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- Shader "Lux URP/FX/Box Volume"
- {
- Properties
- {
- [HeaderHelpLuxURP_URL(t98mzd66fi0m)]
- [Header(Surface Options)]
- [Space(8)]
- [Enum(UnityEngine.Rendering.CompareFunction)]
- _ZTest ("ZTest", Int) = 8
- [Enum(UnityEngine.Rendering.CullMode)]
- _Cull ("Culling", Float) = 1
- [Toggle(ORTHO_SUPPORT)]
- _OrthoSpport ("Enable Orthographic Support", Float) = 0
- [Header(Surface Inputs)]
- [Space(8)]
- _Color ("Color", Color) = (1,1,1,1)
- [Toggle(_ENABLEGRADIENT)]
- _EnableGradient ("Enable Gradient", Float) = 0
- [NoScaleOffset]
- _MainTex (" Vertical Gradient", 2D) = "white" {}
- [Header(Thickness Remap)]
- [Space(8)]
- _Lower (" Lower", Range(0,1)) = 0
- _Upper (" Upper", Range(0,4)) = 1
- //[Space(5)]
- //_SoftEdge (" Soft Edge Factor", Float) = 2.0
- [Space(5)]
- [Toggle(_APPLYFOG)]
- _ApplyFog ("Enable Fog", Float) = 0.0
- [Toggle(_HQFOG)]
- _HQFog (" HQ Fog", Float) = 0.0
- }
- SubShader
- {
- Tags
- {
- "RenderPipeline" = "UniversalPipeline"
- "RenderType"="Transparent"
- "Queue"="Transparent+50"
- }
- Pass
- {
- Name "StandardUnlit"
- Tags{"LightMode" = "UniversalForward"}
- Blend SrcAlpha OneMinusSrcAlpha
- // As we want to be able to enter the volume we have to draw the back faces
- Cull [_Cull]
- // We fully rely on the depth texture sample!
- ZTest [_ZTest]
- ZWrite Off
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard srp library
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #pragma target 2.0
- #pragma shader_feature_local _ENABLEGRADIENT
- #pragma shader_feature_local _APPLYFOG
- #pragma shader_feature_local ORTHO_SUPPORT
- // -------------------------------------
- // Lightweight Pipeline keywords
- // -------------------------------------
- // Unity defined keywords
- #if defined(_APPLYFOG)
- #pragma multi_compile_fog
- #pragma shader_feature_local _HQFOG
- #endif
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
-
- #pragma vertex vert
- #pragma fragment frag
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
- CBUFFER_START(UnityPerMaterial)
- half4 _Color;
- half _Lower;
- half _Upper;
- //half _SoftEdge;
- CBUFFER_END
- #if defined(_ENABLEGRADIENT)
- TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
- #endif
- #if defined(SHADER_API_GLES)
- TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture);
- #else
- TEXTURE2D_X_FLOAT(_CameraDepthTexture);
- #endif
- float4 _CameraDepthTexture_TexelSize;
- struct VertexInput
- {
- float4 vertex : POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- float4 positionCS : SV_POSITION;
- float3 positionWS : TEXCOORD1;
- float2 projectedPosition : TEXCOORD2;
- float3 cameraPositionOS : TEXCOORD3;
- float scale : TEXCOORD4;
-
- #if defined(_APPLYFOG)
- half fogCoord : TEXCOORD5;
- #endif
- float4 viewRayOS : TEXCOORD6;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- float IntersectRayBox(float3 rayOrigin, float3 rayDirection,
- out float tEntr, out float tExit)
- {
- // Could be precomputed. Clamp to avoid INF. clamp() is a single ALU on GCN.
- // rcp(FLT_EPS) = 16,777,216, which is large enough for our purposes,
- // yet doesn't cause a lot of numerical issues associated with FLT_MAX.
- float3 rayDirInv = clamp(rcp(rayDirection), -rcp(FLT_EPS), rcp(FLT_EPS));
- // Perform ray-slab intersection (component-wise).
- float3 boxMin = float3(-0.5, -0.5, -0.5);
- float3 boxMax = float3( 0.5, 0.5, 0.5);
- float3 t0 = boxMin * rayDirInv - (rayOrigin * rayDirInv);
- float3 t1 = boxMax * rayDirInv - (rayOrigin * rayDirInv);
- // Find the closest/farthest distance (component-wise).
- float3 tSlabEntr = min(t0, t1);
- float3 tSlabExit = max(t0, t1);
- // Find the farthest entry and the nearest exit.
- tEntr = Max3(tSlabEntr.x, tSlabEntr.y, tSlabEntr.z);
- tExit = Min3(tSlabExit.x, tSlabExit.y, tSlabExit.z);
- // When the camera is inside the volume we may get negative values so the box from behind the camera gets "mirrored" into the view.
- // Using max(0, ) suppresses these artifacts.
