diff --git a/Assets/Materials/Brushes/Main Menu Ambient Fog Tint.mat b/Assets/Materials/Brushes/Main Menu Ambient Fog Tint.mat index abef21e89..d2fe5a1ba 100644 --- a/Assets/Materials/Brushes/Main Menu Ambient Fog Tint.mat +++ b/Assets/Materials/Brushes/Main Menu Ambient Fog Tint.mat @@ -2,14 +2,15 @@ %TAG !u! tag:unity3d.com,2011: --- !u!21 &2100000 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Main Menu Ambient Fog Tint m_Shader: {fileID: 4800000, guid: 268da230635cfb34ab4ed6ad39503fa0, type: 3} - m_ShaderKeywords: + m_ValidKeywords: [] + m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -55,10 +56,11 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _BumpScale: 1 - _Cutoff: 1 - - _Depth: 0.05 + - _Depth: 0.01 - _DetailNormalMapScale: 1 - _DstBlend: 0 - _Frequency: 6.2832 diff --git a/Assets/Materials/Brushes/Main Menu Sun Fog Tint.mat b/Assets/Materials/Brushes/Main Menu Sun Fog Tint.mat index dcd8533d8..17fbc9441 100644 --- a/Assets/Materials/Brushes/Main Menu Sun Fog Tint.mat +++ b/Assets/Materials/Brushes/Main Menu Sun Fog Tint.mat @@ -2,14 +2,15 @@ %TAG !u! tag:unity3d.com,2011: --- !u!21 &2100000 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Main Menu Sun Fog Tint m_Shader: {fileID: 4800000, guid: 268da230635cfb34ab4ed6ad39503fa0, type: 3} - m_ShaderKeywords: + m_ValidKeywords: [] + m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -55,10 +56,11 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _BumpScale: 1 - _Cutoff: 1 - - _Depth: 15 + - _Depth: 2 - _DetailNormalMapScale: 1 - _DstBlend: 0 - _Frequency: 6.2832 diff --git a/Assets/Materials/Brushes/Sector Tint.mat b/Assets/Materials/Brushes/Sector Tint.mat index 4ecf9fb5a..3e5e00f24 100644 --- a/Assets/Materials/Brushes/Sector Tint.mat +++ b/Assets/Materials/Brushes/Sector Tint.mat @@ -2,14 +2,15 @@ %TAG !u! tag:unity3d.com,2011: --- !u!21 &2100000 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Sector Tint m_Shader: {fileID: 4800000, guid: 268da230635cfb34ab4ed6ad39503fa0, type: 3} - m_ShaderKeywords: + m_ValidKeywords: [] + m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -55,6 +56,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _BumpScale: 1 - _Cutoff: 1 @@ -70,7 +72,7 @@ Material: - _OcclusionStrength: 1 - _Parallax: 0.02 - _Phase: 0 - - _Power: 0.5 + - _Power: 2 - _SinePower: 1.25 - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 diff --git a/Assets/Materials/Brushes/Sector Waves Large.mat b/Assets/Materials/Brushes/Sector Waves Large.mat index 4dd506b9a..4c16cd903 100644 --- a/Assets/Materials/Brushes/Sector Waves Large.mat +++ b/Assets/Materials/Brushes/Sector Waves Large.mat @@ -2,14 +2,16 @@ %TAG !u! tag:unity3d.com,2011: --- !u!21 &2100000 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Sector Waves Large m_Shader: {fileID: 4800000, guid: ccdbaf77577994d46b0e61c53d5dc4a9, type: 3} - m_ShaderKeywords: B + m_ValidKeywords: [] + m_InvalidKeywords: + - B m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -55,6 +57,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _BumpScale: 1 - _Constant: -2.46 diff --git a/Assets/Materials/Brushes/Sector Waves Small.mat b/Assets/Materials/Brushes/Sector Waves Small.mat index c5488c03d..d34c2caca 100644 --- a/Assets/Materials/Brushes/Sector Waves Small.mat +++ b/Assets/Materials/Brushes/Sector Waves Small.mat @@ -2,14 +2,16 @@ %TAG !u! tag:unity3d.com,2011: --- !u!21 &2100000 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Sector Waves Small m_Shader: {fileID: 4800000, guid: ccdbaf77577994d46b0e61c53d5dc4a9, type: 3} - m_ShaderKeywords: B + m_ValidKeywords: [] + m_InvalidKeywords: + - B m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -55,11 +57,12 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _BumpScale: 1 - _Constant: 0 - _Cutoff: 0.5 - - _Depth: 8 + - _Depth: -8 - _DetailNormalMapScale: 1 - _DstBlend: 0 - _Frequency: 0.005 diff --git a/Assets/Materials/Brushes/Wormhole Gravity.mat b/Assets/Materials/Brushes/Wormhole Gravity.mat index cab097589..fb6f52b20 100644 --- a/Assets/Materials/Brushes/Wormhole Gravity.mat +++ b/Assets/Materials/Brushes/Wormhole Gravity.mat @@ -2,14 +2,15 @@ %TAG !u! tag:unity3d.com,2011: --- !u!21 &2100000 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Wormhole Gravity m_Shader: {fileID: 4800000, guid: 268da230635cfb34ab4ed6ad39503fa0, type: 3} - m_ShaderKeywords: + m_ValidKeywords: [] + m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -55,9 +56,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _BumpScale: 1 - - _Cutoff: 0.1 + - _Cutoff: 0.15 - _Depth: 2000 - _DetailNormalMapScale: 1 - _DstBlend: 0 diff --git a/Assets/Materials/Brushes/Wormhole Lighting.mat b/Assets/Materials/Brushes/Wormhole Lighting.mat index 988398c75..258f306f1 100644 --- a/Assets/Materials/Brushes/Wormhole Lighting.mat +++ b/Assets/Materials/Brushes/Wormhole Lighting.mat @@ -2,14 +2,15 @@ %TAG !u! tag:unity3d.com,2011: --- !u!21 &2100000 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Wormhole Lighting m_Shader: {fileID: 4800000, guid: 268da230635cfb34ab4ed6ad39503fa0, type: 3} - m_ShaderKeywords: + m_ValidKeywords: [] + m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -55,10 +56,11 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _BumpScale: 1 - _Cutoff: 1 - - _Depth: 3 + - _Depth: 1 - _DetailNormalMapScale: 1 - _DstBlend: 0 - _Frequency: 6.2832 diff --git a/Assets/Materials/Skybox.mat b/Assets/Materials/Skybox.mat index d03d135d3..7cade9228 100644 --- a/Assets/Materials/Skybox.mat +++ b/Assets/Materials/Skybox.mat @@ -2,14 +2,16 @@ %TAG !u! tag:unity3d.com,2011: --- !u!21 &2100000 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Skybox - m_Shader: {fileID: 103, guid: 0000000000000000f000000000000000, type: 0} - m_ShaderKeywords: + m_Shader: {fileID: 106, guid: 0000000000000000f000000000000000, type: 0} + m_ValidKeywords: + - _SUNDISK_NONE + m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -56,15 +58,17 @@ Material: m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _Tex: - m_Texture: {fileID: 8900000, guid: 589f8d25c07df474ebf6e5cf31ac21c4, type: 3} + m_Texture: {fileID: 8900000, guid: 2cd5af9c042f8c2409442e43b090016d, type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: + - _AtmosphereThickness: 0.15 - _BumpScale: 1 - _Cutoff: 0.5 - _DetailNormalMapScale: 1 - _DstBlend: 0 - - _Exposure: 0.5 + - _Exposure: 8 - _GlossMapScale: 1 - _Glossiness: 0.5 - _GlossyReflections: 1 @@ -76,10 +80,16 @@ Material: - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - _SrcBlend: 1 + - _Stretching: -0.1 + - _SunDisk: 0 + - _SunSize: 0 + - _SunSizeConvergence: 4.63 - _UVSec: 0 - _ZWrite: 1 m_Colors: - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - - _Tint: {r: 1, g: 1, b: 1, a: 0.5} + - _GroundColor: {r: 0, g: 0, b: 0, a: 1} + - _SkyTint: {r: 1, g: 1, b: 1, a: 1} + - _Tint: {r: 1, g: 1, b: 1, a: 1} m_BuildTextureStacks: [] diff --git a/Assets/Materials/UI/Map Gravity Lines.mat b/Assets/Materials/UI/Map Gravity Lines.mat index 3445cbd1c..485a8753c 100644 --- a/Assets/Materials/UI/Map Gravity Lines.mat +++ b/Assets/Materials/UI/Map Gravity Lines.mat @@ -76,7 +76,7 @@ Material: - _ColorMask: 15 - _Cutoff: 0.5 - _DangerSteepness: 1.5 - - _DepthRange: 500 + - _DepthRange: 264.0017 - _DetailNormalMapScale: 1 - _DstBlend: 0 - _GlossMapScale: 1 @@ -89,11 +89,11 @@ Material: - _Mode: 0 - _OcclusionStrength: 1 - _Parallax: 0.02 - - _Scale: 1.7853246 + - _Scale: 0.87450314 - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - _SrcBlend: 1 - - _StartDepth: 420 + - _StartDepth: 2.310401 - _StartHeight: 0 - _Stencil: 0 - _StencilComp: 8 diff --git a/Assets/Materials/UI/Minimap Gravity Lines.mat b/Assets/Materials/UI/Minimap Gravity Lines.mat index 4802bc556..e0fd48721 100644 --- a/Assets/Materials/UI/Minimap Gravity Lines.mat +++ b/Assets/Materials/UI/Minimap Gravity Lines.mat @@ -2,14 +2,15 @@ %TAG !u! tag:unity3d.com,2011: --- !u!21 &2100000 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Minimap Gravity Lines m_Shader: {fileID: 4800000, guid: f5505d3747493e24c91b7cb141fd7b8c, type: 3} - m_ShaderKeywords: + m_ValidKeywords: [] + m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -59,6 +60,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _Angle2Fade: 1.1 - _Angle2Width: 0.5 @@ -69,7 +71,7 @@ Material: - _ColorMask: 15 - _Cutoff: 0.5 - _DangerSteepness: 1.5 - - _DepthRange: 500 + - _DepthRange: 264.0017 - _DetailNormalMapScale: 1 - _DstBlend: 0 - _GlossMapScale: 1 @@ -86,7 +88,7 @@ Material: - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - _SrcBlend: 1 - - _StartDepth: 420 + - _StartDepth: 2.310401 - _StartHeight: 0 - _Stencil: 0 - _StencilComp: 8 diff --git a/Assets/Resources/Settings.asset b/Assets/Resources/Settings.asset index d6cc3f1e8..97b94296d 100644 --- a/Assets/Resources/Settings.asset +++ b/Assets/Resources/Settings.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:d28aa36379146e8cb2f43785e67b1dfdcf0c1697034cb202d0f9c57825346d92 -size 13225 +oid sha256:1c95862561486df3595f41e05bebe86de2dc7e7fd9280a54ca0f6dcef992eb67 +size 13276 diff --git a/Assets/Scenes/ARPG.unity b/Assets/Scenes/ARPG.unity index f97150f63..c2288e0d9 100644 --- a/Assets/Scenes/ARPG.unity +++ b/Assets/Scenes/ARPG.unity @@ -13809,7 +13809,7 @@ MonoBehaviour: m_Lens: FieldOfView: 60 OrthographicSize: 5 - NearClipPlane: 0.3 + NearClipPlane: 1 FarClipPlane: 4096 Dutch: 0 ModeOverride: 0 @@ -16335,6 +16335,9 @@ MonoBehaviour: type: 3} WeaponPickup: {fileID: 8842807112802394818, guid: d2cec1d8c3d94074e9d2e6088e1c02d7, type: 3} + MapGravityMaterials: + - {fileID: 2100000, guid: 841e4091d19548347bd59115047b4e49, type: 2} + - {fileID: 2100000, guid: a92fc6d958edb9f46b6e58134f609cc0, type: 2} Tour: 0 TourSwitchTime: 10 TourFollowDistance: 100 @@ -16367,11 +16370,13 @@ MonoBehaviour: ParticleMaterial: {fileID: 2100000, guid: fc00c35c3c370774c88d55240b6538ce, type: 2} Span: 256 Period: 2 - MinimumSize: 0 + MinimumSize: 0.25 MaximumSize: 0.75 Spacing: 6 - Ceiling: -250 + Ceiling: 0 Floor: -10 + MinHeadroom: 25 + MaxHeadroom: 100 HeightExponent: 3 NebulaSurfaceHeight: {fileID: 8400000, guid: 2fc21a9d3e9647948b56e384cd9378b3, type: 2} NebulaPatchHeight: {fileID: 8400000, guid: c618a6b20b3c7394590c59a9fa467e86, type: 2} @@ -18017,7 +18022,7 @@ Transform: m_GameObject: {fileID: 1108843908} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} - m_LocalScale: {x: 1, y: 1, z: 1} + m_LocalScale: {x: 2, y: 1, z: 2} m_ConstrainProportionsScale: 0 m_Children: - {fileID: 677960092} @@ -31067,7 +31072,7 @@ Camera: m_GameObject: {fileID: 2115559087} m_Enabled: 1 serializedVersion: 2 - m_ClearFlags: 2 + m_ClearFlags: 1 m_BackGroundColor: {r: 0.16037738, g: 0.16037738, b: 0.16037738, a: 1} m_projectionMatrixMode: 1 m_GateFitMode: 2 diff --git a/Assets/Scripts/Editor/CellBrushEditor.cs b/Assets/Scripts/Editor/CellBrushEditor.cs new file mode 100644 index 000000000..bbfdaf1cc --- /dev/null +++ b/Assets/Scripts/Editor/CellBrushEditor.cs @@ -0,0 +1,35 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using System.Linq; + +public class CellBrushEditor : MaterialEditor +{ + private static readonly string[] Keywords = new[] {"A", "B", "C", "D", "E", "F", "G", "H"}; + + public override void OnInspectorGUI () + { + // Draw the default inspector. + base.OnInspectorGUI (); + + // If we are not visible, return. + if (!isVisible) + return; + + // Get the current keywords from the material + Material targetMat = target as Material; + string[] keyWords = targetMat.shaderKeywords; + + int selected = keyWords.Any()?Array.IndexOf(Keywords,keyWords.First()):0; + EditorGUI.BeginChangeCheck(); + selected = EditorGUILayout.Popup("Variant", selected, Keywords); + + // If something has changed, update the