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.gitignore
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.gitignore
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Assets/Enviro 3 - Sky and Weather/Documentation.pdf
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Assets/Enviro 3 - Sky and Weather/Enviro 3.prefab
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temperatureWeatherMod: 0
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wetnessTarget: 1
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||||
snowTarget: 0
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windDirectionX: -1
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windDirectionY: 1
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Shader "Hidden/EnviroBlitThrough"
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||||
{
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||||
SubShader
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||||
{
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||||
Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"}
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LOD 100
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||||
ZTest Always ZWrite Off Cull Off
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||||
Pass
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{
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Name "EnviroBlitThrough"
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||||
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile __ ENVIROURP
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struct Attributes
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||||
{
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float4 positionHCS : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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||||
};
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||||
struct Varyings
|
||||
{
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||||
float4 positionCS : SV_POSITION;
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||||
float2 uv : TEXCOORD0;
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||||
UNITY_VERTEX_OUTPUT_STEREO
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||||
};
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||||
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||||
Varyings vert(Attributes input)
|
||||
{
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||||
Varyings output;
|
||||
UNITY_SETUP_INSTANCE_ID(input);
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||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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||||
|
||||
// Note: The pass is setup with a mesh already in CS
|
||||
// Therefore, we can just output vertex position
|
||||
// See RenderingUtils.fullscreenMesh
|
||||
output.positionCS = float4(input.positionHCS.xyz, 1.0);
|
||||
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||||
#if UNITY_UV_STARTS_AT_TOP
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||||
output.positionCS.y *= -1;
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||||
#endif
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||||
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||||
output.uv = input.uv;
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return output;
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}
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TEXTURE2D_X(_MainTex);
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||||
SAMPLER(sampler_MainTex);
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||||
half4 frag (Varyings input) : SV_Target
|
||||
{
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||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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||||
return SAMPLE_TEXTURE2D_X(_MainTex, sampler_MainTex, input.uv);
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||||
}
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||||
#else
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||||
struct appdata
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||||
{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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||||
{
|
||||
float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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||||
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||||
v2f vert (appdata v)
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||||
{
|
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v2f o;
|
||||
o.vertex = v.vertex;
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o.uv = v.uv;
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return o;
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||||
}
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
float4 frag (v2f i) : SV_Target
|
||||
{
|
||||
float4 col = tex2D(_MainTex, i.uv);
|
||||
// just invert the colors
|
||||
col.rgb = 1 - col.rgb;
|
||||
return col;
|
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}
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#endif
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ENDHLSL
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}
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}
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}
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packageName: Enviro 3 - Sky and Weather
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packageVersion: 3.1.2
