v.vertex );
return o;
}
float4 frag(VertexOutput i) : COLOR {
////// Lighting:
////// Emissive:
float3 emissive = _Color.rgb;
float3 finalColor = emissive;
return fixed4(finalColor,_Color.a);
}
ENDCG
}
}
FallBack "Diffuse"
// CustomEditor "ShaderForgeMaterialInspector"
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Fog Volume/Shadow Projector"
{
Properties
{
[NoScaleOffset]_MainTex("ShadowMap", 2D) = "white" {}
displacePower("light Displace intensity", range(.01,.3)) = 0.079
_ShadowColor("ShadowColor", Color)=(0,0,0,0)
_Cutoff("Alpha cutoff", Range(0,1)) = 0.01//TODO: Publish
}
SubShader
{ Tags{
"Queue" = "AlphaTest"
"IgnoreProjector" = "True"
"RenderType" = "NeverRenderMe"
}
Pass
{
Fog{ Mode Off }
Blend DstColor OneMinusSrcAlpha
Cull front
ZWrite Off
ZTest Always
Lighting Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
float4 screenUV : TEXCOORD1;
float3 ray : TEXCOORD2;
half3 orientation : TEXCOORD3;
};
v2f vert(float3 v : POSITION)
{
v2f o;
o.pos = UnityObjectToClipPos(float4(v,1));
o.uv = v.xz + 0.5;
o.screenUV = ComputeScreenPos(o.pos);
//o.ray = mul(UNITY_MATRIX_MV, float4(v,1)).xyz * float3(-1,-1,1);
//5.6:
o.ray = UnityObjectToViewPos(float4(v, 1) ).xyz* float3(-1, -1, 1);
o.orientation = mul((float3x3)unity_ObjectToWorld, float3(0,1,0));
return o;
}
uniform float3 L;
sampler2D _MainTex, RT_OpacityBlur;
sampler2D_float _CameraDepthTexture;
half displacePower;
half _Cutoff;
half4 _ShadowColor;
fixed4 frag(v2f i) : COLOR0
{
i.ray = i.ray * (_ProjectionParams.z / i.ray.z);
float2 uv = i.screenUV.xy / i.screenUV.w;
// read depth and reconstruct world position
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv);
depth = Linear01Depth(depth);
float4 vpos = float4(i.ray * depth,1);
float3 wpos = mul(unity_CameraToWorld, vpos).xyz;
float3 opos = mul(unity_WorldToObject, float4(wpos,1)).xyz;
clip(float3(0.5,0.5,0.5) - abs(opos.xyz));
i.uv = opos.xz + 0.5;
i.uv = i.uv + displacePower*L.xz;
fixed4 col = tex2D(RT_OpacityBlur, i.uv).r;
clip(col.a - _Cutoff);
col.rgb = _ShadowColor*( col.a);
//return float4(0,0,0,1);
return float4(col.rgb, col.a);
}
ENDCG
}
}
Fallback Off
}

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Assets/FogVolume/Resources/ShadowPostprocess.shader View File

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Fog Volume/Shadow Postprocess"
{
Properties { _MainTex ("", any) = "" {} }
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
sampler2D _MainTex;
half4 _MainTex_TexelSize;
half3 ContrastF(half3 pixelColor, fixed contrast)
{
return saturate(((pixelColor.rgb - 0.5f) * max(contrast, 0)) + 0.5f);
}
half ShadowColor;
v2f vert( appdata_img v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord ;
return o;
}
half4 frag(v2f i) : SV_Target {
half4 color = tex2D(_MainTex, i.uv);
//color.a *= 0;
//color.a = ContrastF(color.a, ShadowColor+1);
//color.a = ContrastF(color.a ,ShadowColor*5);
half edges = saturate(dot(1 - i.uv.r, 1 - i.uv.g) * dot(i.uv.r, i.uv.g) * 600);
edges *= edges*edges;
color.r = color.r + color.r*ShadowColor*50* edges;
color.r = lerp(0, color.r,edges);
return min(color.r,1);
}
ENDCG
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
}

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version https://git-lfs.github.com/spec/v1
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animationPositionError: 0.5
animationScaleError: 0.5
animationWrapMode: 0
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+ 130
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Assets/FogVolume/Resources/SpeedTreeCommonDepth.cginc View File

