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authoryum <yum.food.vr@gmail.com>2025-06-03 23:49:25 -0700
committeryum <yum.food.vr@gmail.com>2025-06-03 23:49:25 -0700
commit102f53a2402b204d1dc679078aaf8ba5765d97a7 (patch)
treecf977a756dbb460a431ba669761eaf06ccc44c5b /fog.cginc
parente57cfb120534ede4005f538ddd158b9dc5061d3c (diff)
Add spatiotemporal dithering to fog
Diffstat (limited to 'fog.cginc')
-rw-r--r--fog.cginc33
1 files changed, 30 insertions, 3 deletions
diff --git a/fog.cginc b/fog.cginc
index bd1c1da..b1e209c 100644
--- a/fog.cginc
+++ b/fog.cginc
@@ -1,6 +1,7 @@
#ifndef __FOG_INC
#define __FOG_INC
+#include "audiolink.cginc"
#include "cnlohr.cginc"
#include "interpolators.cginc"
#include "globals.cginc"
@@ -12,8 +13,14 @@ struct FogParams {
float density;
float y_cutoff;
texture2D dithering_noise;
+ float4 dithering_noise_texelsize;
texture3D density_noise;
float4 density_noise_scale;
+#if defined(_RAYMARCHED_FOG_HEIGHT_DENSITY)
+ float height_density_min;
+ float height_density_max;
+ float height_density_power;
+#endif
};
struct FogResult {
@@ -26,7 +33,8 @@ FogResult raymarched_fog(v2f i, FogParams p)
float3 ro = _WorldSpaceCameraPos;
float3 rd = normalize(i.eyeVec.xyz);
- ro += rd * 1E-3;
+ const float ro_epsilon = 1E-3;
+ ro += rd * ro_epsilon;
float2 screen_uv = (i.pos.xy + 0.5) / _ScreenParams.xy;
float zDepthFromMap = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screen_uv);
@@ -44,6 +52,15 @@ FogResult raymarched_fog(v2f i, FogParams p)
}
}
linearZ = min(linearZ, distance_to_y);
+ linearZ -= ro_epsilon;
+
+ float dither = p.dithering_noise.SampleLevel(point_repeat_s,
+ screen_uv * _ScreenParams.xy * p.dithering_noise_texelsize.xy, 0).r;
+
+ const float frame = ((float) AudioLinkData(ALPASS_GENERALVU + int2(1, 0)).x);
+ dither = frac(dither + PHI * frame);
+ ro += rd * dither;
+ linearZ -= dither;
float step_size = linearZ / p.steps;
float3 pp = ro;
@@ -53,15 +70,25 @@ FogResult raymarched_fog(v2f i, FogParams p)
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;
+#if defined(_RAYMARCHED_FOG_HEIGHT_DENSITY)
+ // Apply height-based density (branchless)
+ float t = saturate((pp.y - p.height_density_min) /
+ (p.height_density_max - p.height_density_min));
+ float height_factor = pow(1.0 - t, p.height_density_power);
+ cur_d *= height_factor;
+#endif
+
+ cur_d = saturate(cur_d);
d = d + (1 - d) * cur_d;
}
FogResult r;
- r.color.rgb = 1;
+ r.color.rgb = _Raymarched_Fog_Color;
//r.color.rgb = saturate(log(linearZ) / 5.0);
- r.color.a = saturate(d);
+ r.color.a = d;
//r.color.a = 1;
r.depth = 0.0001; // Very small depth value to render in front
return r;