2025-06-08 00:39:11 +09:00

178 lines
6.9 KiB
GLSL

Shader "VolumetricFog2/VolumetricFog2DURP"
{
Properties
{
[HideInInspector] _MainTex("Main Texture", 2D) = "white" {}
[HideInInspector] _Color("Color", Color) = (1,1,1)
[HideInInspector] _NoiseTex("Noise Texture", 2D) = "white" {}
[HideInInspector] _DetailTex("Detail Texture", 3D) = "white" {}
[HideInInspector] _NoiseScale("Noise Scale", Float) = 0.025
[HideInInspector] _NoiseFinalMultiplier("Noise Scale", Float) = 1.0
[HideInInspector] _NoiseStrength("Noise Strength", Float) = 1.0
[HideInInspector] _Density("Density", Float) = 1.0
[HideInInspector] _DeepObscurance("Deep Obscurance", Range(0, 2)) = 0.7
[HideInInspector] _LightColor("Light Color", Color) = (1,1,1)
[HideInInspector] _LightDiffusionData("Sun Diffusion Data", Vector) = (32, 0.4, 100)
[HideInInspector] _SunDir("Sun Direction", Vector) = (1,0,0)
[HideInInspector] _ShadowData("Shadow Data", Vector) = (0.5, 0, 62500)
[HideInInspector] _WindDirection("Wind Direction", Vector) = (1, 0, 0)
[HideInInspector] _DetailWindDirection("Detail Wind Direction", Vector) = (1, 0, 0)
[HideInInspector] _RayMarchSettings("Raymarch Settings", Vector) = (2, 0.01, 1.0, 0.1)
[HideInInspector] _BoundsCenter("Bounds Center", Vector) = (0,0,0)
[HideInInspector] _BoundsExtents("Bounds Size", Vector) = (0,0,0)
[HideInInspector] _BoundsBorder("Bounds Border", Vector) = (0,1,0)
[HideInInspector] _BoundsData("Bounds Data", Vector) = (0,0,1)
[HideInInspector] _DetailData("Detail Data", Vector) = (0.5, 4, -0.5, 0)
[HideInInspector] _DetailColor("Detail Color", Color) = (0.5,0.5,0.5,0)
[HideInInspector] _DetailOffset("Detail Offset", Float) = -0.5
[HideInInspector] _DistanceData("Distance Data", Vector) = (0, 5, 1, 1)
[HideInInspector] _DepthGradientTex("Depth Gradient Texture", 2D) = "white" {}
[HideInInspector] _HeightGradientTex("Height Gradient Texture", 2D) = "white" {}
[HideInInspector] _SpecularThreshold("Specular Threshold", Float) = 0.5
[HideInInspector] _SpecularIntensity("Specular Intensity", Float) = 0
[HideInInspector] _SpecularColor("Specular Color", Color) = (0.5,0.5,0.5,0)
[HideInInspector] _FogOfWarCenterAdjusted("FoW Center Adjusted", Vector) = (0,0,0)
[HideInInspector] _FogOfWarSize("FoW Size", Vector) = (0,0,0)
[HideInInspector] _FogOfWarCenter("FoW Center", Vector) = (0,0,0)
[HideInInspector] _FogOfWar("FoW Texture", 2D) = "white" {}
[HideInInspector] _BlueNoise("_Blue Noise Texture", 2D) = "white" {}
[HideInInspector] _MaxDistanceData("Max Lengh Data", Vector) = (100000, 0.00001, 0)
[HideInInspector] _NativeLightsMultiplier("Native Lights Multiplier", Float) = 1
[HideInInspector] _APVIntensityMultiplier("APV Intensity Multiplier", Float) = 1
}
SubShader
{
Name "Volumetric Fog"
Tags { "RenderType" = "Transparent" "Queue" = "Transparent+100" "DisableBatching" = "True" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }
Blend One OneMinusSrcAlpha
ZTest Always
Cull Front
ZWrite Off
ZClip False
Pass
{
Tags { "LightMode" = "UniversalForward" }
HLSLPROGRAM
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#if UNITY_VERSION < 202100
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#else
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE
#endif
#pragma multi_compile _ _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ VF2_DEPTH_PREPASS VF2_DEPTH_PEELING
#pragma multi_compile_local_fragment _ VF2_POINT_LIGHTS VF2_NATIVE_LIGHTS
#pragma multi_compile_local_fragment _ VF2_RECEIVE_SHADOWS
#pragma multi_compile_local_fragment _ VF2_SHAPE_SPHERE
#pragma multi_compile_local_fragment _ VF2_DETAIL_NOISE VF2_CONSTANT_DENSITY
#pragma shader_feature_local_fragment VF2_DISTANCE
#pragma shader_feature_local_fragment VF2_VOIDS
#pragma shader_feature_local_fragment VF2_FOW
#pragma shader_feature_local_fragment VF2_SURFACE
#pragma shader_feature_local_fragment VF2_DEPTH_GRADIENT
#pragma shader_feature_local_fragment VF2_HEIGHT_GRADIENT
#pragma shader_feature_local_fragment VF2_LIGHT_COOKIE
#pragma shader_feature_local_fragment _ VF2_DIFFUSION_SMOOTH VF2_DIFFUSION_STRONG
#define UNITY_FOVEATED_RENDERING_INCLUDED
#define _SURFACE_TYPE_TRANSPARENT
#if UNITY_VERSION >= 202200
#pragma multi_compile_fragment _ _FORWARD_PLUS
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#undef SAMPLE_TEXTURE2D
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, 0)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#include "Input.hlsl"
#include "CommonsURP.hlsl"
#if UNITY_VERSION >= 202200 && defined(FOG_LIGHT_LAYERS)
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#endif
#if UNITY_VERSION >= 202310
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
#pragma shader_feature_local_fragment VF2_APV
#endif
#include "Primitives.cginc"
#include "ShadowsURP.cginc"
#include "APV.cginc"
#include "PointLights.cginc"
#include "FogVoids.cginc"
#include "FogOfWar.cginc"
#include "FogDistance.cginc"
#include "Surface.cginc"
#include "Raymarch2D.cginc"
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos : SV_POSITION;
float3 wpos : TEXCOORD0;
float4 scrPos : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
int _ForcedInvisible;
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = TransformObjectToHClip(v.vertex.xyz);
o.wpos = TransformObjectToWorld(v.vertex.xyz);
o.scrPos = ComputeScreenPos(o.pos);
#if defined(UNITY_REVERSED_Z)
o.pos.z = o.pos.w * UNITY_NEAR_CLIP_VALUE * 0.99995; // 0.99995 avoids precision issues on some Android devices causing unexpected clipping of light mesh
#else
o.pos.z = o.pos.w - 0.000005;
#endif
if (_ForcedInvisible == 1) {
o.pos.xy = -10000;
}
return o;
}
half4 frag(v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float3 wpos = i.wpos;
float2 screenUV = i.scrPos.xy / i.scrPos.w;
return ComputeFog(wpos, screenUV);
}
ENDHLSL
}
}
}