mirror of
https://github.com/maxartz15/VolumetricLighting.git
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537 lines
14 KiB
Plaintext
537 lines
14 KiB
Plaintext
#pragma kernel CSMain TUBE_LIGHTS TUBE_LIGHT_SHADOW_PLANES FOG_ELLIPSOIDS ANISOTROPY AREA_LIGHTS POINT_LIGHTS
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// Directional light support not quite ready yet
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// #pragma kernel CSMain TUBE_LIGHTS TUBE_LIGHT_SHADOW_PLANES FOG_ELLIPSOIDS ANISOTROPY AREA_LIGHTS POINT_LIGHTS DIR_LIGHT
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#define TUBE_LIGHT_ATTENUATION_LEGACY 1
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#include "..\..\TubeLight\Shaders\TubeLightAttenuation.cginc"
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#ifdef TUBE_LIGHT_SHADOW_PLANES
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#include "..\..\TubeLight\Shaders\TubeLightShadowPlanes.cginc"
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#endif
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RWTexture3D<half4> _VolumeInject;
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float4 _FrustumRays[4];
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float4 _CameraPos;
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float4 _FrustumRaysLight[4];
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float4 _CameraPosLight;
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float _Density;
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float _Intensity;
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float _Anisotropy;
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Texture2D _Noise;
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SamplerState sampler_Noise;
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float4 _FogParams;
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float _NoiseFogAmount;
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float _NoiseFogScale;
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float _WindSpeed;
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float3 _WindDir;
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float _Time;
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Texture2D _LightTextureB0;
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SamplerState sampler_LightTextureB0;
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float _NearOverFarClip;
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float3 _AmbientLight;
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#ifdef FOG_BOMB
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float _FogBombRadius;
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float3 _FogBombPos;
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#endif
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#ifdef DIR_LIGHT
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float3 _DirLightColor;
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float3 _DirLightDir;
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#ifdef DIR_LIGHT_SHADOWS
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float _DirLightShadows;
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float _ESMExponentDirLight;
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struct ShadowParams
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{
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float4x4 worldToShadow[4];
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float4 shadowSplitSpheres[4];
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float4 shadowSplitSqRadii;
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};
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RWStructuredBuffer<ShadowParams> _ShadowParams;
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Texture2D _DirectionalShadowmap;
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SamplerState sampler_DirectionalShadowmap;
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#endif
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#endif
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#ifdef POINT_LIGHTS
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struct PointLight
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{
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float3 pos;
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float range;
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float3 color;
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float padding;
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};
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StructuredBuffer<PointLight> _PointLights;
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float _PointLightsCount;
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#endif
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#ifdef TUBE_LIGHTS
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struct TubeLight
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{
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float3 start;
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float range;
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float3 end;
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float radius;
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float3 color;
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float padding;
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};
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StructuredBuffer<TubeLight> _TubeLights;
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float _TubeLightsCount;
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#ifdef TUBE_LIGHT_SHADOW_PLANES
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// Same count as _TubeLightsCount
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StructuredBuffer<TubeLightShadowPlane> _TubeLightShadowPlanes;
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#endif
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#endif // TUBE_LIGHTS
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#ifdef AREA_LIGHTS
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struct AreaLight
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{
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float4x4 mat;
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float4 pos; // only needed for anisotropy. w: 0 ortho, 1 proj
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float3 color;
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float bounded;
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};
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StructuredBuffer<AreaLight> _AreaLights;
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float _AreaLightsCount;
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Texture2D _AreaLightShadowmap;
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SamplerState sampler_AreaLightShadowmap;
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float _ShadowedAreaLightIndex;
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float4 _AreaLightShadowmapZParams;
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float _ESMExponentAreaLight;
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#endif
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#ifdef FOG_ELLIPSOIDS
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struct FogEllipsoid
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{
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float3 pos;
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float radius;
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float3 axis;
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float stretch;
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float density;
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float noiseAmount;
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float noiseSpeed;
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float noiseScale;
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float feather;
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float blend;
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float padding1;
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float padding2;
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};
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StructuredBuffer<FogEllipsoid> _FogEllipsoids;
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float _FogEllipsoidsCount;
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#endif
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float hash( float n ) { return frac(sin(n)*753.5453123); }
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float noisep(float3 x)
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{
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float3 p = floor(x);
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float3 f = frac(x);
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f = f*f*(3.0-2.0*f);
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float n = p.x + p.y*157.0 + 113.0*p.z;
