diff options
| author | yum <yum.food.vr@gmail.com> | 2025-06-03 22:37:12 -0700 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2025-06-03 22:37:35 -0700 |
| commit | 07d204fd6631ae0d0bfec16c8d057cd39c5ab810 (patch) | |
| tree | 1721b235fd8a20c8efbbdbaabb47c9841d90225c | |
| parent | f53c49c69ee42917e3789bbfe792c9d53c287e76 (diff) | |
Continue work on fog
Fix screen uv calculation
| -rw-r--r-- | 2ner.cginc | 31 | ||||
| -rw-r--r-- | 2ner.shader | 3 | ||||
| -rw-r--r-- | cnlohr.cginc | 3 | ||||
| -rw-r--r-- | custom30.cginc | 4 | ||||
| -rw-r--r-- | fog.cginc | 58 | ||||
| -rw-r--r-- | globals.cginc | 3 |
6 files changed, 69 insertions, 33 deletions
@@ -3,6 +3,7 @@ #include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
+#include "AutoLight.cginc"
#include "custom30.cginc"
#include "eyes.cginc"
@@ -162,13 +163,17 @@ v2f vert(appdata v) { TRANSFER_SHADOW_CASTER_NORMALOFFSET(o);
#endif
+#if defined(SHADOWS_SCREEN)
+ TRANSFER_SHADOW(o);
+#endif
+
// Vertex color
o.color = v.color;
return o;
}
float4 frag(v2f i, uint facing : SV_IsFrontFace
-#if defined(_HARNACK_TRACING) || defined(_SHATTER_WAVE) || defined(_VERTEX_DOMAIN_WARPING) || (defined(_CUSTOM30) && !defined(_DEPTH_PREPASS))
+#if defined(_HARNACK_TRACING) || defined(_SHATTER_WAVE) || defined(_VERTEX_DOMAIN_WARPING) || (defined(_CUSTOM30) && !defined(_DEPTH_PREPASS)) || defined(_RAYMARCHED_FOG)
, out float depth : SV_DepthLessEqual
#endif
) : SV_Target {
@@ -185,15 +190,19 @@ float4 frag(v2f i, uint facing : SV_IsFrontFace i.binormal = UnityObjectToWorldNormal(i.binormal);
#if defined(_RAYMARCHED_FOG)
- FogParams fog_params = {
- _Raymarched_Fog_Steps,
- _Raymarched_Fog_Density,
- _Raymarched_Fog_Dithering_Noise,
- _Raymarched_Fog_Density_Noise,
- _Raymarched_Fog_Density_Noise_Scale
- };
- FogResult fog_result = raymarched_fog(i, fog_params);
- return fog_result.color;
+ {
+ FogParams fog_params = {
+ _Raymarched_Fog_Steps,
+ _Raymarched_Fog_Density,
+ _Raymarched_Fog_Dithering_Noise,
+ _Raymarched_Fog_Density_Noise,
+ _Raymarched_Fog_Density_Noise_Scale,
+ _Raymarched_Fog_Y_Cutoff
+ };
+ FogResult fog_result = raymarched_fog(i, fog_params);
+ depth = fog_result.depth;
+ return fog_result.color;
+ }
#endif
#if defined(_SHATTER_WAVE) || defined(_TESSELLATION_HEIGHTMAP)
@@ -230,7 +239,7 @@ float4 frag(v2f i, uint facing : SV_IsFrontFace i.uv01.xy = eye_effect_00.uv;
#endif
-#if defined(_CUSTOM30) && defined(FORWARD_BASE_PASS)
+#if defined(_CUSTOM30) && defined(FORWARD_BASE_PASS) || (!defined(_DEPTH_PREPASS) && defined(SHADOW_CASTER_PASS))
#if defined(_CUSTOM30_BASICCUBE)
Custom30Output basic_cube_output = BasicCube(i);
i.pos = UnityObjectToClipPos(basic_cube_output.objPos);
diff --git a/2ner.shader b/2ner.shader index 439da3b..4f137e7 100644 --- a/2ner.shader +++ b/2ner.shader @@ -824,6 +824,7 @@ Shader "yum_food/2ner" _Raymarched_Fog_Dithering_Noise("Dithering noise", 2D) = "black" {} _Raymarched_Fog_Density_Noise("Density noise", 3D) = "black" {} _Raymarched_Fog_Density_Noise_Scale("Density noise scale", Vector) = (1, 1, 1, 0) + _Raymarched_Fog_Y_Cutoff("Y cutoff", Float) = -1000 [HideInInspector] m_end_Raymarched_Fog("Raymarched fog", Float) = 0 //endex @@ -2173,6 +2174,7 @@ Shader "yum_food/2ner" CGPROGRAM #pragma target 5.0 + #pragma multi_compile_fwdbase #pragma multi_compile_fullshadows #pragma multi_compile_instancing #pragma multi_compile_fog @@ -2330,6 +2332,7 @@ Shader "yum_food/2ner" CGPROGRAM #pragma target 5.0 + #pragma multi_compile_fwdbase #pragma multi_compile_fullshadows #pragma multi_compile_instancing #pragma multi_compile_fog diff --git a/cnlohr.cginc b/cnlohr.cginc index 2a03516..b01bbce 100644 --- a/cnlohr.cginc +++ b/cnlohr.cginc @@ -76,10 +76,9 @@ float GetLinearZFromZDepth_WorksWithMirrors(float zDepthFromMap, float2 screenUV void GetScreenUVAndPerspectiveFactor(float3 worldPos, float4 clipPos, out float2 screen_uv, out float perspective_factor) {
