mirror of
https://github.com/maxartz15/VolumetricLighting.git
synced 2024-11-14 10:45:35 +01:00
102 lines
3.4 KiB
Plaintext
102 lines
3.4 KiB
Plaintext
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Shader "Custom/StandardAlphaBlended-VolumetricFog"
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{
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Properties
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{
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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}
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SubShader
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{
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Tags {"Queue" = "Transparent" "RenderType"="Transparent" }
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LOD 200
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CGPROGRAM
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#pragma surface surf Standard fullforwardshadows alpha finalcolor:ApplyFog
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#pragma target 3.0
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#pragma multi_compile _ VOLUMETRIC_FOG
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#if VOLUMETRIC_FOG
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#include "../../VolumetricFog/Shaders/VolumetricFog.cginc"
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#endif
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sampler2D _MainTex;
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sampler2D _CameraDepthTexture;
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struct Input {
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float2 uv_MainTex;
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float4 screenPos;
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};
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void ApplyFog(Input IN, SurfaceOutputStandard o, inout fixed4 color)
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{
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#if VOLUMETRIC_FOG
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half3 uvscreen = IN.screenPos.xyz/IN.screenPos.w;
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half linear01Depth = Linear01Depth(uvscreen.z);
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fixed4 fog = Fog(linear01Depth, uvscreen.xy);
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// Always apply fog attenuation - also in the forward add pass.
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color.rgb *= fog.a;
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// Alpha premultiply mode (used with alpha and Standard lighting function, or explicitly alpha:premul)
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// uses source blend factor of One instead of SrcAlpha. `color` is compensated for it, so we need to compensate
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// the amount of inscattering too. A note on why this works: below.
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#if _ALPHAPREMULTIPLY_ON
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fog.rgb *= o.Alpha;
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#endif
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// Add inscattering only once, so in forward base, but not forward add.
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#ifndef UNITY_PASS_FORWARDADD
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color.rgb += fog.rgb;
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#endif
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// So why does multiplying the inscattered light by alpha work?
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// In other words: how did fog ever work, if opaque objects add all of the inscattered light
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// between them and the camera, and then the transparencies add even more?
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//
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// This is our scene initially:
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// scene |---is0---------------------------------------> camera
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//
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// And that's with the transparent object added in between the opaque stuff and the camera:
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// scene |---is1---> transparent |---is2---------------> camera
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//
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// When rendering, we start with the opaque part of the scene and add all the light inscattered between that and the camera: is0.
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// Then we add the transparent object. It does two things (let's consider the alpha premultiply version):
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// - Dims whatever was behind it (including is0) by OneMinusSrcAlpha
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// - Adds light inscattered in front of it (is2), multiplied by Alpha
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//
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// So all in all we end up with this much inscattered light:
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// is0 * OneMinusSrcAlpha + is2 * Alpha
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//
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// Judging by the diagram, though, the correct amount should be:
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// is1 * OneMinusSrcAlpha + is2
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//
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// Turns out the two expressions are equal - who would've thunk?
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// is1 = is0 - is2
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// (is0 - is2) * OneMinusSrcAlpha + is2
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// is0 * OneMinusSrcAlpha - is2 * (1 - Alpha) + is2
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// is0 * OneMinusSrcAlpha - is2 + is2 * Alpha + is2
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// is0 * OneMinusSrcAlpha + is2 * Alpha
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// I leave figuring out if the fog attenuation is correct as an exercise to the reader ;)
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#endif
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}
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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void surf (Input IN, inout SurfaceOutputStandard o)
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{
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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o.Alpha = c.a;
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}
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ENDCG
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}
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FallBack "Standard"
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}
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