Files
beyond/Assets/ThirdParty/Lux URP Essentials/Shaders/Volumetrics/Lux URP FX SphereVolume.shader
2024-11-20 15:21:28 +01:00

336 lines
12 KiB
GLSL

Shader "Lux URP/FX/Sphere Volume"
{
Properties
{
[HeaderHelpLuxURP_URL(t98mzd66fi0m)]
[Header(Surface Options)]
[Space(5)]
[Enum(UnityEngine.Rendering.CompareFunction)]
_ZTest ("ZTest", Int) = 8
[Enum(UnityEngine.Rendering.CullMode)]
_Cull ("Culling", Float) = 1
[Toggle(ORTHO_SUPPORT)]
_OrthoSpport ("Enable Orthographic Support", Float) = 0
[Header(Surface Inputs)]
[Space(5)]
_Color ("Color", Color) = (1, 1, 1, 1)
[Toggle(_ENABLEGRADIENT)]
_EnableGradient ("Enable Gradient", Float) = 0
[NoScaleOffset]
_MainTex (" Thickness Gradient", 2D) = "white" {}
[Header(Thickness Remap)]
[Space(5)]
_Lower (" Lower", Range(0,1)) = 0
_Upper (" Upper", Range(0,4)) = 1
//[Space(5)]
//_SoftEdge (" Soft Edge Factor", Float) = 2.0
[Space(10)]
[Toggle(_APPLYFOG)]
_ApplyFog ("Enable Fog", Float) = 0.0
[Toggle(_HQFOG)]
_HQFog (" HQ Fog", Float) = 0.0
}
SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
"RenderType"="Opaque"
"Queue"= "Transparent+50"
}
Pass
{
Name "StandardUnlit"
Tags{"LightMode" = "UniversalForward"}
Blend SrcAlpha OneMinusSrcAlpha
// As we want to be able to enter the volume we have to draw the back faces
Cull [_Cull]
// We fully rely on the depth texture sample!
ZTest [_ZTest]
ZWrite Off
ColorMask RGB
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma shader_feature_local _ENABLEGRADIENT
#pragma shader_feature_local _APPLYFOG
#pragma shader_feature_local ORTHO_SUPPORT
// -------------------------------------
// Unity defined keywords
#if defined(_APPLYFOG)
#pragma multi_compile_fog
#pragma shader_feature_local _HQFOG
#endif
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
CBUFFER_START(UnityPerMaterial)
half4 _Color;
half _Lower;
half _Upper;
//half _SoftEdge;
CBUFFER_END
// Stereo-related bits - backported to LWRP
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
#define LUX_SLICE_ARRAY_INDEX unity_StereoEyeIndex
#define LUX_TEXTURE2D_X TEXTURE2D_ARRAY
#define LUX_TEXTURE2D_X_FLOAT TEXTURE2D_ARRAY_FLOAT
#define LUX_LOAD_TEXTURE2D_X(textureName, unCoord2) LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, LUX_SLICE_ARRAY_INDEX)
#define LUX_SAMPLE_TEXTURE2D_X(textureName, samplerName, coord2) SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, LUX_SLICE_ARRAY_INDEX)
#else
#define LUX_SLICE_ARRAY_INDEX 0
#define LUX_TEXTURE2D_X TEXTURE2D
#define LUX_TEXTURE2D_X_FLOAT TEXTURE2D_FLOAT
#define LUX_LOAD_TEXTURE2D_X LOAD_TEXTURE2D
#define LUX_SAMPLE_TEXTURE2D_X SAMPLE_TEXTURE2D
#endif
#if defined(_ENABLEGRADIENT)
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
#endif
#if defined(SHADER_API_GLES)
TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture);
#else
LUX_TEXTURE2D_X_FLOAT(_CameraDepthTexture);
#endif
float4 _CameraDepthTexture_TexelSize;
struct VertexInput
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float3 positionWS : TEXCOORD1;
float2 projectedPosition : TEXCOORD2;
float3 cameraPositionOS : TEXCOORD4;
float scale : TEXCOORD5;
#if defined(_APPLYFOG)
half fogCoord : TEXCOORD0;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert (VertexInput input)
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
o.positionCS = vertexInput.positionCS;
o.positionWS = vertexInput.positionWS;
o.projectedPosition = vertexInput.positionNDC.xy;
o.cameraPositionOS = mul(GetWorldToObjectMatrix(), float4(_WorldSpaceCameraPos, 1)).xyz;
float4x4 ObjectToWorldMatrix = GetObjectToWorldMatrix();
float3 worldScale = float3(
length(ObjectToWorldMatrix._m00_m10_m20), // scale x axis
length(ObjectToWorldMatrix._m01_m11_m21), // scale y axis
length(ObjectToWorldMatrix._m02_m12_m22) // scale z axis
);
o.scale = 1.0f / max(worldScale.x, max(worldScale.y, worldScale.z));
#if defined(_APPLYFOG)
o.fogCoord = ComputeFogFactor(o.positionCS.z);
#endif
return o;
}
// Ray-sphere intersection.
