Aetheria/Assets/Shaders/Raymarching/CloudShader.shader
2026-06-30 19:14:49 +01:00

320 lines
9.6 KiB
Text

// 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
}
}
}