Aetheria/Assets/Shaders/Raymarching/VolumeRender.shader
Reinier Vens 2c4520000b Demo Hotfixes
Replaced Unity TAA with PlayDead TAA
Custom keyboard layout test scene
Adjusted Aetheric Drive VFX to be more subtle
Reworked stardust VFX to reduce flickering artifacts
Added Action Bar & weapon groups saving/loading
Implemented security levels and faction safe zone visualization
Improved station placement (now include defensive turrets)
2021-05-02 20:59:45 +01:00

307 lines
8.7 KiB
GLSL

Shader "VolSample/Volume Render" {
Properties {
_MainTex( "", 2D ) = "white" {}
_StepExponent("Step Exponent", float) = 1
_Surface("Surface", 2D) = "black" {}
_Patch("Patch", 2D) = "black" {}
_Displacement("Displacement", 2D) = "black" {}
_TintTexture("Tint Texture", 2D ) = "white" {}
[HDR]_Tint("Tint Color", Color) = (1,1,1,1)
//_GridTransform("Grid Transform", Vector) = (0,0,0,0)
_GridFillDensity("Fill Density", float) = 1
_GridFloorDensity("Floor Density", float) = 1
_GridPatchDensity("Patch Density", float) = 1
_GridFloorOffset("Floor Offset", float) = 1
_GridFloorBlend("Floor Blend", float) = 1
_GridPatchBlend("Patch Blend", float) = 1
_Gamma("Gamma", float) = .5
_TintExponent("Tint Exponent", float) = .5
_DepthCeiling("Depth Ceiling", float) = 1000
_DepthBlend("Depth Blend", float) = 100
_NoiseStrength("Noise Strength", float) = 1
_NoiseFrequency("Noise Frequency", float) = 1
_NoiseSpeed("Noise Speed", float) = 1
_SafetyDistance("Safety Distance", float) = 20
_Scattering("Scattering", float) = 1
_ScatteringMinDist("ScatteringMinDist", float) = 1
_ScatteringDistExponent("ScatteringDistExponent", float) = 1
_ScatteringDensityExponent("ScatteringDensityExponent", float) = 1
}
CGINCLUDE;
uniform sampler2D _MainTex;
uniform sampler2D _CameraDepthTexture;
uniform sampler2D _Surface;
uniform sampler2D _Patch;
uniform sampler2D _Displacement;
uniform sampler2D _TintTexture;
//uniform sampler3D _NoiseTex;
#include "UnityCG.cginc"
// the number of volume samples to take
#define SAMPLE_COUNT 128
// Shared shader code for pixel view rays, given screen pos and camera frame vectors.
// Camera vectors are passed in as this shader is run from a post proc camera, so the unity built-in values are not useful.
uniform float4x4 _CamProj;
uniform float4x4 _CamInvProj;
uniform float3 _CamPos;
uniform float3 _CamForward;
uniform float3 _CamRight;
uniform float _HalfFov;
uniform int _FrameNumber;
uniform float _StepExponent;
uniform float3 _GridTransform;
uniform half4 _Tint;
uniform half _GridFillDensity,
_GridFloorDensity,
_GridPatchDensity,
_GridFloorOffset,
_GridFloorBlend,
_GridPatchBlend,
_Gamma,
_TintExponent,
_DepthCeiling,
_DepthBlend,
_NoiseFrequency,
_NoiseStrength,
_NoiseSpeed,
_Scattering,
_ScatteringDensityExponent,
_ScatteringDistExponent,
_ScatteringMinDist,
_SafetyDistance;
// Dithering
sampler2D _DitheringTex;
float4 _DitheringCoords;
inline float nrand(float2 ScreenUVs)
{
return frac(sin(ScreenUVs.x * 12.9898 + ScreenUVs.y * 78.233) * 43758.5453);
}
float tri(in float x){return abs(frac(x)-.5);}
float3 tri3(in float3 p){return float3( tri(p.z+tri(p.y*1.)), tri(p.z+tri(p.x*1.)), tri(p.y+tri(p.x*1.)));}
float triNoise3d(in float3 p)
{
float z=1.4;
float rz = 0.;
float3 bp = p;
for (float i=0.; i<=2.; i++ )
{
float3 dg = tri3(bp * 2.);
p += dg + _Time.y * _NoiseSpeed;
bp *= 1.8;
z *= 1.5;
p *= 1.2;
rz+= (tri(p.z+tri(p.x+tri(p.y))))/z;
bp += 0.14;
}
return rz;
}
float4 VolumeSampleColor(float3 pos)
{
float2 uv = -(pos.xz-_GridTransform.xy)/_GridTransform.z + float2(.5,.5);
float surface = tex2Dlod(_Surface, half4(uv, 0, 0)).r;
float dist = pos.y + surface - _GridFloorOffset;
float4 lightTint = tex2Dlod(_TintTexture, half4(uv, 0, dist/30));
float fillDensity = saturate(-pos.y * _GridFillDensity);
if(dist < _SafetyDistance)
{
float patch = tex2Dlod(_Patch, half4(uv, 0, 0)).r;
float displacement = tex2Dlod(_Displacement, half4(uv, 0, 0)).r;
//float noise = tex3D(_NoiseTex, pos*_NoiseFrequency);
float noise = pow(triNoise3d(pos*_NoiseFrequency),2)* _NoiseStrength;// + triNoise3d(pos*_NoiseFrequency*2, _NoiseSpeed * 2) * .5;
pos.y += noise;
float patchDensity = saturate((-abs(pos.y+displacement)+patch)/_GridPatchBlend)*_GridPatchDensity;
float floorDist = -pos.y-surface+_GridFloorOffset;
float floorDensity = floorDist/_GridFloorBlend*_GridFloorDensity;
