mirror of
https://github.com/maxartz15/VolumetricLighting.git
synced 2025-06-20 02:16:43 +02:00
Added the project.
This commit is contained in:
48
Assets/VolumetricFog/Shaders/ApplyToOpaque.shader
Normal file
48
Assets/VolumetricFog/Shaders/ApplyToOpaque.shader
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|
||||
Shader "Hidden/ApplyToOpaque" {
|
||||
SubShader {
|
||||
Pass {
|
||||
ZTest Always Cull Off ZWrite Off
|
||||
Blend Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#include "UnityCG.cginc"
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||||
#include "VolumetricFog.cginc"
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||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
sampler2D _CameraDepthTexture;
|
||||
sampler2D _MainTex;
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
v2f vert (appdata_img v)
|
||||
{
|
||||
v2f o;
|
||||
o.pos = v.vertex;
|
||||
o.pos.xy = o.pos.xy * 2 - 1;
|
||||
o.uv = v.texcoord.xy;
|
||||
|
||||
#if UNITY_UV_STARTS_AT_TOP
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||||
if (_ProjectionParams.x < 0)
|
||||
o.uv.y = 1-o.uv.y;
|
||||
#endif
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag (v2f i) : SV_Target
|
||||
{
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||||
half linear01Depth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv));
|
||||
half4 fog = Fog(linear01Depth, i.uv);
|
||||
return tex2D(_MainTex, i.uv) * fog.a + fog;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/VolumetricFog/Shaders/ApplyToOpaque.shader.meta
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9
Assets/VolumetricFog/Shaders/ApplyToOpaque.shader.meta
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@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6f73df8e11615074dbf62a3a384af521
|
||||
timeCreated: 1432216767
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
240
Assets/VolumetricFog/Shaders/BlurShadowmap.shader
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240
Assets/VolumetricFog/Shaders/BlurShadowmap.shader
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@ -0,0 +1,240 @@
|
||||
|
||||
Shader "Hidden/BlurShadowmap" {
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Base (RGB)", 2D) = "white" {}
|
||||
_Bloom ("Bloom (RGB)", 2D) = "black" {}
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
half4 _TexelSize;
|
||||
|
||||
struct v2f_tap
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
half2 uv20 : TEXCOORD0;
|
||||
half2 uv21 : TEXCOORD1;
|
||||
half2 uv22 : TEXCOORD2;
|
||||
half2 uv23 : TEXCOORD3;
|
||||
};
|
||||
|
||||
v2f_tap vert4Tap ( appdata_img v )
|
||||
{
|
||||
v2f_tap o;
|
||||
o.pos = v.vertex;
|
||||
|
||||
o.uv20 = v.texcoord + _TexelSize.xy;
|
||||
o.uv21 = v.texcoord + _TexelSize.xy * half2(-0.5, -0.5);
|
||||
o.uv22 = v.texcoord + _TexelSize.xy * half2( 0.5, -0.5);
|
||||
o.uv23 = v.texcoord + _TexelSize.xy * half2(-0.5, 0.5);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
// TODO: consolidate with the above, but make sure both area and dir shadows work
|
||||
v2f_tap vert4TapDir ( appdata_img v )
|
||||
{
|
||||
v2f_tap o;
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
|
||||
o.uv20 = v.texcoord + _TexelSize.xy;
|
||||
o.uv21 = v.texcoord + _TexelSize.xy * half2(-0.5, -0.5);
|
||||
o.uv22 = v.texcoord + _TexelSize.xy * half2( 0.5, -0.5);
|
||||
o.uv23 = v.texcoord + _TexelSize.xy * half2(-0.5, 0.5);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
float4 _ZParams;
|
||||
float _ESMExponent;
|
||||
Texture2D _Shadowmap;
|
||||
SamplerComparisonState sampler_Shadowmap;
|
||||
|
||||
// To get a sampler, which doesn't do comparison
|
||||
Texture2D _ShadowmapDummy;
|
||||
SamplerState sampler_ShadowmapDummy;
|
||||
|
||||
#define VSM 1
|
||||
|
||||
float4 fragDownsampleFromShadowmapFormat ( v2f_tap i ) : SV_Target
|
||||
{
|
||||
float4 z;
|
||||
z.r = _Shadowmap.Sample(sampler_ShadowmapDummy, i.uv20).r;
|
||||
z.g = _Shadowmap.Sample(sampler_ShadowmapDummy, i.uv21).r;
|
||||
z.b = _Shadowmap.Sample(sampler_ShadowmapDummy, i.uv22).r;
|
||||
z.a = _Shadowmap.Sample(sampler_ShadowmapDummy, i.uv23).r;
|
||||
|
||||
// The texture contains just 0. But we need to sample it somewhere for Unity to initialize the corresponding sampler.
|
||||
z.r += _ShadowmapDummy.Sample(sampler_ShadowmapDummy, 0).a;
|
||||
|
||||
// Transform to linear z, 0 at near, 1 at far
|
||||
z = z * 2 - 1;
|
||||
z = _ZParams.x * (z + 1.0) / (z + _ZParams.y);
|
||||
|
||||
#if VSM
|
||||
// TODO: this is wrong. We can't average/blur z values before converting to VSM.
|
||||
// This doesn't affect m, but affects m * m, so I should swap those two lines.
