mirror of
https://github.com/maxartz15/VolumetricLighting.git
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39 lines
1.1 KiB
Plaintext
39 lines
1.1 KiB
Plaintext
// Based on 'Volumetric fog: Unified, compute shader based solution to atmospheric scattering, ACM Siggraph 2014'
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// https://bartwronski.com/publications/
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#pragma kernel CSMain
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#define VOLUME_DEPTH 128
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Texture3D _VolumeInject;
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RWTexture3D<float4> _VolumeScatter;
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float Extinction(float density)
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{
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return exp(-density);
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}
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void WriteOutput(in uint3 pos, in float4 colorAndDensity)
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{
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_VolumeScatter[pos] = float4(colorAndDensity.rgb, Extinction(colorAndDensity.a));
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}
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float4 AccumulateScattering(float4 colorAndDensityFront, float4 colorAndDensityBack)
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{
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float3 light = colorAndDensityFront.rgb + saturate(Extinction(colorAndDensityFront.a)) * colorAndDensityBack.rgb;
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return float4(light.rgb, colorAndDensityFront.a + colorAndDensityBack.a);
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}
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[numthreads(32, 2, 1)]
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void CSMain (uint3 id : SV_DispatchThreadID)
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{
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float4 currentSlice = _VolumeInject[uint3(id.xy, 0)];
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WriteOutput(uint3(id.xy, 0), currentSlice);
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for(uint z = 1; z < VOLUME_DEPTH; z++)
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{
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float4 nextValue = _VolumeInject[uint3(id.xy, z)];
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currentSlice = AccumulateScattering(currentSlice, nextValue);
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WriteOutput(uint3(id.xy, z), currentSlice);
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}
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}
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