// Based on github.com/yangrc1234/VolumeCloud Shader "Aetheria/CloudShader" { Properties { _MainTex("MainTex",2D) = "white"{} } SubShader { Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma target 5.0 #pragma multi_compile LOW_QUALITY MEDIUM_QUALITY HIGH_QUALITY ULTRA_QUALITY //Higher quality uses more samples. #pragma vertex vert #pragma fragment frag #if defined(ULTRA_QUALITY) #define SAMPLE_COUNT 256 #endif #if defined(HIGH_QUALITY) #define SAMPLE_COUNT 128 #endif #if defined(MEDIUM_QUALITY) #define SAMPLE_COUNT 64 #endif #if defined(LOW_QUALITY) #define SAMPLE_COUNT 32 #endif #include_with_pragmas "Assets/Shaders/Volumetric.cginc" #include "UnityCG.cginc" #include "Assets/Shaders/PackFloat.cginc" sampler2D _CameraDepthTexture; float4 _CameraDepthTexture_TexelSize; float _RaymarchOffset; //raymarch offset by halton sequence, [0,1] float4 _ProjectionExtents; sampler2D _DitheringTex; float4 _DitheringCoords; uniform float4x4 _CamInvProj; float _ExtinctionCoefficient; struct Interpolator { float4 vertex : SV_POSITION; float4 screenPos : TEXCOORD0; float2 vsray : TEXCOORD1; }; float2 FullScreenTriangleUV(uint vertexID) { return float2((vertexID << 1) & 2, vertexID & 2); } Interpolator vert (uint vertexID : SV_VertexID) { float2 uv = FullScreenTriangleUV(vertexID); float2 rayUv = float2(uv.x, 1.0 - uv.y); Interpolator o; o.vertex = float4(uv * 2.0 - 1.0, 0.0, 1.0); o.screenPos = ComputeScreenPos(o.vertex); o.vsray = (2.0 * rayUv - 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) { #if UNITY_REVERSED_Z float z = depth; #else float z = lerp(UNITY_NEAR_CLIP_VALUE, 1.0, depth); #endif float4 clipSpacePosition = float4(uv * 2.0 - 1.0, z, 1.0); float4 worldSpacePosition = mul(_CamInvProj, clipSpacePosition); worldSpacePosition /= worldSpacePosition.w; return worldSpacePosition.xyz; } float GetRaymarchEndFromSceneDepth(float sceneDepth, out float raymarchEnd) { raymarchEnd = sceneDepth * _ProjectionParams.z; //raymarch to scene depth. return sceneDepth<.99; } float4 frag (Interpolator i) : SV_Target { float3 vspos = float3(i.vsray, 1.0); float4 worldPos = mul(unity_CameraToWorld,float4(vspos,1.0)); worldPos /= worldPos.w; float2 screenUV = i.screenPos.xy / i.screenPos.w; float depthSample = tex2D(_CameraDepthTexture, screenUV).r; float raymarchEnd = LinearEyeDepth(depthSample) * length(vspos) / max(abs(vspos.z), 0.0001); float raymarchStart = _ProjectionParams.y; //float sceneDepth = Linear01Depth(depthSample); //bool occluded = GetRaymarchEndFromSceneDepth(sceneDepth, raymarchEnd); float3 viewDir = normalize(worldPos.xyz - _WorldSpaceCameraPos); //float blue = tex2D(_DitheringTex, screenPos * _DitheringCoords.xy + _DitheringCoords.zw).r; float dither = tex2D(_DitheringTex, screenUV * _DitheringCoords.xy).r; float offset = -fmod(_RaymarchOffset + dither, 1.0f); //final offset combined. The value will be multiplied by sample step in GetDensity. float3 intensity; float distance; //TODO: sceneDepth here is distance in camera z-axis, but the parameter should be radial distance. float density = GetDensity(_WorldSpaceCameraPos, viewDir, raymarchEnd, offset, /*out*/intensity, /*out*/distance); return float4(intensity, pack(distance, density)); } ENDCG } //Pass 2, blend