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#include "UnityCG.cginc"
#include "audiolink.cginc"
#include "atrix256.cginc"
#include "cnlohr.cginc"
#include "globals.cginc"
#include "interpolators.cginc"
#include "math.cginc"
#include "noise.cginc"
#include "oklab.cginc"
#include "pbr.cginc"
#include "poi.cginc"
#include "tone.cginc"
#ifndef __FOG_INC
#define __FOG_INC
#if defined(_GIMMICK_FOG_00)
struct Fog00PBR {
float4 albedo;
float depth;
};
#define FOG_PERLIN_NOISE_SCALE 1
float3 perlin_noise_3d_tex(float3 p)
{
// 1/256 = 0.00390625
return _Gimmick_Fog_00_Noise.SampleLevel(trilinear_repeat_s, p.xyz * 0.00390625, 0);
}
#define FBM_OCTAVES 3
float3 perlin_noise_3d_tex_fbm(float3 p)
{
float3 res = perlin_noise_3d_tex(p);
float p_scale = 1;
//float d_scale = .66666;
float d_scale = .571428571;
for (uint i = 1; i < FBM_OCTAVES; i++) {
p_scale *= 2;
d_scale *= .5;
res += perlin_noise_3d_tex(p*p_scale)*d_scale;
}
return res;
}
// idea from here https://iquilezles.org/articles/warp/
float3 perlin_noise_3d_tex_warp(float3 p)
{
p = perlin_noise_3d_tex(p);
p = perlin_noise_3d_tex(p * 255);
p = perlin_noise_3d_tex(p * 255);
return p;
}
float3 light_fog00(
float3 albedo,
float NoL,
float3 direct,
float3 diffuse
) {
half diffuseTerm = NoL;
float wrappedDiffuse = saturate((diffuseTerm + _WrappingFactor) /
(1.0f + _WrappingFactor)) * 2 / (2 * (1 + _WrappingFactor));
#if 0
float3 direct_unlit = .01;
direct = lerp(direct, direct_unlit, wrappedDiffuse);
#endif
float3 diffCol = albedo * (diffuse + direct * wrappedDiffuse);
return diffCol;
}
float map(float3 p, out float3 normal) {
#if 1
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 .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.
float radius2 = clamp(_Gimmick_Fog_00_Radius * _Gimmick_Fog_00_Radius - dot(p.xz, p.xz), 0, RADIUS_TRANS_WIDTH) * RADIUS_TRANS_WIDTH_RCP;
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;
}
#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,
float3 em_tangent,
float3 em_normal_x_tangent,
float2 emitter_scale,
float2 emitter_scale_rcp,
out float3 diffuse,
out float3 direct)
{
// Using identity a_parallel_to_b = (dot(a, b) / dot(b, b)) * b
// float3 along_tangent = dot(p - em_loc, em_tangent) * em_tangent;
// float3 along_normal_x_tangent = dot(p - em_loc, em_normal_x_tangent) *
// em_normal_x_tangent;
// Given that em_tangent and em_normal_x_tangent are normalized, and the fact
// that we really want uvs, we can simplify this:
float2 uv = float2(dot(p - em_loc, em_normal_x_tangent), dot(p - em_loc, em_tangent));
uv *= emitter_scale_rcp;
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
uv.y = FOG_PERLIN_NOISE(float3(uv*100, _Time[2]));
uv.x = FOG_PERLIN_NOISE(p);
uv.y = FOG_PERLIN_NOISE(float3(uv*100, _Time[2]));
#endif
const float3 p_to_emitter = p - em_loc;
const float t = dot(p_to_emitter, em_normal);
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));
direct = in_range * emitter_falloff * em_color;
#if 1
float e = 0.1;
float2 uv_inv = 1.0 - uv;
diffuse = _Gimmick_Fog_00_Emitter_Texture.SampleLevel(point_clamp_s, float2(uv.x, uv.y), 16) +
_Gimmick_Fog_00_Emitter_Texture.SampleLevel(point_clamp_s, float2(uv.x, uv_inv.y), 16) +
_Gimmick_Fog_00_Emitter_Texture.SampleLevel(point_clamp_s, float2(uv_inv.x, uv.y), 16);
diffuse *= 0.3333;
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 = dot(p - em_loc_clamp, p - em_loc_clamp);
diffuse /= diffuse_length;
#else
diffuse = 0;
#endif
}
#endif // defined(_GIMMICK_FOG_00_EMITTER_TEXTURE)
#if defined(_GIMMICK_FOG_00_RAY_MARCH_0)
float fog00_map(float3 p, float rid_entropy)
{
float sin_term = sin(rid_entropy*2*TAU+_Time[0]*2)+1.0;
sin_term *= sin_term;
sin_term *= 0.7;
return length(p)+0.7-rid_entropy*2.3*
sin_term*.2;
}
float fog00_map_dr(
float3 p,
float3 period,
float3 count,
float seed,
out float3 which
)
{
p -= float3(0, period.y * floor(count.y/2) + 1, 0);
p -= unity_ObjectToWorld._m03_m13_m23;
which = round(p / period);
// Direction to nearest neighboring cell.