material. + if (EditorGUI.EndChangeCheck()) + { + targetMat.shaderKeywords = new []{Keywords[selected]}; + EditorUtility.SetDirty (targetMat); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Editor/CellBrushEditor.cs.meta b/Assets/Scripts/Editor/CellBrushEditor.cs.meta new file mode 100644 index 000000000..e536ce461 --- /dev/null +++ b/Assets/Scripts/Editor/CellBrushEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cedd8e9182f02e84ca000e22e71c8b0e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/ActionGameManager.cs b/Assets/Scripts/Gameplay/ActionGameManager.cs index 6c4a97956..8de3f5851 100644 --- a/Assets/Scripts/Gameplay/ActionGameManager.cs +++ b/Assets/Scripts/Gameplay/ActionGameManager.cs @@ -30,6 +30,7 @@ using Random = UnityEngine.Random; public class ActionGameManager : MonoBehaviour { + // Always check for null if accessing from anywhere that might not be in-game (e.g. menu UI) public static ActionGameManager Instance { get; private set; } private static DirectoryInfo _gameDataDirectory; public static DirectoryInfo GameDataDirectory @@ -49,9 +50,11 @@ public class ActionGameManager : MonoBehaviour _cultCache.AddBackingStore(new MultiFileJsonBackingStore(GameDataDirectory.FullName)); // _cultCache.AddBackingStore( // new SingleFileMessagePackBackingStore(Path.Combine(GameDataDirectory.FullName, "AetherDB.msgpack"))); + + // Particularly heavy objects should be stored in / retrieved from MsgPack files as it's much tighter than JSON + // Such as NameFiles, which are just huge collections of geonames used to condition Markov chains _cultCache.AddBackingStore(new MultiFileMessagePackBackingStore(GameDataDirectory.FullName), typeof(NameFile)); - // _cultCache.AddBackingStore( - // new MultiFileMessagePackBackingStore(GameDataDirectory.FullName), typeof(NameFile)); + _cultCache.PullAllBackingStores(); return _cultCache; @@ -119,7 +122,6 @@ public class ActionGameManager : MonoBehaviour public CinemachineVirtualCamera WormholeCamera; //public SectorRenderer SectorRenderer; public SectorMap SectorMap; - public VolumeSampling VolumeRenderer; [Header("Menu UI")] public MainMenu MainMenu; @@ -194,6 +196,14 @@ public class ActionGameManager : MonoBehaviour //if better place, please move public Entity TowingStation { get; private set; } + public ZoneEnvironment CurrentEnvironment + { + get + { + return Settings.DefaultEnvironment; + } + } + public Entity CurrentEntity { get => _currentEntity; diff --git a/Assets/Scripts/ServerShared/Environment.cs b/Assets/Scripts/ServerShared/Environment.cs index d1b3514af..f82fb63e6 100644 --- a/Assets/Scripts/ServerShared/Environment.cs +++ b/Assets/Scripts/ServerShared/Environment.cs @@ -12,6 +12,7 @@ public class ZoneEnvironment [JsonProperty("nebula"), Key(0)] public NebulaSettings Nebula; [JsonProperty("flow"), Key(1)] public FlowSettings Flow; [JsonProperty("noise"), Key(2)] public NoiseSettings Noise; + [JsonProperty("lighting"), Key(2)] public AmbientLightingSettings Lighting; } [Serializable, MessagePackObject, JsonObject(MemberSerialization.OptIn)] @@ -19,31 +20,37 @@ public class NebulaSettings { [JsonProperty("fillDensity"), Key(0)] public float FillDensity; [JsonProperty("fillDistance"), Key(1)] public float FillDistance; - [JsonProperty("fillExponent"), Key(11)] public float FillExponent; + [JsonProperty("fillExponent"), Key(2)] public float FillExponent; [JsonProperty("fillOffset"), Key(12)] public float FillOffset; - [JsonProperty("fogDensity"), Key(2)] public float FloorDensity; [JsonProperty("cloudDensity"), Key(3)] public float PatchDensity; [JsonProperty("fogOffset"), Key(4)] public float FloorOffset; [JsonProperty("fogBlend"), Key(5)] public float FloorBlend; [JsonProperty("cloudBlend"), Key(6)] public float PatchBlend; [JsonProperty("luminance"), Key(7)] public float Luminance; [JsonProperty("extinction"), Key(13)] public float Extinction; - [JsonProperty("tintExponent"), Key(8)] public float TintExponent; + //[JsonProperty("tintExponent"), Key(8)] public float TintExponent; [JsonProperty("tintLodExponent"), Key(9)] public float TintLodExponent; [JsonProperty("safetyDistance"), Key(10)] public float SafetyDistance; - [JsonProperty("dynamicSkyBoost"), Key(14)] public float DynamicSkyBoost; - [JsonProperty("dynamicLodRange"), Key(15)] public float DynamicLodRange; - [JsonProperty("dynamicLodBias"), Key(16)] public float DynamicLodBias; - [JsonProperty("dynamicIntensity"), Key(17)] public float DynamicIntensity; +} + +[Serializable, MessagePackObject, JsonObject(MemberSerialization.OptIn)] +public class AmbientLightingSettings +{ + [JsonProperty("dynamicSkyBoost"), Key(0)] public float DynamicSkyBoost; + [JsonProperty("dynamicLodHigh"), Key(1)] public float DynamicLodHigh; + [JsonProperty("dynamicLodLow"), Key(2)] public float DynamicLodLow; + [JsonProperty("dynamicIntensity"), Key(3)] public float DynamicIntensity; } [Serializable, MessagePackObject, JsonObject(MemberSerialization.OptIn)] public class FlowSettings { - [JsonProperty("scale"), Key(0)] public float Scale; - [JsonProperty("amplitude"), Key(1)] public float Amplitude; - [JsonProperty("scrollSpeed"), Key(2)] public float ScrollSpeed; + [JsonProperty("scale"), Key(0)] public float GlobalScale; + [JsonProperty("amplitudeGlobal"), Key(1)] public float GlobalAmplitude; + [JsonProperty("scrollSpeed"), Key(2)] public float GlobalScrollSpeed; [JsonProperty("period"), Key(3)] public float Period; + [JsonProperty("amplitudeSlope"), Key(4)] public float SlopeAmplitude; + [JsonProperty("amplitudeSwirl"), Key(4)] public float SwirlAmplitude; } [Serializable, MessagePackObject, JsonObject(MemberSerialization.OptIn)] @@ -53,6 +60,7 @@ public class NoiseSettings [JsonProperty("amplitude"), Key(1)] public float Amplitude; [JsonProperty("exponent"), Key(2)] public float Exponent; [JsonProperty("speed"), Key(3)] public float