float3 full_vec_eye_to_geometry = worldPos - _WorldSpaceCameraPos;
- float3 world_dir = normalize(worldPos - _WorldSpaceCameraPos);
float perspective_divide = 1.0f / clipPos.w;
perspective_factor = length(full_vec_eye_to_geometry * perspective_divide);
- screen_uv = clipPos.xy * perspective_divide;
+ screen_uv = ComputeScreenPos(clipPos).xy;
}
#if defined(_SSAO)
diff --git a/custom30.cginc b/custom30.cginc index 6e81c44..2d407ca 100644 --- a/custom30.cginc +++ b/custom30.cginc @@ -214,7 +214,9 @@ Custom30Output BasicWedge(v2f i) { } Custom30Output o; - //clip(epsilon - d); +#if !defined(_DEPTH_PREPASS) + clip(epsilon - d); +#endif float3 objPos = ro + rd * d_acc; o.objPos = objPos; // Transform from SDF space back to object space @@ -10,6 +10,7 @@ struct FogParams { float steps; float density; + float y_cutoff; texture2D dithering_noise; texture3D density_noise; float4 density_noise_scale; @@ -17,31 +18,52 @@ struct FogParams { struct FogResult { float4 color; + float depth; }; -float getRayLengthWorld() +FogResult raymarched_fog(v2f i, FogParams p) { - float2 screen_uv; - float perspective_factor; - { - float3 full_vec_eye_to_geometry = i.worldPos - _WorldSpaceCameraPos; - float3 world_dir = normalize(i.worldPos - _WorldSpaceCameraPos); - float perspective_divide = 1.0 / i.pos.w; - perspective_factor = length(full_vec_eye_to_geometry * perspective_divide); - screen_uv = i.screenPos.xy * perspective_divide; + float3 ro = _WorldSpaceCameraPos; + float3 rd = normalize(i.eyeVec.xyz); + + ro += rd * 1E-3; + + float2 screen_uv = (i.pos.xy + 0.5) / _ScreenParams.xy; + float zDepthFromMap = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screen_uv); + float linearZ = + GetLinearZFromZDepth_WorksWithMirrors(zDepthFromMap, screen_uv); + linearZ = min(1E3, linearZ); + + // Get intersection with plane at elevation y. + float plane_y = -10; + float distance_to_y = 1E3; + if (abs(rd.y) > 1E-6) { + float t = (plane_y - ro.y) / rd.y; + if (t > 0) { + distance_to_y = min(t, 1E3); + } } - float eye_depth_world = - GetLinearZFromZDepth_WorksWithMirrors( - SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screen_uv), - screen_uv) * perspective_factor; -} + linearZ = min(linearZ, distance_to_y); -FogResult raymarched_fog(v2f i, FogParams params) -{ - float3 ro = _WorldSpaceCameraPos; - float3 rd = normalize(i.worldPos - ray_pos); + float step_size = linearZ / p.steps; + float3 pp = ro; + float d = 0; + for (uint ii = 0; ii < p.steps; ++ii) { + pp += step_size * rd; + float cur_d = p.density_noise.SampleLevel(linear_repeat_s, + pp * p.density_noise_scale.xyz, 0); + cur_d *= p.density * step_size; + d = d + (1 - d) * cur_d; + } + FogResult r; + r.color.rgb = 1; + r.color.rgb = saturate(log(linearZ) / 5.0); + //r.color.a = saturate(d); + r.color.a = 1; + r.depth = 0.0001; // Very small depth value to render in front + return r; } #endif // _RAYMARCHED_FOG diff --git a/globals.cginc b/globals.cginc index 80ba634..22d707b 100644 --- a/globals.cginc +++ b/globals.cginc @@ -3,7 +3,7 @@ #include "features.cginc"
-#if defined(_SSAO)
+#if defined(_SSAO) || defined(_RAYMARCHED_FOG)
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float4 _CameraDepthTexture_TexelSize;
#endif
@@ -541,6 +541,7 @@ float _Raymarched_Fog_Density; texture2D _Raymarched_Fog_Dithering_Noise;
texture3D _Raymarched_Fog_Density_Noise;
float4 _Raymarched_Fog_Density_Noise_Scale;
+float _Raymarched_Fog_Y_Cutoff;
#endif // _RAYMARCHED_FOG
#endif // __GLOBALS_INC
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