170 lines
6.4 KiB
Plaintext
170 lines
6.4 KiB
Plaintext
Shader "Hidden/HDRP/OpaqueAtmosphericScattering"
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{
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HLSLINCLUDE
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#pragma target 4.5
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#pragma editor_sync_compilation
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#pragma multi_compile _ DEBUG_DISPLAY
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// #pragma enable_d3d11_debug_symbols
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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"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl"
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TEXTURE2D_X_MSAA(float4, _ColorTextureMS);
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TEXTURE2D_X_MSAA(float, _DepthTextureMS);
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TEXTURE2D_X(_ColorTexture);
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struct Attributes
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{
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uint vertexID : SV_VertexID;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings Vert(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
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return output;
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}
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void AtmosphericScatteringCompute(Varyings input, float3 V, float depth, out float3 color, out float3 opacity)
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{
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PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
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if (depth == UNITY_RAW_FAR_CLIP_VALUE)
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{
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// When a pixel is at far plane, the world space coordinate reconstruction is not reliable.
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// So in order to have a valid position (for example for height fog) we just consider that the sky is a sphere centered on camera with a radius of 5km (arbitrarily chosen value!)
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// And recompute the position on the sphere with the current camera direction.
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posInput.positionWS = GetCurrentViewPosition() - V * _MaxFogDistance;
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// Warning: we do not modify depth values. Use them with care!
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}
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EvaluateAtmosphericScattering(posInput, V, color, opacity); // Premultiplied alpha
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}
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float4 Frag(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 positionSS = input.positionCS.xy;
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float3 V = GetSkyViewDirWS(positionSS);
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float depth = LoadCameraDepth(positionSS);
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float3 volColor, volOpacity;
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AtmosphericScatteringCompute(input, V, depth, volColor, volOpacity);
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return float4(volColor, 1.0 - volOpacity.x);
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}
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float4 FragMSAA(Varyings input, uint sampleIndex: SV_SampleIndex) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 positionSS = input.positionCS.xy;
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float3 V = GetSkyViewDirWS(positionSS);
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float depth = LOAD_TEXTURE2D_X_MSAA(_DepthTextureMS, (int2)positionSS, sampleIndex).x;
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float3 volColor, volOpacity;
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AtmosphericScatteringCompute(input, V, depth, volColor, volOpacity);
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return float4(volColor, 1.0 - volOpacity.x);
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}
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float4 FragPBRFog(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 positionSS = input.positionCS.xy;
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float3 V = GetSkyViewDirWS(positionSS);
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float depth = LoadCameraDepth(positionSS);
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float4 surfColor = LOAD_TEXTURE2D_X(_ColorTexture, (int2)positionSS);
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float3 volColor, volOpacity;
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AtmosphericScatteringCompute(input, V, depth, volColor, volOpacity);
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return float4(volColor + (1 - volOpacity) * surfColor.rgb, surfColor.a); // Premultiplied alpha (over operator), preserve alpha for the alpha channel for compositing
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}
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float4 FragMSAAPBRFog(Varyings input, uint sampleIndex: SV_SampleIndex) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 positionSS = input.positionCS.xy;
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float3 V = GetSkyViewDirWS(positionSS);
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float depth = LOAD_TEXTURE2D_X_MSAA(_DepthTextureMS, (int2)positionSS, sampleIndex).x;
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float4 surfColor = LOAD_TEXTURE2D_X_MSAA(_ColorTextureMS, (int2)positionSS, sampleIndex);
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float3 volColor, volOpacity;
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AtmosphericScatteringCompute(input, V, depth, volColor, volOpacity);
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return float4(volColor + (1 - volOpacity) * surfColor.rgb, surfColor.a); // Premultiplied alpha (over operator), preserve alpha for the alpha channel for compositing
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}
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ENDHLSL
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SubShader
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{
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// 0: NOMSAA
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Pass
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{
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Cull Off ZWrite Off
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Blend One SrcAlpha, Zero One // Premultiplied alpha for RGB, preserve alpha for the alpha channel
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ZTest Less // Required for XR occlusion mesh optimization
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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ENDHLSL
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}
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// 1: MSAA
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Pass
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{
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Cull Off ZWrite Off
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Blend One SrcAlpha, Zero One // Premultiplied alpha for RGB, preserve alpha for the alpha channel
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ZTest Less // Required for XR occlusion mesh optimization
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragMSAA
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ENDHLSL
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}
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// 2: NOMSAA PBR FOG
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Pass
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{
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Cull Off ZWrite Off
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Blend Off // Manual blending
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ZTest Less // Required for XR occlusion mesh optimization
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragPBRFog
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ENDHLSL
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}
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// 3: MSAA PBR FOG
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Pass
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{
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Cull Off ZWrite Off
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Blend Off // Manual blending
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ZTest Less // Required for XR occlusion mesh optimization
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragMSAAPBRFog
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ENDHLSL
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}
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}
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}
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