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assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Blit/EnviroBlitThroughURP.shader
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||||
uploadId: 660896
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Shader "Hidden/EnviroBlitThroughURP17"
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{
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||||
SubShader
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||||
{
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Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"}
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||||
LOD 100
|
||||
ZTest Always ZWrite Off Cull Off
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Pass
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{
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Name "EnviroBlitThrough"
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment frag
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#pragma multi_compile __ ENVIROURP
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#if defined (ENVIROURP)
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||||
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||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
|
||||
|
||||
TEXTURE2D_X(_MainTex);
|
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SAMPLER(sampler_MainTex);
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||||
|
||||
half4 frag (Varyings input) : SV_Target
|
||||
{
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||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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||||
return SAMPLE_TEXTURE2D_X(_MainTex, sampler_MainTex, input.texcoord);
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||||
}
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||||
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||||
#else
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||||
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||||
|
||||
struct appdata
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||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
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||||
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||||
v2f Vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = v.vertex;
|
||||
o.uv = v.uv;
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||||
return o;
|
||||
}
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
float4 frag (v2f i) : SV_Target
|
||||
{
|
||||
float4 col = tex2D(_MainTex, i.uv);
|
||||
// just invert the colors
|
||||
col.rgb = 1 - col.rgb;
|
||||
return col;
|
||||
}
|
||||
|
||||
#endif
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ENDHLSL
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}
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}
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}
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Shader "Hidden/Enviro/BlitTroughHDRP"
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||||
{
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||||
HLSLINCLUDE
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||||
|
||||
#pragma target 4.5
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||||
#pragma multi_compile __ ENVIROHDRP
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#if defined (ENVIROHDRP)
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl"
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
uint vertexID : SV_VertexID;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
Varyings Vert(Attributes input)
|
||||
{
|
||||
Varyings output;
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
|
||||
output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID);
|
||||
return output;
|
||||
}
|
||||
|
||||
// List of properties to control your post process effect
|
||||
float _Intensity;
|
||||
TEXTURE2D_X(_InputTexture);
|
||||
|
||||
float4 CustomPostProcess(Varyings input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
|
||||
uint2 positionSS = input.texcoord * _ScreenSize.xy;
|
||||
float3 outColor = LOAD_TEXTURE2D_X(_InputTexture, positionSS).xyz;
|
||||
|
||||
return float4(outColor, 1);
|
||||
}
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||||
#else
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
v2f Vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = v.vertex;
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
float4 CustomPostProcess (v2f i) : SV_Target
|
||||
{
|
||||
float4 col = tex2D(_MainTex, i.uv);
|
||||
// just invert the colors
|
||||
col.rgb = 1 - col.rgb;
|
||||
return col;
|
||||
}
|
||||
#endif
|
||||
|
||||
ENDHLSL
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderPipeline" = "HDRenderPipeline" }
|
||||
Pass
|
||||
{
|
||||
Name "EnviroBlitTroughHDRP"
|
||||
|
||||
ZWrite Off
|
||||
ZTest Always
|
||||
Blend Off
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma fragment CustomPostProcess
|
||||
#pragma vertex Vert
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
Fallback Off
|
||||
}
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|
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|
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|
||||
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|
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preprocessorOverride: 0
|
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userData:
|
||||
assetBundleName:
|
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assetBundleVariant:
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AssetOrigin:
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||||