|
||||
float m = dot(z, 0.25);
|
||||
return float4(m, m * m, 0, 0);
|
||||
#else
|
||||
z = exp(_ESMExponent * z);
|
||||
return dot(z, 0.25);
|
||||
#endif
|
||||
}
|
||||
|
||||
sampler2D _DirShadowmap;
|
||||
|
||||
float4 fragDownsampleFromShadowmapFormatDir ( v2f_tap i ) : SV_Target
|
||||
{
|
||||
float4 z;
|
||||
z.r = tex2D (_DirShadowmap, i.uv20).r;
|
||||
z.g = tex2D (_DirShadowmap, i.uv21).r;
|
||||
z.b = tex2D (_DirShadowmap, i.uv22).r;
|
||||
z.a = tex2D (_DirShadowmap, i.uv23).r;
|
||||
|
||||
return z.r;
|
||||
|
||||
// Transform to linear z, 0 at near, 1 at far
|
||||
// z = z * 2 - 1;
|
||||
// z = _ZParams.x * (z + 1.0) / (z + _ZParams.y);
|
||||
|
||||
#if 1
|
||||
// float m = dot(z, 0.25);
|
||||
// return float4(m, m * m, 0, 0);
|
||||
float4 z2 = z * z;
|
||||
return float4(dot(z, 0.25), dot(z2, 0.25), 0, 0);
|
||||
#else
|
||||
//z = exp(_ESMExponent * z);
|
||||
z = exp(40.0 * z);
|
||||
return dot(z, 0.25);
|
||||
#endif
|
||||
}
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
float4 fragDownsample ( v2f_tap i ) : SV_Target
|
||||
{
|
||||
float4 color = tex2D (_MainTex, i.uv20);
|
||||
color += tex2D (_MainTex, i.uv21);
|
||||
color += tex2D (_MainTex, i.uv22);
|
||||
color += tex2D (_MainTex, i.uv23);
|
||||
return color * 0.25;
|
||||
}
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
half4 uv : TEXCOORD0;
|
||||
half2 offs : TEXCOORD1;
|
||||
};
|
||||
|
||||
float _BlurSize;
|
||||
|
||||
v2f vertBlurHorizontal (appdata_img v)
|
||||
{
|
||||
v2f o;
|
||||
o.pos = v.vertex;
|
||||
|
||||
o.uv = half4(v.texcoord.xy,1,1);
|
||||
o.offs = _TexelSize.xy * half2(1.0, 0.0) * _BlurSize;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
v2f vertBlurVertical (appdata_img v)
|
||||
{
|
||||
v2f o;
|
||||
o.pos = v.vertex;
|
||||
|
||||
o.uv = half4(v.texcoord.xy, 1, 1);
|
||||
o.offs = _TexelSize.xy * half2(0.0, 1.0) * _BlurSize;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
float4 fragBlur8 (v2f i) : SV_Target
|
||||
{
|
||||
half2 coords = i.uv.xy - i.offs * 5.0;
|
||||
|
||||
float4 color = 0;
|
||||
for(int k = 0; k < 11; k++)
|
||||
{
|
||||
color += tex2D(_MainTex, coords);
|
||||
coords += i.offs;
|
||||
}
|
||||
return color/11.0;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
|
||||
SubShader {
|
||||
ZTest Off Cull Off ZWrite Off Blend Off
|
||||
|
||||
// 0
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert4Tap
|
||||
#pragma fragment fragDownsampleFromShadowmapFormat
|
||||
ENDCG
|
||||
}
|
||||
|
||||
// 1
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert4Tap
|
||||
#pragma fragment fragDownsample
|
||||
ENDCG
|
||||
}
|
||||
|
||||
// 2
|
||||
Pass {
|
||||
ZTest Always
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vertBlurVertical
|
||||
#pragma fragment fragBlur8
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
// 3
|
||||
Pass {
|
||||
ZTest Always
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vertBlurHorizontal
|
||||
#pragma fragment fragBlur8
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
// 4
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert4TapDir
|
||||
#pragma fragment fragDownsampleFromShadowmapFormatDir
|
||||
ENDCG
|
||||
}
|
||||
|
||||
// 5
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert4TapDir
|
||||
#pragma fragment fragDownsample
|
||||
ENDCG
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
FallBack Off
|
||||
}
|
9
Assets/VolumetricFog/Shaders/BlurShadowmap.shader.meta
Normal file
9
Assets/VolumetricFog/Shaders/BlurShadowmap.shader.meta
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 701192b62a7678549918bc87434699fe
|
||||
timeCreated: 1432227463
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
43
Assets/VolumetricFog/Shaders/CopyShadowParams.shader
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43
Assets/VolumetricFog/Shaders/CopyShadowParams.shader
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@ -0,0 +1,43 @@
|
||||
Shader "Hidden/CopyShadowParams"
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma target 5.0
|
||||
#pragma only_renderers d3d11
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct ShadowParams
|
||||
{
|
||||
float4x4 worldToShadow[4];
|
||||
float4 shadowSplitSpheres[4];
|
||||
float4 shadowSplitSqRadii;
|
||||
};
|
||||
|
||||
// Hmm, we can't be sure u2 doesn't conflict with other effects.