Speed; + [JsonProperty("slopeExponent"), Key(4)] public float SlopeExponent; } [Union(0, typeof(PowerBrush)), diff --git a/Assets/Scripts/Zone Display/VolumeSampling.cs b/Assets/Scripts/Zone Display/VolumeSampling.cs index f641ebc34..4a76b0a61 100644 --- a/Assets/Scripts/Zone Display/VolumeSampling.cs +++ b/Assets/Scripts/Zone Display/VolumeSampling.cs @@ -28,6 +28,16 @@ public class VolumeSampling : MonoBehaviour private float _flowScroll; private Transform _gridTransform; + private GlobalKeyword _keywordFlowGlobal; + private GlobalKeyword _keywordFlowSlope; + private GlobalKeyword _keywordNoiseSlope; + + private void Start() + { + _keywordFlowGlobal = GlobalKeyword.Create("FLOW_GLOBAL"); + _keywordFlowSlope = GlobalKeyword.Create("FLOW_SLOPE"); + _keywordNoiseSlope = GlobalKeyword.Create("NOISE_SLOPE"); + } void Update() { @@ -37,40 +47,48 @@ public class VolumeSampling : MonoBehaviour if(GridCamera != null) Shader.SetGlobalVector("_GridTransform", new Vector4(_gridTransform.position.x,_gridTransform.position.z,GridCamera.orthographicSize*2)); + var environment = ActionGameManager.Instance?.CurrentEnvironment ?? Settings.DefaultEnvironment; + // Volumetric sampling parameters are used by several shaders Shader.SetGlobalTexture("_NebulaSurfaceHeight", NebulaSurfaceHeight); Shader.SetGlobalTexture("_NebulaPatchHeight", NebulaPatchHeight); Shader.SetGlobalTexture("_NebulaPatch", NebulaPatch); Shader.SetGlobalTexture("_NebulaTint", NebulaTint); - Shader.SetGlobalFloat("_NebulaFillDensity", Settings.DefaultEnvironment.Nebula.FillDensity); - Shader.SetGlobalFloat("_NebulaFillDistance", Settings.DefaultEnvironment.Nebula.FillDistance); - Shader.SetGlobalFloat("_NebulaFillExponent", Settings.DefaultEnvironment.Nebula.FillExponent); - Shader.SetGlobalFloat("_NebulaFillOffset", Settings.DefaultEnvironment.Nebula.FillOffset); - Shader.SetGlobalFloat("_NebulaFloorDensity", Settings.DefaultEnvironment.Nebula.FloorDensity); - Shader.SetGlobalFloat("_NebulaPatchDensity", Settings.DefaultEnvironment.Nebula.PatchDensity); - Shader.SetGlobalFloat("_NebulaFloorOffset", Settings.DefaultEnvironment.Nebula.FloorOffset); - Shader.SetGlobalFloat("_NebulaFloorBlend", Settings.DefaultEnvironment.Nebula.FloorBlend); - Shader.SetGlobalFloat("_NebulaPatchBlend", Settings.DefaultEnvironment.Nebula.PatchBlend); - Shader.SetGlobalFloat("_NebulaLuminance", Settings.DefaultEnvironment.Nebula.Luminance); - Shader.SetGlobalFloat("_ExtinctionCoefficient", Settings.DefaultEnvironment.Nebula.Extinction); - Shader.SetGlobalFloat("_TintExponent", Settings.DefaultEnvironment.Nebula.TintExponent); - Shader.SetGlobalFloat("_TintLodExponent", Settings.DefaultEnvironment.Nebula.TintLodExponent); - Shader.SetGlobalFloat("_SafetyDistance", Settings.DefaultEnvironment.Nebula.SafetyDistance); - Shader.SetGlobalFloat("_DynamicSkyBoost", Settings.DefaultEnvironment.Nebula.DynamicSkyBoost); - Shader.SetGlobalFloat("_DynamicLodRange", Settings.DefaultEnvironment.Nebula.DynamicLodRange); - Shader.SetGlobalFloat("_DynamicLodBias", Settings.DefaultEnvironment.Nebula.DynamicLodBias); - Shader.SetGlobalFloat("_DynamicIntensity", Settings.DefaultEnvironment.Nebula.DynamicIntensity); + Shader.SetGlobalFloat("_NebulaFillDensity", environment.Nebula.FillDensity); + Shader.SetGlobalFloat("_NebulaFillDistance", environment.Nebula.FillDistance); + Shader.SetGlobalFloat("_NebulaFillExponent", environment.Nebula.FillExponent); + Shader.SetGlobalFloat("_NebulaFillOffset", environment.Nebula.FillOffset); + Shader.SetGlobalFloat("_NebulaPatchDensity", environment.Nebula.PatchDensity); + Shader.SetGlobalFloat("_NebulaFloorOffset", environment.Nebula.FloorOffset); + Shader.SetGlobalFloat("_NebulaFloorBlend", environment.Nebula.FloorBlend); + Shader.SetGlobalFloat("_NebulaPatchBlend", environment.Nebula.PatchBlend); + Shader.SetGlobalFloat("_NebulaLuminance", environment.Nebula.Luminance); + Shader.SetGlobalFloat("_ExtinctionCoefficient", environment.Nebula.Extinction); + Shader.SetGlobalFloat("_TintLodExponent", environment.Nebula.TintLodExponent); + Shader.SetGlobalFloat("_SafetyDistance", environment.Nebula.SafetyDistance); - Shader.SetGlobalFloat("_NebulaNoiseScale", Settings.DefaultEnvironment.Noise.Scale); - Shader.SetGlobalFloat("_NebulaNoiseExponent", Settings.DefaultEnvironment.Noise.Exponent); - Shader.SetGlobalFloat("_NebulaNoiseAmplitude", Settings.DefaultEnvironment.Noise.Amplitude); - Shader.SetGlobalFloat("_NebulaNoiseSpeed", Settings.DefaultEnvironment.Noise.Speed); + Shader.SetGlobalFloat("_DynamicSkyBoost", environment.Lighting.DynamicSkyBoost); + Shader.SetGlobalFloat("_DynamicLodHigh", environment.Lighting.DynamicLodHigh); + Shader.SetGlobalFloat("_DynamicLodLow", environment.Lighting.DynamicLodLow); + Shader.SetGlobalFloat("_DynamicIntensity", environment.Lighting.DynamicIntensity); - Shader.SetGlobalFloat("_FlowScale", Settings.DefaultEnvironment.Flow.Scale); - Shader.SetGlobalFloat("_FlowAmplitude", Settings.DefaultEnvironment.Flow.Amplitude); - _flowScroll += Settings.DefaultEnvironment.Flow.ScrollSpeed * Time.deltaTime; + Shader.SetGlobalFloat("_NebulaNoiseScale", environment.Noise.Scale); + Shader.SetGlobalFloat("_NebulaNoiseExponent", environment.Noise.Exponent); + Shader.SetGlobalFloat("_NebulaNoiseAmplitude", environment.Noise.Amplitude); + Shader.SetGlobalFloat("_NebulaNoiseSpeed", environment.Noise.Speed); + Shader.SetGlobalFloat("_NebulaNoiseSlopeExponent", environment.Noise.SlopeExponent); + + Shader.SetGlobalFloat("_FlowScale", environment.Flow.GlobalScale); + Shader.SetGlobalFloat("_FlowAmplitude", environment.Flow.GlobalAmplitude); + Shader.SetGlobalFloat("_FlowSlopeAmplitude", environment.Flow.SlopeAmplitude); + Shader.SetGlobalFloat("_FlowSwirlAmplitude", environment.Flow.SwirlAmplitude); + _flowScroll += environment.Flow.GlobalScrollSpeed * Time.deltaTime; Shader.SetGlobalFloat("_FlowScroll", _flowScroll); - Shader.SetGlobalFloat("_FlowPeriod", Settings.DefaultEnvironment.Flow.Period); + Shader.SetGlobalFloat("_FlowPeriod", environment.Flow.Period); + + Shader.SetKeyword(_keywordFlowGlobal, environment.Flow.GlobalAmplitude != 0); + Shader.SetKeyword(_keywordFlowSlope, environment.Flow.SlopeAmplitude != 0 || environment.Flow.SwirlAmplitude != 0); + Shader.SetKeyword(_keywordNoiseSlope, environment.Noise.SlopeExponent != 0); } } diff --git a/Assets/Scripts/Zone Display/ZoneRenderer.cs b/Assets/Scripts/Zone Display/ZoneRenderer.cs index 41e6c4484..f56e43c02 100644 --- a/Assets/Scripts/Zone Display/ZoneRenderer.cs +++ b/Assets/Scripts/Zone Display/ZoneRenderer.cs @@ -42,6 +42,7 @@ public class ZoneRenderer : MonoBehaviour public GridObject CompoundCommodityPickup; public GridObject GearPickup; public GridObject WeaponPickup; + public Material[] MapGravityMaterials; [Header("Tour")] public bool Tour; public float TourSwitchTime = 5f; @@ -547,11 +548,14 @@ public class ZoneRenderer : MonoBehaviour //var fogPos = FogCameraParent.position; SectorBoundaryBrush.material.SetFloat("_Power", Settings.PlanetSettings.ZoneDepthExponent); SectorBoundaryBrush.material.SetFloat("_Depth", Settings.PlanetSettings.ZoneDepth + Settings.PlanetSettings.ZoneBoundaryFog); - // var startDepth = Zone.PowerPulse(Settings.MinimapZoneGravityRange, Settings.PlanetSettings.ZoneDepthExponent) * - // Settings.PlanetSettings.ZoneDepth; - //var depthRange = Settings.PlanetSettings.ZoneDepth - startDepth + _maxDepth; - // MinimapGravityQuad.material.SetFloat("_StartDepth", startDepth); - // MinimapGravityQuad.material.SetFloat("_DepthRange", depthRange); + var startDepth = Zone.PowerPulse(Settings.MinimapZoneGravityRange, Settings.PlanetSettings.ZoneDepthExponent) * + Settings.PlanetSettings.ZoneDepth; + var depthRange = Settings.PlanetSettings.ZoneDepth - startDepth + _maxDepth; + foreach (var mat in MapGravityMaterials) + { + mat.SetFloat("_StartDepth", startDepth); + mat.SetFloat("_DepthRange", depthRange); + } //Shader.SetGlobalFloat("_GridOffset", Settings.PlanetSettings.ZoneBoundaryFog); // var gravPos = MinimapGravityQuad.transform.position; // gravPos.y = -Settings.PlanetSettings.ZoneDepth - _maxDepth; diff --git a/Assets/Shaders/Asteroid.shader b/Assets/Shaders/Asteroid.shader index d289bbe87..2558cbc53 100644 --- a/Assets/Shaders/Asteroid.shader +++ b/Assets/Shaders/Asteroid.shader @@ -11,7 +11,7 @@ Shader "Aetheria/Asteroid" #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" // for UnityObjectToWorldNormal - #include "Assets/Shaders/Volumetric.cginc" + #include_with_pragmas "Assets/Shaders/Volumetric.cginc" uniform float _AsteroidVerticalOffset; struct v2f diff --git a/Assets/Shaders/Brushes/SimplexBrush.shader b/Assets/Shaders/Brushes/SimplexBrush.shader index 906ef62f8..3a6bf56e5 100644 --- a/Assets/Shaders/Brushes/SimplexBrush.shader +++ b/Assets/Shaders/Brushes/SimplexBrush.shader @@ -74,5 +74,4 @@ Category { } } } -CustomEditor "CellBrushEditor" } diff --git a/Assets/Shaders/Compute/Stardust/Stardust.compute b/Assets/Shaders/Compute/Stardust/Stardust.compute index 2acb78691..0ba867f59 100644 --- a/Assets/Shaders/Compute/Stardust/Stardust.compute +++ b/Assets/Shaders/Compute/Stardust/Stardust.compute @@ -1,8 +1,15 @@ -#include "Assets/Shaders/Volumetric.cginc" +// Global keywords defining environment settings shared between shaders +// Would rather just #include_with_pragmas +// but it's broken in compute due to a bug that has been fixed but not backported yet +#pragma multi_compile __ FLOW_GLOBAL +#pragma multi_compile __ FLOW_SLOPE +#pragma multi_compile __ NOISE_SLOPE //Tell unity that we have defined a kernel #pragma kernel UpdateParticles +#include "Assets/Shaders/Volumetric.cginc" + //Store Particle data in a struct struct Particle { @@ -24,6 +31,8 @@ float ceilingHeight; float floorHeight; float maximumSize; float minimumSize; +float minHeadroom; +float maxHeadroom; float heightExponent; uint span; @@ -122,15 +131,15 @@ void UpdateParticles(uint3 id : SV_DispatchThreadID, int3 groupID : SV_GroupThre x * spacing + xt * spacing + perlinNoise1D(RandomValue()*1024)*spacing, 0, y * spacing + yt * spacing + perlinNoise1D(RandomValue()*1024)*spacing); const float2 puv = getUV(particles[id.x].position.xz); - const float gravHeight = -tex2Dlod(_NebulaSurfaceHeight, float4(puv, 0, 0)).x + _NebulaFloorOffset; - const float headroom = clamp(ceilingHeight - gravHeight, 25, 150); - particles[id.x].position.y = gravHeight + floorHeight + headroom * + const float gravHeight = -tex2Dlod(_NebulaSurfaceHeight, float4(puv, 0, 0)).x + floorHeight; + const float headroom = clamp(ceilingHeight - gravHeight, minHeadroom, maxHeadroom); + particles[id.x].position.y = gravHeight + headroom * pow(RandomValue(), heightExponent) + perlinNoise1D(RandomValue()*1024)*spacing/2; const float3 flowVec = flow(particles[id.x].position); particles[id.x].position -= flowVec * lifetime * period; - const float fade = smoothstep(0,ceilingHeight, particles[id.x].position.y); + //const float fade = smoothstep(0,ceilingHeight, particles[id.x].position.y); const float d = pow(density(particles[id.x].position) + .01, 0.1); - particles[id.x].size = lerp(minimumSize, maximumSize, saturate(RandomValue()*fade)) * parabola(lifetime, 2); + particles[id.x].size = lerp(minimumSize, maximumSize, saturate(RandomValue())) * parabola(lifetime, 2); particles[id.x].color = HueTexture.SampleLevel(samplerHueTexture, float2(RandomValue(), 0.0f), 0.0f).rgb * d; } \ No newline at end of file diff --git a/Assets/Shaders/Compute/Stardust/Stardust.cs b/Assets/Shaders/Compute/Stardust/Stardust.cs index 8904b757a..d75b18f99 100644 --- a/Assets/Shaders/Compute/Stardust/Stardust.cs +++ b/Assets/Shaders/Compute/Stardust/Stardust.cs @@ -23,6 +23,8 @@ public class Stardust : MonoBehaviour public float Spacing = 4.0f; public float Ceiling = -250.0f; public float Floor = -25.0f; + public float MinHeadroom = 25; + public float MaxHeadroom = 100; public float HeightExponent = 4; public RenderTexture NebulaSurfaceHeight; @@ -110,6 +112,8 @@ public class Stardust : MonoBehaviour ParticleCalculation.SetFloat("heightExponent", HeightExponent); ParticleCalculation.SetFloat("maximumSize", MaximumSize); ParticleCalculation.SetFloat("minimumSize", MinimumSize); + ParticleCalculation.SetFloat("minHeadroom", MinHeadroom); + ParticleCalculation.SetFloat("maxHeadroom", MaxHeadroom); ParticleCalculation.SetInt("span", Span); ParticleCalculation.SetTexture(_updateParticlesKernel, "HueTexture", ParticleColors); diff --git a/Assets/Shaders/GlowFade.shader b/Assets/Shaders/GlowFade.shader index c81aec2cf..7579af2b1 100644 --- a/Assets/Shaders/GlowFade.shader +++ b/Assets/Shaders/GlowFade.shader @@ -33,6 +33,9 @@ Shader "Aetheria/GlowFade" // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows noambient vertex:vert + #pragma multi_compile __ FLOW_GLOBAL + #pragma multi_compile __ FLOW_SLOPE + #pragma multi_compile __ NOISE_SLOPE // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 diff --git a/Assets/Shaders/Raymarching/CloudNormalRaymarch.cginc b/Assets/Shaders/Raymarching/CloudNormalRaymarch.cginc deleted file mode 100644 index dfd4f23aa..000000000 --- a/Assets/Shaders/Raymarching/CloudNormalRaymarch.cginc +++ /dev/null @@ -1,67 +0,0 @@ -#pragma once -#include "Assets/Shaders/Volumetric.cginc" - -float _ExtinctionCoefficient; - -struct RaymarchStatus { - float3 intensity; - float depth; - float depthweightsum; - float intTransmittance; -}; - -void InitRaymarchStatus(inout RaymarchStatus result){ - result.intTransmittance = 1.0f; - result.intensity = 0.0f; - result.depthweightsum = 0.00001f; - result.depth = 0.0f; -} - -void IntegrateRaymarch(float3 startPos, float3 rayPos, float fade, float stepsize, inout RaymarchStatus result){ - float4 c = VolumeSampleColor(rayPos); - float density = c.a; - if (density <= 0.0f) - return; - float extinction = _ExtinctionCoefficient * density / (1-fade); - - float clampedExtinction = max(extinction, 1e-7); - float transmittance = exp(-extinction * stepsize); - - float3 luminance = c.rgb; - float3 integScatt = (luminance - luminance * transmittance) / clampedExtinction; - float depthWeight = result.intTransmittance * (1-transmittance); //Is it a better idead to use (1-transmittance) * intTransmittance as depth weight? - - result.intensity += result.intTransmittance * integScatt; - result.depth += depthWeight * length(rayPos - startPos); - result.depthweightsum += depthWeight; - result.intTransmittance *= transmittance; -} - -float GetDensity(float3 startPos, float3 dir, float maxSampleDistance, float raymarchOffset, out float3 intensity,out float depth) { - float raymarchDistance = 0; - - RaymarchStatus result; - InitRaymarchStatus(result); - - [loop] - for (int j = 0; j < SAMPLE_COUNT; j++) { - float prevRayDist = raymarchDistance; - raymarchDistance = pow((j+raymarchOffset)/SAMPLE_COUNT,2) * _ProjectionParams.z; - if(raymarchDistance > maxSampleDistance) break; - float step = raymarchDistance - prevRayDist; - float3 rayPos = startPos + dir * raymarchDistance; - float fade = smoothstep(_ProjectionParams.z*.9,_ProjectionParams.z, raymarchDistance); - IntegrateRaymarch(startPos, rayPos, fade, step, result); - if (result.intTransmittance < 0.01f) { - result.intTransmittance = 0; - break; - } - } - - depth = result.depth / result.depthweightsum / _ProjectionParams.z; - if (depth == 0.0f) { - depth = maxSampleDistance; - } - intensity = result.intensity; - return (1.0f - result.intTransmittance); -} diff --git a/Assets/Shaders/Raymarching/CloudShader.shader b/Assets/Shaders/Raymarching/CloudShader.shader index 0ec658cad..e87575b89 100644 --- a/Assets/Shaders/Raymarching/CloudShader.shader +++ b/Assets/Shaders/Raymarching/CloudShader.shader @@ -10,13 +10,11 @@ Shader "Aetheria/CloudShader" SubShader { Cull Off ZWrite Off ZTest Always - //Pass1, Render a undersampled buffer. The buffer is dithered using bayer matrix(every 3x3 pixel) and halton sequence. - //Why does it need a bayer matrix as offset? See technical overview on github page. Pass { CGPROGRAM #pragma target 5.0 - #pragma multi_compile LOW_QUALITY MEDIUM_QUALITY HIGH_QUALITY ULTRA_QUALITY //High quality uses more samples. + #pragma multi_compile LOW_QUALITY MEDIUM_QUALITY HIGH_QUALITY ULTRA_QUALITY //Higher quality uses more samples. #pragma vertex vert #pragma fragment frag @@ -33,8 +31,8 @@ Shader "Aetheria/CloudShader" #if defined(LOW_QUALITY) #define SAMPLE_COUNT 32 #endif - - #include "./CloudNormalRaymarch.cginc" + + #include_with_pragmas "Assets/Shaders/Volumetric.cginc" #include "UnityCG.cginc" #include "Assets/Shaders/PackFloat.cginc" sampler2D _CameraDepthTexture; @@ -44,6 +42,8 @@ Shader "Aetheria/CloudShader" float4 _DitheringCoords; uniform float4x4 _CamInvProj; + float _ExtinctionCoefficient; + struct appdata { float4 vertex : POSITION; @@ -65,6 +65,74 @@ Shader "Aetheria/CloudShader" o.vsray = (2.0 * v.uv - 1.0) * _ProjectionExtents.xy + _ProjectionExtents.zw; return o; } + + struct RaymarchStatus { + float3 intensity; + float depth; + float depthweightsum; + float intTransmittance; + }; + + void InitRaymarchStatus(inout RaymarchStatus result){ + result.intTransmittance = 1.0f; + result.intensity = 0.0f; + result.depthweightsum = 0.00001f; + result.depth = 0.0f; + } + + void IntegrateRaymarch(float3 startPos, float3 rayPos, float fade, float stepsize, inout RaymarchStatus result){ + float4 c = VolumeSampleColor(rayPos); + float density = c.a; + if (density <= 0.0f) + { + result.intTransmittance = 0; + return; + } + float extinction = _ExtinctionCoefficient * density / (1-fade); + + float clampedExtinction = max(extinction, 