#ifndef FILE_ATMOSPHERICSCATTERING #define FILE_ATMOSPHERICSCATTERING #include "UnityCG.cginc" #define M_PI 3.141592657f #define ATMOSPHERICS_DBG_NONE 0 #define ATMOSPHERICS_DBG_SCATTERING 1 #define ATMOSPHERICS_DBG_OCCLUSION 2 #define ATMOSPHERICS_DBG_OCCLUDEDSCATTERING 3 #define ATMOSPHERICS_DBG_RAYLEIGH 4 #define ATMOSPHERICS_DBG_MIE 5 #define ATMOSPHERICS_DBG_HEIGHT 6 uniform int u_AtmosphericsDebugMode; uniform float3 u_SunDirection; uniform float u_ShadowBias; uniform float u_ShadowBiasIndirect; uniform float u_ShadowBiasClouds; uniform half u_OcclusionDepthThreshold; UNITY_DECLARE_TEX2D (u_OcclusionTexture); uniform half4 u_OcclusionTexture_TexelSize; uniform half4 u_DepthTextureScaledTexelSize; uniform sampler2D _CameraDepthTexture; uniform float u_WorldScaleExponent; uniform float u_WorldNormalDistanceRcp; uniform float u_WorldNearScatterPush; uniform float u_WorldRayleighDensity; uniform float u_WorldMieDensity; uniform float3 u_RayleighColorM20; uniform float3 u_RayleighColorM10; uniform float3 u_RayleighColorO00; uniform float3 u_RayleighColorP10; uniform float3 u_RayleighColorP20; uniform float3 u_RayleighColorP45; uniform float3 u_MieColorM20; uniform float3 u_MieColorO00; uniform float3 u_MieColorP20; uniform float3 u_MieColorP45; uniform float u_HeightNormalDistanceRcp; uniform float u_HeightNearScatterPush; uniform float u_HeightRayleighDensity; uniform float u_HeightMieDensity; uniform float u_HeightSeaLevel; uniform float3 u_HeightPlaneShift; uniform float u_HeightDistanceRcp; uniform float u_RayleighCoeffScale; uniform float3 u_RayleighSunTintIntensity; uniform float2 u_RayleighInScatterPct; uniform float u_MieCoeffScale; uniform float3 u_MieSunTintIntensity; uniform float u_MiePhaseAnisotropy; uniform float u_HeightExtinctionFactor; uniform float u_RayleighExtinctionFactor; uniform float u_MieExtinctionFactor; uniform float4 u_HeightRayleighColor; float henyeyGreenstein(float g, float cosTheta) { float gSqr = g * g; float a1 = (1.f - gSqr); float a2 = (2.f + gSqr); float b1 = 1.f + cosTheta * cosTheta; float b2 = pow(1.f + gSqr - 2.f * g * cosTheta, 1.5f); return (a1 / a2) * (b1 / b2); } float rayleighPhase(float cosTheta) { const float f = 3.f / (16.f * M_PI); return f + f * cosTheta * cosTheta; } float miePhase(float cosTheta, float anisotropy) { const float f = 3.f / (8.f * M_PI); return f * henyeyGreenstein(anisotropy, cosTheta); } float heightDensity(float h, float H) { return exp(-h/H); } float3 WorldScale(float3 p) { p.xz = sign(p.xz) * pow(abs(p.xz), u_WorldScaleExponent); return p; } void _VolundTransferScatter(float3 _worldPos, out half4 coords1, out half4 coords2, out half4 coords3) { const float3 worldPos = WorldScale(_worldPos); const float3 worldCamPos = WorldScale(_WorldSpaceCameraPos.xyz); const float c_MieScaleHeight = 1200.f; const float worldRayleighDensity = 1.f; const float worldMieDensity = heightDensity(worldPos.y, c_MieScaleHeight); const float3 worldVec = worldPos.xyz - worldCamPos.xyz; const float worldVecLen = length(worldVec); const float3 worldDir = worldVec / worldVecLen; const float3 worldDirUnscaled = normalize(_worldPos - _WorldSpaceCameraPos.xyz); const float viewSunCos = dot(worldDirUnscaled, u_SunDirection); const float rayleighPh = min(1.f, rayleighPhase(viewSunCos) * 12.f); const float miePh = miePhase(viewSunCos, u_MiePhaseAnisotropy); const float angle20 = 0.324f / 1.5f; const float angle10 = 0.174f / 1.5f; const float angleY = worldDir.y * saturate(worldVecLen / 250.0); float3 rayleighColor; if(angleY >= angle10) rayleighColor = lerp(u_RayleighColorP10, u_RayleighColorP20, saturate((angleY - angle10) / (angle20 - angle10))); else if(angleY >= 0.f) rayleighColor = lerp(u_RayleighColorO00, u_RayleighColorP10, angleY / angle10); else if(angleY >= -angle10) rayleighColor = lerp(u_RayleighColorM10, u_RayleighColorO00, (angleY + angle10) / angle10); else rayleighColor = lerp(u_RayleighColorM20, u_RayleighColorM10, saturate((angleY + angle20) / (angle20 - angle10))); float3 mieColor; if(angleY >= 0.f) mieColor = lerp(u_MieColorO00, u_MieColorP20, saturate(angleY / angle20)); else mieColor = lerp(u_MieColorM20, u_MieColorO00, saturate((angleY + angle20) / angle20)); const float pushedDistance = max(0.f, worldVecLen + u_WorldNearScatterPush); const float pushedDensity = /*heightDensity **/ pushedDistance /** exp(-worldPos.y / 8000.f)*/; const float rayleighScatter = (1.f - exp(u_WorldRayleighDensity * pushedDensity)) * rayleighPh; #ifdef IS_RENDERING_SKY const float mieScatter = (1.f - exp(u_WorldMieDensity * pushedDensity)); #else const float mieScatter = (1.f - exp(u_WorldMieDensity * pushedDensity)) * miePh; #endif const float heightShift = dot(worldVec, u_HeightPlaneShift); const float heightScaledOffset = (worldPos.y - heightShift - u_HeightSeaLevel) * u_HeightDistanceRcp; const float heightDensity = exp(-heightScaledOffset); const float pushedHeightDistance = max(0.f, worldVecLen + u_HeightNearScatterPush); const float heightScatter = (1.f - exp(u_HeightRayleighDensity * pushedHeightDistance)) * heightDensity; #ifdef IS_RENDERING_SKY const float heightMieScatter = (1.f - exp(u_HeightMieDensity * pushedHeightDistance)) * heightDensity; #else const float heightMieScatter = (1.f - exp(u_HeightMieDensity * pushedHeightDistance)) * heightDensity * miePh; #endif rayleighColor = lerp(Luminance(rayleighColor).rrr, rayleighColor, saturate(pushedDistance * u_WorldNormalDistanceRcp)); float3 heightRayleighColor = lerp(Luminance(u_HeightRayleighColor.xyz).rrr, u_HeightRayleighColor.xyz, saturate(pushedHeightDistance * u_HeightNormalDistanceRcp)); coords1.rgb = rayleighScatter * rayleighColor; coords1.a = rayleighScatter; coords3.rgb = saturate(heightScatter) * heightRayleighColor; coords3.a = heightScatter; coords2.rgb = mieScatter * mieColor + saturate(heightMieScatter) * mieColor; coords2.a = mieScatter; } void VolundTransferScatter(float3 worldPos, out half4 coords1) { half4 c1, c2, c3; _VolundTransferScatter(worldPos, c1, c2, c3); #ifdef IS_RENDERING_SKY coords1.rgb = c3.rgb; coords1.a = max(0.f, 1.f - c3.a * u_HeightExtinctionFactor); #else coords1.rgb = c1.rgb; coords1.rgb += c3.rgb; coords1.a = max(0.f, 1.f - c1.a * u_RayleighExtinctionFactor - c3.a * u_HeightExtinctionFactor); #endif coords1.rgb += c2.rgb; coords1.a *= max(0.f, 1.f - c2.a * u_MieExtinctionFactor); #ifdef ATMOSPHERICS_DEBUG if(u_AtmosphericsDebugMode == ATMOSPHERICS_DBG_RAYLEIGH) coords1.rgb = c1.rgb; else if(u_AtmosphericsDebugMode == ATMOSPHERICS_DBG_MIE) coords1.rgb = c2.rgb; else if(u_AtmosphericsDebugMode == ATMOSPHERICS_DBG_HEIGHT) coords1.rgb = c3.rgb; #endif } half2 UVFromPos(half2 pos) { #if defined(UNITY_PASS_FORWARDBASE) return pos; #else return pos / _ScreenParams.xy; #endif } half3 VolundApplyScatter(half4 coords1, half2 pos, half3 color) { #ifdef ATMOSPHERICS_DEBUG if(u_AtmosphericsDebugMode == ATMOSPHERICS_DBG_OCCLUSION) return 1; else if(u_AtmosphericsDebugMode == ATMOSPHERICS_DBG_SCATTERING || u_AtmosphericsDebugMode == ATMOSPHERICS_DBG_OCCLUDEDSCATTERING) return coords1.rgb; else if(u_AtmosphericsDebugMode == ATMOSPHERICS_DBG_RAYLEIGH || u_AtmosphericsDebugMode == ATMOSPHERICS_DBG_MIE || u_AtmosphericsDebugMode == ATMOSPHERICS_DBG_HEIGHT) return coords1.rgb; #endif return color * coords1.a + coords1.rgb; } half3 VolundApplyScatterAdd(half coords1, half3 color) { return color * coords1; } void VolundTransferScatterOcclusion(float3 worldPos, out half4 coords1, out half3 coords2) { half4 c1, c2, c3; _VolundTransferScatter(worldPos, c1, c2, c3); coords1.rgb = c1.rgb * u_RayleighInScatterPct.x; coords1.a = max(0.f, 1.f - c1.a * u_RayleighExtinctionFactor - c3.a * u_HeightExtinctionFactor); coords1.rgb += c2.rgb; coords1.a *= max(0.f, 1.f - c2.a * u_MieExtinctionFactor); coords2.rgb = c3.rgb + c1.rgb * u_RayleighInScatterPct.y; #ifdef ATMOSPHERICS_DEBUG if(u_AtmosphericsDebugMode == ATMOSPHERICS_DBG_RAYLEIGH) coords1.rgb = c1.rgb; else if(u_AtmosphericsDebugMode == ATMOSPHERICS_DBG_MIE) coords1.rgb = c2.rgb; else if(u_AtmosphericsDebugMode == ATMOSPHERICS_DBG_HEIGHT) coords1.rgb = c3.rgb; #endif } inline float4 LinearEyeDepth4(float4 z) { return float4(1.0, 1.0, 1.0, 1.0) / (_ZBufferParams.zzzz * z + _ZBufferParams.wwww); } half VolundSampleScatterOcclusion(half2 pos) { #if defined(ATMOSPHERICS_OCCLUSION) half2 uv = UVFromPos(pos); #if defined(ATMOSPHERICS_OCCLUSION_EDGE_FIXUP) && defined(SHADER_API_D3D11) && SHADER_TARGET > 40 half4 baseUV = half4(uv.x, uv.y, 0.f, 0.f); float cDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, baseUV); cDepth = LinearEyeDepth(cDepth); float4 xDepth; baseUV.xy = uv + u_DepthTextureScaledTexelSize.zy; xDepth.x = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, baseUV); baseUV.xy = uv + u_DepthTextureScaledTexelSize.xy; xDepth.y = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, baseUV); baseUV.xy = uv + u_DepthTextureScaledTexelSize.xw; xDepth.z = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, baseUV); baseUV.xy = uv + u_DepthTextureScaledTexelSize.zw; xDepth.w = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, baseUV); xDepth = LinearEyeDepth4(xDepth); float4 diffDepth = xDepth - cDepth.rrrr; float4 maskDepth = abs(diffDepth) < u_OcclusionDepthThreshold; float maskWeight = dot(maskDepth, maskDepth); UNITY_BRANCH if(maskWeight == 4.f || maskWeight == 0.f) { return u_OcclusionTexture.SampleLevel(sampleru_OcclusionTexture, uv, 0.f); } else { float4 occ = u_OcclusionTexture.Gather(sampleru_OcclusionTexture, uv); float4 fWeights; fWeights.xy = frac(uv * u_OcclusionTexture_TexelSize.zw - 0.5f); fWeights.zw = float2(1.f, 1.f) - fWeights.xy; float4 mfWeights = float4(fWeights.z * fWeights.y, fWeights.x * fWeights.y, fWeights.x * fWeights.w, fWeights.z * fWeights.w); return dot(occ, mfWeights * maskDepth) / dot(mfWeights, maskDepth); } #else return UNITY_SAMPLE_TEX2D(u_OcclusionTexture, uv).r; #endif #else //defined(ATMOSPHERICS_OCCLUSION) return 1.f; #endif //defined(ATMOSPHERICS_OCCLUSION) } half3 VolundApplyScatterOcclusion(half4 coords1, half3 coords2, half2 pos, half3 color) { float occlusion = VolundSampleScatterOcclusion(pos); #ifdef ATMOSPHERICS_DEBUG if(u_AtmosphericsDebugMode == ATMOSPHERICS_DBG_SCATTERING) return coords1.rgb + coords2.rgb; else if(u_AtmosphericsDebugMode == ATMOSPHERICS_DBG_OCCLUSION) return occlusion; else if(u_AtmosphericsDebugMode == ATMOSPHERICS_DBG_OCCLUDEDSCATTERING) return coords1.rgb * min(1.f, occlusion + u_ShadowBias) + coords2.rgb * min(1.f, occlusion + u_ShadowBiasIndirect); else if(u_AtmosphericsDebugMode == ATMOSPHERICS_DBG_RAYLEIGH || u_AtmosphericsDebugMode == ATMOSPHERICS_DBG_MIE || u_AtmosphericsDebugMode == ATMOSPHERICS_DBG_HEIGHT) return coords1.rgb; #endif return color * coords1.a + coords1.rgb * min(1.f, occlusion + u_ShadowBias) + coords2.rgb * min(1.f, occlusion + u_ShadowBiasIndirect); ; } half VolundCloudOcclusion(half2 pos) { #if defined(ATMOSPHERICS_OCCLUSION) return min(1.f, VolundSampleScatterOcclusion(pos) + u_ShadowBiasClouds); #else return 1.f; #endif } half4 VolundApplyCloudScatter(half4 coords1, half4 color) { #if defined(DBG_ATMOSPHERICS_SCATTERING) || defined(DBG_ATMOSPHERICS_OCCLUDEDSCATTERING) return half4(coords1.rgb, color.a); #elif defined(DBG_ATMOSPHERICS_OCCLUSION) return 1; #endif color.rgb = color.rgb * coords1.a + coords1.rgb; return color; } half4 VolundApplyCloudScatterOcclusion(half4 coords1, half3 coords2, half2 pos, half4 color) { float occlusion = VolundSampleScatterOcclusion(pos); #ifdef ATMOSPHERICS_OCCLUSION_DEBUG2 color.rgb = coords1.rgb * min(1.f, occlusion + u_ShadowBias) + coords2.rgb * min(1.f, occlusion + u_ShadowBiasIndirect); return