serializedVersion: 1
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||||
productId: 236601
|
||||
packageName: Enviro 3 - Sky and Weather
|
||||
packageVersion: 3.1.2
|
||||
assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Blit/EnviroBlitTroughHDRP.shader
|
||||
uploadId: 660896
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c7df2cc26740c1f4ea77793e55cbf071
|
||||
folderAsset: yes
|
||||
DefaultImporter:
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externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,76 @@
|
||||
Shader "Hidden/EnviroApplyShadows"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
//_MainTex ("Texture", any) = "white" {}
|
||||
//_CloudsTex ("Texture", any) = "white" {}
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
// No culling or depth
|
||||
Cull Off ZWrite Off ZTest Always
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile __ ENVIROURP
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
#if defined(ENVIROURP)
|
||||
o.vertex = float4(v.vertex.xyz,1.0);
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
o.vertex.y *= -1;
|
||||
#endif
|
||||
#else
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
#endif
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
float _Intensity;
|
||||
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_CloudsTex);
|
||||
|
||||
|
||||
float4 frag (v2f i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
float4 sceneColor = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex,i.uv);
|
||||
float4 cloudTex = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CloudsTex,i.uv);
|
||||
float shadowsClouds = saturate(1-(cloudTex.b * _Intensity));
|
||||
// shadowsClouds = shadowsClouds * ;
|
||||
|
||||
float4 final = float4(sceneColor.rgb * shadowsClouds, sceneColor.a);
|
||||
return final;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
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guid: aac3497da77f54d45be34e36e73cd078
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
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|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 236601
|
||||
packageName: Enviro 3 - Sky and Weather
|
||||
packageVersion: 3.1.2
|
||||
assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Clouds/EnviroApplyShadows.shader
|
||||
uploadId: 660896
|
||||
@@ -0,0 +1,108 @@
|
||||
Shader "Hidden/EnviroApplyShadowsHDRP"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
//_MainTex ("Texture", any) = "white" {}
|
||||
//_CloudsTex ("Texture", any) = "white" {}
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
// No culling or depth
|
||||
Cull Off ZWrite Off ZTest Always
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#pragma multi_compile __ ENVIROHDRP
|
||||
|
||||
#if defined (ENVIROHDRP)
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
uint vertexID : SV_VertexID;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
o.vertex = GetFullScreenTriangleVertexPosition(v.vertexID);
|
||||
o.uv = GetFullScreenTriangleTexCoord(v.vertexID);
|
||||
return o;
|
||||
}
|
||||
|
||||
float _Intensity;
|
||||
float4 _HandleScales;
|
||||
TEXTURE2D_X(_MainTex);
|
||||
TEXTURE2D_X(_CloudsTex);
|
||||
SAMPLER(sampler_CloudsTex);
|
||||
|
||||
float4 frag (v2f i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
float4 sceneColor = SAMPLE_TEXTURE2D_X_LOD(_MainTex,s_trilinear_clamp_sampler, i.uv, 0);
|
||||
float4 cloudTex = SAMPLE_TEXTURE2D_X(_CloudsTex,sampler_CloudsTex, i.uv * _HandleScales.xy);
|
||||
|
||||
float shadowsClouds = saturate(1-(cloudTex.b * _Intensity));
|
||||
float4 final = float4(sceneColor.rgb * shadowsClouds, sceneColor.a);
|
||||
|
||||
return final;
|
||||
}
|
||||
#else
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = v.vertex;
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
float4 frag (v2f i) : SV_Target
|
||||
{
|
||||
float4 col = tex2D(_MainTex, i.uv);
|
||||
// just invert the colors
|
||||
col.rgb = 1 - col.rgb;
|
||||
return col;
|
||||
}
|
||||
#endif
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cd43fb7dba71169479da866d0aae5fa1
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 236601
|
||||
packageName: Enviro 3 - Sky and Weather
|
||||
packageVersion: 3.1.2
|
||||
assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Clouds/EnviroApplyShadowsHDRP.shader
|
||||
uploadId: 660896
|
||||
@@ -0,0 +1,110 @@
|
||||
Shader "Hidden/EnviroApplyShadowsURP"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
//_MainTex ("Texture", any) = "white" {}
|
||||
//_CloudsTex ("Texture", any) = "white" {}
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
// No culling or depth
|
||||
Cull Off ZWrite Off ZTest Always
|
||||
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile __ ENVIROURP
|
||||
|
||||
#if defined (ENVIROURP)
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
|
||||
|
||||
|
||||
struct appdata
|
||||
{
|
||||
uint vertex : SV_VertexID;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
float4 pos = GetFullScreenTriangleVertexPosition(v.vertex);
|
||||
float2 uv = GetFullScreenTriangleTexCoord(v.vertex);
|
||||
|
||||
o.vertex = pos;
|
||||
o.uv = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv);
|
||||
return o;
|
||||
}
|
||||
|
||||
float _Intensity;
|
||||
TEXTURE2D_X(_MainTex);
|
||||
SAMPLER (sampler_MainTex);
|
||||
TEXTURE2D_X(_CloudsTex);
|
||||
SAMPLER (sampler_CloudsTex);
|
||||
|
||||
// UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
|
||||
// UNITY_DECLARE_SCREENSPACE_TEXTURE(_CloudsTex);
|
||||
|
||||
|
||||
float4 frag (v2f i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
