#ifndef __FOG_INC #define __FOG_INC #include "audiolink.cginc" #include "cnlohr.cginc" #include "interpolators.cginc" #include "globals.cginc" #if defined(_RAYMARCHED_FOG) struct FogParams { float steps; float density; float y_cutoff; texture2D dithering_noise; float4 dithering_noise_texelsize; texture3D density_noise; float4 density_noise_scale; float3 velocity; #if defined(_RAYMARCHED_FOG_DENSITY_EXPONENT) float density_exponent; #endif #if defined(_RAYMARCHED_FOG_HEIGHT_DENSITY) float height_density_min; float height_density_max; float height_density_power; #endif }; struct FogResult { float4 color; float depth; }; FogResult raymarched_fog(v2f i, FogParams p) { float3 ro = _WorldSpaceCameraPos; float3 rd = normalize(i.eyeVec.xyz); 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); float linearZ = GetLinearZFromZDepth_WorksWithMirrors(zDepthFromMap, screen_uv); linearZ = min(1E3, linearZ); // Get intersection with plane at elevation y. float plane_y = p.y_cutoff; 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); } } 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; float d = 0; [loop] for (uint ii = 0; ii < p.steps; ++ii) { pp += step_size * rd; float3 noise_coord = (pp + _Time[0] * p.velocity) * p.density_noise_scale.xyz; float cur_d = p.density_noise.SampleLevel(linear_repeat_s, noise_coord, 0); #if defined(_RAYMARCHED_FOG_DENSITY_EXPONENT) cur_d = pow(cur_d, p.density_exponent); #endif 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)); cur_d *= 1.0 - t; #endif cur_d = saturate(cur_d); d = d + (1 - d) * cur_d; } FogResult r; r.color.rgb = _Raymarched_Fog_Color; //r.color.rgb = saturate(log(linearZ) / 5.0); r.color.a = d; //r.color.a = 1; r.depth = 0.0001; // Very small depth value to render in front return r; } #endif // _RAYMARCHED_FOG #endif // __FOG_INC