// Returns the distance to the first and second intersection.
bool IntersectRaySphere (float3 rayStart, float3 rayDir, float3 sc, float radius, out float2 intersections)
{
rayStart -= sc;
float a = dot(rayDir, rayDir);
float b = dot(rayStart, rayDir) * 2.0f;
float c = dot(rayStart, rayStart) - radius * radius; // radius is fixed: 0.5, should be optimized by the compiler
float discriminant = b * b - 4.0f * a * c;
if (discriminant < 0.0f) {
return false;
}
else {
discriminant = sqrt(discriminant);
intersections = float2(-b - discriminant, -b + discriminant) / (2.0f * a);
// When the camera is inside the volume we may get negative values so the sphere from behind the camera gets "mirrored" into the view.
intersections.x = max(intersections.x, 0);
return true;
}
}
real LuxComputeFogFactor(float z)
{
float clipZ_01 = UNITY_Z_0_FAR_FROM_CLIPSPACE(z);
#if defined(FOG_LINEAR)
// factor = (end-z)/(end-start) = z * (-1/(end-start)) + (end/(end-start))
float fogFactor = saturate(clipZ_01 * unity_FogParams.z + unity_FogParams.w);
return real(fogFactor);
#elif defined(FOG_EXP) || defined(FOG_EXP2)
// factor = exp(-(density*z)^2)
// -density * z computed at vertex
return real(unity_FogParams.x * clipZ_01);
#else
return 0.0h;
#endif
}
// ------------------------------------------------------------------
// Helper functions to handle orthographic / perspective projection
inline float GetOrthoDepthFromZBuffer (float rawDepth) {
#if defined(UNITY_REVERSED_Z)
// Needed to handle openGL
#if UNITY_REVERSED_Z == 1
rawDepth = 1.0f - rawDepth;
#endif
#endif
return lerp(_ProjectionParams.y, _ProjectionParams.z, rawDepth);
}
inline float GetProperEyeDepth (float rawDepth) {
#if defined(ORTHO_SUPPORT)
float perspectiveSceneDepth = LinearEyeDepth(rawDepth, _ZBufferParams);
float orthoSceneDepth = GetOrthoDepthFromZBuffer(rawDepth);
return lerp(perspectiveSceneDepth, orthoSceneDepth, unity_OrthoParams.w);
#else
return LinearEyeDepth(rawDepth, _ZBufferParams);
#endif
}
half4 frag (VertexOutput input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
half4 color = half4(1,1,1,0);
#if defined(ORTHO_SUPPORT)
input.positionCS.w = lerp(input.positionCS.w, 1.0f, unity_OrthoParams.w);
#endif
float2 screenUV = input.projectedPosition.xy / input.positionCS.w;
// Fix screenUV for Single Pass Stereo Rendering
#if defined(UNITY_SINGLE_PASS_STEREO)
screenUV.x = screenUV.x * 0.5f + (float)unity_StereoEyeIndex * 0.5f;
#endif
float3 viewDirWS = normalize(input.positionWS - _WorldSpaceCameraPos);
// Scene depth as linear eye depth
#if defined(SHADER_API_GLES)
float sceneZ = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, screenUV, 0);
#else
float sceneZ = LUX_LOAD_TEXTURE2D_X(_CameraDepthTexture, _CameraDepthTexture_TexelSize.zw * screenUV).x;
#endif
sceneZ = GetProperEyeDepth(sceneZ);
// Convert linear eye depth to distance in world space
float3 camForward = UNITY_MATRIX_V[2].xyz;
float sceneDistance = sceneZ / dot(-viewDirWS, camForward);
float3 rayDir = mul(GetWorldToObjectMatrix(), float4(viewDirWS, 0)).xyz;
float3 rayStart = input.cameraPositionOS;
float2 intersections = 0;
bool intersect = IntersectRaySphere(rayStart , rayDir, float3(0, 0, 0), 0.5, intersections);
// Not needed if we use a sphere.
// UNITY_BRANCH
// if (intersect) {
// Entry point in world space
float3 entry = mul(GetObjectToWorldMatrix(), float4(rayStart + rayDir * intersections.x, 1)).xyz;
float distanceToEntry = length(entry - _WorldSpaceCameraPos);
float sceneToEntry = sceneDistance - distanceToEntry;
// Nothing to do if the scene is in front of the entry point
clip(sceneToEntry);
// Exit point in world space
float3 exit = mul(GetObjectToWorldMatrix(), float4(rayStart + rayDir * intersections.y, 1)).xyz;
float maxTravel = distance(exit, entry);
float denom = min(sceneToEntry, maxTravel);
float percentage = maxTravel / denom;
percentage = rcp(percentage);
// This only attenuates alpha in object space :(
float3 mid = rayStart + rayDir * (intersections.x + intersections.y) * 0.5;
float alpha = 1 - length(mid) * 2.0;
// Smooth falloff - only the object space falloff
alpha = smoothstep(_Lower, _Upper, alpha);
// In order to factor in object scale and dimensions we multiply alpha by maxTravel. / Not really correct
alpha *= maxTravel * input.scale * percentage;
// Smooth falloff
//alpha = smoothstep(_Lower, _Upper, alpha);
// Scene blending
//alpha *= saturate(sceneToEntry / _SoftEdge);
// saturate eliminates artifacts at grazing angles
color.a = saturate(alpha);
#if defined(_ENABLEGRADIENT)
color.rgb = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(alpha, 0.5)).rgb;
#endif
// }
color *= _Color;
#if defined(_APPLYFOG)
#if defined(_HQFOG)
float3 exitFog = mul(GetObjectToWorldMatrix(), float4(rayStart + rayDir * intersections.y * sqrt(percentage), 1)).xyz;
float4 FogClipSpace = TransformWorldToHClip(exitFog);
float fogFactor = LuxComputeFogFactor( FogClipSpace.z);
color.rgb = MixFog(color.rgb, fogFactor);
#else
color.rgb = MixFog(color.rgb, input.fogCoord);
#endif
#endif
return color;
}
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
}