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
This commit is contained in:
parent
1a04e8feef
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m_EditorClassIdentifier:
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m_IntensityMult: 5
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m_IntensityMult: 3
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m_RangeMult: 1
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m_RangeMult: 1
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m_BlurShadowmapShader: {fileID: 4800000, guid: 701192b62a7678549918bc87434699fe,
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m_BlurShadowmapShader: {fileID: 4800000, guid: 701192b62a7678549918bc87434699fe,
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type: 3}
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type: 3}
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@ -1180,7 +1323,7 @@ Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Children: []
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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m_RootOrder: 8
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m_RootOrder: 9
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1 &1427729425
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--- !u!1 &1427729425
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GameObject:
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GameObject:
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@ -1212,7 +1355,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 097385f2a510795498370c4d62e61572, type: 3}
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m_Script: {fileID: 11500000, guid: 097385f2a510795498370c4d62e61572, type: 3}
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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m_IntensityMult: 5
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m_IntensityMult: 3
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m_RangeMult: 1
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m_RangeMult: 1
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m_BlurShadowmapShader: {fileID: 4800000, guid: 701192b62a7678549918bc87434699fe,
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m_BlurShadowmapShader: {fileID: 4800000, guid: 701192b62a7678549918bc87434699fe,
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type: 3}
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type: 3}
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@ -1299,8 +1442,93 @@ Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Children: []
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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m_RootOrder: 6
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m_RootOrder: 7
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1001 &1643882276
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PrefabInstance:
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m_ObjectHideFlags: 0
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serializedVersion: 2
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m_Modification:
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m_TransformParent: {fileID: 0}
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m_Modifications:
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propertyPath: m_Name
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value: 100
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objectReference: {fileID: 0}
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value: 0.5
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objectReference: {fileID: 0}
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 11477592, guid: df830a50a2bb02541a47504c9da3b3cf, type: 3}
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propertyPath: m_NoiseScale
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value: 1.86
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objectReference: {fileID: 0}
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- target: {fileID: 11477592, guid: df830a50a2bb02541a47504c9da3b3cf, type: 3}
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propertyPath: m_NoiseSpeed
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value: 3.04
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objectReference: {fileID: 0}
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- target: {fileID: 11477592, guid: df830a50a2bb02541a47504c9da3b3cf, type: 3}
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propertyPath: m_NoiseAmount
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value: 0
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m_SourcePrefab: {fileID: 100100000, guid: df830a50a2bb02541a47504c9da3b3cf, type: 3}
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--- !u!1 &1751888222
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--- !u!1 &1751888222
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -1331,7 +1559,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 097385f2a510795498370c4d62e61572, type: 3}
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m_Script: {fileID: 11500000, guid: 097385f2a510795498370c4d62e61572, type: 3}
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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m_IntensityMult: 5
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m_IntensityMult: 3