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return lerp(lerp(lerp( hash(n+ 0.0), hash(n+ 1.0),f.x),
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lerp( hash(n+157.0), hash(n+158.0),f.x),f.y),
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lerp(lerp( hash(n+113.0), hash(n+114.0),f.x),
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lerp( hash(n+270.0), hash(n+271.0),f.x),f.y),f.z);
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}
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float noise(float3 x)
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{
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float3 p = floor(x);
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float3 f = frac(x);
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f = f * f * (3.0 - 2.0 * f);
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float2 uv = (p.xy + float2(37.0,17.0) * p.z) + f.xy;
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float2 rg = _Noise.SampleLevel(sampler_Noise, (uv + 0.5) / 256.0, 0).yx;
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return -1.0 + 2.0 * lerp(rg.x, rg.y, f.z);
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}
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float ScrollNoise(float3 pos, float speed, float scale, float3 dir, float amount, float bias = 0.0, float mult = 1.0)
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{
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float time = _Time * speed;
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float noiseScale = scale;
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float3 noiseScroll = dir * time;
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float3 q = pos - noiseScroll;
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q *= scale;
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float f = 0;
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f = 0.5 * noisep(q);
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// scroll the next octave in the opposite direction to get some morphing instead of just scrolling
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q += noiseScroll * scale;
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q = q * 2.01;
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f += 0.25 * noisep(q);
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f += bias;
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f *= mult;
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f = max(f, 0.0);
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return lerp(1.0, f, amount);
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}
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#ifdef FOG_ELLIPSOIDS
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void FogEllipsoids(float3 pos, inout float density)
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{
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for (int i = 0; i < _FogEllipsoidsCount; i++)
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{
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float3 dir = _FogEllipsoids[i].pos - pos;
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float3 axis = _FogEllipsoids[i].axis;
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float3 dirAlongAxis = dot(dir, axis) * axis;
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float scrollNoise = ScrollNoise(dir, _FogEllipsoids[i].noiseSpeed, _FogEllipsoids[i].noiseScale, axis, _FogEllipsoids[i].noiseAmount);
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dir = dir + dirAlongAxis * _FogEllipsoids[i].stretch;
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float distsq = dot(dir, dir);
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float radius = _FogEllipsoids[i].radius;
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float feather = _FogEllipsoids[i].feather;
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// float feather = 0.3;
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feather = (1.0 - smoothstep (radius * feather, radius, distsq));
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float contribution = scrollNoise * feather * _FogEllipsoids[i].density;
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density = lerp(density + contribution, density * contribution, _FogEllipsoids[i].blend);
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}
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}
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#endif
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#ifdef FOG_BOMB
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float Pulse(float c, float w, float x)
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{
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return smoothstep(c - w, c, x) - smoothstep(c, c + w, x);
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}
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#endif
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float Density(float3 pos)
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{
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float fog = _FogParams.x;
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fog += max(exp(_FogParams.y*(-pos.y + _FogParams.z)) * _FogParams.w, 0.0);
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float3 warp = pos;
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#ifdef FOG_BOMB
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if (_FogBombRadius > 0)
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{
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float3 posToBomb = _FogBombPos - pos;
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float distToBomb = length(posToBomb);
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fog *= smoothstep (_FogBombRadius * 0.9, _FogBombRadius * 1.1, distToBomb);
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fog *= 1.0 + 0.5 * Pulse(_FogBombRadius * 1.35, 0.7, distToBomb);
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warp += (1 - smoothstep(_FogBombRadius, _FogBombRadius * 1.4, distToBomb)) * posToBomb * 0.3;
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}
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#endif
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fog *= ScrollNoise(warp, _WindSpeed, _NoiseFogScale, _WindDir, _NoiseFogAmount, -0.3, 8.0);
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#ifdef FOG_ELLIPSOIDS
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FogEllipsoids(pos, fog);
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#endif
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return max(fog * _Density, 0.0);
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}
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float3 FrustumRay(float2 uv, float4 frustumRays[4])
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{
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float3 ray0 = lerp(frustumRays[0].xyz, frustumRays[1].xyz, uv.x);
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float3 ray1 = lerp(frustumRays[3].xyz, frustumRays[2].xyz, uv.x);
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return lerp(ray0, ray1, uv.y);
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}
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#ifdef ANISOTROPY
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float anisotropy(float costheta)
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{
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float g = _Anisotropy;
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float gsq = g*g;
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float denom = 1 + gsq - 2.0 * g * costheta;
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denom = denom * denom * denom;
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denom = sqrt(max(0, denom));
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return (1 - gsq) / denom;
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}
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#endif
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#if AREA_LIGHTS || DIR_LIGHT_SHADOWS
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#define VSM 1
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#if VSM
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float ChebyshevUpperBound(float2 moments, float mean)
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{
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// Compute variance
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float variance = moments.y - (moments.x * moments.x);
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float _VSMBias = 0.001f;
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variance = max(variance, _VSMBias * mean * mean);
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// Compute probabilistic upper bound
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float d = mean - moments.x;
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float pMax = variance / (variance + (d * d));