|
||||
RWStructuredBuffer<ShadowParams> _ShadowParams : register(u2);
|
||||
|
||||
float4 vert () : SV_POSITION
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
_ShadowParams[0].worldToShadow[i] = unity_WorldToShadow[i];
|
||||
_ShadowParams[0].shadowSplitSpheres[i] = unity_ShadowSplitSpheres[i];
|
||||
}
|
||||
_ShadowParams[0].shadowSplitSqRadii = unity_ShadowSplitSqRadii;
|
||||
|
||||
return float4(0, 0, 0, 1);
|
||||
}
|
||||
|
||||
fixed4 frag () : SV_Target
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 33fc45db43408764c8dd7647b877e561
|
||||
timeCreated: 1463056552
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
56
Assets/VolumetricFog/Shaders/Debug.shader
Normal file
56
Assets/VolumetricFog/Shaders/Debug.shader
Normal file
@ -0,0 +1,56 @@
|
||||
Shader "Hidden/Debug" {
|
||||
SubShader {
|
||||
Pass {
|
||||
ZTest Always Cull Off ZWrite Off
|
||||
Blend Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#include "UnityCG.cginc"
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
sampler2D _CameraDepthTexture;
|
||||
sampler3D _VolumeInject;
|
||||
sampler3D _VolumeScatter;
|
||||
sampler2D _Shadowmap;
|
||||
sampler2D _ShadowmapBlurred;
|
||||
sampler2D _MainTex;
|
||||
sampler2D _BoxLightShadowmap;
|
||||
float _Z;
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
v2f vert (appdata_img v)
|
||||
{
|
||||
v2f o;
|
||||
o.pos = v.vertex;
|
||||
o.pos.xy = o.pos.xy * 2 - 1;
|
||||
o.uv = v.texcoord.xy;
|
||||
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
if (_ProjectionParams.x < 0)
|
||||
o.uv.y = 1-o.uv.y;
|
||||
#endif
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag (v2f i) : SV_Target
|
||||
{
|
||||
half depth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv));
|
||||
|
||||
// return i.uv.xyyy;
|
||||
return tex2D(_BoxLightShadowmap, i.uv);
|
||||
//return log(tex2D(_ShadowmapBlurred, i.uv))/80.0;
|
||||
return tex3D(_VolumeInject, half3(i.uv.x, i.uv.y, _Z)).a;// * tex2D(_MainTex, float2(i.uv.x, i.uv.y));
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/VolumetricFog/Shaders/Debug.shader.meta
Normal file
9
Assets/VolumetricFog/Shaders/Debug.shader.meta
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 91e29ad407521e447a7254f5c1ea9b54
|
||||
timeCreated: 1431963567
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
538
Assets/VolumetricFog/Shaders/InjectLightingAndDensity.compute
Normal file
538
Assets/VolumetricFog/Shaders/InjectLightingAndDensity.compute
Normal file
@ -0,0 +1,538 @@
|
||||
#pragma kernel CSMain TUBE_LIGHTS TUBE_LIGHT_SHADOW_PLANES FOG_ELLIPSOIDS ANISOTROPY AREA_LIGHTS POINT_LIGHTS
|
||||
|
||||
// Directional light support not quite ready yet
|
||||
// #pragma kernel CSMain TUBE_LIGHTS TUBE_LIGHT_SHADOW_PLANES FOG_ELLIPSOIDS ANISOTROPY AREA_LIGHTS POINT_LIGHTS DIR_LIGHT
|
||||
|
||||
#define TUBE_LIGHT_ATTENUATION_LEGACY 1
|
||||
#include "..\..\TubeLight\Shaders\TubeLightAttenuation.cginc"
|
||||
|
||||
#ifdef TUBE_LIGHT_SHADOW_PLANES
|
||||
#include "..\..\TubeLight\Shaders\TubeLightShadowPlanes.cginc"
|
||||
#endif
|
||||
|
||||
RWTexture3D<half4> _VolumeInject;
|
||||
Texture2D _Shadowmap;
|
||||
SamplerState sampler_Shadowmap;
|
||||
float4 _FrustumRays[4];
|
||||
float4 _CameraPos;
|
||||
float4 _FrustumRaysLight[4];
|
||||
float4 _CameraPosLight;
|
||||
float _Density;
|
||||
float _Intensity;
|
||||
float _Anisotropy;
|
||||
Texture2D _Noise;
|
||||
SamplerState sampler_Noise;
|
||||
float4 _FogParams;
|
||||
float _NoiseFogAmount;
|
||||
float _NoiseFogScale;
|
||||
float _WindSpeed;
|
||||
float3 _WindDir;
|
||||
float _Time;
|
||||
Texture2D _LightTextureB0;
|
||||
SamplerState sampler_LightTextureB0;
|
||||
float _NearOverFarClip;
|
||||
float3 _AmbientLight;
|
||||
#ifdef FOG_BOMB
|
||||
float _FogBombRadius;
|
||||
float3 _FogBombPos;
|
||||
#endif
|
||||
|
||||
#ifdef DIR_LIGHT
|
||||
float3 _DirLightColor;
|
||||
float3 _DirLightDir;
|
||||
#ifdef DIR_LIGHT_SHADOWS
|
||||
float _DirLightShadows;
|
||||
float _ESMExponentDirLight;
|
||||
struct ShadowParams
|
||||
{
|
||||
float4x4 worldToShadow[4];
|
||||
float4 shadowSplitSpheres[4];
|
||||