float4 sceneColor = SAMPLE_TEXTURE2D_X(_MainTex,sampler_MainTex,i.uv);
|
||||
float4 cloudTex = SAMPLE_TEXTURE2D_X(_CloudsTex,sampler_CloudsTex,i.uv);
|
||||
float shadowsClouds = saturate(1-(cloudTex.b * _Intensity));
|
||||
// shadowsClouds = shadowsClouds * ;
|
||||
|
||||
float4 final = float4(sceneColor.rgb * shadowsClouds, sceneColor.a);
|
||||
return final;
|
||||
}
|
||||
#else
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = v.vertex;
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
float4 frag (v2f i) : SV_Target
|
||||
{
|
||||
float4 col = tex2D(_MainTex, i.uv);
|
||||
// just invert the colors
|
||||
col.rgb = 1 - col.rgb;
|
||||
return col;
|
||||
}
|
||||
#endif
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dd723b2af3633bb409d9ba4fa82ef5c7
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,200 @@
|
||||
Shader "Hidden/EnviroVolumetricCloudsBlend"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
//_MainTex ("Texture", any) = "white" {}
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 100
|
||||
|
||||
Pass
|
||||
{
|
||||
Cull Off ZWrite Off ZTest Always
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile __ ENVIRO_DEPTH_BLENDING
|
||||
#pragma multi_compile __ ENVIROURP
|
||||
#pragma multi_compile __ UNITY_COLORSPACE_GAMMA
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include_with_pragmas "../Includes/FogInclude.cginc"
|
||||
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
|
||||
|
||||
#ifdef STEREO_INSTANCING_ON
|
||||
UNITY_DECLARE_TEX2DARRAY (_CloudTex);
|
||||
#else
|
||||
UNITY_DECLARE_TEX2D (_CloudTex);
|
||||
#endif
|
||||
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_DownsampledDepth);
|
||||
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
|
||||
|
||||
float4 _CloudTex_TexelSize;
|
||||
float4 _MainTex_TexelSize;
|
||||
|
||||
SamplerState Point_Clamp_Sampler;
|
||||
|
||||
float4 _ProjectionExtents;
|
||||
float4 _ProjectionExtentsRight;
|
||||
|
||||
float4x4 _CamToWorld;
|
||||
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 screenPos : TEXCOORD1;
|
||||
float2 vsray : TEXCOORD2;
|
||||
half3 pos : TEXCOORD3;
|
||||
//#ifdef ENVIRO_DEPTH_BLENDING
|
||||
float2 uv00 : TEXCOORD4;
|
||||
float2 uv10 : TEXCOORD5;
|
||||
float2 uv01 : TEXCOORD6;
|
||||
float2 uv11 : TEXCOORD7;
|
||||
//#endif
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
v2f vert(appdata_img v)
|
||||
{
|
||||
v2f o;
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
o.pos = -v.vertex;
|
||||
|
||||
#if defined(ENVIROURP)
|
||||
o.vertex = float4(v.vertex.xyz,1.0);
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
o.vertex.y *= -1;
|
||||
#endif
|
||||
#else
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
#endif
|
||||
|
||||
o.uv = v.texcoord;
|
||||
|
||||
if(unity_StereoEyeIndex == 0)
|
||||
o.vsray = (2.0 * v.texcoord - 1.0) * _ProjectionExtents.xy + _ProjectionExtents.zw;
|
||||
else
|
||||
o.vsray = (2.0 * v.texcoord - 1.0) * _ProjectionExtentsRight.xy + _ProjectionExtentsRight.zw;
|
||||
|
||||
o.screenPos = ComputeScreenPos(o.vertex);
|
||||
|
||||
//#ifdef ENVIRO_DEPTH_BLENDING
|
||||
o.uv00 = v.texcoord - 0.5 * _CloudTex_TexelSize.xy;
|
||||
o.uv10 = o.uv00 + float2(_CloudTex_TexelSize.x, 0.0);
|
||||
o.uv01 = o.uv00 + float2(0.0, _CloudTex_TexelSize.y);
|
||||
o.uv11 = o.uv00 + _CloudTex_TexelSize.xy;
|
||||
//#endif
|
||||
return o;
|
||||
}
|
||||
|
||||
//#ifdef ENVIRO_DEPTH_BLENDING
|
||||
float4 Upsample(v2f i)
|
||||
{
|
||||
float4 lowResDepth = 0.0f;
|
||||
float highResDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,UnityStereoTransformScreenSpaceTex(i.uv)));
|
||||
|
||||
lowResDepth.x = LinearEyeDepth(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_DownsampledDepth,UnityStereoTransformScreenSpaceTex(i.uv00)).r);
|
||||
lowResDepth.y = LinearEyeDepth(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_DownsampledDepth,UnityStereoTransformScreenSpaceTex(i.uv10)).r);
|
||||
lowResDepth.z = LinearEyeDepth(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_DownsampledDepth,UnityStereoTransformScreenSpaceTex(i.uv01)).r);
|
||||
lowResDepth.w = LinearEyeDepth(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_DownsampledDepth,UnityStereoTransformScreenSpaceTex(i.uv11)).r);
|
||||
|
||||
float4 depthDiff = abs(lowResDepth - highResDepth);
|
||||
float accumDiff = dot(depthDiff, float4(1, 1, 1, 1));
|
||||
|
||||
[branch]
|
||||
if (accumDiff < 1.5f)
|
||||
{
|
||||
#ifdef STEREO_INSTANCING_ON
|
||||
float3 uv = float3(UnityStereoTransformScreenSpaceTex(i.uv),unity_StereoEyeIndex);
|
||||
return _CloudTex.Sample(sampler_CloudTex, uv);
|
||||
#else
|
||||
return _CloudTex.Sample(sampler_CloudTex, UnityStereoTransformScreenSpaceTex(i.uv));
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
float minDepthDiff = depthDiff[0];
|
||||
float2 nearestUv = i.uv00;
|
||||
|
||||
if (depthDiff[1] < minDepthDiff)
|
||||
{
|
||||
nearestUv = i.uv10;
|
||||
minDepthDiff = depthDiff[1];
|
||||
}
|
||||
|
||||
if (depthDiff[2] < minDepthDiff)
|
||||
{
|
||||
nearestUv = i.uv01;
|
||||
minDepthDiff = depthDiff[2];
|
||||
}
|
||||
|
||||
if (depthDiff[3] < minDepthDiff)
|
||||
{
|
||||
nearestUv = i.uv11;
|
||||
minDepthDiff = depthDiff[3];
|
||||
}
|
||||
|
||||
#ifdef STEREO_INSTANCING_ON
|
||||
float3 uv = float3(UnityStereoTransformScreenSpaceTex(nearestUv),unity_StereoEyeIndex);
|
||||
return _CloudTex.Sample(Point_Clamp_Sampler, uv);
|
||||
#else
|
||||
return _CloudTex.Sample(Point_Clamp_Sampler, UnityStereoTransformScreenSpaceTex(nearestUv));
|
||||
#endif
|
||||
}
|
||||
}
|
||||
//#endif
|
||||
|
||||
|
||||