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
#ifndef SPEEDTREE_COMMON_INCLUDED
#define SPEEDTREE_COMMON_INCLUDED
#include "UnityCG.cginc"
#define SPEEDTREE_Y_UP
#ifdef GEOM_TYPE_BRANCH_DETAIL
#define GEOM_TYPE_BRANCH
#endif
#include "SpeedTreeVertexDepth.cginc"
// Define Input structure
struct Input
{
fixed4 color;
half3 interpolator1;
#ifdef GEOM_TYPE_BRANCH_DETAIL
half3 interpolator2;
#endif
UNITY_DITHER_CROSSFADE_COORDS
half depth;
half ShadowDepth;
float4 screenUV;
};
// Define uniforms
float4 _ShadowCameraPosition;
#define mainTexUV interpolator1.xy
//sampler2D _MainTex;
#ifdef GEOM_TYPE_BRANCH_DETAIL
#define Detail interpolator2
sampler2D _DetailTex;
#endif
//#if defined(GEOM_TYPE_FROND) || defined(GEOM_TYPE_LEAF) || defined(GEOM_TYPE_FACING_LEAF)
// #define SPEEDTREE_ALPHATEST
// fixed _Cutoff;
//#endif
#ifdef EFFECT_HUE_VARIATION
#define HueVariationAmount interpolator1.z
half4 _HueVariation;
#endif
#if defined(EFFECT_BUMP) && !defined(LIGHTMAP_ON)
sampler2D _BumpMap;
#endif
//fixed4 _Color;
// Vertex processing
void SpeedTreeVert(inout SpeedTreeVB IN, out Input OUT)
{
UNITY_INITIALIZE_OUTPUT(Input, OUT);
OUT.depth = -(UnityObjectToViewPos(IN.vertex).z/* * _ProjectionParams.w*/);
float4 pos = UnityObjectToClipPos(IN.vertex);
OUT.screenUV = ComputeScreenPos(pos);
OUT.ShadowDepth = length(mul(unity_ObjectToWorld, IN.vertex).xyz - _ShadowCameraPosition.xyz);
OUT.mainTexUV = IN.texcoord.xy;
//OUT.color = _Color;
// OUT.color.rgb *= IN.color.r; // ambient occlusion factor
#ifdef EFFECT_HUE_VARIATION
float hueVariationAmount = frac(unity_ObjectToWorld[0].w + unity_ObjectToWorld[1].w + unity_ObjectToWorld[2].w);
hueVariationAmount += frac(IN.vertex.x + IN.normal.y + IN.normal.x) * 0.5 - 0.3;
OUT.HueVariationAmount = saturate(hueVariationAmount * _HueVariation.a);
#endif
#ifdef GEOM_TYPE_BRANCH_DETAIL
// The two types are always in different sub-range of the mesh so no interpolation (between detail and blend) problem.
OUT.Detail.xy = IN.texcoord2.xy;
if (IN.color.a == 0) // Blend
OUT.Detail.z = IN.texcoord2.z;
else // Detail texture
OUT.Detail.z = 2.5f; // stay out of Blend's .z range
#endif
OffsetSpeedTreeVertex(IN, unity_LODFade.x);
UNITY_TRANSFER_DITHER_CROSSFADE(OUT, IN.vertex)
}
// Fragment processing
#if defined(EFFECT_BUMP) && !defined(LIGHTMAP_ON)
#define SPEEDTREE_DATA_NORMAL fixed3 Normal;
#define SPEEDTREE_COPY_NORMAL(to, from) to.Normal = from.Normal;
#else
#define SPEEDTREE_DATA_NORMAL
#define SPEEDTREE_COPY_NORMAL(to, from)
#endif
#define SPEEDTREE_COPY_FRAG(to, from) \
to.Alpha = from.Alpha; \
SPEEDTREE_COPY_NORMAL(to, from)
struct SpeedTreeFragOut
{
// fixed3 Albedo;
fixed Alpha;
SPEEDTREE_DATA_NORMAL
};
void SpeedTreeFrag(Input IN, out SpeedTreeFragOut OUT)
{
half4 diffuseColor = tex2D(_MainTex, IN.mainTexUV);
OUT.Alpha = diffuseColor.a * _Color.a;
#ifdef SPEEDTREE_ALPHATEST
clip(OUT.Alpha - _Cutoff);
#endif
// UNITY_APPLY_DITHER_CROSSFADE(IN)
//OUT.Normal = float3(0, 0, 1);
// OUT.Albedo = 0;
}
#endif // SPEEDTREE_COMMON_INCLUDED

