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| # Sky Prefab For Bonelab | ||||
| 
 | ||||
| This package contains a prefab for rendering sky in Bonelab. Unity's default | ||||
| sky rendering is turned off due to it being incompatible with the fog and vol- | ||||
| umetric systems we use. The included prefab can be used as a replacement for | ||||
| the default sky. The prefab is simply an enormous mesh with no occlusion and | ||||
| a special shader. Note that the included shader (SLZ/Sky With Fog) must only be | ||||
| used with the included mesh (Sky_Mesh) as the shader expects a single triangle | ||||
| mesh. Additionally, Sky_Mesh has a 65x65x65 kilometer bounding box to ensure it | ||||
| is always rendered. The included prefab further has dynamic occlusion disabled | ||||
| to ensure it never gets culled, as well as all unnecessary lighting information | ||||
| disabled. Do not enable the Occluder or Occludee Static flags on the prefab to | ||||
| ensure the mesh is never occluded. | ||||
							
								
								
									
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| 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 | ||||
|         } | ||||
|     } | ||||
| } | ||||
							
								
								
									
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