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			383 lines
		
	
	
		
			9.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
#pragma kernel CSMain FOG_ELLIPSOIDS ANISOTROPY POINT_LIGHTS DIR_LIGHT DIR_LIGHT_SHADOWS /*FOG_BOMB*/ /*ATTENUATION_LEGACY*/ FLIP_SHADOWS
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float3 _FroxelResolution;
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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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float _DirLightOffset;
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float _VSMBias;
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float _DirBias;
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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 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) / 128.0, 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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#if ATTENUATION_LEGACY
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float Attenuation(float distNorm)
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{
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	return 1.0 / (1.0 + 25.0 * distNorm);
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}
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float AttenuationToZero(float distNorm)
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{
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	float att = Attenuation(distNorm);
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	// Replicating unity light attenuation - pulled to 0 at range
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	// if (distNorm > 0.8 * 0.8)
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	// 		att *= 1 - (distNorm - 0.8 * 0.8) / (1 - 0.8 * 0.8);
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	// Same, simplified
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	float oneDistNorm = 1.0 - distNorm;
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	att *= lerp(1.0, oneDistNorm * 2.78, step(0.64, distNorm));
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	att *= step(0.0, oneDistNorm);
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	return att;
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}
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#else
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float Attenuation(float distSqr)
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{
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	float d = sqrt(distSqr);
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	float kDefaultPointLightRadius = 0.25;
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	return 1.0 / pow(1.0 + d / kDefaultPointLightRadius, 2);
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}
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float AttenuationToZero(float distSqr)
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{
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	// attenuation = 1 / (1 + distance_to_light / light_radius)^2
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	//             = 1 / (1 + 2*(d/r) + (d/r)^2)
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	// For more details see: https://imdoingitwrong.wordpress.com/2011/01/31/light-attenuation/
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	float d = sqrt(distSqr);
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	float kDefaultPointLightRadius = 0.25;
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	float atten = 1.0 / pow(1.0 + d / kDefaultPointLightRadius, 2);
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	float kCutoff = 1.0 / pow(1.0 + 1.0 / kDefaultPointLightRadius, 2); // cutoff equal to attenuation at distance 1.0
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	// Force attenuation to fall towards zero at distance 1.0
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	atten = (atten - kCutoff) / (1.f - kCutoff);
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	if (d >= 1.f)
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		atten = 0.f;
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	return atten;
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}
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#endif
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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 DIR_LIGHT
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#if DIR_LIGHT_SHADOWS
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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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	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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#ifdef FLIP_SHADOWS
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	return (mean >= moments.x ? 1.0f : pMax);
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#else
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	return (mean <= moments.x ? 1.0f : pMax);
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#endif
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}
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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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	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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		float3 spos = pos + (_DirLightDir * _DirLightOffset);
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		float4 samplePos = getShadowCoord(spos, cascadeWeights).xyzw;
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		//---
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		//att *= _DirectionalShadowmap.SampleLevel(sampler_DirectionalShadowmap, samplePos.xy, 0).r < samplePos.z;
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		//---
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		float2 shadowmap = _DirectionalShadowmap.SampleLevel(sampler_DirectionalShadowmap, samplePos.xy, 0).xy;
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		float shadow = ChebyshevUpperBound(shadowmap.xy, samplePos.z / samplePos.w);
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		shadow = saturate(lerp(shadow, 1.0, _DirBias));
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		att = shadow;
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		//---
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		//float depth = exp(-40.0 * samplePos.z);
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		//att = saturate(shadowmap.r * depth);
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		//---
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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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[numthreads(16,2,16)]
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void CSMain (uint3 id : SV_DispatchThreadID)
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{
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	float3 color = _AmbientLight;
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	float2 uv = float2(id.x / (_FroxelResolution.x - 1), id.y / (_FroxelResolution.y - 1));
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	float z = id.z / (_FroxelResolution.z - 1);
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	z = _NearOverFarClip + z * (1 - _NearOverFarClip);
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	float3 pos = FrustumRay(uv, _FrustumRays) * z + _CameraPos.xyz;
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	// Directional light
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	#ifdef DIR_LIGHT
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	color += DirectionalLight(pos);
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	#endif
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	// Point lights
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	#ifdef POINT_LIGHTS
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	color += PointLights(pos);
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	#endif
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	// Density
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	float density = Density(pos);
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	// Output
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	float4 output;
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	output.rgb = _Intensity * density * color;
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	output.a = density;
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	_VolumeInject[id] = output;
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} |