float4 shadowSplitSqRadii;
|
||||
};
|
||||
RWStructuredBuffer<ShadowParams> _ShadowParams;
|
||||
Texture2D _DirectionalShadowmap;
|
||||
SamplerState sampler_DirectionalShadowmap;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef POINT_LIGHTS
|
||||
struct PointLight
|
||||
{
|
||||
float3 pos;
|
||||
float range;
|
||||
float3 color;
|
||||
float padding;
|
||||
};
|
||||
StructuredBuffer<PointLight> _PointLights;
|
||||
float _PointLightsCount;
|
||||
#endif
|
||||
|
||||
#ifdef TUBE_LIGHTS
|
||||
struct TubeLight
|
||||
{
|
||||
float3 start;
|
||||
float range;
|
||||
float3 end;
|
||||
float radius;
|
||||
float3 color;
|
||||
float padding;
|
||||
};
|
||||
StructuredBuffer<TubeLight> _TubeLights;
|
||||
float _TubeLightsCount;
|
||||
|
||||
#ifdef TUBE_LIGHT_SHADOW_PLANES
|
||||
// Same count as _TubeLightsCount
|
||||
StructuredBuffer<TubeLightShadowPlane> _TubeLightShadowPlanes;
|
||||
#endif
|
||||
|
||||
#endif // TUBE_LIGHTS
|
||||
|
||||
#ifdef AREA_LIGHTS
|
||||
struct AreaLight
|
||||
{
|
||||
float4x4 mat;
|
||||
float4 pos; // only needed for anisotropy. w: 0 ortho, 1 proj
|
||||
float3 color;
|
||||
float bounded;
|
||||
};
|
||||
StructuredBuffer<AreaLight> _AreaLights;
|
||||
float _AreaLightsCount;
|
||||
Texture2D _AreaLightShadowmap;
|
||||
SamplerState sampler_AreaLightShadowmap;
|
||||
float _ShadowedAreaLightIndex;
|
||||
float4 _AreaLightShadowmapZParams;
|
||||
float _ESMExponentAreaLight;
|
||||
#endif
|
||||
|
||||
#ifdef FOG_ELLIPSOIDS
|
||||
struct FogEllipsoid
|
||||
{
|
||||
float3 pos;
|
||||
float radius;
|
||||
float3 axis;
|
||||
float stretch;
|
||||
float density;
|
||||
float noiseAmount;
|
||||
float noiseSpeed;
|
||||
float noiseScale;
|
||||
float feather;
|
||||
float blend;
|
||||
float padding1;
|
||||
float padding2;
|
||||
};
|
||||
StructuredBuffer<FogEllipsoid> _FogEllipsoids;
|
||||
float _FogEllipsoidsCount;
|
||||
#endif
|
||||
|
||||
float hash( float n ) { return frac(sin(n)*753.5453123); }
|
||||
float noisep(float3 x)
|
||||
{
|
||||
float3 p = floor(x);
|
||||
float3 f = frac(x);
|
||||
f = f*f*(3.0-2.0*f);
|
||||
|
||||
float n = p.x + p.y*157.0 + 113.0*p.z;
|
||||
return lerp(lerp(lerp( hash(n+ 0.0), hash(n+ 1.0),f.x),
|
||||
lerp( hash(n+157.0), hash(n+158.0),f.x),f.y),
|
||||
lerp(lerp( hash(n+113.0), hash(n+114.0),f.x),
|
||||
lerp( hash(n+270.0), hash(n+271.0),f.x),f.y),f.z);
|
||||
}
|
||||
|
||||
float noise(float3 x)
|
||||
{
|
||||
float3 p = floor(x);
|
||||
float3 f = frac(x);
|
||||
f = f * f * (3.0 - 2.0 * f);
|
||||
float2 uv = (p.xy + float2(37.0,17.0) * p.z) + f.xy;
|
||||
float2 rg = _Noise.SampleLevel(sampler_Noise, (uv + 0.5) / 256.0, 0).yx;
|
||||
return -1.0 + 2.0 * lerp(rg.x, rg.y, f.z);
|
||||
}
|
||||
|
||||
float ScrollNoise(float3 pos, float speed, float scale, float3 dir, float amount, float bias = 0.0, float mult = 1.0)
|
||||
{
|
||||
float time = _Time * speed;
|
||||
float noiseScale = scale;
|
||||
float3 noiseScroll = dir * time;
|
||||
float3 q = pos - noiseScroll;
|
||||
q *= scale;
|
||||
float f = 0;
|
||||
f = 0.5 * noisep(q);
|
||||
// scroll the next octave in the opposite direction to get some morphing instead of just scrolling
|
||||
q += noiseScroll * scale;
|
||||
q = q * 2.01;
|
||||
f += 0.25 * noisep(q);
|
||||
|
||||
f += bias;
|
||||
f *= mult;
|
||||
|
||||
f = max(f, 0.0);
|
||||
return lerp(1.0, f, amount);
|
||||
}
|
||||
|
||||
#ifdef FOG_ELLIPSOIDS
|
||||
void FogEllipsoids(float3 pos, inout float density)
|
||||
{
|
||||
for (int i = 0; i < _FogEllipsoidsCount; i++)
|
||||
{
|
||||
float3 dir = _FogEllipsoids[i].pos - pos;
|
||||
float3 axis = _FogEllipsoids[i].axis;
|
||||
float3 dirAlongAxis = dot(dir, axis) * axis;
|
||||
|
||||
float scrollNoise = ScrollNoise(dir, _FogEllipsoids[i].noiseSpeed, _FogEllipsoids[i].noiseScale, axis, _FogEllipsoids[i].noiseAmount);
|
||||
|
||||
dir = dir + dirAlongAxis * _FogEllipsoids[i].stretch;
|
||||
float distsq = dot(dir, dir);
|
||||
float radius = _FogEllipsoids[i].radius;
|
||||
float feather = _FogEllipsoids[i].feather;
|
||||
// float feather = 0.3;
|
||||