float4 frag(v2f i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
float4 vspos = float4(i.vsray, 1.0,1.0);
|
||||
float4 worldPos = mul(_CamToWorld,vspos);
|
||||
float3 viewDir = normalize(worldPos.xyz - _WorldSpaceCameraPos);
|
||||
|
||||
float4 sourceColor = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex,UnityStereoTransformScreenSpaceTex(i.uv));
|
||||
float4 cloudsColor = Upsample(i);
|
||||
|
||||
float4 finalColor = GetCloudColor(cloudsColor,worldPos);
|
||||
|
||||
#if defined(UNITY_COLORSPACE_GAMMA)
|
||||
finalColor.rgb = LinearToGammaSpace(finalColor.rgb);
|
||||
#endif
|
||||
|
||||
#if ENVIRO_DEPTH_BLENDING
|
||||
float4 final = float4(sourceColor.rgb * (1 - finalColor.a) + lerp(sourceColor.rgb, finalColor.rgb, finalColor.a) * finalColor.a, 1);
|
||||
return final;
|
||||
#else
|
||||
float4 final = sourceColor;
|
||||
|
||||
float sceneDepth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoTransformScreenSpaceTex(i.uv)));
|
||||
|
||||
if (sceneDepth >= 0.99f)
|
||||
final = float4(sourceColor.rgb * saturate(1 - finalColor.a) + lerp(sourceColor.rgb, finalColor.rgb, finalColor.a) * finalColor.a, 1);
|
||||
|
||||
return final;
|
||||
#endif
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ff01f3ead5b250a4f8337a15b15442ac
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 236601
|
||||
packageName: Enviro 3 - Sky and Weather
|
||||
packageVersion: 3.1.2
|
||||
assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Clouds/EnviroVolumetricCloudsBlend.shader
|
||||
uploadId: 660896
|
||||
@@ -0,0 +1,226 @@
|
||||
Shader "Hidden/EnviroVolumetricCloudsBlendHDRP"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
//_MainTex ("Texture", any) = "white" {}
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque"}
|
||||
|
||||
LOD 100
|
||||
|
||||
Pass
|
||||
{
|
||||
Cull Off ZWrite Off ZTest Always
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma target 4.5
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile __ ENVIRO_DEPTH_BLENDING
|
||||
#pragma multi_compile __ ENVIROHDRP
|
||||
|
||||
#if defined (ENVIROHDRP)
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl"
|
||||
#include_with_pragmas "../Includes/FogIncludeHLSL.hlsl"
|
||||
|
||||
TEXTURE2D_X(_MainTex);
|
||||
TEXTURE2D_X(_DownsampledDepth);
|
||||
|
||||
TEXTURE2D_X (_CloudTex);
|
||||
SAMPLER(sampler_CloudTex);
|
||||
|
||||
SamplerState Point_Clamp_Sampler;
|
||||
|
||||
float4 _CloudTex_TexelSize;
|
||||
float4 _MainTex_TexelSize;
|
||||
float4 _HandleScales;
|
||||
float4 _DepthHandleScale;
|
||||
float4 _ProjectionExtents;
|
||||
float4 _ProjectionExtentsRight;
|
||||
float4x4 _CamToWorld;
|
||||
float3 color;
|
||||
float3 opacity;
|
||||
float _EnviroSkyIntensity;
|
||||
|
||||
struct appdata
|
||||
{
|
||||
uint vertexID : SV_VertexID;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float2 vsray : TEXCOORD1;
|
||||
#ifdef ENVIRO_DEPTH_BLENDING
|
||||
float2 uv00 : TEXCOORD2;
|
||||
float2 uv10 : TEXCOORD3;
|
||||
float2 uv01 : TEXCOORD4;
|
||||
float2 uv11 : TEXCOORD5;
|
||||
#endif
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
o.vertex = GetFullScreenTriangleVertexPosition(v.vertexID);
|
||||
o.uv = GetFullScreenTriangleTexCoord(v.vertexID);
|
||||
|
||||
if(unity_StereoEyeIndex == 0)
|
||||
o.vsray = (2.0 * o.uv * (1/_RTHandleScale.xy) - 1.0) * _ProjectionExtents.xy + _ProjectionExtents.zw;
|
||||
else
|
||||
o.vsray = (2.0 * o.uv * (1/_RTHandleScale.xy) - 1.0) * _ProjectionExtentsRight.xy + _ProjectionExtentsRight.zw;
|
||||
|
||||
|
||||
#ifdef ENVIRO_DEPTH_BLENDING
|
||||
o.uv00 = o.uv - 0.5 * _CloudTex_TexelSize.xy;
|
||||
o.uv10 = o.uv00 + float2(_CloudTex_TexelSize.x, 0.0);
|
||||
o.uv01 = o.uv00 + float2(0.0, _CloudTex_TexelSize.y);
|
||||
o.uv11 = o.uv00 + _CloudTex_TexelSize.xy;
|
||||
#endif
|
||||
return o;
|
||||
}
|
||||
|
||||
#ifdef ENVIRO_DEPTH_BLENDING
|
||||
float4 Upsample(v2f i)
|
||||
{
|
||||
float4 lowResDepth = 0.0f;
|
||||
float highResDepth = Linear01Depth(LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture, i.uv * _ScreenSize.xy * (1/_RTHandleScale.xy), 0), _ZBufferParams);
|
||||
|
||||
lowResDepth.x = Linear01Depth(LOAD_TEXTURE2D_X(_DownsampledDepth,i.uv00 * _DepthHandleScale.zw * _DepthHandleScale.xy).r, _ZBufferParams);
|
||||
lowResDepth.y = Linear01Depth(LOAD_TEXTURE2D_X(_DownsampledDepth,i.uv10 * _DepthHandleScale.zw * _DepthHandleScale.xy).r, _ZBufferParams);
|
||||
lowResDepth.z = Linear01Depth(LOAD_TEXTURE2D_X(_DownsampledDepth,i.uv01 * _DepthHandleScale.zw * _DepthHandleScale.xy).r, _ZBufferParams);
|
||||
lowResDepth.w = Linear01Depth(LOAD_TEXTURE2D_X(_DownsampledDepth,i.uv11 * _DepthHandleScale.zw * _DepthHandleScale.xy).r, _ZBufferParams);
|
||||
|
||||
float4 depthDiff = abs(lowResDepth - highResDepth);
|
||||
float accumDiff = dot(depthDiff, float4(1, 1, 1, 1));
|
||||
|
||||
[branch]
|
||||
if (accumDiff < 1.5f)
|
||||
{
|
||||
//float3 uv = float3(i.uv * _HandleScales.xy,unity_StereoEyeIndex);
|
||||
//return _CloudTex.Sample(sampler_CloudTex, uv);
|
||||
return SAMPLE_TEXTURE2D_X_LOD(_CloudTex,sampler_CloudTex, i.uv * _HandleScales.xy, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
float minDepthDiff = depthDiff[0];
|
||||
float2 nearestUv = i.uv00;
|
||||
|
||||
if (depthDiff[1] < minDepthDiff)
|
||||
{
|
||||
nearestUv = i.uv10;
|
||||
minDepthDiff = depthDiff[1];
|
||||
}
|
||||
|
||||
if (depthDiff[2] < minDepthDiff)
|
||||
{
|
||||
nearestUv = i.uv01;
|
||||
minDepthDiff = depthDiff[2];
|
||||
}
|
||||
|
||||
if (depthDiff[3] < minDepthDiff)
|
||||
{
|
||||
nearestUv = i.uv11;
|
||||
minDepthDiff = depthDiff[3];
|
||||
}
|
||||
|
||||
