mirror of
https://github.com/maxartz15/VolumetricLighting.git
synced 2024-11-12 18:05:31 +01:00
An example of handling transparent objects.
This commit is contained in:
parent
9d1e179371
commit
fc99d4650f
@ -0,0 +1,34 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!21 &2100000
|
||||
Material:
|
||||
serializedVersion: 6
|
||||
m_ObjectHideFlags: 0
|
||||
m_PrefabParentObject: {fileID: 0}
|
||||
m_PrefabInternal: {fileID: 0}
|
||||
m_Name: StandardAlphaBlended-VolumetricFog
|
||||
m_Shader: {fileID: 4800000, guid: 9dca33cc83d85fd409e8d3dfc9db5676, type: 3}
|
||||
m_ShaderKeywords:
|
||||
m_LightmapFlags: 5
|
||||
m_CustomRenderQueue: -1
|
||||
stringTagMap: {}
|
||||
m_SavedProperties:
|
||||
serializedVersion: 2
|
||||
m_TexEnvs:
|
||||
- first:
|
||||
name: _MainTex
|
||||
second:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Floats:
|
||||
- first:
|
||||
name: _Glossiness
|
||||
second: 0.667
|
||||
- first:
|
||||
name: _Metallic
|
||||
second: 0
|
||||
m_Colors:
|
||||
- first:
|
||||
name: _Color
|
||||
second: {r: 1, g: 1, b: 1, a: 0}
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b92b0577b1e30bf4ab3b04c3e6a74994
|
||||
timeCreated: 1478261393
|
||||
licenseType: Pro
|
||||
NativeFormatImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,102 @@
|
||||
Shader "Custom/StandardAlphaBlended-VolumetricFog"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Color ("Color", Color) = (1,1,1,1)
|
||||
_MainTex ("Albedo (RGB)", 2D) = "white" {}
|
||||
_Glossiness ("Smoothness", Range(0,1)) = 0.5
|
||||
_Metallic ("Metallic", Range(0,1)) = 0.0
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags {"Queue" = "Transparent" "RenderType"="Transparent" }
|
||||
LOD 200
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#pragma surface surf Standard fullforwardshadows alpha finalcolor:ApplyFog
|
||||
#pragma target 3.0
|
||||
#pragma multi_compile _ VOLUMETRIC_FOG
|
||||
|
||||
#if VOLUMETRIC_FOG
|
||||
#include "../../VolumetricFog/Shaders/VolumetricFog.cginc"
|
||||
#endif
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _CameraDepthTexture;
|
||||
|
||||
struct Input {
|
||||
float2 uv_MainTex;
|
||||
float4 screenPos;
|
||||
};
|
||||
|
||||
void ApplyFog(Input IN, SurfaceOutputStandard o, inout fixed4 color)
|
||||
{
|
||||
#if VOLUMETRIC_FOG
|
||||
half3 uvscreen = IN.screenPos.xyz/IN.screenPos.w;
|
||||
half linear01Depth = Linear01Depth(uvscreen.z);
|
||||
fixed4 fog = Fog(linear01Depth, uvscreen.xy);
|
||||
|
||||
// Always apply fog attenuation - also in the forward add pass.
|
||||
color.rgb *= fog.a;
|
||||
|
||||
// Alpha premultiply mode (used with alpha and Standard lighting function, or explicitly alpha:premul)
|
||||
// uses source blend factor of One instead of SrcAlpha. `color` is compensated for it, so we need to compensate
|
||||
// the amount of inscattering too. A note on why this works: below.
|
||||
#if _ALPHAPREMULTIPLY_ON
|
||||
fog.rgb *= o.Alpha;
|
||||
#endif
|
||||
|
||||
// Add inscattering only once, so in forward base, but not forward add.
|
||||
#ifndef UNITY_PASS_FORWARDADD
|
||||
color.rgb += fog.rgb;
|
||||
#endif
|
||||
|
||||
// So why does multiplying the inscattered light by alpha work?
|
||||
// In other words: how did fog ever work, if opaque objects add all of the inscattered light
|
||||
// between them and the camera, and then the transparencies add even more?