feather = (1.0 - smoothstep (radius * feather, radius, distsq));
|
||||
|
||||
float contribution = scrollNoise * feather * _FogEllipsoids[i].density;
|
||||
density = lerp(density + contribution, density * contribution, _FogEllipsoids[i].blend);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef FOG_BOMB
|
||||
float Pulse(float c, float w, float x)
|
||||
{
|
||||
return smoothstep(c - w, c, x) - smoothstep(c, c + w, x);
|
||||
}
|
||||
#endif
|
||||
|
||||
float Density(float3 pos)
|
||||
{
|
||||
float fog = _FogParams.x;
|
||||
|
||||
fog += max(exp(_FogParams.y*(-pos.y + _FogParams.z)) * _FogParams.w, 0.0);
|
||||
|
||||
float3 warp = pos;
|
||||
|
||||
#ifdef FOG_BOMB
|
||||
if (_FogBombRadius > 0)
|
||||
{
|
||||
float3 posToBomb = _FogBombPos - pos;
|
||||
float distToBomb = length(posToBomb);
|
||||
fog *= smoothstep (_FogBombRadius * 0.9, _FogBombRadius * 1.1, distToBomb);
|
||||
fog *= 1.0 + 0.5 * Pulse(_FogBombRadius * 1.35, 0.7, distToBomb);
|
||||
warp += (1 - smoothstep(_FogBombRadius, _FogBombRadius * 1.4, distToBomb)) * posToBomb * 0.3;
|
||||
}
|
||||
#endif
|
||||
|
||||
fog *= ScrollNoise(warp, _WindSpeed, _NoiseFogScale, _WindDir, _NoiseFogAmount, -0.3, 8.0);
|
||||
|
||||
#ifdef FOG_ELLIPSOIDS
|
||||
FogEllipsoids(pos, fog);
|
||||
#endif
|
||||
|
||||
return max(fog * _Density, 0.0);
|
||||
}
|
||||
|
||||
float3 FrustumRay(float2 uv, float4 frustumRays[4])
|
||||
{
|
||||
float3 ray0 = lerp(frustumRays[0].xyz, frustumRays[1].xyz, uv.x);
|
||||
float3 ray1 = lerp(frustumRays[3].xyz, frustumRays[2].xyz, uv.x);
|
||||
return lerp(ray0, ray1, uv.y);
|
||||
}
|
||||
|
||||
#ifdef ANISOTROPY
|
||||
float anisotropy(float costheta)
|
||||
{
|
||||
float g = _Anisotropy;
|
||||
float gsq = g*g;
|
||||
float denom = 1 + gsq - 2.0 * g * costheta;
|
||||
denom = denom * denom * denom;
|
||||
denom = sqrt(max(0, denom));
|
||||
return (1 - gsq) / denom;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if AREA_LIGHTS || DIR_LIGHT_SHADOWS
|
||||
#define VSM 1
|
||||
#if VSM
|
||||
float ChebyshevUpperBound(float2 moments, float mean)
|
||||
{
|
||||
// Compute variance
|
||||
float variance = moments.y - (moments.x * moments.x);
|
||||
float _VSMBias = 0.001f;
|
||||
variance = max(variance, _VSMBias * mean * mean);
|
||||
|
||||
// Compute probabilistic upper bound
|
||||
float d = mean - moments.x;
|
||||
float pMax = variance / (variance + (d * d));
|
||||
|
||||
// One-tailed Chebyshev
|
||||
return (mean <= moments.x ? 1.0f : pMax);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if DIR_LIGHT
|
||||
#if DIR_LIGHT_SHADOWS
|
||||
float4 getCascadeWeights_splitSpheres(float3 pos)
|
||||
{
|
||||
float3 fromCenter0 = pos - _ShadowParams[0].shadowSplitSpheres[0].xyz;
|
||||
float3 fromCenter1 = pos - _ShadowParams[0].shadowSplitSpheres[1].xyz;
|
||||
float3 fromCenter2 = pos - _ShadowParams[0].shadowSplitSpheres[2].xyz;
|
||||
float3 fromCenter3 = pos - _ShadowParams[0].shadowSplitSpheres[3].xyz;
|
||||
float4 distances2 = float4(dot(fromCenter0,fromCenter0), dot(fromCenter1,fromCenter1), dot(fromCenter2,fromCenter2), dot(fromCenter3,fromCenter3));
|
||||
float4 weights = float4(distances2 >= _ShadowParams[0].shadowSplitSqRadii);
|
||||
return weights;
|
||||
}
|
||||
|
||||
float4 getShadowCoord(float3 pos, float4 cascadeWeights)
|
||||
{
|
||||
return mul(_ShadowParams[0].worldToShadow[(int)dot(cascadeWeights, float4(1,1,1,1))], float4(pos, 1));
|
||||
}
|
||||
#endif
|
||||
|
||||
float3 DirectionalLight(float3 pos)
|
||||
{
|
||||
if (!any(_DirLightColor))
|
||||
return 0;
|
||||
|
||||
float att = 1;
|
||||
|
||||
#if DIR_LIGHT_SHADOWS
|
||||
if (_DirLightShadows > 0.0)
|
||||
{
|
||||
float4 cascadeWeights = getCascadeWeights_splitSpheres(pos);
|
||||
//bool inside = dot(cascadeWeights, float4(1,1,1,1)) < 4;
|
||||
float3 samplePos = getShadowCoord(pos, cascadeWeights).xyz;
|
||||
//occlusion += inside ? UNITY_SAMPLE_SHADOW(u_CascadedShadowMap, samplePos) : 1.f;
|
||||
#if 1
|
||||
att *= _DirectionalShadowmap.SampleLevel(sampler_DirectionalShadowmap, samplePos.xy, 0).r > samplePos.z;
|
||||
#else
|
||||
