WuhuIslandTesting/Assets/SLZShaders/BonelabSky/shaders/Sky_Far.shader

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2025-01-07 02:06:59 +01:00
Shader "SLZ/Sky With Fog"
{
Properties
{
_SkyTex ("Sky Texture", CUBE) = "black" {}
[HDR] _SkyColor ("Sky Color", Color) = (1,1,1,1)
_FogDist ("Fog Max Distance (0 to camera far clip)", Range(0,1)) = 1.0
}
SubShader
{
Tags {"RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" "Queue" = "AlphaTest+51" "IgnoreProjector"="True"}
Blend One Zero
ZWrite Off
ZTest LEqual
//Offset 1,1
ColorMask RGBA
LOD 100
Cull Off
Pass
{
Name "Forward"
Tags {"Lightmode"="UniversalForward"}
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma exclude_renderers gles
#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
#pragma multi_compile_fragment _ FOG_LINEAR FOG_EXP2
#define SHADERPASS SHADERPASS_FORWARD
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"
struct appdata
{
//float4 vertex : POSITION;
half2 uv0 : TEXCOORD0;
uint vertexID : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 wPos_xyz_fog_x : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
TEXTURECUBE(_SkyTex);
SamplerState sampler_SkyTex;
CBUFFER_START(UnityPerMaterial)
half4 _SkyColor;
float _FogDist;
CBUFFER_END
/* Gets the position of a vertex as a part of a right triangle that completely covers the screen
* Assumes a single triangle mesh, with the positions based on the vertex's ID.
* CCW order
* 0 : 0,1 0
* 1 : 0,0 | \
* 2 : 1,0 1--2
*/
float4 GetQuadVertexPosition2(uint vertexID, float z = UNITY_NEAR_CLIP_VALUE)
{
uint topBit = vertexID >> 1u;
uint botBit = (vertexID & 1u);
float y = 1.0f - ((vertexID & 2u) >> 1);
float x = (vertexID & 1u);//1 - (topBit + botBit) & 1; // produces 1 for indices 0,3 and 0 for 1,2
return float4(x, y, z, 1.0);
}
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
//float z = (rcp(_SkyDist) - _ZBufferParams.y) / (_ZBufferParams.x); // Transform from linear 0-1 depth to clipspace Z
float4 clipQuad = GetQuadVertexPosition(v.vertexID, UNITY_RAW_FAR_CLIP_VALUE);
clipQuad.xy = 4.0f * clipQuad.xy - 1.0f;
//clipQuad.xy = 0.5f * clipQuad.xy - 0.5f;
float4 wPos = mul(UNITY_MATRIX_I_VP, clipQuad);
o.wPos_xyz_fog_x.xyz = wPos.xyz / wPos.w;
o.vertex = clipQuad;
half clipZ_0Far = lerp(_ProjectionParams.y, _ProjectionParams.z, _FogDist);
o.wPos_xyz_fog_x.w = unity_FogParams.x * clipZ_0Far;
return o;
}
half4 frag(v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float3 viewDir = normalize(float3(i.wPos_xyz_fog_x.xyz - _WorldSpaceCameraPos));
half4 col = SAMPLE_TEXTURECUBE_LOD(_SkyTex, sampler_SkyTex, viewDir, 0);
col *= _SkyColor;
col.rgb = MixFog(col.rgb, viewDir, i.wPos_xyz_fog_x.w);
col = Volumetrics(col, i.wPos_xyz_fog_x.xyz);
return col;
}
ENDHLSL
}
}
}