mirror of
https://github.com/maxartz15/VolumetricLighting.git
synced 2024-11-14 10:45:35 +01:00
35 lines
768 B
HLSL
35 lines
768 B
HLSL
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sampler3D _VolumeScatter;
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float4 _VolumeScatter_TexelSize;
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float4 _Screen_TexelSize;
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float _CameraFarOverMaxFar;
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float _NearOverFarClip;
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int ihash(int n)
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{
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n = (n<<13)^n;
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return (n*(n*n*15731+789221)+1376312589) & 2147483647;
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}
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float frand(int n)
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{
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return ihash(n) / 2147483647.0;
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}
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float2 cellNoise(int2 p)
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{
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int i = p.y*256 + p.x;
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return float2(frand(i), frand(i + 57)) - 0.5;//*2.0-1.0;
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}
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half4 Fog(half linear01Depth, half2 screenuv)
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{
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half z = linear01Depth * _CameraFarOverMaxFar;
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z = (z - _NearOverFarClip) / (1 - _NearOverFarClip);
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if (z < 0.0)
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return half4(0, 0, 0, 1);
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half3 uvw = half3(screenuv.x, screenuv.y, z);
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uvw.xy += cellNoise(uvw.xy * _Screen_TexelSize.zw) * _VolumeScatter_TexelSize.xy * 0.8;
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return tex3D(_VolumeScatter, uvw);
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}
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