|
||||
//
|
||||
// This is our scene initially:
|
||||
// scene |---is0---------------------------------------> camera
|
||||
//
|
||||
// And that's with the transparent object added in between the opaque stuff and the camera:
|
||||
// scene |---is1---> transparent |---is2---------------> camera
|
||||
//
|
||||
// When rendering, we start with the opaque part of the scene and add all the light inscattered between that and the camera: is0.
|
||||
// Then we add the transparent object. It does two things (let's consider the alpha premultiply version):
|
||||
// - Dims whatever was behind it (including is0) by OneMinusSrcAlpha
|
||||
// - Adds light inscattered in front of it (is2), multiplied by Alpha
|
||||
//
|
||||
// So all in all we end up with this much inscattered light:
|
||||
// is0 * OneMinusSrcAlpha + is2 * Alpha
|
||||
//
|
||||
// Judging by the diagram, though, the correct amount should be:
|
||||
// is1 * OneMinusSrcAlpha + is2
|
||||
//
|
||||
// Turns out the two expressions are equal - who would've thunk?
|
||||
// is1 = is0 - is2
|
||||
// (is0 - is2) * OneMinusSrcAlpha + is2
|
||||
// is0 * OneMinusSrcAlpha - is2 * (1 - Alpha) + is2
|
||||
// is0 * OneMinusSrcAlpha - is2 + is2 * Alpha + is2
|
||||
// is0 * OneMinusSrcAlpha + is2 * Alpha
|
||||
|
||||
// I leave figuring out if the fog attenuation is correct as an exercise to the reader ;)
|
||||
#endif
|
||||
}
|
||||
|
||||
half _Glossiness;
|
||||
half _Metallic;
|
||||
fixed4 _Color;
|
||||
|
||||
void surf (Input IN, inout SurfaceOutputStandard o)
|
||||
{
|
||||
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
|
||||
o.Albedo = c.rgb;
|
||||
o.Metallic = _Metallic;
|
||||
o.Smoothness = _Glossiness;
|
||||
o.Alpha = c.a;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
FallBack "Standard"
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9dca33cc83d85fd409e8d3dfc9db5676
|
||||
timeCreated: 1478225190
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
1278
Assets/Scenes/Transparency and point lights.unity
Normal file
1278
Assets/Scenes/Transparency and point lights.unity
Normal file
File diff suppressed because it is too large
Load Diff
8
Assets/Scenes/Transparency and point lights.unity.meta
Normal file
8
Assets/Scenes/Transparency and point lights.unity.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 915ed33d3a042174eb51699251f87c5b
|
||||
timeCreated: 1478261417
|
||||
licenseType: Pro
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
11
README.md
11
README.md
@ -8,13 +8,21 @@ This repository contains some of the lighting effects implemented for the [Unity
|
||||
|
||||
##### Test scenes
|
||||
![area light](http://i.imgur.com/HxwAefB.png)
|
||||
Area light with shadows.
|
||||
|
||||
![tube light](http://i.imgur.com/MxS8Jus.png)
|
||||
Two tube lights with some locally controlled fog density.
|
||||
|
||||
![tube light](http://i.imgur.com/ZSXoCYX.png)
|
||||
Tube light with a shadow plane and global fog noise + wind.
|
||||
|
||||
![transparency](http://i.imgur.com/Yr8Zj2S.png)
|
||||
Transparent spheres and a point light.
|
||||
|
||||
System requirements
|
||||
-------------------
|
||||
- DX11
|
||||
- Tested in Unity 5.4.1, 5.4.2 and 5.5b10
|
||||
- Unity 5.4.1
|
||||
|
||||
Usage notes
|
||||
-----------
|
||||
@ -42,7 +50,6 @@ Usage notes
|
||||
Known issues and missing functionality
|
||||
--------------------------------------
|
||||
- Directional light support disabled for now, but should be added soon.
|
||||
- The fog can properly affect transparencies, but the standard shader requires a small patch for this to work. An example will be added soon.
|
||||
- The froxel resolution is currently hardcoded and larger view distances will cause undersampling issues along the view axis. Should be fixed soon. In the meantime use the *Far Clip Max* setting to limit how far the volumetrics are calculated.
|
||||
- The lights only work in deferred rendering and won't affect any objects rendered in forward.
|
||||
- No scaling via the transform component - currently the size and shape of the lights can only be changed via the properties of the light component. Changing the scale in the transform component doesn't work.
|
||||
|
Loading…
Reference in New Issue
Block a user