float3 min_d = p - period * which;
float3 o = sign(min_d);
float d = 1E9;
float3 which_tmp = which;
#if 1
for (uint xi = 0; xi < 2; xi++)
for (uint yi = 0; yi < 2; yi++)
for (uint zi = 0; zi < 2; zi++)
#else
uint xi = 0;
uint yi = 0;
uint zi = 0;
#endif
{
float3 rid = which + float3(xi, yi, zi) * o;
rid = clamp(rid, ceil(-(count)*0.5), floor((count-1)*0.5));
float3 r = p - period * rid;
float3 rid_entropy = float3(
ign(rid.yz+seed),
ign(rid.xz+seed),
ign(rid.xy+seed));
float3 random_dir = normalize(rid_entropy);
r +=
(sin(_Time[0] * 2 + (rid_entropy.x + rid_entropy.y + rid_entropy.z) * TAU * .6666) * 2 - 1.0) *
period * 0.5 *
random_dir *
float3(1, 1, 1) * .3;
float cur_d = fog00_map(r, FOG_PERLIN_NOISE((rid+seed)*100));
which_tmp = cur_d < d ? rid : which_tmp;
d = min(d, cur_d);
}
which = which_tmp;
return d;
}
#endif
Fog00PBR getFog00(v2f i, ToonerData tdata) {
float3 cam_pos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1.0)).xyz;
float3 obj_pos = i.objPos;
float3 obj_pos_depth_hit;
float2 screen_uv;
float eye_depth_world;
{
float3 full_vec_eye_to_geometry = i.worldPos - _WorldSpaceCameraPos;
float3 world_dir = normalize(i.worldPos - _WorldSpaceCameraPos);
float perspective_divide = 1.0 / i.pos.w;
float perspective_factor = length(full_vec_eye_to_geometry * perspective_divide);
screen_uv = i.screenPos.xy * perspective_divide;
eye_depth_world =
GetLinearZFromZDepth_WorksWithMirrors(
SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, tdata.screen_uv),
screen_uv) * perspective_factor;
float3 world_pos_depth_hit = _WorldSpaceCameraPos + eye_depth_world * world_dir;
obj_pos_depth_hit = mul(unity_WorldToObject, float4(world_pos_depth_hit, 1.0)).xyz;
}
const float3 rd = normalize(obj_pos - cam_pos);
float3 ro = cam_pos;
bool no_intersection = false;
float distance_to_cylinder = 1E6;
{
float a = dot(rd.xz, rd.xz);
float b = 2 * dot(rd.xz, ro.xz);
float c = dot(ro.xz, ro.xz) - _Gimmick_Fog_00_Radius * _Gimmick_Fog_00_Radius;
float t0, t1;
if (solveQuadratic(a, b, c, t0, t1)) {
no_intersection = (t0 < 0) * (t1 < 0);
const bool inside_cylinder = (t0 < 0) * (t1 > 0);
if (!inside_cylinder) {
distance_to_cylinder = no_intersection ? distance_to_cylinder : min(max(t0, 0), max(t1, 0));
ro += distance_to_cylinder * rd;
}
}
}
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);
const float step_size = _Gimmick_Fog_00_Step_Size_Factor * density_ss_term;
const float step_size_sqrt = sqrt(step_size);
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);
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
// 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
float dither = dither_seed * step_size * _Gimmick_Fog_00_Ray_Origin_Randomization;
ro += rd * (0.001 + dither);
const float depth_hit_l = length(obj_pos_depth_hit - ro);
// Get common lighting data
UnityLight direct_light;
UnityIndirect indirect_light;
direct_light.dir = getDirectLightDirection(i);
direct_light.ndotl = 0; // Not used
direct_light.color = getDirectLightColor();
// TODO try per-sample baked lighting
indirect_light.diffuse = getIndirectDiffuse(i, /*vertex_light_color=*/0);
// TODO consider doing specular. At time of writing it seems pointless.