color; #endif #ifdef ATMOSPHERICS_OCCLUSION_DEBUG return occlusion; #endif color.rgb = color.rgb * coords1.a + coords1.rgb * min(1.f, occlusion + u_ShadowBias) + coords2.rgb * min(1.f, occlusion + u_ShadowBiasIndirect); half cloudOcclusion = min(1.f, occlusion + u_ShadowBiasClouds); color.a *= cloudOcclusion; return color; } // Original vert/frag macros #if defined(ATMOSPHERICS_OCCLUSION) #define VOLUND_SCATTER_COORDS(idx1, idx2) half4 scatterCoords1 : TEXCOORD##idx1; half3 scatterCoords2 : TEXCOORD##idx2; #if defined(ATMOSPHERICS_PER_PIXEL) #define VOLUND_TRANSFER_SCATTER(pos, o) o.scatterCoords1 = pos.xyzz; o.scatterCoords2 = pos.xyz; #define VOLUND_APPLY_SCATTER(i, color) VolundTransferScatterOcclusion(i.scatterCoords1.xyz, i.scatterCoords1, i.scatterCoords2); color = VolundApplyScatterOcclusion(i.scatterCoords1, i.scatterCoords2, i.pos.xy, color) #define VOLUND_CLOUD_SCATTER(i, color) VolundTransferScatterOcclusion(i.scatterCoords1.xyz, i.scatterCoords1, i.scatterCoords2); color = VolundApplyCloudScatterOcclusion(i.scatterCoords1, i.scatterCoords2, i.pos.xy, color) #else #define VOLUND_TRANSFER_SCATTER(pos, o) VolundTransferScatterOcclusion(pos, o.scatterCoords1, o.scatterCoords2) #define VOLUND_APPLY_SCATTER(i, color) color = VolundApplyScatterOcclusion(i.scatterCoords1, i.scatterCoords2, i.pos.xy, color) #define VOLUND_CLOUD_SCATTER(i, color) color = VolundApplyCloudScatterOcclusion(i.scatterCoords1, i.scatterCoords2, i.pos.xy, color) #endif #else #define VOLUND_SCATTER_COORDS(idx1, idx2) half4 scatterCoords1 : TEXCOORD##idx1; #if defined(ATMOSPHERICS_PER_PIXEL) #define VOLUND_TRANSFER_SCATTER(pos, o) o.scatterCoords1 = pos.xyzz; #define VOLUND_APPLY_SCATTER(i, color) VolundTransferScatter(i.scatterCoords1.xyz, i.scatterCoords1); color = VolundApplyScatter(i.scatterCoords1, i.pos.xy, color); #define VOLUND_CLOUD_SCATTER(i, color) VolundTransferScatter(i.scatterCoords1.xyz, i.scatterCoords1); color = VolundApplyCloudScatter(i.scatterCoords1, color); #else #define VOLUND_TRANSFER_SCATTER(pos, o) VolundTransferScatter(pos, o.scatterCoords1) #define VOLUND_APPLY_SCATTER(i, color) color = VolundApplyScatter(i.scatterCoords1, i.pos.xy, color) #define VOLUND_CLOUD_SCATTER(i, color) color = VolundApplyCloudScatter(i.scatterCoords1, color) #endif #endif // Surface shader macros (specifically do nothing for deferred as that needs post-support) #if defined(ATMOSPHERICS) #if defined(UNITY_PASS_FORWARDBASE) && defined(ATMOSPHERICS_OCCLUSION) #define SURFACE_SCATTER_COORDS float3 worldPos; half4 scatterCoords1; half3 scatterCoords2; #define SURFACE_SCATTER_TRANSFER(pos, o) VolundTransferScatterOcclusion(pos, o.scatterCoords1, o.scatterCoords2) /* we can't fit screenPos interpolator, so calculate per-pixel. if only we had vpos available.. */ #define SURFACE_SCATTER_APPLY(i, color) { \ float4 scatterPos = ComputeScreenPos(mul(UNITY_MATRIX_VP, float4(i.worldPos, 