159 lines
5.8 KiB
Plaintext
159 lines
5.8 KiB
Plaintext
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Shader "VolumetricFog2/VolumetricFog2DURP"
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{
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Properties
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{
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[HideInInspector] _MainTex("Noise Texture", 2D) = "white" {}
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[HideInInspector] _DetailTex("Detail Texture", 3D) = "white" {}
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[HideInInspector] _NoiseScale("Noise Scale", Float) = 0.025
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[HideInInspector] _NoiseFinalMultiplier("Noise Scale", Float) = 1.0
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[HideInInspector] _NoiseStrength("Noise Strength", Float) = 1.0
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[HideInInspector] _Color("Color", Color) = (1,1,1)
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[HideInInspector] _Density("Density", Float) = 1.0
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[HideInInspector] _DeepObscurance("Deep Obscurance", Range(0, 2)) = 0.7
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[HideInInspector] _LightColor("Light Color", Color) = (1,1,1)
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[HideInInspector] _LightDiffusionPower("Sun Diffusion Power", Range(1, 64)) = 32
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[HideInInspector] _LightDiffusionIntensity("Sun Diffusion Intensity", Range(0, 1)) = 0.4
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[HideInInspector] _ShadowIntensity("Sun Shadow Intensity", Range(0, 1)) = 0.5
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[HideInInspector] _WindDirection("Wind Direction", Vector) = (1, 0, 0)
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[HideInInspector] _RayMarchSettings("Raymarch Settings", Vector) = (2, 0.01, 1.0, 0.1)
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[HideInInspector] _SunDir("Sun Direction", Vector) = (1,0,0)
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[HideInInspector] _BoundsCenter("Bounds Center", Vector) = (0,0,0)
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[HideInInspector] _BoundsExtents("Bounds Size", Vector) = (0,0,0)
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[HideInInspector] _BoundsBorder("Bounds Border", Vector) = (0,1,0)
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[HideInInspector] _BoundsData("Bounds Data", Vector) = (0,0,1)
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[HideInInspector] _DetailData("Detail Data", Vector) = (0.5, 4, -0.5, 0)
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[HideInInspector] _DetailColor("Detail Color", Color) = (0.5,0.5,0.5,0)
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[HideInInspector] _DetailOffset("Detail Offset", Float) = -0.5
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[HideInInspector] _DistanceData("Distance Data", Vector) = (0, 5, 1, 1)
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[HideInInspector] _DepthGradientTex("Depth Gradient Texture", 2D) = "white" {}
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[HideInInspector] _SpecularThreshold("Specular Threshold", Float) = 0.5
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[HideInInspector] _SpecularIntensity("Specular Intensity", Float) = 0
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[HideInInspector] _SpecularColor("Specular Color", Color) = (0.5,0.5,0.5,0)
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[HideInInspector] _FogOfWarCenterAdjusted("FoW Center Adjusted", Vector) = (0,0,0)
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[HideInInspector] _FogOfWarSize("FoW Size", Vector) = (0,0,0)
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[HideInInspector] _FogOfWarCenter("FoW Center", Vector) = (0,0,0)
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[HideInInspector] _FogOfWar("FoW Texture", 2D) = "white" {}
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[HideInInspector] _BlueNoise("_Blue Noise Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType" = "Transparent" "Queue" = "Transparent+100" "DisableBatching" = "True" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }
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Blend One OneMinusSrcAlpha
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ZTest Always
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Cull Front
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ZWrite Off
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Pass
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{
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Tags { "LightMode" = "UniversalForward" }
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HLSLPROGRAM
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 3.0
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile _ _ADDITIONAL_LIGHTS
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#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile _ VF2_DEPTH_PREPASS
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#pragma multi_compile_local_fragment _ VF2_POINT_LIGHTS VF2_NATIVE_LIGHTS
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#pragma multi_compile_local_fragment _ VF2_RECEIVE_SHADOWS
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#pragma multi_compile_local_fragment VF2_SHAPE_BOX VF2_SHAPE_SPHERE
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#pragma multi_compile_local_fragment _ VF2_DETAIL_NOISE
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#pragma shader_feature_local_fragment VF2_DISTANCE
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#pragma shader_feature_local_fragment VF2_VOIDS
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#pragma shader_feature_local_fragment VF2_FOW
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#pragma shader_feature_local_fragment VF2_SURFACE
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#pragma shader_feature_local_fragment VF2_DEPTH_GRADIENT
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#pragma shader_feature_local_fragment VF2_HEIGHT_GRADIENT
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#undef SAMPLE_TEXTURE2D
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#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, 0)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "CommonsURP.hlsl"
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#include "Primitives.cginc"
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#include "ShadowsURP.cginc"
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#include "Raymarch2D.cginc"
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#include "PointLights.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float3 wpos : TEXCOORD0;
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float4 scrPos : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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int _ForcedInvisible;
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v2f vert(appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = TransformObjectToHClip(v.vertex.xyz);
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o.wpos = TransformObjectToWorld(v.vertex.xyz);
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o.scrPos = ComputeScreenPos(o.pos);
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#if defined(UNITY_REVERSED_Z)
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o.pos.z = o.pos.w * UNITY_NEAR_CLIP_VALUE * 0.99999; // 0.99999 avoids precision issues on some Android devices causing unexpected clipping of light mesh
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#else
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o.pos.z = o.pos.w - 1.0e-6f;
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#endif
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if (_ForcedInvisible == 1) {
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o.pos.xy = -10000;
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}
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return o;
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}
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half4 frag(v2f i) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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float3 rayStart = GetRayStart(i.wpos);
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float3 ray = i.wpos - rayStart;
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float t1 = length(ray);
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float3 rayDir = ray / t1;
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#if VF2_SHAPE_SPHERE
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float t0;
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SphereIntersection(rayStart, rayDir, t0, t1);
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#else
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float t0 = BoxIntersection(rayStart, rayDir);
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#endif
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CLAMP_RAY_DEPTH(rayStart, i.scrPos, t1);
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if (t0>=t1) return 0;
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SetJitter(i.scrPos);
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half4 fogColor = GetFogColor(rayStart, rayDir, t0, t1);
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#if VF2_POINT_LIGHTS
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AddPointLights(rayStart, rayDir, fogColor, t0, t1 - t0);
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#endif
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return fogColor;
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}
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ENDHLSL
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}
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}
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}
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