//float3 uv = float3(nearestUv * _HandleScales.xy,unity_StereoEyeIndex);
|
||||
//return _CloudTex.Sample(Point_Clamp_Sampler, uv );
|
||||
return SAMPLE_TEXTURE2D_X_LOD(_CloudTex,Point_Clamp_Sampler, nearestUv * _HandleScales.xy, 0);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
float4 frag(v2f i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
float4 vspos = float4(i.vsray, 1.0, 1.0);
|
||||
|
||||
float4 worldPos = mul(_CamToWorld,vspos);
|
||||
float3 viewDir = normalize(worldPos.xyz - _WorldSpaceCameraPos);
|
||||
float4 sourceColor = SAMPLE_TEXTURE2D_X_LOD(_MainTex,s_trilinear_clamp_sampler, i.uv, 0);
|
||||
float4 cloudsColor = float4(0,0,0,0);
|
||||
#ifdef ENVIRO_DEPTH_BLENDING
|
||||
cloudsColor = Upsample(i);
|
||||
#else
|
||||
cloudsColor = SAMPLE_TEXTURE2D_X_LOD(_CloudTex,sampler_CloudTex, i.uv * _HandleScales.xy, 0);
|
||||
#endif
|
||||
|
||||
|
||||
float4 finalColor = GetCloudColor(cloudsColor,worldPos);
|
||||
finalColor.rgb *= _EnviroSkyIntensity * GetCurrentExposureMultiplier();
|
||||
float rawDepth = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture, i.uv * _ScreenSize.xy * (1/_RTHandleScale.xy), 0);
|
||||
float sceneDepth = Linear01Depth(rawDepth, _ZBufferParams);
|
||||
|
||||
#if ENVIRO_DEPTH_BLENDING
|
||||
float4 final = float4(sourceColor.rgb * (1 - finalColor.a) + lerp(sourceColor.rgb, finalColor.rgb, finalColor.a) * finalColor.a, 1);
|
||||
#else
|
||||
float4 final = sourceColor;
|
||||
|
||||
if (sceneDepth == 1.0f)
|
||||
final = half4(sourceColor.rgb * saturate(1 - finalColor.a) + lerp(sourceColor.rgb, finalColor.rgb, finalColor.a) * finalColor.a, 1);
|
||||
#endif
|
||||
// HDRP Fog
|
||||
/*if (sceneDepth == 1.0f)
|
||||
{
|
||||
PositionInputs posInput = GetPositionInput(i.vertex.xy, _ScreenSize.zw, rawDepth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
|
||||
float3 V = GetSkyViewDirWS(i.uv * _ScreenSize.xy * (1/_RTHandleScale.xy));
|
||||
posInput.positionWS = GetCurrentViewPosition() - V * _MaxFogDistance;
|
||||
EvaluateAtmosphericScattering(posInput, V, color, opacity);
|
||||
final.rgb = color + (1 - opacity) * final.rgb;
|
||||
}*/
|
||||
return final;
|
||||
|
||||
}
|
||||
#else
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = v.vertex;
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
float4 frag (v2f i) : SV_Target
|
||||
{
|
||||
float4 col = tex2D(_MainTex, i.uv);
|
||||
// just invert the colors
|
||||
col.rgb = 1 - col.rgb;
|
||||
return col;
|
||||
}
|
||||
#endif
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 07d27ac305a52804f8e9a42bd1cb2dc1
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 236601
|
||||
packageName: Enviro 3 - Sky and Weather
|
||||
packageVersion: 3.2.2
|
||||
assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Clouds/EnviroVolumetricCloudsBlendHDRP.shader
|
||||
uploadId: 766468
|
||||
@@ -0,0 +1,247 @@
|
||||
Shader "Hidden/EnviroVolumetricCloudsBlendURP"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Texture", any) = "white" {}
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 100
|
||||
|
||||
Pass
|
||||
{
|
||||
Cull Off ZWrite Off ZTest Always
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile __ ENVIRO_DEPTH_BLENDING
|
||||
#pragma multi_compile __ ENVIROURP
|
||||
#pragma multi_compile __ UNITY_COLORSPACE_GAMMA
|
||||
|
||||
#if defined (ENVIROURP)
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
|
||||
#include_with_pragmas "../Includes/FogIncludeHLSL.hlsl"
|
||||
|
||||
TEXTURE2D_X(_MainTex);
|
||||
SAMPLER (sampler_MainTex);
|
||||
|
||||
TEXTURE2D_X(_CloudTex);
|
||||
SAMPLER (sampler_CloudTex);
|
||||
|
||||
TEXTURE2D_X_FLOAT(_DownsampledDepth);
|
||||
SAMPLER (sampler_DownsampledDepth);
|
||||
|
||||
TEXTURE2D_X_FLOAT(_CameraDepthTexture);
|
||||
SAMPLER (sampler_CameraDepthTexture);
|
||||
|
||||
float4 _CloudTex_TexelSize;
|
||||
float4 _MainTex_TexelSize;
|
||||
|
||||
SamplerState Point_Clamp_Sampler;
|
||||
|
||||
float4 _ProjectionExtents;
|
||||
float4 _ProjectionExtentsRight;
|
||||
|
||||
float4x4 _CamToWorld;
|
||||
|
||||
|
||||
struct appdata
|
||||
{
|
||||
uint vertex : SV_VertexID;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
//float4 screenPos : TEXCOORD1;
|
||||
float2 vsray : TEXCOORD1;
|
||||
//half3 pos : TEXCOORD2;
|
||||
//#ifdef ENVIRO_DEPTH_BLENDING
|
||||
float2 uv00 : TEXCOORD2;
|
||||
float2 uv10 : TEXCOORD3;
|
||||
float2 uv01 : TEXCOORD4;
|
||||
float2 uv11 : TEXCOORD5;
|
||||
//#endif
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
//o.pos = -v.vertex;
|
||||
|
||||
float4 pos = GetFullScreenTriangleVertexPosition(v.vertex);
|
||||
float2 uv = DYNAMIC_SCALING_APPLY_SCALEBIAS(GetFullScreenTriangleTexCoord(v.vertex));
|
||||
|
||||
o.vertex = pos;
|
||||
o.uv = uv;
|
||||
|
||||
|
||||
if(unity_StereoEyeIndex == 0)
|
||||
o.vsray = (2.0 * o.uv - 1.0) * _ProjectionExtents.xy + _ProjectionExtents.zw;
|
||||
else
|
||||
o.vsray = (2.0 * o.uv - 1.0) * _ProjectionExtentsRight.xy + _ProjectionExtentsRight.zw;
|
||||
|
||||
// o.screenPos = ComputeScreenPos(o.vertex);
|
||||
|
||||
//#ifdef ENVIRO_DEPTH_BLENDING
|
||||
o.uv00 = o.uv - 0.5 * _CloudTex_TexelSize.xy;
|
||||
o.uv10 = o.uv00 + float2(_CloudTex_TexelSize.x, 0.0);
|
||||
o.uv01 = o.uv00 + float2(0.0, _CloudTex_TexelSize.y);
|
||||
o.uv11 = o.uv00 + _CloudTex_TexelSize.xy;
|
||||
//#endif
|
||||
return o;
|
||||
}
|
||||
|
||||
//#ifdef ENVIRO_DEPTH_BLENDING
|
||||
float4 Upsample(v2f i)
|
||||
{
|
||||
float4 lowResDepth = 0.0f;
|
||||
float highResDepth = LinearEyeDepth(SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture,i.uv).r, _ZBufferParams);
|
||||
|
||||