1.f))); \ color = VolundApplyScatterOcclusion(i.scatterCoords1, i.scatterCoords2, scatterPos.xy / scatterPos.w, color); \ } #elif defined(UNITY_PASS_FORWARDBASE) #define SURFACE_SCATTER_COORDS float3 worldPos; half4 scatterCoords1; half scatterCoords2; #define SURFACE_SCATTER_TRANSFER(pos, o) VolundTransferScatter(pos, o.scatterCoords1) #define SURFACE_SCATTER_APPLY(i, color) { \ float4 scatterPos = ComputeScreenPos(mul(UNITY_MATRIX_VP, float4(i.worldPos, 1.f))); \ color = VolundApplyScatter(i.scatterCoords1, scatterPos.xy / scatterPos.w, color); \ } #elif defined(UNITY_PASS_FORWARDADD) #define SURFACE_SCATTER_COORDS float3 worldPos; half scatterCoords1; half scatterCoords2; #define SURFACE_SCATTER_TRANSFER(pos, o) { half4 scatterCoords; VolundTransferScatter(pos, scatterCoords); o.scatterCoords1 = scatterCoords.a; } #define SURFACE_SCATTER_APPLY(i, color) color = VolundApplyScatterAdd(i.scatterCoords1, color) #endif #elif defined(ATMOSPHERICS_PER_PIXEL) #if defined(UNITY_PASS_FORWARDBASE) && defined(ATMOSPHERICS_OCCLUSION) #define SURFACE_SCATTER_COORDS float3 worldPos; half scatterCoords1; half scatterCoords2; #define SURFACE_SCATTER_TRANSFER(pos, o) #define SURFACE_SCATTER_APPLY(i, color) { \ float4 scatterPos = ComputeScreenPos(mul(UNITY_MATRIX_VP, float4(i.worldPos, 1.f))); \ half4 scatterCoords1; half3 scatterCoords2; VolundTransferScatterOcclusion(i.worldPos, scatterCoords1, scatterCoords2); \ color = VolundApplyScatterOcclusion(scatterCoords1, scatterCoords2, scatterPos.xy / scatterPos.w, color); \ } #elif defined(UNITY_PASS_FORWARDBASE) #define SURFACE_SCATTER_COORDS float3 worldPos; half scatterCoords1; half scatterCoords2; #define SURFACE_SCATTER_TRANSFER(pos, o) #define SURFACE_SCATTER_APPLY(i, color) { \ half4 scatterCoords1; VolundTransferScatter(i.worldPos, scatterCoords1); \ float4 scatterPos = ComputeScreenPos(mul(UNITY_MATRIX_VP, float4(i.worldPos, 1.f))); \ color = VolundApplyScatter(scatterCoords1, scatterPos.xy / scatterPos.w, color); \ } #elif defined(UNITY_PASS_FORWARDADD) #define SURFACE_SCATTER_COORDS float3 worldPos; half scatterCoords1; half scatterCoords2; #define SURFACE_SCATTER_TRANSFER(pos, o) #define SURFACE_SCATTER_APPLY(i, color) { \ half4 scatterCoords1; VolundTransferScatter(i.worldPos, scatterCoords1); \ color = VolundApplyScatterAdd(scatterCoords1.a, color); \ } #endif #endif #if !defined(SURFACE_SCATTER_COORDS) /* surface shader analysis currently forces us to include stuff even when unused */ /* we also have to convince the analyzer to not optimize out stuff we need */ #define SURFACE_SCATTER_COORDS float3 worldPos; half4 scatterCoords1; half3 scatterCoords2; #define SURFACE_SCATTER_TRANSFER(pos, o) o.scatterCoords1.r = o.scatterCoords2.r = pos.x; #define SURFACE_SCATTER_APPLY(i, color) color += (i.worldPos + i.scatterCoords1.xyz + i.scatterCoords2.xyz) * 0.000001f #endif #endif //FILE_ATMOSPHERICSCATTERING