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Assets/FogVolume/Resources/SpeedTreeVertexDepth.cginc View File

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#ifndef SPEEDTREE_VERTEX_INCLUDED
#define SPEEDTREE_VERTEX_INCLUDED
///////////////////////////////////////////////////////////////////////
// SpeedTree v6 Vertex Processing
///////////////////////////////////////////////////////////////////////
// struct SpeedTreeVB
// texcoord setup
//
// BRANCHES FRONDS LEAVES
// 0 diffuse uv, branch wind xy " "
// 1 lod xyz, 0 lod xyz, 0 anchor xyz, lod scalar
// 2 detail/seam uv, seam amount, 0 frond wind xyz, 0 leaf wind xyz, leaf group
struct SpeedTreeVB
{
float4 vertex : POSITION;
float4 tangent : TANGENT;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float2 texcoord3 : TEXCOORD3;
half4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
///////////////////////////////////////////////////////////////////////
// SpeedTree winds
#ifdef ENABLE_WIND
#define WIND_QUALITY_NONE 0
#define WIND_QUALITY_FASTEST 1
#define WIND_QUALITY_FAST 2
#define WIND_QUALITY_BETTER 3
#define WIND_QUALITY_BEST 4
#define WIND_QUALITY_PALM 5
uniform half _WindQuality;
uniform half _WindEnabled;
#include "SpeedTreeWind.cginc"
#endif
///////////////////////////////////////////////////////////////////////
// OffsetSpeedTreeVertex
void OffsetSpeedTreeVertex(inout SpeedTreeVB data, float lodValue)
{
float3 finalPosition = data.vertex.xyz;
#ifdef ENABLE_WIND
half windQuality = _WindQuality * _WindEnabled;
float3 rotatedWindVector, rotatedBranchAnchor;
if (windQuality <= WIND_QUALITY_NONE)
{
rotatedWindVector = float3(0.0f, 0.0f, 0.0f);
rotatedBranchAnchor = float3(0.0f, 0.0f, 0.0f);
}
else
{
// compute rotated wind parameters
rotatedWindVector = normalize(mul(_ST_WindVector.xyz, (float3x3)unity_ObjectToWorld));
rotatedBranchAnchor = normalize(mul(_ST_WindBranchAnchor.xyz, (float3x3)unity_ObjectToWorld)) * _ST_WindBranchAnchor.w;
}
#endif
#if defined(GEOM_TYPE_BRANCH) || defined(GEOM_TYPE_FROND)
// smooth LOD
#ifdef LOD_FADE_PERCENTAGE
finalPosition = lerp(finalPosition, data.texcoord1.xyz, lodValue);
#endif
// frond wind, if needed
#if defined(ENABLE_WIND) && defined(GEOM_TYPE_FROND)
if (windQuality == WIND_QUALITY_PALM)
finalPosition = RippleFrond(finalPosition, data.normal, data.texcoord.x, data.texcoord.y, data.texcoord2.x, data.texcoord2.y, data.texcoord2.z);
#endif
#elif defined(GEOM_TYPE_LEAF)
// remove anchor position
finalPosition -= data.texcoord1.xyz;
bool isFacingLeaf = data.color.a == 0;
if (isFacingLeaf)
{
#ifdef LOD_FADE_PERCENTAGE
finalPosition *= lerp(1.0, data.texcoord1.w, lodValue);
#endif
// face camera-facing leaf to camera
float offsetLen = length(finalPosition);
finalPosition = mul(finalPosition.xyz, (float3x3)UNITY_MATRIX_IT_MV); // inv(MV) * finalPosition
finalPosition = normalize(finalPosition) * offsetLen; // make sure the offset vector is still scaled
}
else
{
#ifdef LOD_FADE_PERCENTAGE
float3 lodPosition = float3(data.texcoord1.w, data.texcoord3.x, data.texcoord3.y);
finalPosition = lerp(finalPosition, lodPosition, lodValue);
#endif
}
#ifdef ENABLE_WIND
// leaf wind
if (windQuality > WIND_QUALITY_FASTEST && windQuality < WIND_QUALITY_PALM)
{
float leafWindTrigOffset = data.texcoord1.x + data.texcoord1.y;
finalPosition = LeafWind(windQuality == WIND_QUALITY_BEST, data.texcoord2.w > 0.0, finalPosition, data.normal, data.texcoord2.x, float3(0,0,0), data.texcoord2.y, data.texcoord2.z, leafWindTrigOffset, rotatedWindVector);
}
#endif
// move back out to anchor
finalPosition += data.texcoord1.xyz;
#endif
#ifdef ENABLE_WIND
float3 treePos = float3(unity_ObjectToWorld[0].w, unity_ObjectToWorld[1].w, unity_ObjectToWorld[2].w);
#ifndef GEOM_TYPE_MESH
if (windQuality >= WIND_QUALITY_BETTER)
{
// branch wind (applies to all 3D geometry)
finalPosition = BranchWind(windQuality == WIND_QUALITY_PALM, finalPosition, treePos, float4(data.texcoord.zw, 0, 0), rotatedWindVector, rotatedBranchAnchor);
}
#endif
if (windQuality > WIND_QUALITY_NONE)
{
// global wind
finalPosition = GlobalWind(finalPosition, treePos, true, rotatedWindVector, _ST_WindGlobal.x);
}
#endif
data.vertex.xyz = finalPosition;
}
#endif // SPEEDTREE_VERTEX_INCLUDED

