diff options
| author | yum <yum.food.vr@gmail.com> | 2025-01-04 03:21:19 -0800 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2025-01-04 03:21:19 -0800 |
| commit | 5d58e59886b8c85dfb4c7e4d7b3bd6f14736be31 (patch) | |
| tree | 9effdb0d4d3f647e26d1b17dbbbe9497bd2afbb3 /fog.cginc | |
| parent | 47579d97118476d24373e19c5dd5fdfe6ae12333 (diff) | |
More fog tweaks: add animated noise, motion vector
Diffstat (limited to 'fog.cginc')
| -rw-r--r-- | fog.cginc | 71 |
1 files changed, 42 insertions, 29 deletions
@@ -1,8 +1,8 @@ #include "UnityCG.cginc" +#include "audiolink.cginc" #include "atrix256.cginc" #include "cnlohr.cginc" -//#include "fog_ltcgi.cginc" #include "globals.cginc" #include "interpolators.cginc" #include "math.cginc" @@ -22,7 +22,7 @@ struct Fog00PBR { float depth; }; -#define FOG_PERLIN_NOISE_SCALE 512 +#define FOG_PERLIN_NOISE_SCALE 1 float3 perlin_noise_3d_tex(float3 p) { @@ -74,11 +74,11 @@ float3 light_fog00( float map(float3 p, out float3 normal) { #if 1 - float3 t = float3(0, -_Time[0] * FOG_PERLIN_NOISE_SCALE, 0); + float3 t = float3(0, -_Time[0] * FOG_PERLIN_NOISE_SCALE, 0) * _Gimmick_Fog_00_Motion_Vector; #else float3 t = 0; #endif -#define RADIUS_TRANS_WIDTH .1 +#define RADIUS_TRANS_WIDTH .5 #define RADIUS_TRANS_WIDTH_RCP (1.0 / RADIUS_TRANS_WIDTH) // Try to create a smooth transition without doing any length() or other // transcendental ops. @@ -87,6 +87,13 @@ float map(float3 p, out float3 normal) { float3 pp = p * _Gimmick_Fog_00_Noise_Scale * FOG_PERLIN_NOISE_SCALE; normal = normalize(perlin_noise_3d_tex(pp+t) * 2 - 1); float density = perlin_noise_3d_tex_warp(pp+t) * radius2; + //float density = perlin_noise_3d_tex(pp+t) * radius2; + //float density = 0.5 * radius2; + //density = pow(density, _Gimmick_Fog_00_Noise_Exponent); + // EV is 0.5, so apply corrective factor of pow(2, _Gimmick_Fog_00_Noise_Exponent - 1) + //density *= pow(2, _Gimmick_Fog_00_Noise_Exponent - 1); + //density *= 8; + density *= density * 2; return density; } @@ -94,6 +101,7 @@ float map(float3 p, out float3 normal) { #if defined(_GIMMICK_FOG_00_EMITTER_TEXTURE) // Returns weighted color void getEmitterData(float3 p, + float dither, float step_size, float3 em_loc, float3 em_normal, @@ -115,6 +123,11 @@ void getEmitterData(float3 p, uv *= 0.5; uv += 0.5; + //uv.x += dither * .01; + const float frame = ((float) AudioLinkData(ALPASS_GENERALVU + int2(1, 0)).x); + //uv.x += ign_anim((dither+1000) * 1000, frame, /*speed=*/1.0) * .01; + //uv.y += ign_anim(dither * 1000, frame, /*speed=*/1.0) * .01; + bool in_range = uv.x < 1 && uv.y < 1 && uv.x > 0 && uv.y > 0; #if 0 @@ -125,7 +138,7 @@ void getEmitterData(float3 p, const float3 p_to_emitter = p - em_loc; const float t = dot(p_to_emitter, em_normal); - float emitter_lod = floor(abs(t) / (_Gimmick_Fog_00_Emitter_Lod_Half_Life * step_size)); + float emitter_lod = floor((abs(t) + dither) / ((_Gimmick_Fog_00_Emitter_Lod_Half_Life*(1+ign_anim(uv*1000, frame, /*speed=*/1.0)*2.5) * step_size))); float3 em_color = _Gimmick_Fog_00_Emitter_Texture.SampleLevel(point_clamp_s, uv, emitter_lod); float emitter_dist = in_range ? abs(t) : 1000; float emitter_falloff = min(1, rcp(emitter_dist)); @@ -142,9 +155,8 @@ void getEmitterData(float3 p, float3 em_loc_clamp = em_loc + (saturate(uv.x) *2 - 1) * em_tangent + (saturate(uv.y) * 2 - 1) * em_normal_x_tangent; em_loc_clamp += em_loc; // TODO parameterize shaping constants - float diffuse_length = length(p - em_loc_clamp); - float diffuse_falloff = min(2, 10 / diffuse_length); - diffuse *= diffuse_falloff; + float diffuse_length = dot(p - em_loc_clamp, p - em_loc_clamp); + diffuse /= diffuse_length; #else diffuse = 0; #endif @@ -253,6 +265,7 @@ Fog00PBR getFog00(v2f i, ToonerData tdata) { } } } + clip(no_intersection ? -1 : 1); float density_ss_term = 1 / _Gimmick_Fog_00_Density; //density_ss_term = dclamp(density_ss_term, 0.33, 3.00, 5); @@ -261,10 +274,15 @@ Fog00PBR getFog00(v2f i, ToonerData tdata) { const float step_size_sqrt_max1 = max(1, step_size_sqrt); //step_size = clamp(step_size, 1E-2, 1E2); uint2 screen_uv_round = floor(screen_uv * _ScreenParams.xy); -#if defined(_GIMMICK_FOG_00_NOISE_2D) - const float dither_seed = _Gimmick_Fog_00_Noise_2D.SampleLevel(point_repeat_s, screen_uv_round * _Gimmick_Fog_00_Noise_2D_TexelSize.xy, 0); + const float frame = ((float) AudioLinkData(ALPASS_GENERALVU + int2(1, 0)).x); +#if false && defined(_GIMMICK_FOG_00_NOISE_2D) + const float golden_ratio = 1.61803398875; + const float speed = 0.003; + const float dither_seed = frac(_Gimmick_Fog_00_Noise_2D.SampleLevel(point_repeat_s, screen_uv_round * _Gimmick_Fog_00_Noise_2D_TexelSize.xy, 0) + + frame * golden_ratio * speed); #elif 1 - const float dither_seed = ign(screen_uv_round); + // float ign_anim(float2 screen_px, float frame, float speed) { + const float dither_seed = ign_anim(screen_uv_round, frame, /*speed=*/0.001); #else const float dither_seed = rand2(float2(screen_uv_round.x, screen_uv_round.y)*.001); #endif @@ -287,7 +305,7 @@ Fog00PBR getFog00(v2f i, ToonerData tdata) { float4 acc = 0; uint step_count = floor(min(_Gimmick_Fog_00_Max_Ray, depth_hit_l) / step_size); //step_count *= (1 - no_intersection); -#define FOG_MAX_LOOP (128+16) +#define FOG_MAX_LOOP 10 step_count = min(step_count, FOG_MAX_LOOP); #if defined(_GIMMICK_FOG_00_EMITTER_TEXTURE) @@ -307,10 +325,10 @@ Fog00PBR getFog00(v2f i, ToonerData tdata) { const float step_size_world = step_size * length(rd_world); const float3 view_dir_world = normalize(_WorldSpaceCameraPos - i.worldPos); - const float noise_scale_rcp = 1.0 / _Gimmick_Fog_00_Noise_Scale; - for (uint ii = 0; ii < step_count; ii++) { + const float3 noise_scale_rcp = 1.0 / _Gimmick_Fog_00_Noise_Scale; + uint ii; + for (ii = 0; ii < step_count; ii++) { const float3 p = ro + rd * ii * step_size; - const float3 p_world = ro_world + rd_world * ii * step_size_world; float4 c; float3 c_lit = 0; @@ -329,24 +347,13 @@ Fog00PBR getFog00(v2f i, ToonerData tdata) { // Note that I'm intentionally passing in `direct` and `diffuse` // backwards. It looks better if the collimated light is immune to normal // dimming, and if the diffuse light is not. - getEmitterData(p, step_size, em_loc, em_normal, em_tangent, em_normal_x_tangent, em_scale, + getEmitterData(p, dither, step_size, em_loc, em_normal, em_tangent, em_normal_x_tangent, em_scale, em_scale_rcp, direct, diffuse); } diffuse *= _Gimmick_Fog_00_Emitter_Brightness_Diffuse; direct *= _Gimmick_Fog_00_Emitter_Brightness_Direct; #else #endif -#if 0 - { - ltcgi_acc acc = (ltcgi_acc) 0; - LTCGI_Contribution(acc, - p_world, - normalize(mul(unity_ObjectToWorld, float4(map_normal, 0.0))), - view_dir_world, /*roughness=*/0.5, /*lmuv=*/0); - diffuse += acc.diffuse * step_size * _Gimmick_Fog_00_LTCGI_Brightness; - diffuse += acc.specular * step_size * _Gimmick_Fog_00_LTCGI_Brightness; - } -#endif // Scaling brightness by sqrt(step_size) seems to look more consistent as // you vary density. No idea why :( @@ -384,15 +391,21 @@ Fog00PBR getFog00(v2f i, ToonerData tdata) { } #endif } - if (acc.a > _Gimmick_Fog_00_Alpha_Cutoff) { + if (acc.a > _Gimmick_Fog_00_Alpha_Cutoff || ii == FOG_MAX_LOOP) { acc /= acc.a; } + acc.rgb = LRGBtoOKLAB(acc.rgb); + acc.x = smooth_min(acc.x, _Gimmick_Fog_00_Max_Brightness * .85, _Gimmick_Fog_00_Max_Brightness); + acc.rgb = OKLABtoLRGB(acc.rgb); Fog00PBR pbr; pbr.albedo = acc; + pbr.albedo.a *= 10; + pbr.albedo.a = smooth_min(pbr.albedo.a, .99, 1); // Add some dithering to lit color to break up banding - //pbr.albedo.rgb += ign(tdata.screen_uv_round) * .00390625; + //const float frame = ((float) AudioLinkData(ALPASS_GENERALVU + int2(1, 0)).x); + //pbr.albedo.rgb += ign_anim(dither * 1000, frame, /*speed=*/1.0) * .00390625; // Remap onto [0, 1] pbr.albedo.rgb = aces_filmic(pbr.albedo.rgb); |