indirect_light.specular = 0;
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 20
step_count = min(step_count, FOG_MAX_LOOP);
#if defined(_GIMMICK_FOG_00_EMITTER_TEXTURE)
const float3 em_loc = mul(unity_WorldToObject, float4(_Gimmick_Fog_00_Emitter0_Location, 1.0)).xyz;
const float3 em_normal = normalize(mul(unity_WorldToObject, float4(_Gimmick_Fog_00_Emitter0_Normal, 0.0)).xyz);
const float3 em_tangent = normalize(mul(unity_WorldToObject, float4(_Gimmick_Fog_00_Emitter0_Tangent, 0.0)).xyz);
const float3 em_normal_x_tangent = normalize(cross(em_normal, em_tangent));
const float em_scale_t = _Gimmick_Fog_00_Emitter0_Scale_T * length(mul(unity_WorldToObject, float4(_Gimmick_Fog_00_Emitter0_Normal, 0.0)));
const float em_scale_nxt = _Gimmick_Fog_00_Emitter0_Scale_NxT * length(mul(unity_WorldToObject, float4(cross(_Gimmick_Fog_00_Emitter0_Normal, _Gimmick_Fog_00_Emitter0_Tangent), 0.0)));
const float2 em_scale = float2(em_scale_t, em_scale_nxt);
const float2 em_scale_rcp = rcp(em_scale);
#endif
const float3 ro_world = mul(unity_ObjectToWorld, float4(ro, 1.0)).xyz;
const float3 rd_world = mul(unity_ObjectToWorld, float4(rd, 0.0)).xyz;
const float3 rd_world_normalized = normalize(rd_world);
const float step_size_world = step_size * length(rd_world);
const float3 view_dir_world = normalize(_WorldSpaceCameraPos - i.worldPos);
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;
float4 c;
float3 c_lit = 0;
#if 1
float3 map_normal;
const float map_p_raw = map(p, map_normal);
const float map_p = map_p_raw * _Gimmick_Fog_00_Density * step_size;
c = float4(_Color.rgb, map_p);
float3 diffuse = 0;
float3 direct = 0;
#if defined(_GIMMICK_FOG_00_EMITTER_TEXTURE) && !defined(_GIMMICK_FOG_00_EMITTER_VARIABLE_DENSITY)
// We put the emitter color into diffuse instead of doing a directional
// calculation because it looks better and it's cheaper. Less accurate
// though!
if (_Gimmick_Fog_00_Enable_Area_Lighting) {
// 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, 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
// Scaling brightness by sqrt(step_size) seems to look more consistent as
// you vary density. No idea why :(
float NoL = dot(map_normal, direct_light.dir);
c_lit += light_fog00(
c.rgb,
NoL,
(direct_light.color + direct) * step_size_sqrt_max1,
(indirect_light.diffuse + diffuse) * step_size_sqrt_max1);
#else
c_lit = .05 * step_size;
c.a = 0.1;
#endif
#if defined(_GIMMICK_FOG_00_EMITTER_TEXTURE) && defined(_GIMMICK_FOG_00_EMITTER_VARIABLE_DENSITY)
float3 em_c = getEmitterData(p, step_size, em_loc, em_normal, em_scale, em_scale_rcp) * step_size;
float em_NoL = saturate((map(p + dd_e * em_normal, lod) - map_p_raw) / dd_e);
c_lit += light_fog00(
c.rgb,
em_NoL,
em_c,
0);
#endif
c.rgb = c_lit;
// Intuition: add c scaled by the remaining transparent portion of acc.
acc = acc + (1 - acc.a) * c;
#if 1
// For performance, stop if we...
// 1. accumulate enough alpha
// 2. go outside of the sphere
if (acc.a > _Gimmick_Fog_00_Alpha_Cutoff ||
dot(p.xz, p.xz) > _Gimmick_Fog_00_Radius * _Gimmick_Fog_00_Radius) {
break;
}
#endif
}
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 = smooth_min(pbr.albedo.a, .999, 1);
// Add some dithering to lit color to break up banding
//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);
// Clamp so max brightness is comfortable. Do it in perceptually uniform
// space to avoid affecting saturation.
//pbr.albedo.rgb = LRGBtoOKLAB(pbr.albedo.rgb);
//pbr.albedo.x = smooth_min(pbr.albedo.x, _Gimmick_Fog_00_Max_Brightness * .9, _Gimmick_Fog_00_Max_Brightness);
//pbr.albedo.rgb = OKLABtoLRGB(pbr.albedo.rgb);
float4 clip_pos = mul(UNITY_MATRIX_VP, float4(mul(unity_ObjectToWorld, float4(ro, 1.0))));
pbr.depth = clip_pos.z / clip_pos.w;
#if 0
pbr.albedo.rgb = eye_depth_world / 100;
pbr.albedo.a = 1;
#endif
return pbr;
}
#endif // _GIMMICK_FOG_00
#endif // __FOG_INC
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