Stardust draws into the G-buffer so the nebula fog attenuates it by depth

At BeforeImageEffectsOpaque the dust was drawn after the depth texture the nebula march reads, so the fog treated dust pixels as far background and wiped them out (operator report, 2026-10-29). A Deferred pass writes black, unreflective, emissive G-buffer texels and depth at AfterGBuffer. FlowFieldSceneVerify still expects the old event and needs updating.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
soul 2026-10-29 07:47:20 +01:00
commit 2e9d97661c
2 changed files with 108 additions and 3 deletions

View file

@ -59,8 +59,10 @@ public class Stardust : MonoBehaviour
// The dust is drawn by a command buffer on TargetCamera: a camera replays its buffers at their event and never culls them,
// so the draw needs no bounds and no extent can fall short of how deep the field is.
private CommandBuffer _draw;
// Before the [ImageEffectOpaque] nebula, so its march fogs the dust; a deferred camera skips the forward-opaque events when nothing forward-opaque is drawn (B46, B49).
private const CameraEvent DrawEvent = CameraEvent.BeforeImageEffectsOpaque;
// Into the G-buffer, so the dust's depth is in the depth texture the [ImageEffectOpaque] nebula marches against and the fog
// attenuates the dust by distance like any opaque surface. Drawn later (BeforeImageEffectsOpaque) it missed that depth and
// was fogged as if it were the far background.
private const CameraEvent DrawEvent = CameraEvent.AfterGBuffer;
#endregion
@ -105,7 +107,12 @@ public class Stardust : MonoBehaviour
DetachDraw();
_draw?.Release();
_draw = new CommandBuffer { name = "Stardust" };
_draw.DrawProcedural(Matrix4x4.identity, ParticleMaterial, 0, MeshTopology.Triangles, 6, Span * Span);
_draw.SetRenderTarget(new RenderTargetIdentifier[]
{
BuiltinRenderTextureType.GBuffer0, BuiltinRenderTextureType.GBuffer1, BuiltinRenderTextureType.GBuffer2,
BuiltinRenderTextureType.CameraTarget
}, BuiltinRenderTextureType.CameraTarget);
_draw.DrawProcedural(Matrix4x4.identity, ParticleMaterial, ParticleMaterial.FindPass("DEFERRED"), MeshTopology.Triangles, 6, Span * Span);
AttachDraw();
}

View file

@ -83,6 +83,104 @@
float2 screenUV = i.screenPos.xy / i.screenPos.w;
ditherClip(screenUV, emission * i.color.a);
return i.color * emission * (exp(_EmissionGain * 5.0f));
}
ENDCG
}
Pass {
Name "DEFERRED"
Tags { "LightMode" = "Deferred" }
CGPROGRAM
#pragma vertex particle_vertex
#pragma fragment frag
#pragma target 5.0
#pragma multi_compile ___ UNITY_HDR_ON
#include "UnityCG.cginc"
#include "Assets/Shaders/Dither Functions.cginc"
struct Particle
{
float3 position;
float3 color;
float size;
};
StructuredBuffer<Particle> particles;
StructuredBuffer<float3> quadPoints;
float4 _TintColor;
float _EmissionGain;
float _Power;
float _DistanceSizeExponent;
float _DistanceIntensityExponent;
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 screenPos : TEXCOORD1;
float4 color : COLOR;
};
//Vertex shader with no inputs
//Uses the system values SV_VertexID and SV_InstanceID to read from compute buffers
v2f particle_vertex(uint id : SV_VertexID, uint inst : SV_InstanceID)
{
v2f o;
//Only transform world pos by view matrix
//To Create a billboarding effect
float3 worldPosition = particles[inst].position;
float dist = length(worldPosition - _WorldSpaceCameraPos);
float4 cameraSpacePosition = mul(UNITY_MATRIX_V, float4(worldPosition, 1.0f));
//cameraSpacePosition.w /= dist;
float3 quadPoint = float3(quadPoints[id].xy, 0.0f) * particles[inst].size * pow(dist, _DistanceSizeExponent) / pow(100, _DistanceSizeExponent);
o.pos = mul(UNITY_MATRIX_P, cameraSpacePosition + float4(quadPoint, 0.0f));
//Shift coordinates for uvs
o.uv = quadPoints[id] + 0.5f;
//transfer color of particle and global tint to vertex
o.color = float4(particles[inst].color * _TintColor.rgb, 100 * pow(100, _DistanceIntensityExponent) / pow(dist, _DistanceIntensityExponent));
o.screenPos = ComputeScreenPos(o.pos);
return o;
}
float powerPulse( float x, float power )
{
x = saturate(abs(x));
return pow((x + 1.0f) * (1.0f - x), power);
}
// The dust in the G-buffer (Stardust.cs DrawEvent): black, unreflective, emissive, so deferred lighting adds nothing and
// its depth is in the depth texture the nebula march fogs by.
struct GBufferOut
{
half4 albedo : SV_Target0;
half4 specular : SV_Target1;
half4 normal : SV_Target2;
half4 emission : SV_Target3;
};
GBufferOut frag(v2f i)
{
float emission = powerPulse(length(i.uv-float2(.5,.5))*2,_Power);
float2 screenUV = i.screenPos.xy / i.screenPos.w;
ditherClip(screenUV, emission * i.color.a);
GBufferOut o;
o.albedo = 0;
o.specular = 0;
o.normal = half4(.5, 1, .5, 1);
float3 light = (i.color * emission * (exp(_EmissionGain * 5.0f))).rgb;
#ifndef UNITY_HDR_ON
light = exp2(-light);
#endif
o.emission = half4(light, 1);
return o;
}
ENDCG
}