lowResDepth.x = LinearEyeDepth(SAMPLE_TEXTURE2D_X(_DownsampledDepth,sampler_DownsampledDepth,i.uv00).r, _ZBufferParams );
|
||||
lowResDepth.y = LinearEyeDepth(SAMPLE_TEXTURE2D_X(_DownsampledDepth,sampler_DownsampledDepth,i.uv10).r, _ZBufferParams);
|
||||
lowResDepth.z = LinearEyeDepth(SAMPLE_TEXTURE2D_X(_DownsampledDepth,sampler_DownsampledDepth,i.uv01).r, _ZBufferParams);
|
||||
lowResDepth.w = LinearEyeDepth(SAMPLE_TEXTURE2D_X(_DownsampledDepth,sampler_DownsampledDepth,i.uv11).r, _ZBufferParams);
|
||||
|
||||
float4 depthDiff = abs(lowResDepth - highResDepth);
|
||||
float accumDiff = dot(depthDiff, float4(1, 1, 1, 1));
|
||||
|
||||
[branch]
|
||||
if (accumDiff < 1.5f)
|
||||
{
|
||||
|
||||
return SAMPLE_TEXTURE2D_X(_CloudTex,sampler_CloudTex,i.uv);
|
||||
|
||||
#ifdef STEREO_INSTANCING_ON
|
||||
//float3 uv = float3(i.uv,unity_StereoEyeIndex);
|
||||
//return _CloudTex.Sample(sampler_CloudTex, uv);
|
||||
#else
|
||||
//return _CloudTex.Sample(sampler_CloudTex, i.uv);
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
float minDepthDiff = depthDiff[0];
|
||||
float2 nearestUv = i.uv00;
|
||||
|
||||
if (depthDiff[1] < minDepthDiff)
|
||||
{
|
||||
nearestUv = i.uv10;
|
||||
minDepthDiff = depthDiff[1];
|
||||
}
|
||||
|
||||
if (depthDiff[2] < minDepthDiff)
|
||||
{
|
||||
nearestUv = i.uv01;
|
||||
minDepthDiff = depthDiff[2];
|
||||
}
|
||||
|
||||
if (depthDiff[3] < minDepthDiff)
|
||||
{
|
||||
nearestUv = i.uv11;
|
||||
minDepthDiff = depthDiff[3];
|
||||
}
|
||||
|
||||
return SAMPLE_TEXTURE2D_X(_CloudTex,Point_Clamp_Sampler,nearestUv);
|
||||
|
||||
#ifdef STEREO_INSTANCING_ON
|
||||
// float3 uv = float3(UnityStereoTransformScreenSpaceTex(nearestUv),unity_StereoEyeIndex);
|
||||
// return _CloudTex.Sample(Point_Clamp_Sampler, uv);
|
||||
#else
|
||||
// return _CloudTex.Sample(Point_Clamp_Sampler, UnityStereoTransformScreenSpaceTex(nearestUv));
|
||||
#endif
|
||||
}
|
||||
}
|
||||
//#endif
|
||||
|
||||
|
||||
half3 LinearToGammaSpace (half3 linRGB)
|
||||
{
|
||||
linRGB = max(linRGB, half3(0.h, 0.h, 0.h));
|
||||
return max(1.055h * pow(linRGB, 0.416666667h) - 0.055h, 0.h);
|
||||
}
|
||||
|
||||
float4 frag(v2f i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
float4 vspos = float4(i.vsray, 1.0, 1.0);
|
||||
|
||||
float4 worldPos = mul(_CamToWorld,vspos);
|
||||
|
||||
float3 viewDir = normalize(worldPos.xyz - _WorldSpaceCameraPos);
|
||||
|
||||
float4 sourceColor = SAMPLE_TEXTURE2D_X(_MainTex,sampler_MainTex,i.uv);
|
||||
|
||||
float4 cloudsColor = Upsample(i);
|
||||
|
||||
float4 finalColor = GetCloudColor(cloudsColor,worldPos);
|
||||
|
||||
|
||||
#if defined(UNITY_COLORSPACE_GAMMA)
|
||||
finalColor.rgb = LinearToGammaSpace(finalColor.rgb);
|
||||
#endif
|
||||
|
||||
#if ENVIRO_DEPTH_BLENDING
|
||||
float4 final = float4(sourceColor.rgb * (1 - finalColor.a) + lerp(sourceColor.rgb, finalColor.rgb, finalColor.a) * finalColor.a, 1);
|
||||
return final;
|
||||
#else
|
||||
float4 final = sourceColor;
|
||||
|
||||
float sceneDepth = Linear01Depth(SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture, i.uv).r, _ZBufferParams);
|
||||
|
||||
if (sceneDepth >= 0.99f)
|
||||
final = float4(sourceColor.rgb * saturate(1 - finalColor.a) + lerp(sourceColor.rgb, finalColor.rgb, finalColor.a) * finalColor.a, 1);
|
||||
|
||||
return final;
|
||||
#endif
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = v.vertex;
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
float4 frag (v2f i) : SV_Target
|
||||
{
|
||||
float4 col = tex2D(_MainTex, i.uv);
|
||||
// just invert the colors
|
||||
col.rgb = 1 - col.rgb;
|
||||
return col;
|
||||
}
|
||||
#endif
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ab2d55893002046489fbd7b38e564fcb
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 236601
|
||||
packageName: Enviro 3 - Sky and Weather
|
||||
packageVersion: 3.2.0
|
||||
assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Clouds/EnviroVolumetricCloudsBlendURP.shader
|
||||
uploadId: 721859
|
||||
@@ -0,0 +1,152 @@
|
||||
Shader "Hidden/EnviroVolumetricCloudsDepth"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
//_MainTex ("Texture", any) = "white" {}
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 100
|
||||
|
||||
//Pass 1 downsample
|
||||
Pass
|
||||
{
|
||||
Cull Off ZWrite Off ZTest Always
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile __ ENVIROURP
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
|
||||
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
|
||||
float4 _CameraDepthTexture_TexelSize;
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float2 uv00 : TEXCOORD1;
|
||||
float2 uv10 : TEXCOORD2;
|
||||
float2 uv01 : TEXCOORD3;
|
||||
float2 uv11 : TEXCOORD4;
|
||||
float4 vertex : SV_POSITION;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
#if defined(ENVIROURP)
|
||||
o.vertex = float4(v.vertex.xyz,1.0);
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
o.vertex.y *= -1;
|
||||
#endif
|
||||
#else
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
#endif
|
||||
|
||||
o.uv = v.uv;
|
||||
|
||||
o.uv00 = v.uv - 0.5 * _CameraDepthTexture_TexelSize.xy;
|
||||
o.uv10 = o.uv00 + float2(_CameraDepthTexture_TexelSize.x, 0.0);
|
||||
o.uv01 = o.uv00 + float2(0.0, _CameraDepthTexture_TexelSize.y);
|
||||
o.uv11 = o.uv00 + _CameraDepthTexture_TexelSize.xy;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
float frag(v2f i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
float4 depth;
|
||||
|
||||
depth[0] = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,UnityStereoTransformScreenSpaceTex(i.uv00));
|
||||