1e-7); + float transmittance = exp(-extinction * stepsize); + + float3 luminance = c.rgb * _NebulaLuminance; + float3 integScatt = (luminance - luminance * transmittance) / clampedExtinction; + float depthWeight = result.intTransmittance * (1-transmittance); //Is it a better idea to use (1-transmittance) * intTransmittance as depth weight? + + result.intensity += result.intTransmittance * integScatt; + result.depth += depthWeight * length(rayPos - startPos); + result.depthweightsum += depthWeight; + result.intTransmittance *= transmittance; + } + + float GetDensity(float3 startPos, float3 dir, float maxSampleDistance, float raymarchOffset, out float3 intensity,out float depth) { + float raymarchDistance = 0; + float totalRaymarchDistance = _ProjectionParams.z - _ProjectionParams.y; + + RaymarchStatus result; + InitRaymarchStatus(result); + + [loop] + for (int j = 1; j < SAMPLE_COUNT; j++) { + float prevRayDist = raymarchDistance; + raymarchDistance = _ProjectionParams.y + pow((j+raymarchOffset)/SAMPLE_COUNT,2) * totalRaymarchDistance; + if(raymarchDistance > maxSampleDistance) break; + float step = raymarchDistance - prevRayDist; + float3 rayPos = startPos + dir * raymarchDistance; + float fade = smoothstep(_ProjectionParams.z*.8,_ProjectionParams.z, raymarchDistance); + IntegrateRaymarch(startPos, rayPos, fade, step, result); + if (result.intTransmittance < 0.01f) { + result.intTransmittance = 0; + break; + } + } + + depth = result.depth / result.depthweightsum / _ProjectionParams.z; + if (depth == 0.0f) { + depth = maxSampleDistance; + } + intensity = result.intensity; + return (1.0f - result.intTransmittance); + } + float3 DepthToWorld(float2 uv, float depth) { float z = (1-depth) * 2.0 - 1.0; @@ -93,6 +161,7 @@ Shader "Aetheria/CloudShader" float depthSample = tex2Dproj( _CameraDepthTexture, screenPos ).r; float3 worldDepth = DepthToWorld(screenPos, depthSample); float raymarchEnd = length(worldDepth-worldPos.xyz); + float raymarchStart = _ProjectionParams.y; //float sceneDepth = Linear01Depth(depthSample); //bool occluded = GetRaymarchEndFromSceneDepth(sceneDepth, raymarchEnd); diff --git a/Assets/Shaders/StretchedSkybox.shader b/Assets/Shaders/StretchedSkybox.shader new file mode 100644 index 000000000..c6772b77b --- /dev/null +++ b/Assets/Shaders/StretchedSkybox.shader @@ -0,0 +1,78 @@ +// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) + +Shader "Skybox/Stretched Cubemap" { +Properties { + _Stretching ("Stretching", Range(-1,1)) = 0.5 + _Tint ("Tint Color", Color) = (.5, .5, .5, .5) + [Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0 + _Rotation ("Rotation", Range(0, 360)) = 0 + [NoScaleOffset] _Tex ("Cubemap (HDR)", Cube) = "grey" {} +} + +SubShader { + Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" } + Cull Off ZWrite Off + + Pass { + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + + #include "UnityCG.cginc" + + samplerCUBE _Tex; + half4 _Tex_HDR; + half4 _Tint; + half _Exposure; + half _Stretching; + float _Rotation; + + float3 RotateAroundYInDegrees (float3 vertex, float degrees) + { + float alpha = degrees * UNITY_PI / 180.0; + float sina, cosa; + sincos(alpha, sina, cosa); + float2x2 m = float2x2(cosa, -sina, sina, cosa); + return float3(mul(m, vertex.xz), vertex.y).xzy; + } + + struct appdata_t { + float4 vertex : POSITION; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f { + float4 vertex : SV_POSITION; + float3 texcoord : TEXCOORD0; + UNITY_VERTEX_OUTPUT_STEREO + }; + + v2f vert (appdata_t v) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + float3 rotated = RotateAroundYInDegrees(v.vertex, _Rotation); + o.vertex = UnityObjectToClipPos(rotated); + o.texcoord = v.vertex.xyz; + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + half4 tex = texCUBE (_Tex, i.texcoord + float3(0,-1,0) * _Stretching); + half3 c = DecodeHDR (tex, _Tex_HDR); + c = c * _Tint.rgb * unity_ColorSpaceDouble.rgb; + c *= _Exposure; + return half4(c, 1); + } + ENDCG + } +} + + +Fallback Off + +} diff --git a/Assets/Shaders/Raymarching/CloudNormalRaymarch.cginc.meta b/Assets/Shaders/StretchedSkybox.shader.meta similarity index 59% rename from Assets/Shaders/Raymarching/CloudNormalRaymarch.cginc.meta rename to Assets/Shaders/StretchedSkybox.shader.meta index 52498d04e..9a7efc754 100644 --- a/Assets/Shaders/Raymarching/CloudNormalRaymarch.cginc.meta +++ b/Assets/Shaders/StretchedSkybox.shader.meta @@ -1,8 +1,10 @@ fileFormatVersion: 2 -guid: 31ddb89f7354b2e4384d433c9dc67aac +guid: 7227c68540977d04b81c02ca9ae897f8 ShaderImporter: externalObjects: {} defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 userData: assetBundleName: assetBundleVariant: diff --git a/Assets/Shaders/Volumetric.cginc b/Assets/Shaders/Volumetric.cginc index f733706e0..c4f50f4ef 100644 --- a/Assets/Shaders/Volumetric.cginc +++ b/Assets/Shaders/Volumetric.cginc @@ -1,3 +1,7 @@ +#pragma multi_compile __ FLOW_GLOBAL +#pragma multi_compile __ FLOW_SLOPE +#pragma multi_compile __ NOISE_SLOPE + #include "UnityCG.cginc" uniform sampler2D _NebulaSurfaceHeight; @@ -15,7 +19,6 @@ uniform half _NebulaFillDensity, _NebulaFillDistance, _NebulaFillExponent, _NebulaFillOffset, - _NebulaFloorDensity, _NebulaPatchDensity, _NebulaFloorOffset, _NebulaFloorBlend, @@ -27,13 +30,16 @@ uniform half _NebulaFillDensity, _NebulaNoiseExponent, _NebulaNoiseAmplitude, _NebulaNoiseSpeed, + _NebulaNoiseSlopeExponent, _FlowScale, _FlowAmplitude, _FlowScroll, _FlowPeriod, + _FlowSlopeAmplitude, + _FlowSwirlAmplitude, _SafetyDistance, - _DynamicLodRange, - _DynamicLodBias, + _DynamicLodLow, + _DynamicLodHigh, _DynamicIntensity, _DynamicSkyBoost; @@ -96,7 +102,7 @@ float cloudDensity(float3 pos, float surfaceDisp) } // TODO: Get this working? -float2 flowTex(float3 pos) +float2 texFlow(float3 pos) { const float2 fluidUv = getUVFluid(pos.xz); if(any(fluidUv<0)||any(fluidUv>1)) return 