float2 shadowmap = _DirectionalShadowmap.SampleLevel(sampler_DirectionalShadowmap, samplePos, 0).xy;
|
||||
att *= ChebyshevUpperBound(shadowmap.xy, samplePos.z);
|
||||
|
||||
// float depth = exp(-40.0 * samplePos.z);
|
||||
// att = saturate(shadowmap.r * depth);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
#if ANISOTROPY
|
||||
float3 posToCamera = normalize(_CameraPos.xyz - pos);
|
||||
float costheta = dot(posToCamera, _DirLightDir);
|
||||
att *= anisotropy(costheta);
|
||||
#endif
|
||||
|
||||
return _DirLightColor * att;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef POINT_LIGHTS
|
||||
float3 PointLights(float3 pos)
|
||||
{
|
||||
float3 color = 0;
|
||||
for (int i = 0; i < _PointLightsCount; i++)
|
||||
{
|
||||
float3 posToLight = _PointLights[i].pos - pos;
|
||||
float distNorm = dot(posToLight, posToLight) * _PointLights[i].range;
|
||||
float att = Attenuation(distNorm);
|
||||
|
||||
#if ANISOTROPY
|
||||
float3 cameraToPos = normalize(pos - _CameraPos.xyz);
|
||||
float costheta = dot(cameraToPos, normalize(posToLight));
|
||||
att *= anisotropy(costheta);
|
||||
#endif
|
||||
|
||||
color += _PointLights[i].color * att;
|
||||
}
|
||||
return color;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef TUBE_LIGHTS
|
||||
float almostIdentity(float x, float m, float n)
|
||||
{
|
||||
if (x > m)
|
||||
return x;
|
||||
|
||||
float a = 2.0f*n - m;
|
||||
float b = 2.0f*m - 3.0f*n;
|
||||
float t = x/m;
|
||||
|
||||
return (a*t + b)*t*t + n;
|
||||
}
|
||||
|
||||
float3 TubeLights(float3 pos)
|
||||
{
|
||||
float3 color = 0;
|
||||
for (int i = 0; i < _TubeLightsCount; i++)
|
||||
{
|
||||
float3 L0 = _TubeLights[i].start - pos;
|
||||
float3 L1 = _TubeLights[i].end - pos;
|
||||
float distNorm = 0.5f * (length(L0) * length(L1) + dot(L0, L1)) * _TubeLights[i].range;
|
||||
float att = Attenuation(distNorm);
|
||||
|
||||
#if ANISOTROPY
|
||||
// Just like when calculating specular for area lights:
|
||||
// assume forward scattering lobe -> the point on the light that's the closest to
|
||||
// the view direction is representative
|
||||
float3 posToCamera = normalize(pos - _CameraPos.xyz);
|
||||
float3 r = -posToCamera;
|
||||
float3 Ld = L1 - L0;
|
||||
float L0oL0 = dot(L0, L0);
|
||||
float RoL0 = dot(r, L0);
|
||||
float RoLd = dot(r, Ld);
|
||||
float L0oLd = dot(L0, Ld);
|
||||
float LdoLd = dot(Ld, Ld);
|
||||
float distLd = sqrt(LdoLd);
|
||||
|
||||
#if 1
|
||||
// Smallest angle to ray
|
||||
float t = (L0oLd * RoL0 - L0oL0 * RoLd) / (L0oLd * RoLd - LdoLd * RoL0);
|
||||
t = saturate(t);
|
||||
|
||||
// As r becomes parallel to Ld and then points away, t flips from 0 to 1 (or vv) and a discontinuity shows up.
|
||||
// Counteract by detecting that relative angle/position and flip t. The discontinuity in t moves to the back side.
|
||||
float3 L0xLd = cross(L0, Ld);
|
||||
float3 LdxR = cross(Ld, r);
|
||||
float RAtLd = dot(L0xLd, LdxR);
|
||||
|
||||
// RAtLd is negative if R points away from Ld.
|
||||
// TODO: check if lerp below is indeed cheaper.
|
||||
// if (RAtLd < 0)
|
||||
// t = 1 - t;
|
||||
t = lerp(1 - t, t, step(0, RAtLd));
|
||||
|
||||
#else
|
||||
// Original by Karis
|
||||
// Closest distance to ray
|
||||
float t = (RoL0 * RoLd - L0oLd) / (distLd * distLd - RoLd * RoLd);
|
||||
t = saturate(t);
|
||||
|
||||
#endif
|
||||
float3 closestPoint = L0 + Ld * t;
|
||||
float3 centerToRay = dot(closestPoint, r) * r - closestPoint;
|
||||
// closestPoint = closestPoint + centerToRay * saturate(_TubeLights[i].radius / length(centerToRay));
|
||||
float centerToRayNorm = length(centerToRay) / _TubeLights[i].radius;
|
||||
// The last param should in theory be 1
|
||||
centerToRayNorm = almostIdentity(centerToRayNorm, 2, 1.2);
|
||||
closestPoint = closestPoint + centerToRay / centerToRayNorm;
|
||||
|
||||
// Attenuation from the closest point looks really good if there's anisotropy, but breaks
|
||||
// for (close to) isotropic medium. Probably because there's no forward lobe anymore, so
|
||||
// the closest point to the view direction is not representative? But artifacts look like
|
||||
// smth else is going on too.
