Files
Fishing2/Assets/ThirdParty/LuxWater/FogShaders/PostProcessingStack_2/DeferredFog.__shader
2025-05-10 12:49:47 +08:00

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Shader "Hidden/PostProcessing/DeferredFog"
{
HLSLINCLUDE
#pragma multi_compile __ FOG_LINEAR FOG_EXP FOG_EXP2
// Start: LuxWater
#pragma multi_compile __ LUXWATER_DEFERREDFOG
#if defined(LUXWATER_DEFERREDFOG)
sampler2D _UnderWaterMask;
float4 _LuxUnderWaterDeferredFogParams; // x: IsInsideWatervolume?, y: BelowWaterSurface shift, z: EdgeBlend
inline float DecodeFloatRG( float2 enc ) {
float2 kDecodeDot = float2(1.0, 1/255.0);
return dot( enc, kDecodeDot );
}
#endif
// End: LuxWater
#include "../StdLib.hlsl"
#include "Fog.hlsl"
TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
TEXTURE2D_SAMPLER2D(_CameraDepthTexture, sampler_CameraDepthTexture);
#define SKYBOX_THREASHOLD_VALUE 0.9999
float4 Frag(VaryingsDefault i) : SV_Target
{
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoordStereo);
depth = Linear01Depth(depth);
float dist = ComputeFogDistance(depth);
half fog = 1.0 - ComputeFog(dist);
// Start: LuxWater
#if defined(LUXWATER_DEFERREDFOG)
half4 fogMask = tex2D(_UnderWaterMask, UnityStereoTransformScreenSpaceTex(i.texcoordStereo));
float watersurfacefrombelow = DecodeFloatRG(fogMask.ba);
// Get distance and lower it a bit in order to handle edge blending artifacts (edge blended parts would not get ANY fog)
float ldist = (watersurfacefrombelow - depth) + _LuxUnderWaterDeferredFogParams.y * _ProjectionParams.w;
// Fade fog from above water to below water
float fogFactor = saturate ( 1.0 + _ProjectionParams.z * _LuxUnderWaterDeferredFogParams.z * ldist ); // 0.125
// Clamp above result to where water is actually rendered
fogFactor = (fogMask.r == 1) ? fogFactor : 1.0;
// Mask fog on underwarter parts - only if we are inside a volume (bool... :( )
if(_LuxUnderWaterDeferredFogParams.x) {
fogFactor *= saturate( 1.0 - fogMask.g * 8.0);
if (ldist < -_ProjectionParams.w * 4 && fogMask.r == 0 && fogMask.g < 1.0) {
fogFactor = 1.0;
}
}
// Tweak fog factor
fog *= fogFactor;
#endif
// End: LuxWater
return lerp(color, _FogColor, fog);
}
float4 FragExcludeSkybox(VaryingsDefault i) : SV_Target
{
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoordStereo);
depth = Linear01Depth(depth);
float skybox = depth < SKYBOX_THREASHOLD_VALUE;
float dist = ComputeFogDistance(depth);
half fog = 1.0 - ComputeFog(dist);
// Start: LuxWater
#if defined(LUXWATER_DEFERREDFOG)
half4 fogMask = tex2D(_UnderWaterMask, UnityStereoTransformScreenSpaceTex(i.texcoordStereo));
float watersurfacefrombelow = DecodeFloatRG(fogMask.ba);
// Get distance and lower it a bit in order to handle edge blending artifacts (edge blended parts would not get ANY fog)
float ldist = (watersurfacefrombelow - depth) + _LuxUnderWaterDeferredFogParams.y * _ProjectionParams.w;
// Fade fog from above water to below water
float fogFactor = saturate ( 1.0 + _ProjectionParams.z * _LuxUnderWaterDeferredFogParams.z * ldist ); // 0.125
// Clamp above result to where water is actually rendered
fogFactor = (fogMask.r == 1) ? fogFactor : 1.0;
// Mask fog on underwarter parts - only if we are inside a volume (bool... :( )
if(_LuxUnderWaterDeferredFogParams.x) {
fogFactor *= saturate( 1.0 - fogMask.g * 8.0);
if (ldist < -_ProjectionParams.w * 4 && fogMask.r == 0 && fogMask.g < 1.0) {
fogFactor = 1.0;
}
}
// Tweak fog factor
fog *= fogFactor;
#endif
// End: LuxWater
return lerp(color, _FogColor, fog * skybox);
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragExcludeSkybox
ENDHLSL
}
}
}