Files
Northbound/Assets/FlatKit/[Render Pipeline] URP/RenderFeatures/Resources/FlatKitFog.shader
2026-01-25 11:27:33 +09:00

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6.1 KiB
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Shader "Hidden/FlatKit/FogFilter"
{
Properties
{
[Toggle(USE_DISTANCE_FOG)]_UseDistanceFog ("Use Distance", Float) = 0
[Toggle(USE_DISTANCE_FOG_ON_SKY)]_UseDistanceFogOnSky ("Use Distance Fog On Sky", Float) = 0
[Space]
_Near ("Near", Float) = 0
_Far ("Far", Float) = 100
[Space]
_DistanceFogIntensity ("Distance Fog Intensity", Range(0, 1)) = 1
[Space(25)]
[Toggle(USE_HEGHT_FOG)]_UseHeightFog ("Use Height", Float) = 0
[Toggle(USE_HEGHT_FOG_ON_SKY)]_UseHeightFogOnSky ("Use Height Fog On Sky", Float) = 0
[Space]
_LowWorldY ("Low", Float) = 0
_HighWorldY ("High", Float) = 10
[Space]
_HeightFogIntensity ("Height Fog Intensity", Range(0, 1)) = 1
[Space(25)]
_DistanceHeightBlend ("Distance / Height blend", Range(0, 1)) = 0.5
}
SubShader
{
Tags
{
"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"
}
LOD 100
ZWrite Off Cull Off
Pass
{
Name "Fog"
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#pragma multi_compile _ _USE_DRAW_PROCEDURAL
sampler2D _DistanceLUT;
float _Near;
float _Far;
half _UseDistanceFog;
half _UseDistanceFogOnSky;
sampler2D _HeightLUT;
float _LowWorldY;
float _HighWorldY;
half _UseHeightFog;
half _UseHeightFogOnSky;
float _DistanceFogIntensity;
float _HeightFogIntensity;
float _DistanceHeightBlend;
#define ALMOST_ONE 0.999
// Using `_CameraColorTexture` instead of the opaque texture `SampleSceneColor` to handle transparency.
TEXTURE2D_X(_CameraColorTexture);
SAMPLER(sampler_CameraColorTexture);
float4 _CameraColorTexture_TexelSize;
// Z buffer depth to linear 0-1 depth
// Handles orthographic projection correctly
float Linear01Depth(float z)
{
float isOrtho = unity_OrthoParams.w;
float isPers = 1.0 - unity_OrthoParams.w;
z *= _ZBufferParams.x;
return (1.0 - isOrtho * z) / (isPers * z + _ZBufferParams.y);
}
float4 SampleCameraColor(float2 uv)
{
return SAMPLE_TEXTURE2D_X(_CameraColorTexture, sampler_CameraColorTexture, UnityStereoTransformScreenSpaceTex(uv));
}
float LinearEyeDepth(float z)
{
return rcp(_ZBufferParams.z * z + _ZBufferParams.w);
}
float4 Fog(float2 uv, float3 screen_pos)
{
float4 original = SampleCameraColor(uv);
const float depthPacked = SampleSceneDepth(uv);
const float depthEye = LinearEyeDepth(depthPacked);
const float depthCameraPlanes = Linear01Depth(depthPacked);
const float depthAbsolute = _ProjectionParams.y + (_ProjectionParams.z - _ProjectionParams.y) *
depthCameraPlanes;
const float depthFogPlanes = saturate((depthAbsolute - _Near) / (_Far - _Near));
const float isSky = step(ALMOST_ONE, depthCameraPlanes);
float4 distanceFog = tex2D(_DistanceLUT, float2(depthFogPlanes, 0.5));
distanceFog.a *= step(isSky, _UseDistanceFogOnSky);
distanceFog.a *= _UseDistanceFog * _DistanceFogIntensity;
const float3 worldPos = screen_pos * depthEye + _WorldSpaceCameraPos;
const float heightUV = saturate((worldPos.y - _LowWorldY) / (_HighWorldY - _LowWorldY));
float4 heightFog = tex2D(_HeightLUT, float2(heightUV, 0.5));
heightFog.a *= step(isSky, _UseHeightFogOnSky);
heightFog.a *= _UseHeightFog * _HeightFogIntensity;
float fogBlend = _DistanceHeightBlend;
if (!_UseDistanceFog) fogBlend = 1.0;
if (!_UseHeightFog) fogBlend = 0.0;
const float4 fog = lerp(distanceFog, heightFog, fogBlend);
float4 final = lerp(original, fog, fog.a);
final.a = original.a;
return final;
}
struct Attributes
{
float4 positionOS: POSITION;
float2 uv: TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float2 uv: TEXCOORD0;
float3 screen_pos: TEXCOORD1;
float4 vertex: SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings vert(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#if _USE_DRAW_PROCEDURAL
output.vertex = float4(input.positionOS.xyz, 1.0);
#if UNITY_UV_STARTS_AT_TOP
output.vertex.y *= -1;
#endif
#else
const VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.vertex = vertexInput.positionCS;
#endif
output.uv = input.uv;
output.screen_pos = ComputeScreenPos(output.vertex).xyz;
return output;
}
half4 frag(Varyings input): SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float4 c = Fog(input.uv, input.screen_pos);
return c;
}
#pragma vertex vert
#pragma fragment frag
ENDHLSL
}
}
FallBack "Diffuse"
}