|
||||
// att = Attenuation(dot(closestPoint, closestPoint) * _TubeLights[i].range);
|
||||
|
||||
float costheta = dot(posToCamera, normalize(closestPoint));
|
||||
att *= anisotropy(costheta);
|
||||
#endif
|
||||
|
||||
#ifdef TUBE_LIGHT_SHADOW_PLANES
|
||||
att *= ShadowPlanes(pos, _TubeLightShadowPlanes[i]);
|
||||
#endif
|
||||
|
||||
// GDC hack
|
||||
att = isnan(att) || isinf(att) ? 0 : att;
|
||||
|
||||
color += _TubeLights[i].color * att;
|
||||
}
|
||||
return color;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef AREA_LIGHTS
|
||||
float3 AreaLights(float3 pos)
|
||||
{
|
||||
float3 color = 0;
|
||||
uint count = _AreaLightsCount;
|
||||
uint shadowedAreaLightIndex = _ShadowedAreaLightIndex;
|
||||
for (uint i = 0; i < count; i++)
|
||||
{
|
||||
float4 pClip = mul(_AreaLights[i].mat, float4(pos, 1));
|
||||
float3 p = float3(pClip.x / pClip.w, pClip.y / pClip.w, pClip.z);
|
||||
float z = p.z * 0.5 + 0.5;
|
||||
|
||||
float att = 1;
|
||||
|
||||
if (_AreaLights[i].bounded)
|
||||
{
|
||||
att *= saturate(AttenuationToZero(z * z));
|
||||
|
||||
// Magic tweaks to the shape
|
||||
float corner = 0.4;
|
||||
float outset = 0.8;
|
||||
float smooth = 0.7;
|
||||
|
||||
float d = length(max(abs(p.xy) - 1 + corner*outset, 0.0)) - corner;
|
||||
att *= saturate(1 - smoothstep(-smooth, 0, d));
|
||||
att *= smoothstep(-0.01, 0.01, z);
|
||||
}
|
||||
|
||||
#if ANISOTROPY
|
||||
float3 cameraToPos = normalize(pos - _CameraPos.xyz);
|
||||
float4 lightPos = _AreaLights[i].pos;
|
||||
float3 posToLight = lerp(lightPos.xyz, lightPos.xyz - pos, lightPos.w);
|
||||
float costheta = dot(cameraToPos, normalize(posToLight));
|
||||
att *= anisotropy(costheta);
|
||||
#endif
|
||||
|
||||
if (i == shadowedAreaLightIndex && all(abs(p) < 1))
|
||||
{
|
||||
#if VSM
|
||||
float2 shadowmap = _AreaLightShadowmap.SampleLevel(sampler_AreaLightShadowmap, p.xy * 0.5 + 0.5, 0).xy;
|
||||
att *= ChebyshevUpperBound(shadowmap.xy, z);
|
||||
#else
|
||||
float shadowmap = _AreaLightShadowmap.SampleLevel(sampler_AreaLightShadowmap, p.xy * 0.5 + 0.5, 0);
|
||||
float depth = exp(-_ESMExponentAreaLight * z);
|
||||
att *= saturate(shadowmap * depth);
|
||||
#endif
|
||||
}
|
||||
|
||||
color += _AreaLights[i].color * att;
|
||||
}
|
||||
return color;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
[numthreads(16,2,16)]
|
||||
void CSMain (uint3 id : SV_DispatchThreadID)
|
||||
{
|
||||
float3 color = _AmbientLight;
|
||||
float2 uv = float2(id.x/159.0, id.y/89.0);
|
||||
float z = id.z/127.0;
|
||||
z = _NearOverFarClip + z * (1 - _NearOverFarClip);
|
||||
float3 pos = FrustumRay(uv, _FrustumRays) * z + _CameraPos.xyz;
|
||||
|
||||
|
||||
// Directional light
|
||||
#ifdef DIR_LIGHT
|
||||
color += DirectionalLight(pos);
|
||||
#endif
|
||||
|
||||
|
||||
// Point lights
|
||||
#ifdef POINT_LIGHTS
|
||||
color += PointLights(pos);
|
||||
#endif
|
||||
|
||||
|
||||
// Tube lights
|
||||
#ifdef TUBE_LIGHTS
|
||||
color += TubeLights(pos);
|
||||
#endif
|
||||
|
||||
|
||||
// Area lights
|
||||
#ifdef AREA_LIGHTS
|
||||
color += AreaLights(pos);
|
||||
#endif
|
||||
|
||||
|
||||
// Density
|
||||
float density = Density(pos);
|
||||
|
||||
|
||||
// Output
|
||||
float4 output;
|
||||
output.rgb = _Intensity * density * color;
|
||||
output.a = density;
|
||||
_VolumeInject[id] = output;
|
||||
}
|
||||
|
@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 55812fd61bd54104aa23612fc28bfeb8
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timeCreated: 1431967312
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licenseType: Pro
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ComputeShaderImporter:
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currentBuildTarget: 5
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assetBundleName:
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38
Assets/VolumetricFog/Shaders/Scatter.compute
Normal file
38
Assets/VolumetricFog/Shaders/Scatter.compute
Normal file
@ -0,0 +1,38 @@
|
||||
// Based on 'Volumetric fog: Unified, compute shader based solution to atmospheric scattering, ACM Siggraph 2014'
|
||||
// https://bartwronski.com/publications/
|
||||
|
||||
#pragma kernel CSMain
|
||||
#define VOLUME_DEPTH 128
|
||||
|
||||
Texture3D _VolumeInject;
|
||||
RWTexture3D<float4> _VolumeScatter;
|
||||
|
||||
float Extinction(float density)
|
||||
{
|
||||
return exp(-density);
|
||||
}
|
||||
|
||||
void WriteOutput(in uint3 pos, in float4 colorAndDensity)
|
||||
{
|
||||
_VolumeScatter[pos] = float4(colorAndDensity.rgb, Extinction(colorAndDensity.a));
|
||||
}
|
||||
|
||||
float4 AccumulateScattering(float4 colorAndDensityFront, float4 colorAndDensityBack)
|
||||
{
|
||||
float3 light = colorAndDensityFront.rgb + saturate(Extinction(colorAndDensityFront.a)) * colorAndDensityBack.rgb;
|
||||
return float4(light.rgb, colorAndDensityFront.a + colorAndDensityBack.a);
|
||||
}
|
||||
|
||||
[numthreads(32, 2, 1)]
|
||||
void CSMain (uint3 id : SV_DispatchThreadID)
|
||||
{
|
||||
float4 currentSlice = _VolumeInject[uint3(id.xy, 0)];
|
||||
WriteOutput(uint3(id.xy, 0), currentSlice);
|
||||
|
||||
for(uint z = 1; z < VOLUME_DEPTH; z++)
|
||||
{
|
||||
float4 nextValue = _VolumeInject[uint3(id.xy, z)];
|
||||
currentSlice = AccumulateScattering(currentSlice, nextValue);
|
||||
WriteOutput(uint3(id.xy, z), currentSlice);
|
||||
}
|
||||
}
|
9
Assets/VolumetricFog/Shaders/Scatter.compute.meta
Normal file
9
Assets/VolumetricFog/Shaders/Scatter.compute.meta
Normal file
@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 2a7c01c2354d03a4e9c31096bf130b6a
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timeCreated: 1432198206
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licenseType: Pro
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ComputeShaderImporter:
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currentBuildTarget: 5
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userData:
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assetBundleName:
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assetBundleVariant:
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32
Assets/VolumetricFog/Shaders/Shadowmap.shader
Normal file
32
Assets/VolumetricFog/Shaders/Shadowmap.shader
Normal file
@ -0,0 +1,32 @@
|
||||
Shader "Hidden/Shadowmap" {
|
||||
SubShader {
|
||||
Tags { "RenderType"="Opaque" }