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+ 87
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Assets/FogVolume/Resources/Surrogate.shader View File

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
//Shader "Hidden/LowResReplace"
Shader "Hidden/Fog Volume/Surrogate"
{
SubShader{
Tags{
"Queue" = "Transparent" "IgnoreProjector" = "True"
// "RenderType" = "Opaque"
}
LOD 100
//Blend One OneMinusSrcAlpha
// Blend SrcAlpha OneMinusSrcAlpha
Blend[_SrcBlend] OneMinusSrcAlpha //One OneMinusSrcAlpha works best with noise
Fog{ Mode Off }
Cull Front
Lighting Off
ZWrite Off
ZTest [_ztest]
//ZTest LEqual
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#pragma shader_feature _EDITOR_WINDOW
#define red float4(1, 0,0,1)
#define green float4(0, 1,0,1)
int _SrcBlend, _ztest;
sampler2D RT_FogVolume, RT_FogVolumeR;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord: TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float4 projPos : TEXCOORD0;
//float2 uv : TEXCOORD1;
};
v2f vert(appdata_t v)
{
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.projPos = ComputeScreenPos(o.vertex);
return o;
}
half4 frag(v2f i) : SV_Target
{
float4 coords = 0, FV;
coords = UNITY_PROJ_COORD(i.projPos);
float2 screenUV = coords.xy / coords.w;
#if UNITY_SINGLE_PASS_STEREO
float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex];
screenUV = (screenUV - scaleOffset.zw) / scaleOffset.xy;
#endif
if (unity_StereoEyeIndex == 0)
{
FV = tex2D(RT_FogVolume, screenUV)/**red*/;
}
else
{
FV = tex2D(RT_FogVolumeR, screenUV)/**green*/;
}
#ifdef _EDITOR_WINDOW
FV = 0;
// FV= float4(1, 0, 0, 1)*FV;
#endif
return FV;
return float4(1, 0, 0, 1)*FV;
}
ENDCG
}
}
}

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+ 306
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Assets/FogVolume/Resources/Upsample.shader View File