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// One-tailed Chebyshev
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return (mean <= moments.x ? 1.0f : pMax);
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}
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#endif
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#endif
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#if DIR_LIGHT
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#if DIR_LIGHT_SHADOWS
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float4 getCascadeWeights_splitSpheres(float3 pos)
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{
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float3 fromCenter0 = pos - _ShadowParams[0].shadowSplitSpheres[0].xyz;
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float3 fromCenter1 = pos - _ShadowParams[0].shadowSplitSpheres[1].xyz;
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float3 fromCenter2 = pos - _ShadowParams[0].shadowSplitSpheres[2].xyz;
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float3 fromCenter3 = pos - _ShadowParams[0].shadowSplitSpheres[3].xyz;
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float4 distances2 = float4(dot(fromCenter0,fromCenter0), dot(fromCenter1,fromCenter1), dot(fromCenter2,fromCenter2), dot(fromCenter3,fromCenter3));
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float4 weights = float4(distances2 >= _ShadowParams[0].shadowSplitSqRadii);
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return weights;
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}
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float4 getShadowCoord(float3 pos, float4 cascadeWeights)
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{
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return mul(_ShadowParams[0].worldToShadow[(int)dot(cascadeWeights, float4(1,1,1,1))], float4(pos, 1));
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}
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#endif
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float3 DirectionalLight(float3 pos)
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{
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if (!any(_DirLightColor))
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return 0;
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float att = 1;
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#if DIR_LIGHT_SHADOWS
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if (_DirLightShadows > 0.0)
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{
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float4 cascadeWeights = getCascadeWeights_splitSpheres(pos);
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//bool inside = dot(cascadeWeights, float4(1,1,1,1)) < 4;
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float3 samplePos = getShadowCoord(pos, cascadeWeights).xyz;
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//occlusion += inside ? UNITY_SAMPLE_SHADOW(u_CascadedShadowMap, samplePos) : 1.f;
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#if 1
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att *= _DirectionalShadowmap.SampleLevel(sampler_DirectionalShadowmap, samplePos.xy, 0).r > samplePos.z;
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#else
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float2 shadowmap = _DirectionalShadowmap.SampleLevel(sampler_DirectionalShadowmap, samplePos, 0).xy;
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att *= ChebyshevUpperBound(shadowmap.xy, samplePos.z);
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// float depth = exp(-40.0 * samplePos.z);
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// att = saturate(shadowmap.r * depth);
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#endif
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}
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#endif
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#if ANISOTROPY
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float3 posToCamera = normalize(_CameraPos.xyz - pos);
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float costheta = dot(posToCamera, _DirLightDir);
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att *= anisotropy(costheta);
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#endif
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return _DirLightColor * att;
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}
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#endif
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#ifdef POINT_LIGHTS
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float3 PointLights(float3 pos)
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{
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float3 color = 0;
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for (int i = 0; i < _PointLightsCount; i++)
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{
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float3 posToLight = _PointLights[i].pos - pos;
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float distNorm = dot(posToLight, posToLight) * _PointLights[i].range;
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float att = Attenuation(distNorm);
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#if ANISOTROPY
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float3 cameraToPos = normalize(pos - _CameraPos.xyz);
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float costheta = dot(cameraToPos, normalize(posToLight));
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att *= anisotropy(costheta);
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#endif
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color += _PointLights[i].color * att;
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}
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return color;
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}
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#endif
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#ifdef TUBE_LIGHTS
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float almostIdentity(float x, float m, float n)
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{
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if (x > m)
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return x;
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float a = 2.0f*n - m;
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float b = 2.0f*m - 3.0f*n;
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float t = x/m;
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return (a*t + b)*t*t + n;
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}
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float3 TubeLights(float3 pos)
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{
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float3 color = 0;
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for (int i = 0; i < _TubeLightsCount; i++)
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{
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float3 L0 = _TubeLights[i].start - pos;
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float3 L1 = _TubeLights[i].end - pos;
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float distNorm = 0.5f * (length(L0) * length(L1) + dot(L0, L1)) * _TubeLights[i].range;
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float att = Attenuation(distNorm);
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#if ANISOTROPY
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// Just like when calculating specular for area lights:
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// assume forward scattering lobe -> the point on the light that's the closest to
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// the view direction is representative
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float3 posToCamera = normalize(pos - _CameraPos.xyz);
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float3 r = -posToCamera;
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float3 Ld = L1 - L0;
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float L0oL0 = dot(L0, L0);
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float RoL0 = dot(r, L0);
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float RoLd = dot(r, Ld);
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float L0oLd = dot(L0, Ld);
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float LdoLd = dot(Ld, Ld);
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float distLd = sqrt(LdoLd);
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#if 1
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// Smallest angle to ray
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float t = (L0oLd * RoL0 - L0oL0 * RoLd) / (L0oLd * RoLd - LdoLd * RoL0);
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t = saturate(t);
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// As r becomes parallel to Ld and then points away, t flips from 0 to 1 (or vv) and a discontinuity shows up.