0; @@ -108,21 +114,50 @@ float2 flowTex(float3 pos) float2 gravGradient (float2 uv) { return float2( - tex2Dlod(_NebulaSurfaceHeight, float4(uv.x + _NebulaSurfaceHeight_TexelSize.x, uv.y, 0, 0)).r - tex2Dlod(_NebulaSurfaceHeight, float4(uv.x - _NebulaSurfaceHeight_TexelSize.x, uv.y, 0, 0)).r, - tex2Dlod(_NebulaSurfaceHeight, float4(uv.x, uv.y + _NebulaSurfaceHeight_TexelSize.y, 0, 0)).r - tex2Dlod(_NebulaSurfaceHeight, float4(uv.x, uv.y - _NebulaSurfaceHeight_TexelSize.y, 0, 0)).r + tex2Dlod(_NebulaSurfaceHeight, float4(uv.x + _NebulaSurfaceHeight_TexelSize.x, uv.y, 0, 0)).r - + tex2Dlod(_NebulaSurfaceHeight, float4(uv.x - _NebulaSurfaceHeight_TexelSize.x, uv.y, 0, 0)).r, + tex2Dlod(_NebulaSurfaceHeight, float4(uv.x, uv.y + _NebulaSurfaceHeight_TexelSize.y, 0, 0)).r - + tex2Dlod(_NebulaSurfaceHeight, float4(uv.x, uv.y - _NebulaSurfaceHeight_TexelSize.y, 0, 0)).r ); } +float3 gravNormal (float2 grad) +{ + float3 normal = float3(-grad.x, _NebulaSurfaceHeight_TexelSize.x*2*_GridTransform.z, -grad.y); + return normalize(normal); +} + +float3 globalFlow(float3 pos) +{ + float3 flowSample = Tri3D( pos / _FlowScale - float3(0,_FlowScroll,0) ) * _FlowAmplitude; + flowSample.y *= .5; + return flowSample; +} + +float3 slopeFlow(float2 grad) +{ + float2 ngrad = normalize(grad); + return float3(ngrad.y, 0, -ngrad.x) * _FlowSwirlAmplitude + float3(ngrad.x, 0, ngrad.y) * _FlowSlopeAmplitude; +} + +float3 slopeFlow(float3 pos) +{ + return slopeFlow(gravGradient(getUV(pos.xz))); +} + float3 flow(float3 pos) { - float3 flowSample = Tri3D( pos / _FlowScale - float3(0,_FlowScroll,0) ); - //float2 grad = normalize(gravGradient(getUV(pos.xz))); - flowSample.xyz *= .5; - flowSample.y *= .5; - // flowSample.x += grad.y; - // flowSample.z += -grad.x; - flowSample.xyz *= _FlowAmplitude; - return flowSample; + float3 flow = 0; + + #if FLOW_GLOBAL + flow += globalFlow(pos); + #endif + + #if FLOW_SLOPE + flow += slopeFlow(pos); + #endif + + return flow; } float tri2(in float x){return 1-2*abs(frac(x)-.5);} @@ -132,22 +167,54 @@ float density(float3 pos) const float2 uv = getUV(pos.xz); const float surfaceDisp = tex2Dlod(_NebulaSurfaceHeight, half4(uv, 0, 0)).r; const float dist = pos.y + surfaceDisp; - float d = pow(abs(dist+_NebulaFillOffset)/_NebulaFillDistance,-_NebulaFillExponent) * _NebulaFillDensity; - //d += pow(abs(dist+_NebulaFillOffset)/(_NebulaFillDistance*10),1/_NebulaFillExponent) * _NebulaFillDensity/4; + float d = pow(smoothstep(0, _NebulaFillDistance, abs(dist+_NebulaFillOffset)),-_NebulaFillExponent) * _NebulaFillDensity; if(dist < _SafetyDistance) { - const float heightFade = smoothstep(_SafetyDistance,_SafetyDistance*.75,dist); - const float3 fl = flow(pos); + float heightFade = smoothstep(_SafetyDistance,_SafetyDistance*.75,dist); + float exponent = _NebulaNoiseExponent; + + #if NOISE_SLOPE + const float2 grad = gravGradient(uv); + const float3 normal = gravNormal(grad); + float flatness = 1 - dot(normal,float3(0,1,0)); + flatness = pow(flatness,_NebulaNoiseSlopeExponent); + heightFade *= flatness; + exponent *= flatness; + #endif + + #if FLOW_GLOBAL || FLOW_SLOPE + float3 fl = 0; + + #if FLOW_GLOBAL + fl += globalFlow(pos); + #endif + + #if FLOW_SLOPE + #if NOISE_SLOPE + fl += slopeFlow(grad); + #else + fl += slopeFlow(pos); + #endif + #endif + const float lerp1 = frac(_Time.y / _FlowPeriod); const float lerp2 = frac(_Time.y / _FlowPeriod + .5); - const float noise1 = pow(triNoise3d((pos+fl.xyz * (lerp1 - .5) * _FlowPeriod) / _NebulaNoiseScale),_NebulaNoiseExponent) * _NebulaNoiseAmplitude * tri2(lerp1); - const float noise2 = pow(triNoise3d((pos+fl.xyz * (lerp2 - .5) * _FlowPeriod) / _NebulaNoiseScale),_NebulaNoiseExponent) * _NebulaNoiseAmplitude * tri2(lerp2); - pos.y += (noise1 + noise2) * heightFade; + const float noise1 = pow(triNoise3d((pos+fl.xyz * (lerp1 - .5) * _FlowPeriod) / _NebulaNoiseScale),exponent) * tri2(lerp1); + const float noise2 = pow(triNoise3d((pos+fl.xyz * (lerp2 - .5) * _FlowPeriod) / _NebulaNoiseScale),exponent) * tri2(lerp2); + pos.y += (noise1 + noise2) * heightFade * _NebulaNoiseAmplitude; const float lerp3 = frac(_Time.y / _FlowPeriod * 2 + .25); const float lerp4 = frac(_Time.y / _FlowPeriod * 2 + .75); - const float noise3 = pow(triNoise3d((pos+fl.xyz * (lerp3 - .5) * _FlowPeriod / 2) / _NebulaNoiseScale * 8), _NebulaNoiseExponent) * _NebulaNoiseAmplitude * tri2(lerp3) / 2; - const float noise4 = pow(triNoise3d((pos+fl.xyz * (lerp4 - .5) * _FlowPeriod / 2) / _NebulaNoiseScale * 8), _NebulaNoiseExponent) * _NebulaNoiseAmplitude * tri2(lerp4) / 2; - pos.y -= (noise3 + noise4) * heightFade; + const float noise3 = pow(triNoise3d((pos+fl.xyz * (lerp3 - .5) * _FlowPeriod / 2) / _NebulaNoiseScale * 8), exponent) * tri2(lerp3); + const float noise4 = pow(triNoise3d((pos+fl.xyz * (lerp4 - .5) * _FlowPeriod / 2) / _NebulaNoiseScale * 8), exponent) * tri2(lerp4); + pos.y -= (noise3 + noise4) * heightFade * _NebulaNoiseAmplitude / 2; + + #else + + const float noise1 = pow(triNoise3d(pos / _NebulaNoiseScale), exponent); + const float noise2 = pow(triNoise3d(pos / _NebulaNoiseScale * 8), exponent); + pos.y += (noise1 - noise2) * heightFade * _NebulaNoiseAmplitude; + + #endif d += cloudDensity(pos, surfaceDisp); } return d; @@ -158,8 +225,7 @@ float4 VolumeSampleColor(float3 pos) float d = density(pos); float2 uv = getUV(pos.xz); float3 tint = tex2Dlod(_NebulaTint, float4(uv.x, uv.y, 0, pow(max(.01,d), _TintLodExponent))); - const float albedo = smoothstep(0,-250,pos.y) * pow(max(.1,d), _TintExponent) * _NebulaLuminance; - return float4(albedo*tint, d); + return float4(tint, d); } float2 tintGradient (float2 uv) @@ -173,8 +239,8 @@ float2 tintGradient (float2 uv) float3 VolumeSampleColorSimple(float3 pos, float3 normal) { float2 uv = getUV(pos.xz); - 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