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Copyright(c) 2016, Michal Skalsky
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification,
// are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its contributors
// may be used to endorse or promote products derived from this software without
// specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.IN NO EVENT
// SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
// OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
// HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
// TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
// EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//Modified by Carlos Macarrón & David Miranda
Shader "Hidden/Upsample"
{
Properties
{
_UpsampleDepthThreshold("Upsample Depth Threshold", Range(0, 2)) = .05
[HideInInspector] _LowResColor("", 2D) = "white"{}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
CGINCLUDE
// #define UPSAMPLE_DEPTH_THRESHOLD 0.05f
uniform half _UpsampleDepthThreshold = .05;
int RightSide;
#define PI 3.1415927f
#include "UnityCG.cginc"
float4 _TexelSize = 1;
sampler2D _HiResDepthBufferR;
sampler2D _HiResDepthBuffer;
sampler2D _LowResDepthBuffer;
sampler2D _LowResDepthBufferR;
sampler2D _LowResColor;
sampler2D _LowResColorR;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2fDownsample
{
float4 vertex : SV_POSITION0;
float2 uv : TEXCOORD0;
float2 uv00 : TEXCOORD1;
float2 uv01 : TEXCOORD2;
float2 uv10 : TEXCOORD3;
float2 uv11 : TEXCOORD4;
};
struct v2fUpsample
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float2 uv00 : TEXCOORD1;
float2 uv01 : TEXCOORD2;
float2 uv10 : TEXCOORD3;
float2 uv11 : TEXCOORD4;
};
//-----------------------------------------------------------------------------------------
// vertDownsampleDepth
//-----------------------------------------------------------------------------------------
v2fDownsample vertDownsampleDepth(appdata v, float2 texelSize)
{
v2fDownsample o;
UNITY_INITIALIZE_OUTPUT(v2fDownsample, o);
o.vertex = UnityObjectToClipPos(v.vertex);
#if UNITY_SINGLE_PASS_STEREO
o.uv = UnityStereoTransformScreenSpaceTex(v.uv);
#else
o.uv = v.uv;
#endif
o.uv00 = v.uv - 0.5 * texelSize.xy;
o.uv10 = o.uv00 + float2(texelSize.x, 0);
o.uv01 = o.uv00 + float2(0, texelSize.y);
o.uv11 = o.uv00 + texelSize.xy;
return o;
}
//-----------------------------------------------------------------------------------------
// vertUpsample
//-----------------------------------------------------------------------------------------
v2fUpsample vertUpsample(appdata v, float2 texelSize)
{
v2fUpsample o;
UNITY_INITIALIZE_OUTPUT(v2fUpsample, o);
o.vertex = UnityObjectToClipPos(v.vertex);
#if UNITY_SINGLE_PASS_STEREO
o.uv = UnityStereoTransformScreenSpaceTex(v.uv);
#else
o.uv = v.uv;
#endif
o.uv00 = v.uv - 0.5 * texelSize.xy;
o.uv10 = o.uv00 + float2(texelSize.x, 0);
o.uv01 = o.uv00 + float2(0, texelSize.y);
o.uv11 = o.uv00 + texelSize.xy;
return o;
}
#undef SAMPLE_DEPTH_TEXTURE
#define SAMPLE_DEPTH_TEXTURE(sampler, uv) ( tex2D(sampler, uv).r )
//-----------------------------------------------------------------------------------------
// BilateralUpsample
//-----------------------------------------------------------------------------------------
float4 BilateralUpsample(v2fUpsample input, sampler2D hiDepth, sampler2D loDepth, sampler2D loColor)
{
float4 highResDepth = (SAMPLE_DEPTH_TEXTURE(hiDepth, input.uv)).xxxx;
float4 lowResDepth=0;
#if UNITY_SINGLE_PASS_STEREO
float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex];
input.uv00 = (input.uv00 - scaleOffset.zw) / scaleOffset.xy;
input.uv10 = (input.uv10 - scaleOffset.zw) / scaleOffset.xy;
input.uv01 = (input.uv01 - scaleOffset.zw) / scaleOffset.xy;
input.uv11 = (input.uv11 - scaleOffset.zw) / scaleOffset.xy;
#endif
lowResDepth[0] = (SAMPLE_DEPTH_TEXTURE(loDepth, input.uv00));
lowResDepth[1] = (SAMPLE_DEPTH_TEXTURE(loDepth, input.uv10));
