提交修改

This commit is contained in:
Bob.Song
2026-04-08 16:54:54 +08:00
parent 6d1454520c
commit 28fa6a153e
6 changed files with 289 additions and 143 deletions

View File

@@ -1,8 +1,7 @@
Shader "DynamicClouds"
Shader "DynamicClouds"
{
Properties
{
//_skyColor("Color", Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
_NoiseTex("Noise", 2D) = "gray" {}
_Clouds("Top Clouds", Range(0,2)) = 0.5
@@ -18,8 +17,6 @@
_cloudColorLight("cloud Light", Color) = (1,1,1,1)
_cloudColorDark("cloud Dark", Color) = (0.5,0.5,0.5,1)
_fogColor("fog Color", Color) = (1,1,1,1)
//_fogStart("fog Start", Range(0,1)) = 0
//_fogEnd("fog End", Range(0,1)) = 0
_fog("fog", Range(0.01,1)) = 0.01
_FadeOut("fade out", Range(0.01,1)) = 0.25
}
@@ -50,7 +47,6 @@
float4 vertex : SV_POSITION;
};
//fixed4 _skyColor;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _NoiseTex;
@@ -67,8 +63,6 @@
fixed4 _cloudColorLight;
fixed4 _cloudColorDark;
fixed4 _fogColor;
//half _fogStart;
//half _fogEnd;
half _fog;
half _FadeOut;
@@ -82,113 +76,74 @@
fixed4 frag(v2f i) : SV_Target
{
//float3 sundir = float3(0, 0, 1);
//acos(dot(float3(i.uv.x, i.uv.y,), sundir));
// UV 空间下从当前像素指向太阳位置的方向。
float2 sundir = i.uv.xy - _SunDir.xy;
half2 distancexy = (i.uv-0.5) * 2;// -0.5;
/*distancexy.x *= distancexy.x;
distancexy.y *= distancexy.y;
half distance = saturate((distancexy.x + distancexy.y) *2);*/
// 到天空中心的径向距离,用于地平线区域权重与淡出。
half2 distancexy = (i.uv - 0.5) * 2;
half distance = saturate(length(distancexy));
/*fixed4 col = fixed4(distance, distance, distance,1);
return col; */
half cloudfactor = _Clouds * (1 - distance) + _HorizonClouds * distance;
half cloudfactor2 = cloudfactor;
//i.uv += _Time.x * 0.01; //wind
// 用整体偏移和噪声扰动来驱动云层 UV 动画。
i.uv = i.uv + _Offset;
i.uv += (tex2D(_NoiseTex, i.uv * 20 + _Time.x * _Turbulence).rg - 0.5) * 0.007; //turbulence
i.uv += (tex2D(_NoiseTex, i.uv * 20 + _Time.x * _Turbulence).rg - 0.5) * 0.007;
i.uv /= _Scale;
// 混合两组时间错位采样,实现云形平滑变化。
float2 shapeOffset = float2(_Time.x * _ShapeChangeSpeed, 0);
float3 cloudtex = tex2D(_MainTex, i.uv - shapeOffset);
cloudtex.g = tex2D(_MainTex, i.uv + shapeOffset).g;
float factor = tex2D(_MainTex, i.uv * 0.4 + float2(0,_Time.x * _ShapeChangeSpeed * 1.67)).b; //(_SinTime.x + 1) * 0.5;
float clouds = cloudtex.r * factor + cloudtex.g * (1- factor); //shape change
half lightst = saturate((clouds - (1 - cloudfactor))* _CloudThickness*0.5);
cloudfactor = saturate((clouds - (1- cloudfactor))* _CloudThickness);
float factor = tex2D(_MainTex, i.uv * 0.4 + float2(0, _Time.x * _ShapeChangeSpeed * 1.67)).b;
float clouds = cloudtex.r * factor + cloudtex.g * (1 - factor);
// 将云密度转换为透明度与受光遮罩。
half lightst = saturate((clouds - (1 - cloudfactor)) * _CloudThickness * 0.5);
cloudfactor = saturate((clouds - (1 - cloudfactor)) * _CloudThickness);
// 重建细节法线,并根据覆盖度与太阳距离增强体积感。
half3 tnormal = UnpackNormal(tex2D(_BumpMap, i.uv - shapeOffset));
half3 tnormal2 = UnpackNormal(tex2D(_BumpMap2, i.uv + shapeOffset));
tnormal = tnormal * factor + tnormal2 * (1 - factor);
//tnormal.z *= distance*0.6 + 0.5; //lowering the z before normalizing enhances bump (at horizon bump remains the same)
//tnormal.z *= cloudfactor2 *cloudfactor/(1.1-clouds);
//tnormal.z *= 2 * cloudfactor2;
tnormal.z *= cloudfactor2 + 0.5 *cloudfactor2 * cloudfactor / (1.1 - clouds);
tnormal.z *= length(sundir * 2)+0.1;