undersampled image with history buffer to new buffer. Pass{ CGPROGRAM #pragma target 5.0 #pragma vertex vert #pragma fragment frag #pragma multi_compile LOW_QUALITY MEDIUM_QUALITY HIGH_QUALITY #include "UnityCG.cginc" #include "Assets/Shaders/PackFloat.cginc" sampler2D _MainTex; //history buffer. float4 _MainTex_TexelSize; sampler2D _UndersampleCloudTex; //current undersampled tex. float4 _UndersampleCloudTex_TexelSize; float4x4 _PrevVP; //View projection matrix of last frame. Used to temporal reprojection. float _ResetHistory; //These values are needed for doing extra raymarch when out of bound. sampler2D _CameraDepthTexture; float4 _ProjectionExtents; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; float2 vsray : TEXCOORD1; float4 screenPos : TEXCOORD2; }; float2 FullScreenTriangleUV(uint vertexID) { return float2((vertexID << 1) & 2, vertexID & 2); } v2f vert(uint vertexID : SV_VertexID) { float2 uv = FullScreenTriangleUV(vertexID); float2 rayUv = float2(uv.x, 1.0 - uv.y); v2f o; o.vertex = float4(uv * 2.0 - 1.0, 0.0, 1.0); o.uv = uv; o.vsray = (2.0 * rayUv - 1.0) * _ProjectionExtents.xy + _ProjectionExtents.zw; o.screenPos = ComputeScreenPos(o.vertex); return o; } //Get uv of wspos in history buffer. float2 PrevUV(float4 wspos, out half outOfBound) { float4 prevUV = mul(_PrevVP, wspos); prevUV.xy = 0.5 * (prevUV.xy / prevUV.w) + 0.5; half oobmax = max(0.0 - prevUV.x, 0.0 - prevUV.y); half oobmin = max(prevUV.x - 1.0, prevUV.y - 1.0); outOfBound = step(0, max(oobmin, oobmax)); return prevUV; } //Code from https://zhuanlan.zhihu.com/p/64993622. Do AABB clip in TAA(clip to center). float4 ClipAABB(float4 aabbMin, float4 aabbMax, float4 prevSample) { // note: only clips towards aabb center (but fast!) float4 p_clip = 0.5 * (aabbMax + aabbMin); float4 e_clip = 0.5 * (aabbMax - aabbMin); float4 v_clip = prevSample - p_clip; float4 v_unit = v_clip / e_clip; float4 a_unit = abs(v_unit); float ma_unit = max(max(a_unit.x, max(a_unit.y, a_unit.z)), a_unit.w); if (ma_unit > 1.0) return p_clip + v_clip / ma_unit; else return prevSample;// point inside aabb } float4 frag(v2f i) : SV_Target { float3 vspos = float3(i.vsray, 1.0); // float4 worldPos = mul(unity_CameraToWorld, float4(vspos, 1.0f)); // worldPos /= worldPos.w; float4 raymarchResult = tex2D(_UndersampleCloudTex, i.uv); return raymarchResult; } ENDCG } //Pass3, Blend final cloud image with final image. Pass{ Cull Off ZWrite Off ZTest Always Blend One OneMinusSrcAlpha CGPROGRAM #pragma target 5.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "Assets/Shaders/PackFloat.cginc" sampler2D _CloudTex; //The full resolution cloud tex we generated. sampler2D _CameraDepthTexture; float4 _ProjectionExtents; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; float2 FullScreenTriangleUV(uint vertexID) { return float2((vertexID << 1) & 2, vertexID & 2); } v2f vert(uint vertexID : SV_VertexID) { float2 uv = FullScreenTriangleUV(vertexID); v2f o; o.vertex = float4(uv * 2.0 - 1.0, 0.0, 1.0); o.uv = uv; return o; } half4 frag(v2f i) : SV_Target { float4 currSample = tex2D(_CloudTex, i.uv); float distance; float density; unpack(currSample.a, distance, density); return half4(currSample.rgb, saturate(density)); } ENDCG } } }