depth[1] = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,UnityStereoTransformScreenSpaceTex(i.uv10));
|
||||
depth[2] = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,UnityStereoTransformScreenSpaceTex(i.uv01));
|
||||
depth[3] = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,UnityStereoTransformScreenSpaceTex(i.uv11));
|
||||
return min(depth[0], min(depth[1], min(depth[2], depth[3])));
|
||||
|
||||
//float minDepth = min(min(depth[0], depth[1]), min(depth[2], depth[3]));
|
||||
//float maxDepth = max(max(depth[0], depth[1]), max(depth[2], depth[3]));
|
||||
|
||||
// chessboard pattern
|
||||
//int2 position = i.vertex.xy % 2;
|
||||
//int index = position.x + position.y;
|
||||
//return index == 1 ? minDepth : maxDepth;
|
||||
//return minDepth;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
//Pass 2 Copy
|
||||
Pass
|
||||
{
|
||||
Cull Off ZWrite Off ZTest Always
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile __ ENVIROURP
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
#if defined(ENVIROURP)
|
||||
o.vertex = float4(v.vertex.xyz,1.0);
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
o.vertex.y *= -1;
|
||||
#endif
|
||||
#else
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
#endif
|
||||
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
float frag(v2f i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,UnityStereoTransformScreenSpaceTex(i.uv));
|
||||
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 71e0f599e0918df47984cb778c0f336d
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 236601
|
||||
packageName: Enviro 3 - Sky and Weather
|
||||
packageVersion: 3.1.2
|
||||
assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Clouds/EnviroVolumetricCloudsDepth.shader
|
||||
uploadId: 660896
|
||||
@@ -0,0 +1,207 @@
|
||||
Shader "Hidden/EnviroVolumetricCloudsDepthHDRP"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
// _CameraDepthTexture ("Texture", any) = "white" {}
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 100
|
||||
|
||||
//Pass 1 downsample
|
||||
Pass
|
||||
{
|
||||
Cull Off ZWrite Off ZTest Always
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile __ ENVIROHDRP
|
||||
|
||||
#if defined (ENVIROHDRP)
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl"
|
||||
|
||||
|
||||
float4 _CameraDepthTexture_TexelSize;
|
||||
|
||||
|
||||
struct appdata
|
||||
{
|
||||
uint vertexID : SV_VertexID;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float2 uv00 : TEXCOORD1;
|
||||
float2 uv10 : TEXCOORD2;
|
||||
float2 uv01 : TEXCOORD3;
|
||||
float2 uv11 : TEXCOORD4;
|
||||
float4 vertex : SV_POSITION;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
o.vertex = GetFullScreenTriangleVertexPosition(v.vertexID);
|
||||
o.uv = GetFullScreenTriangleTexCoord(v.vertexID);
|
||||
|
||||
o.uv00 = o.uv - 0.5 * _CameraDepthTexture_TexelSize.xy; //v.uv
|
||||
o.uv10 = o.uv00 + float2(_CameraDepthTexture_TexelSize.x, 0.0);
|
||||
o.uv01 = o.uv00 + float2(0.0, _CameraDepthTexture_TexelSize.y);
|
||||
o.uv11 = o.uv00 + _CameraDepthTexture_TexelSize.xy;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
float frag(v2f i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
uint2 positionSS = i.uv * _ScreenSize.xy;
|
||||
|
||||
float4 depth;
|
||||
|
||||
depth[0] = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture,i.uv00 * _ScreenSize.xy,0);
|
||||
depth[1] = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture,i.uv10 * _ScreenSize.xy,0);
|
||||
depth[2] = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture,i.uv01 * _ScreenSize.xy,0);
|
||||
depth[3] = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture,i.uv11 * _ScreenSize.xy,0);
|
||||
return min(depth[0], min(depth[1], min(depth[2], depth[3])));
|
||||
}
|
||||
#else
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = v.vertex;
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
float4 frag (v2f i) : SV_Target
|
||||
{
|
||||
float4 col = tex2D(_MainTex, i.uv);
|
||||
// just invert the colors
|
||||
col.rgb = 1 - col.rgb;
|
||||
return col;
|
||||
}
|
||||
#endif
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
//Pass 2 Copy
|
||||
Pass
|
||||
{
|
||||
Cull Off ZWrite Off ZTest Always
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile __ ENVIROHDRP
|
||||
|
||||
#if defined (ENVIROHDRP)
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl"
|
||||
|
||||
|
||||
struct appdata
|
||||
{
|
||||
uint vertexID : SV_VertexID;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
o.vertex = GetFullScreenTriangleVertexPosition(v.vertexID);
|
||||
o.uv = GetFullScreenTriangleTexCoord(v.vertexID);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
float frag(v2f i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
return LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture, i.uv * _ScreenSize.xy,0);
|
||||
|
||||
}
|
||||
#else
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = v.vertex;
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
float4 frag (v2f i) : SV_Target
|
||||
{
|
||||
float4 col = tex2D(_MainTex, i.uv);
|
||||
// just invert the colors
|
||||
col.rgb = 1 - col.rgb;
|
||||
return col;
|
||||
}
|
||||
#endif
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,16 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e6c0cbdf098c32c4180a97e54fb4e65f
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 236601
|
||||
packageName: Enviro 3 - Sky and Weather
|
||||
packageVersion: 3.1.2
|
||||
assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Clouds/EnviroVolumetricCloudsDepthHDRP.shader
|
||||
uploadId: 660896
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user