tnormal.z *= cloudfactor2 + 0.5 * cloudfactor2 * cloudfactor / (1.1 - clouds);
tnormal.z *= length(sundir * 2) + 0.1;
tnormal = normalize(tnormal);
//float lighting = (tnormal.y + 3) * 0.25;
//half2 clouddir = tnormal.xy;// *4;
//half cloudlength = clouddir.x * clouddir.x - clouddir.y * clouddir.y;
/*half cloudlength2 = min(cloudlength * 2, 1 - (1 - cloudlength) * (1 - cloudlength) * 2);
clouddir.x *= cloudlength2 / cloudlength;
clouddir.y *= cloudlength2 / cloudlength;
cloudlength = cloudlength2;*/
//clouddir.x = -clouddir.x;
//float lighting = saturate(length(sundir - clouddir * 1));
//half3 clouddir3 = half3(clouddir.x, clouddir.y, sqrt(1 - cloudlength));
/*if (clouddir3.z < 0)
{
clouddir3.z = 0;
clouddir3 = normalize(clouddir3);
}*/
//half3 sundir3 = half3(sundir3.x, sundir3.y, sqrt(1 - sundir3.x * sundir3.x - sundir3.y * sundir3.y));
// 基于法线与太阳方向夹角计算光照,范围归一到 [0,1]。
half lighting = acos(dot(tnormal, sundir));
lighting /= 3.14159265;
lighting = saturate(lighting * 4 - 1.5);// *5 - 2);
lighting = saturate(lighting * 4 - 1.5);
////sundir *= 2;
//half sundist = length(sundir);
//if (sundist > 1)
//{
// sundir *= (2 - sundist) / sundist;
//}
//half3 sundir3 = half3(sundir.x, sundir.y, sqrt(1 - sundir.x * sundir.x - sundir.y * sundir.y));
//if (sundist > 1)
//{
// sundir3.z = -sundir3.z;
//}
//half lighting = acos(dot(tnormal, sundir3));
//lighting /= 3.14159265;
//lighting = saturate(lighting*3-0.1);// *4 - 1.5);// *5 - 2);
//return lighting;
//lighting = min(lighting, saturate(length(sundir - clouddir*0.75)));
half seethrough = saturate(1-length(sundir));
// 太阳方向上的透光增强(主要作用于较薄云层)。
half seethrough = saturate(1 - length(sundir));
seethrough *= seethrough;
seethrough *= seethrough;
seethrough = (seethrough * seethrough + seethrough) * 0.5;
seethrough *= seethrough*1.5;
seethrough *= seethrough * 1.5;
lighting = saturate(lighting + seethrough * (1 - lightst));
//lighting = lighting * cloudfactor + seethrough*(1 - cloudfactor);
//lighting = 1 - lighting;
//lighting *= cloudfactor;
//lighting = 1 - lighting;
//lighting = (lighting + 1) * 0.5;
float4 cloudcolor = _cloudColorLight * lighting + _cloudColorDark * (1- lighting);
fixed4 col = cloudcolor;// _skyColor* (1 - cloudfactor) + cloudcolor * cloudfactor;
float4 cloudcolor = _cloudColorLight * lighting + _cloudColorDark * (1 - lighting);
fixed4 col = cloudcolor;
col.a = cloudfactor;
//s-curve:
// 使用 S 曲线重映射透明度,让云边缘更柔和。
float factorL = cloudfactor * cloudfactor;
float factorH = 1 - cloudfactor;
factorH *= factorH;
factorH = 1 - factorH;
col.a = factorL * (1 - cloudfactor) + factorH * cloudfactor;
//factor = distance *distance;
//factor = saturate((factor -1 + _fog) / _fog);
/*distance = 1 - distance;
distance *= distance;
distance = 1 - distance;*/
factor = pow(distance, 1/ _FadeOut);
// 按距离向地平线方向逐渐淡出。
factor = pow(distance, 1 / _FadeOut);
col.a *= 1 - factor;
//factor = _fogEnd * distance + _fogStart * (1 - distance);
// 按距离与雾颜色混合。
factor = pow(distance, 1 / _fog);
_fogColor.rgb = _fogColor.rgb * factor + col.rgb * (1 - factor);
col.rgb = _fogColor.rgb*0.5f + max(_fogColor.rgb, col.rgb)*0.5;
col.rgb = _fogColor.rgb * 0.5f + max(_fogColor.rgb, col.rgb) * 0.5;
return col;
//return fixed4(tnormal.x, tnormal.y, tnormal.z, 1);
}
ENDCG
}

View File

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