mirror of
https://github.com/maxartz15/VolumetricLighting.git
synced 2024-11-23 23:15:34 +01:00
Vector3Int, Flip Shadows
- Added option to flip shadows
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||||
propertyPath: m_Stretch
|
||||
value: 1
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 11477592, guid: df830a50a2bb02541a47504c9da3b3cf, type: 3}
|
||||
propertyPath: m_NoiseScale
|
||||
value: 1.86
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 11477592, guid: df830a50a2bb02541a47504c9da3b3cf, type: 3}
|
||||
propertyPath: m_NoiseSpeed
|
||||
value: 3.04
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 11477592, guid: df830a50a2bb02541a47504c9da3b3cf, type: 3}
|
||||
propertyPath: m_NoiseAmount
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
m_RemovedComponents: []
|
||||
m_SourcePrefab: {fileID: 100100000, guid: df830a50a2bb02541a47504c9da3b3cf, type: 3}
|
||||
--- !u!1 &1751888222
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
@ -1331,7 +1559,7 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: 097385f2a510795498370c4d62e61572, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
m_IntensityMult: 5
|
||||
m_IntensityMult: 3
|
||||
m_RangeMult: 1
|
||||
m_BlurShadowmapShader: {fileID: 4800000, guid: 701192b62a7678549918bc87434699fe,
|
||||
type: 3}
|
||||
@ -1355,7 +1583,7 @@ Light:
|
||||
serializedVersion: 10
|
||||
m_Type: 2
|
||||
m_Shape: 0
|
||||
m_Color: {r: 1, g: 0.2901961, b: 0, a: 1}
|
||||
m_Color: {r: 0, g: 0.55093956, b: 1, a: 1}
|
||||
m_Intensity: 1
|
||||
m_Range: 3.16
|
||||
m_SpotAngle: 30
|
||||
@ -1418,5 +1646,5 @@ Transform:
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_Children: []
|
||||
m_Father: {fileID: 0}
|
||||
m_RootOrder: 7
|
||||
m_RootOrder: 8
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
|
@ -27,16 +27,16 @@ public class VolumetricFog : MonoBehaviour
|
||||
public float m_NearClip = 0.1f;
|
||||
[MinValue(0.1f)]
|
||||
public float m_FarClipMax = 100.0f;
|
||||
[SerializeField]
|
||||
private Vector3Int froxelResolution = new Vector3Int(160, 90, 128);
|
||||
|
||||
[Header("Fog Density")]
|
||||
[FormerlySerializedAs("m_Density")]
|
||||
public float m_GlobalDensityMult = 1.0f;
|
||||
Vector3i m_InjectNumThreads = new Vector3i(16, 2, 16);
|
||||
Vector3i m_ScatterNumThreads = new Vector3i(32, 2, 1);
|
||||
Vector3Int m_InjectNumThreads = new Vector3Int(16, 2, 16);
|
||||
Vector3Int m_ScatterNumThreads = new Vector3Int(32, 2, 1);
|
||||
RenderTexture m_VolumeInject;
|
||||
RenderTexture m_VolumeScatter;
|
||||
[SerializeField]
|
||||
private Vector3Int froxelResolution = new Vector3Int(160, 90, 128);
|
||||
Camera m_Camera;
|
||||
|
||||
// Density
|
||||
@ -62,6 +62,9 @@ public class VolumetricFog : MonoBehaviour
|
||||
public Color m_AmbientLightColor = Color.white;
|
||||
|
||||
[Header("Debug")]
|
||||
public int m_AntiAliasing = 1;
|
||||
public FilterMode m_FilterMode = FilterMode.Bilinear;
|
||||
public bool m_ShowFroxelSlices = false;
|
||||
private Material m_DebugMaterial;
|
||||
[HideInInspector]
|
||||
public Shader m_DebugShader;
|
||||
@ -70,19 +73,6 @@ public class VolumetricFog : MonoBehaviour
|
||||
[HideInInspector]
|
||||
[Range(0.0f, 1.0f)]
|
||||
public float m_Z = 1.0f;
|
||||
public int m_VolumeAA = 0;
|
||||
public FilterMode m_FilterMode = FilterMode.Bilinear;
|
||||
|
||||
struct Vector3i
|
||||
{
|
||||
public int x, y, z;
|
||||
public Vector3i(int x, int y, int z)
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
}
|
||||
|
||||
struct PointLightParams
|
||||
{
|
||||
@ -485,7 +475,7 @@ public class VolumetricFog : MonoBehaviour
|
||||
volume.volumeDepth = froxelResolution.z;
|
||||
volume.dimension = UnityEngine.Rendering.TextureDimension.Tex3D;
|
||||
volume.enableRandomWrite = true;
|
||||
volume.antiAliasing = m_VolumeAA;
|
||||
volume.antiAliasing = m_AntiAliasing;
|
||||
volume.filterMode = m_FilterMode;
|
||||
volume.Create();
|
||||
}
|
||||
@ -566,8 +556,19 @@ public class VolumetricFog : MonoBehaviour
|
||||
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.matrix = transform.localToWorldMatrix;
|
||||
|
||||
if (m_ShowFroxelSlices)
|
||||
{
|
||||
Gizmos.color = Color.yellow * 0.25f;
|
||||
|
||||
for (int i = 0; i < froxelResolution.z; i++)
|
||||
{
|
||||
Gizmos.DrawFrustum(Vector3.zero, cam.fieldOfView, farClip / froxelResolution.z * i, nearClip, cam.aspect);
|
||||
}
|
||||
}
|
||||
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawFrustum(Vector3.zero, cam.fieldOfView, farClip, nearClip, cam.aspect);
|
||||
}
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
#pragma kernel CSMain /*FOG_ELLIPSOIDS*/ ANISOTROPY POINT_LIGHTS DIR_LIGHT DIR_LIGHT_SHADOWS /*FOG_BOMB*/ /*ATTENUATION_LEGACY*/
|
||||
#pragma kernel CSMain FOG_ELLIPSOIDS ANISOTROPY POINT_LIGHTS DIR_LIGHT DIR_LIGHT_SHADOWS /*FOG_BOMB*/ /*ATTENUATION_LEGACY*/ FLIP_SHADOWS
|
||||
|
||||
float3 _FroxelResolution;
|
||||
RWTexture3D<half4> _VolumeInject;
|
||||
@ -266,7 +266,11 @@ float ChebyshevUpperBound(float2 moments, float mean)
|
||||
float pMax = variance / (variance + (d * d));
|
||||
|
||||
// One-tailed Chebyshev
|
||||
#ifdef FLIP_SHADOWS
|
||||
return (mean >= moments.x ? 1.0f : pMax);
|
||||
#else
|
||||
return (mean <= moments.x ? 1.0f : pMax);
|
||||
#endif
|
||||
}
|
||||
|
||||
float4 getCascadeWeights_splitSpheres(float3 pos)
|
||||
|
Loading…
Reference in New Issue
Block a user