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// Counteract by detecting that relative angle/position and flip t. The discontinuity in t moves to the back side.
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float3 L0xLd = cross(L0, Ld);
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float3 LdxR = cross(Ld, r);
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float RAtLd = dot(L0xLd, LdxR);
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// RAtLd is negative if R points away from Ld.
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// TODO: check if lerp below is indeed cheaper.
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// if (RAtLd < 0)
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// t = 1 - t;
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t = lerp(1 - t, t, step(0, RAtLd));
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#else
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// Original by Karis
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// Closest distance to ray
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float t = (RoL0 * RoLd - L0oLd) / (distLd * distLd - RoLd * RoLd);
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t = saturate(t);
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#endif
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float3 closestPoint = L0 + Ld * t;
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float3 centerToRay = dot(closestPoint, r) * r - closestPoint;
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// closestPoint = closestPoint + centerToRay * saturate(_TubeLights[i].radius / length(centerToRay));
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float centerToRayNorm = length(centerToRay) / _TubeLights[i].radius;
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// The last param should in theory be 1
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centerToRayNorm = almostIdentity(centerToRayNorm, 2, 1.2);
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closestPoint = closestPoint + centerToRay / centerToRayNorm;
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// Attenuation from the closest point looks really good if there's anisotropy, but breaks
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// for (close to) isotropic medium. Probably because there's no forward lobe anymore, so
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// the closest point to the view direction is not representative? But artifacts look like
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// smth else is going on too.
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// att = Attenuation(dot(closestPoint, closestPoint) * _TubeLights[i].range);
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float costheta = dot(posToCamera, normalize(closestPoint));
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att *= anisotropy(costheta);
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#endif
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#ifdef TUBE_LIGHT_SHADOW_PLANES
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att *= ShadowPlanes(pos, _TubeLightShadowPlanes[i]);
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#endif
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// GDC hack
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att = isnan(att) || isinf(att) ? 0 : att;
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color += _TubeLights[i].color * att;
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}
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return color;
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}
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#endif
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#ifdef AREA_LIGHTS
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float3 AreaLights(float3 pos)
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{
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float3 color = 0;
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uint count = _AreaLightsCount;
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uint shadowedAreaLightIndex = _ShadowedAreaLightIndex;
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for (uint i = 0; i < count; i++)
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{
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float4 pClip = mul(_AreaLights[i].mat, float4(pos, 1));
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float3 p = float3(pClip.x / pClip.w, pClip.y / pClip.w, pClip.z);
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float z = p.z * 0.5 + 0.5;
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float att = 1;
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if (_AreaLights[i].bounded)
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{
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att *= saturate(AttenuationToZero(z * z));
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// Magic tweaks to the shape
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float corner = 0.4;
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float outset = 0.8;
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float smooth = 0.7;
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float d = length(max(abs(p.xy) - 1 + corner*outset, 0.0)) - corner;
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att *= saturate(1 - smoothstep(-smooth, 0, d));
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att *= smoothstep(-0.01, 0.01, z);
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}
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#if ANISOTROPY
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float3 cameraToPos = normalize(pos - _CameraPos.xyz);
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float4 lightPos = _AreaLights[i].pos;
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float3 posToLight = lerp(lightPos.xyz, lightPos.xyz - pos, lightPos.w);
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float costheta = dot(cameraToPos, normalize(posToLight));
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att *= anisotropy(costheta);
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#endif
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if (i == shadowedAreaLightIndex && all(abs(p) < 1))
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{
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#if VSM
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float2 shadowmap = _AreaLightShadowmap.SampleLevel(sampler_AreaLightShadowmap, p.xy * 0.5 + 0.5, 0).xy;
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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;
|
|
}
|
|
|