lowResDepth[2] = (SAMPLE_DEPTH_TEXTURE(loDepth, input.uv01));
lowResDepth[3] = (SAMPLE_DEPTH_TEXTURE(loDepth, input.uv11));
float4 depthDiff = abs(lowResDepth - highResDepth);
float accumDiff = dot(depthDiff, .1);//3.2.1 changed 1 to .1
//UNITY_BRANCH
if (accumDiff < _UpsampleDepthThreshold) // small error, not an edge -> use bilinear filter
{
// should be bilinear sampler, dont know how to use two different samplers for one texture in Unity
//return float4(1, 0, 0, 1);
return tex2D(loColor, input.uv);
}
#if VISUALIZE_EDGE
return float4(1, .2, 0, 1);
#endif
// find nearest sample
float minDepthDiff = depthDiff[0];
float2 nearestUv = input.uv00;
if (depthDiff[1] < minDepthDiff)
{
nearestUv = input.uv10;
minDepthDiff = depthDiff[1];
}
if (depthDiff[2] < minDepthDiff)
{
nearestUv = input.uv01;
minDepthDiff = depthDiff[2];
}
if (depthDiff[3] < minDepthDiff)
{
nearestUv = input.uv11;
minDepthDiff = depthDiff[3];
}
return tex2D(loColor, nearestUv);
}
//-----------------------------------------------------------------------------------------
// DownsampleDepth
//-----------------------------------------------------------------------------------------
float4 DownsampleDepth(v2fDownsample input, sampler2D depthTexture)
{
float final;
// Normal
final = tex2D(depthTexture, input.uv).x;
#if DOWNSAMPLE_DEPTH_MODE_MIN // min depth
float depth = tex2D(depthTexture, input.uv00) ;
depth = min(depth, tex2D(depthTexture, input.uv01) );
depth = min(depth, tex2D(depthTexture, input.uv10) );
depth = min(depth, tex2D(depthTexture, input.uv11) );
final = (depth);
#elif DOWNSAMPLE_DEPTH_MODE_MAX // max depth
float depth = tex2D(depthTexture, input.uv00) ;
depth = max(depth, tex2D(depthTexture, input.uv01) );
depth = max(depth, tex2D(depthTexture, input.uv10) );
depth = max(depth, tex2D(depthTexture, input.uv11) );
final = (depth);
#else // DOWNSAMPLE_DEPTH_MODE_CHESSBOARD
float4 depth;
depth.x = tex2D(depthTexture, input.uv00) ;
depth.y = tex2D(depthTexture, input.uv01) ;
depth.z = tex2D(depthTexture, input.uv10) ;
depth.w = tex2D(depthTexture, input.uv11) ;
float minDepth = min(min(depth.x, depth.y), min(depth.z, depth.w));
float maxDepth = max(max(depth.x, depth.y), max(depth.z, depth.w));
// chessboard pattern
int2 position = input.vertex.xy % 2;
int index = position.x + position.y;
final = (index == 1 ? minDepth : maxDepth);
#endif
return final;
}
ENDCG
// pass 0 - downsample depth
Pass
{
// Name "downsample depth"
CGPROGRAM
#pragma vertex vertDepth
#pragma fragment frag
#pragma exclude_renderers d3d9
#pragma target 3.0
#pragma multi_compile DOWNSAMPLE_DEPTH_MODE_MIN DOWNSAMPLE_DEPTH_MODE_MAX DOWNSAMPLE_DEPTH_MODE_CHESSBOARD
#pragma multi_compile _ FOG_VOLUME_STEREO_ON
v2fDownsample vertDepth(appdata v)
{
return vertDownsampleDepth(v, _TexelSize);
}
float4 frag(v2fDownsample input) : SV_Target
{
#ifdef FOG_VOLUME_STEREO_ON
if (RightSide == 1)
return DownsampleDepth(input, _HiResDepthBufferR);
else
return DownsampleDepth(input, _HiResDepthBuffer);
#else
return DownsampleDepth(input, _HiResDepthBuffer);
#endif
}
ENDCG
}
// pass 1 - bilateral upsample
Pass
{
// Name "bilateral upsample"
Blend One Zero
CGPROGRAM
#pragma vertex vertUpsampleToFull
#pragma fragment frag
#pragma exclude_renderers d3d9
#pragma target 3.0
#pragma shader_feature VISUALIZE_EDGE
#pragma multi_compile _ FOG_VOLUME_STEREO_ON
v2fUpsample vertUpsampleToFull(appdata v)
{
return vertUpsample(v, _TexelSize);
}
float4 frag(v2fUpsample input) : SV_Target
{
float4 c = 0;
//#ifdef FOG_VOLUME_STEREO_ON
if (RightSide==0)
c = BilateralUpsample(input, _HiResDepthBuffer, _LowResDepthBuffer, _LowResColor);
//c = float4(1, 0, 0, 1);
else
c = BilateralUpsample(input, _HiResDepthBufferR, _LowResDepthBufferR, _LowResColorR);
//c = float4(0, 1, 0, 1);
//#else
//c = BilateralUpsample(input, _HiResDepthBuffer, _LowResDepthBuffer, _LowResColor);
//#endif
return c;
}
ENDCG
}
}
}

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