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m_RangeMult: 1
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m_RangeMult: 1
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m_BlurShadowmapShader: {fileID: 4800000, guid: 701192b62a7678549918bc87434699fe,
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m_BlurShadowmapShader: {fileID: 4800000, guid: 701192b62a7678549918bc87434699fe,
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type: 3}
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type: 3}
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@ -1355,7 +1583,7 @@ Light:
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serializedVersion: 10
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serializedVersion: 10
|
||||||
m_Type: 2
|
m_Type: 2
|
||||||
m_Shape: 0
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m_Shape: 0
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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_Intensity: 1
|
||||||
m_Range: 3.16
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m_Range: 3.16
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m_SpotAngle: 30
|
m_SpotAngle: 30
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@ -1418,5 +1646,5 @@ Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Children: []
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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m_RootOrder: 7
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m_RootOrder: 8
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
|
@ -27,16 +27,16 @@ public class VolumetricFog : MonoBehaviour
|
|||||||
public float m_NearClip = 0.1f;
|
public float m_NearClip = 0.1f;
|
||||||
[MinValue(0.1f)]
|
[MinValue(0.1f)]
|
||||||
public float m_FarClipMax = 100.0f;
|
public float m_FarClipMax = 100.0f;
|
||||||
|
[SerializeField]
|
||||||
|
private Vector3Int froxelResolution = new Vector3Int(160, 90, 128);
|
||||||
|
|
||||||
[Header("Fog Density")]
|
[Header("Fog Density")]
|
||||||
[FormerlySerializedAs("m_Density")]
|
[FormerlySerializedAs("m_Density")]
|
||||||
public float m_GlobalDensityMult = 1.0f;
|
public float m_GlobalDensityMult = 1.0f;
|
||||||
Vector3i m_InjectNumThreads = new Vector3i(16, 2, 16);
|
Vector3Int m_InjectNumThreads = new Vector3Int(16, 2, 16);
|
||||||
Vector3i m_ScatterNumThreads = new Vector3i(32, 2, 1);
|
Vector3Int m_ScatterNumThreads = new Vector3Int(32, 2, 1);
|
||||||
RenderTexture m_VolumeInject;
|
RenderTexture m_VolumeInject;
|
||||||
RenderTexture m_VolumeScatter;
|
RenderTexture m_VolumeScatter;
|
||||||
[SerializeField]
|
|
||||||
private Vector3Int froxelResolution = new Vector3Int(160, 90, 128);
|
|
||||||
Camera m_Camera;
|
Camera m_Camera;
|
||||||
|
|
||||||
// Density
|
// Density
|
||||||
@ -62,6 +62,9 @@ public class VolumetricFog : MonoBehaviour
|
|||||||
public Color m_AmbientLightColor = Color.white;
|
public Color m_AmbientLightColor = Color.white;
|
||||||
|
|
||||||
[Header("Debug")]
|
[Header("Debug")]
|
||||||
|
public int m_AntiAliasing = 1;
|
||||||
|
public FilterMode m_FilterMode = FilterMode.Bilinear;
|
||||||
|
public bool m_ShowFroxelSlices = false;
|
||||||
private Material m_DebugMaterial;
|
private Material m_DebugMaterial;
|
||||||
[HideInInspector]
|
[HideInInspector]
|
||||||
public Shader m_DebugShader;
|
public Shader m_DebugShader;
|
||||||
@ -70,19 +73,6 @@ public class VolumetricFog : MonoBehaviour
|
|||||||
[HideInInspector]
|
[HideInInspector]
|
||||||
[Range(0.0f, 1.0f)]
|
[Range(0.0f, 1.0f)]
|
||||||
public float m_Z = 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
|
struct PointLightParams
|
||||||
{
|
{
|
||||||
@ -485,7 +475,7 @@ public class VolumetricFog : MonoBehaviour
|
|||||||
volume.volumeDepth = froxelResolution.z;
|
volume.volumeDepth = froxelResolution.z;
|
||||||
volume.dimension = UnityEngine.Rendering.TextureDimension.Tex3D;
|
volume.dimension = UnityEngine.Rendering.TextureDimension.Tex3D;
|
||||||
volume.enableRandomWrite = true;
|
volume.enableRandomWrite = true;
|
||||||
volume.antiAliasing = m_VolumeAA;
|
volume.antiAliasing = m_AntiAliasing;
|
||||||
volume.filterMode = m_FilterMode;
|
volume.filterMode = m_FilterMode;
|
||||||
volume.Create();
|
volume.Create();
|
||||||
}
|
}
|
||||||
@ -566,8 +556,19 @@ public class VolumetricFog : MonoBehaviour
|
|||||||
|
|
||||||
void OnDrawGizmosSelected()
|
void OnDrawGizmosSelected()
|
||||||
{
|
{
|
||||||
Gizmos.color = Color.yellow;
|
|
||||||
Gizmos.matrix = transform.localToWorldMatrix;
|
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);
|
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;
|
float3 _FroxelResolution;
|
||||||
RWTexture3D<half4> _VolumeInject;
|
RWTexture3D<half4> _VolumeInject;
|
||||||
@ -266,7 +266,11 @@ float ChebyshevUpperBound(float2 moments, float mean)
|
|||||||
float pMax = variance / (variance + (d * d));
|
float pMax = variance / (variance + (d * d));
|
||||||
|
|
||||||
// One-tailed Chebyshev
|
// One-tailed Chebyshev
|
||||||
|
#ifdef FLIP_SHADOWS
|
||||||
return (mean >= moments.x ? 1.0f : pMax);
|
return (mean >= moments.x ? 1.0f : pMax);
|
||||||
|
#else
|
||||||
|
return (mean <= moments.x ? 1.0f : pMax);
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
float4 getCascadeWeights_splitSpheres(float3 pos)
|
float4 getCascadeWeights_splitSpheres(float3 pos)
|
||||||
|
Loading…
Reference in New Issue
Block a user