float fogDensity = patchDensity + max(0,floorDensity);
float alpha = min(max(fogDensity, 0) + fillDensity, .99);
float albedo = pow(1-alpha, _TintExponent) * smoothstep(0,-250,pos.y);
return float4((albedo*_Tint*lightTint).rgb, alpha);
}
float albedo = pow(1-fillDensity, _TintExponent);
return float4((albedo*_Tint*lightTint).rgb, fillDensity);
}
void RaymarchStep( in float3 pos, in float stepSize, in float weight, inout float4 sum, in float scatter, inout float scatterSum)
{
if( sum.a <= 0.99 )
{
float4 col = VolumeSampleColor( pos );
col.rgb *= weight * (1.0 - sum.a);
sum += stepSize * col * col.a;
scatterSum += pow(col.a, _ScatteringDensityExponent) * scatter;
}
}
float4 RayMarch( in float3 origin, in float3 direction, in float zbuf, in float2 screenUV, out float scatterSum )
{
scatterSum = 0;
float blue = tex2D(_DitheringTex, screenUV * _DitheringCoords.xy).r;
float rand = frac(blue + _FrameNumber * 1.61803398875);
//return float4(rand, rand, rand, 1);
//half rand = frac(nrand(screenUV) + _FrameNumber * 1.61803398875);
//half rand = nrand(screenUV + frac(_Time.x)) * 2;
float4 sum = (float4)0.;
scatterSum = 0.;
// setup sampling
float offset = rand/SAMPLE_COUNT;
float rayDist = 0;
for( int i = 0; i < SAMPLE_COUNT; i++ )
{
float prevRayDist = rayDist;
rayDist = pow((float)i/SAMPLE_COUNT + offset,_StepExponent) * _DepthCeiling;
float distToSurf = zbuf - rayDist;
if( distToSurf <= 0.001 || sum.a > .99) break;
float step = rayDist - prevRayDist;
//float wt = (distToSurf >= step) ? 1. : distToSurf / step;
RaymarchStep( origin + rayDist * direction, step, 1-rayDist/_DepthCeiling, sum, _Scattering/pow(max(rayDist,_ScatteringMinDist),_ScatteringDistExponent), scatterSum);
rayDist += step;
}
sum.rgb = pow( sum.rgb, 1 / _Gamma );
return sum;
}
struct v2f
{
float4 pos : SV_POSITION;
float4 screenPos : TEXCOORD1;
};
v2f vert( appdata_base v )
{
v2f o;
o.pos = UnityObjectToClipPos( v.vertex );
o.screenPos = ComputeScreenPos( o.pos );
return o;
}
void computeCamera( in float2 q, out float3 rayOrigin, out float3 rd )
{
rayOrigin = _WorldSpaceCameraPos;
float2 p = 2.0*(q - 0.5);
float4 d = mul(_CamProj, float4(p, 0, 1));
d.xyz /= d.w;
//rd = (d - rayOrigin);
rd = normalize(d - rayOrigin);
rayOrigin = d;
//rayOrigin += _ProjectionParams.y * rd;
}
inline float LinearEyeDepthToOutDepth(float z)
{
return (1 - _ZBufferParams.w * z) / (_ZBufferParams.z * z);
}
float3 DepthToWorld(float2 uv, float depth) {
float z = (1-depth) * 2.0 - 1.0;
float4 clipSpacePosition = float4(uv * 2.0 - 1.0, z, 1.0);
float4 viewSpacePosition = mul(_CamInvProj,clipSpacePosition);
viewSpacePosition /= viewSpacePosition.w;
float4 worldSpacePosition = mul(unity_ObjectToWorld,viewSpacePosition);
return worldSpacePosition.xyz;
}
// MRT shader
struct FragmentOutput
{
half4 dest0 : COLOR0;
half4 dest1 : COLOR1;
};
FragmentOutput frag( v2f i ) : SV_Target //out float outDepth : SV_Depth
{
FragmentOutput o;
float2 q = i.screenPos.xy / i.screenPos.w;
// camera
float3 rayOrigin, rayDirection;
computeCamera( q, rayOrigin, rayDirection );
// z buffer / scene depth for this pixel
float4 screenPos = UNITY_PROJ_COORD( i.screenPos );
float2 screenUV = screenPos.xy / screenPos.w;
float depthSample = tex2Dproj( _CameraDepthTexture, screenPos ).r;
//float depthValue = LinearEyeDepth(depthSample);
float3 worldDepth = DepthToWorld(screenPos, depthSample);
float depthValue = length(worldDepth-rayOrigin);
// march through volume
float scatter;
float4 clouds = RayMarch( rayOrigin, rayDirection, depthValue, screenUV, scatter );
o.dest1 = .5 + scatter*.5;//smoothstep(1,.99,clouds.a)*pow(clouds.a,1)*.5;
float3 bgcol = tex2Dlod( _MainTex, float4(q, 0., 0.) );
// add in camera render colours, if not zfar (so we exclude skybox)
if(clouds.a < .99 && depthValue < _DepthCeiling)
{
// Blend out camera render when outside marching range
if( depthValue >= _DepthCeiling - _DepthBlend )
clouds.a = lerp(clouds.a, 1, (depthValue - (_DepthCeiling - _DepthBlend)) / _DepthBlend);
//clouds.xyz = lerp(clouds.xyz, bgcol, 1-clouds.a);
clouds.xyz += (1. - clouds.a) * bgcol;
// assume zbuffer represents opaque surface
}
clouds.a = 1.;
//outDepth = LinearEyeDepthToOutDepth(min(depthValue, rayDist));
o.dest0 = clouds;
return o;
}
ENDCG
Subshader
{
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
} // shader