|
||||
Pass
|
||||
{
|
||||
Fog { Mode Off }
|
||||
Cull Back
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
};
|
||||
|
||||
v2f vert (appdata_base v)
|
||||
{
|
||||
v2f o;
|
||||
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
float4 frag(v2f i) : COLOR
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/VolumetricFog/Shaders/Shadowmap.shader.meta
Normal file
9
Assets/VolumetricFog/Shaders/Shadowmap.shader.meta
Normal file
@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 2c4cd42b134f7864fa579350e9cf6896
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timeCreated: 1432028591
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licenseType: Pro
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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34
Assets/VolumetricFog/Shaders/VolumetricFog.cginc
Normal file
34
Assets/VolumetricFog/Shaders/VolumetricFog.cginc
Normal file
@ -0,0 +1,34 @@
|
||||
sampler3D _VolumeScatter;
|
||||
float4 _VolumeScatter_TexelSize;
|
||||
float4 _Screen_TexelSize;
|
||||
float _CameraFarOverMaxFar;
|
||||
float _NearOverFarClip;
|
||||
|
||||
int ihash(int n)
|
||||
{
|
||||
n = (n<<13)^n;
|
||||
return (n*(n*n*15731+789221)+1376312589) & 2147483647;
|
||||
}
|
||||
|
||||
float frand(int n)
|
||||
{
|
||||
return ihash(n) / 2147483647.0;
|
||||
}
|
||||
|
||||
float2 cellNoise(int2 p)
|
||||
{
|
||||
int i = p.y*256 + p.x;
|
||||
return float2(frand(i), frand(i + 57)) - 0.5;//*2.0-1.0;
|
||||
}
|
||||
|
||||
half4 Fog(half linear01Depth, half2 screenuv)
|
||||
{
|
||||
half z = linear01Depth * _CameraFarOverMaxFar;
|
||||
z = (z - _NearOverFarClip) / (1 - _NearOverFarClip);
|
||||
if (z < 0.0)
|
||||
return half4(0, 0, 0, 1);
|
||||
|
||||
half3 uvw = half3(screenuv.x, screenuv.y, z);
|
||||
uvw.xy += cellNoise(uvw.xy * _Screen_TexelSize.zw) * _VolumeScatter_TexelSize.xy * 0.8;
|
||||
return tex3D(_VolumeScatter, uvw);
|
||||
}
|
9
Assets/VolumetricFog/Shaders/VolumetricFog.cginc.meta
Normal file
9
Assets/VolumetricFog/Shaders/VolumetricFog.cginc.meta
Normal file
@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 5353ac921ca28c4448781247e4f9ec3b
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timeCreated: 1452690568
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licenseType: Pro
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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BIN
Assets/VolumetricFog/Shaders/noise.png
Normal file
BIN
Assets/VolumetricFog/Shaders/noise.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 258 KiB |
55
Assets/VolumetricFog/Shaders/noise.png.meta
Normal file
55
Assets/VolumetricFog/Shaders/noise.png.meta
Normal file
@ -0,0 +1,55 @@
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fileFormatVersion: 2
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guid: 35eb47181d630134c97488476efbda59
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timeCreated: 1432252542
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licenseType: Pro
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TextureImporter:
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fileIDToRecycleName: {}
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serializedVersion: 2
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mipmaps:
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mipMapMode: 0
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enableMipMap: 0
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linearTexture: 0
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correctGamma: 0
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fadeOut: 0
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borderMipMap: 0
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mipMapFadeDistanceStart: 1
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mipMapFadeDistanceEnd: 3
|
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bumpmap:
|
||||
convertToNormalMap: 0
|
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externalNormalMap: 0
|
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heightScale: .25
|
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normalMapFilter: 0
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isReadable: 0
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grayScaleToAlpha: 0
|
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generateCubemap: 0
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cubemapConvolution: 0
|
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cubemapConvolutionSteps: 8
|
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cubemapConvolutionExponent: 1.5
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seamlessCubemap: 0
|
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textureFormat: -3
|
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maxTextureSize: 2048
|
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textureSettings:
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filterMode: -1
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aniso: -1
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mipBias: -1
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wrapMode: 0
|
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nPOTScale: 1
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lightmap: 0
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rGBM: 0
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compressionQuality: 50
|
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spriteMode: 0
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: .5, y: .5}
|
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spritePixelsToUnits: 100
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alphaIsTransparency: 0
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textureType: 5
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buildTargetSettings: []
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spriteSheet:
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sprites: []
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spritePackingTag:
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userData:
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assetBundleName:
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assetBundleVariant:
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Reference in New Issue
Block a user