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

306 lines
13 KiB
GLSL

// https://api.unrealengine.com/udk/Three/VolumetricLightbeamTutorial.html
// https://www.gamedev.net/forums/topic/692224-udk-volumetric-light-beam/
Shader "Lux URP/FX/Lightbeam"
{
Properties
{
[HeaderHelpLuxURP_URL(m12h3vad3enc)]
[Header(Surface Options)]
[Space(5)]
[Enum(UnityEngine.Rendering.CompareFunction)]
_ZTest ("ZTest", Int) = 4
[Enum(UnityEngine.Rendering.CullMode)]
_Cull ("Culling", Float) = 2
[Toggle(ORTHO_SUPPORT)]
_OrthoSpport ("Enable Orthographic Support", Float) = 0
[Header(Surface Inputs)]
[Space(5)]
[HDR] _Color ("Color", Color) = (1,1,1,1)
[NoScaleOffset] _MainTex ("Fall Off (G)", 2D) = "white" {}
[NoScaleOffset] _SpotTex ("Spot Mask (G)", 2D) = "white" {}
_ConeWidth ("Cone Width", Range(1.0, 10.0)) = 8.0 // 8.0 from UDK
_SpotFade ("Spot Mask Intensity", Range(0.51, 1.0)) = 0.6 // 0.6 from UDK
[Header(Detail Noise)]
[Space(5)]
[Toggle(_MASKMAP)]
_SpecGlossEnabled ("Enable detail noise", Float) = 0
_DetailTex (" Detail Noise (G)", 2D) = "white" {}
_DetailStrength (" Strength", Range(0.0, 1.0)) = 1.0
_DetailScrollSpeed (" Scroll Speed 1:(XY) 2:(ZW)", Vector) = (0,0,0,0)
[Header(Scene Fade)]
[Space(5)]
_near (" Near", Float) = 0.0
_far (" Soft Edge Factor", Float) = 2.0
[Header(Camera Fade)]
[Space(5)]
[LuxURPCameraFadeDrawer]
_CameraFadeDistances ("Camera Fade Distances", Vector) = (0.3,1,0.3,1) // !!! x + y are used, z + w are displayed
[Space(5)]
_LimitLength ("Limit Length", Float) = 50.0
}
SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
"RenderType"="Opaque"
"Queue"= "Transparent+50" // Make it fit built in transparent shaders' queue
}
Pass
{
Name "StandardUnlit"
Tags{"LightMode" = "UniversalForward"}
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Cull [_Cull]
ZTest [_ZTest]
ZWrite Off
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 _MASKMAP
#pragma shader_feature_local ORTHO_SUPPORT
// -------------------------------------
// Lightweight Pipeline keywords
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fog
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// Lighting include is needed because of GI
#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 _SpotFade;
half _ConeWidth;
float _near;
float _far;
float2 _CameraFadeDistances;
float _LimitLength;
//#if defined(_MASKMAP)
half _DetailStrength;
float4 _DetailScrollSpeed;
float4 _DetailTex_ST;
//#endif
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
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
TEXTURE2D(_SpotTex); SAMPLER(sampler_SpotTex);
#if defined(SHADER_API_GLES)
TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture);
#else
LUX_TEXTURE2D_X_FLOAT(_CameraDepthTexture);
#endif
float4 _CameraDepthTexture_TexelSize;
#if defined(_MASKMAP)
TEXTURE2D(_DetailTex); SAMPLER(sampler_DetailTex);
#endif
struct VertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : POSITION;
float fogCoord : TEXCOORD0;
float4 uv : TEXCOORD1;
float2 projectedPosition : TEXCOORD2;
float distFade : TEXCOORD3;
#if defined(_MASKMAP)
float4 detail_texcoord : TEXCOORD4;
#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.fogCoord = ComputeFogFactor(o.positionCS.z);
#if defined(_MASKMAP)
o.detail_texcoord.xy = TRANSFORM_TEX(input.texcoord, _DetailTex);
o.detail_texcoord.zw = o.detail_texcoord.xy * 2;
_DetailScrollSpeed *= _Time.x;
o.detail_texcoord.xy += _DetailScrollSpeed.xy;
o.detail_texcoord.zw += _DetailScrollSpeed.zw;
#endif
o.uv.y = input.texcoord.y;
// Calculate Tangent Space viewDir
// ObjSpaceViewDir
float3 objSpaceCameraPos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos.xyz, 1)).xyz;
float3 ObjSpaceViewDir = objSpaceCameraPos - input.vertex.xyz;
// TANGENT_SPACE_ROTATION
float3 binormal = cross( normalize(input.normal), normalize(input.tangent.xyz) ) * input.tangent.w;
float3x3 tangentSpaceRotation = float3x3(input.tangent.xyz, binormal, input.normal );
// Reflect Vector
float3 rVec = mul(tangentSpaceRotation, normalize(ObjSpaceViewDir));
// Needed by back faces
rVec.z = abs(rVec.z);
rVec.z = sqrt( (rVec.z + _SpotFade) * _ConeWidth);
rVec.x = rVec.x / rVec.z + 0.5f;
rVec.y = rVec.y / rVec.z + 0.5f;
o.uv.x = rVec.x;
o.uv.zw = rVec.xy;
o.projectedPosition = vertexInput.positionNDC.xy;
o.distFade = saturate(_LimitLength - length(input.vertex.xyz));
return o;
}
// ------------------------------------------------------------------
// 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 col = _Color;
half mask01 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv.xy).g;
half mask02 = SAMPLE_TEXTURE2D(_SpotTex, sampler_SpotTex, input.uv.zw).g;
#if defined(_MASKMAP)
half detailTex = SAMPLE_TEXTURE2D(_DetailTex, sampler_DetailTex, input.detail_texcoord.xy).g;
detailTex *= SAMPLE_TEXTURE2D(_DetailTex, sampler_DetailTex, input.detail_texcoord.zw).g;
col *= lerp(1, detailTex, _DetailStrength);
#endif
#if defined(ORTHO_SUPPORT)
input.positionCS.w = lerp(input.positionCS.w, 1.0f, unity_OrthoParams.w);
float thisZ = GetProperEyeDepth(input.positionCS.z);
#else
float thisZ = input.positionCS.w;
#endif
//float2 screenUV = (input.projectedPosition.xy / input.positionCS.w);
// screenUV.xy *= 0.5;
float2 screenUV = ComputeScreenPos(input.positionCS);
// 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
// Get scene 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);
// Surface fade
float fade = saturate (_far * ((sceneZ - _near) - thisZ));
// Poor man's anti aliasing in case we only rely on the depth sample (Ztest = Always): Adjust fade according to change in depth
float change = fwidth(fade);
//fade = lerp(fade, 0, (saturate(change)) * .5);
// Camera fade
fade *= saturate( (thisZ - _CameraFadeDistances.x) * _CameraFadeDistances.y);
// Combine
col.a *= mask01 * mask02 * fade * input.distFade;
col.rgb = MixFog(_Color.rgb, input.fogCoord);
//debug
//col = half4(sceneZ, sceneZ, sceneZ, 1);
//col.rgb = sceneZ.xxx;
//col.a = 1;
return half4(col);
//return half4(sceneZ, sceneZ, sceneZ, 1);
}
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
}