- tEntr = max(0.0f, tEntr);
- return tExit - tEntr;
- }
- VertexOutput vert (VertexInput v)
- {
- VertexOutput o = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- //
- VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
- o.positionCS = vertexInput.positionCS;
- o.projectedPosition = vertexInput.positionNDC.xy;
- o.positionWS = vertexInput.positionWS;
- o.cameraPositionOS = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1)).xyz;
- float4x4 ObjectToWorldMatrix = GetObjectToWorldMatrix();
- float3 worldScale = float3(
- length(ObjectToWorldMatrix._m00_m10_m20), // scale x axis
- length(ObjectToWorldMatrix._m01_m11_m21), // scale y axis
- length(ObjectToWorldMatrix._m02_m12_m22) // scale z axis
- );
- o.scale = 1.0f / max(worldScale.x, max(worldScale.y, worldScale.z));
- #if defined(_APPLYFOG)
- o.fogCoord = ComputeFogFactor(o.positionCS.z);
- #endif
- float4 positionVS = mul(UNITY_MATRIX_V, mul(UNITY_MATRIX_M, v.vertex)); //mul(UNITY_MATRIX_MV, v.vertex);
- float3 viewRayVS = positionVS.xyz;
- // NOTE: Fix direction of the viewRay
- float4x4 ViewToObjectMatrix = mul(GetWorldToObjectMatrix(), UNITY_MATRIX_I_V);
- o.viewRayOS.xyz = mul((float3x3)ViewToObjectMatrix, -viewRayVS).xyz;
- // positionVS.z here acts as view space to object space ratio (negative)
- o.viewRayOS.w = positionVS.z;
- return o;
- }
- real LuxComputeFogFactor(float z)
- {
- float clipZ_01 = UNITY_Z_0_FAR_FROM_CLIPSPACE(z);
- #if defined(FOG_LINEAR)
- // factor = (end-z)/(end-start) = z * (-1/(end-start)) + (end/(end-start))
- float fogFactor = saturate(clipZ_01 * unity_FogParams.z + unity_FogParams.w);
- return real(fogFactor);
- #elif defined(FOG_EXP) || defined(FOG_EXP2)
- // factor = exp(-(density*z)^2)
- // -density * z computed at vertex
- return real(unity_FogParams.x * clipZ_01);
- #else
- return 0.0h;
- #endif
- }
- // ------------------------------------------------------------------
- // Helper functions to handle orthographic / perspective projection
- inline float GetOrthoDepthFromZBuffer (float rawDepth) {
- #if defined(UNITY_REVERSED_Z)
- // Needed to handle openGL
- #if UNITY_REVERSED_Z == 1
- rawDepth = 1.0f - rawDepth;
- #endif
- #endif
- return lerp(_ProjectionParams.y, _ProjectionParams.z, rawDepth);
- }
- inline float GetProperEyeDepth (float rawDepth) {
- #if defined(ORTHO_SUPPORT)
- float perspectiveSceneDepth = LinearEyeDepth(rawDepth, _ZBufferParams);
- float orthoSceneDepth = GetOrthoDepthFromZBuffer(rawDepth);
- return lerp(perspectiveSceneDepth, orthoSceneDepth, unity_OrthoParams.w);
- #else
- return LinearEyeDepth(rawDepth, _ZBufferParams);
- #endif
- }
- half4 frag (VertexOutput input ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
-
- half4 color = half4(1,1,1,0);
-
- float3 rayDir = input.viewRayOS.xyz / input.viewRayOS.w;
- float3 rayStart = input.cameraPositionOS;
- float2 screenUV = input.projectedPosition.xy / input.positionCS.w;
- // Fix screenUV for Single Pass Stereo Rendering
- #if defined(UNITY_SINGLE_PASS_STEREO)
- screenUV.x = screenUV.x * 0.5f + (float)unity_StereoEyeIndex * 0.5f;
- #endif
- #if defined(SHADER_API_GLES)
- float sceneZ = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, screenUV, 0);
- #else
- float sceneZ = LOAD_TEXTURE2D_X(_CameraDepthTexture, _CameraDepthTexture_TexelSize.zw * screenUV).x;
- #endif
- sceneZ = GetProperEyeDepth(sceneZ);
-
- float near;
- float far;
- float thickness = IntersectRayBox(rayStart, rayDir, near, far);
- // Entry point in object space
- float3 entryOS = rayStart + rayDir * near;
- float distanceToEntryOS = length(entryOS - input.cameraPositionOS);
- float sceneDistanceOS = length(sceneZ * rayDir);
- float sceneToEntry = sceneDistanceOS - distanceToEntryOS;
- // Nothing to do if the scene is in front of the entry point
- clip(sceneToEntry);
- // Exit point in object space
- float3 exitOS = rayStart + rayDir * far;
- float maxTravel = distance(exitOS, entryOS);
- float denom = min(sceneToEntry, maxTravel);
- float percentage = maxTravel / denom;
- percentage = rcp(percentage);
- float alpha = thickness * input.scale * percentage;
- // Smooth falloff
- alpha = smoothstep(_Lower, _Upper, alpha);
- // Scene blending - as otherwise we may get 1px wide artifacts at the borders.
- //alpha *= saturate(sceneToEntry / _SoftEdge );
- // saturate eliminates artifacts at grazing angles
- color.a = saturate(alpha);
- #if defined(_ENABLEGRADIENT)
- color.rgb = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(exitOS.y + 0.5, 0)).rgb;
- #endif
- color *= _Color;
-
- // Here was a nasty bug!
- #if defined(_APPLYFOG)
- #if defined(_HQFOG)
- float3 exitFog = mul(GetObjectToWorldMatrix(), float4(rayStart + rayDir * far * sqrt(percentage), 1)).xyz;
- float4 FogClipSpace = TransformWorldToHClip(exitFog);
- float fogFactor = LuxComputeFogFactor( FogClipSpace.z);
- color.rgb = MixFog(color.rgb, fogFactor);
- #else
- color.rgb = MixFog(color.rgb, input.fogCoord);
- #endif
- #endif
- return color;
- }
- ENDHLSL
- }
-
- }
- FallBack "Hidden/InternalErrorShader"
- }
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