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177 lines
5.0 KiB
177 lines
5.0 KiB
Shader "UltraCombos/Skybox/AtmosphereSkybox"
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{
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Properties
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{
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_Exposure("Exposure", Range(0,10)) = 1
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}
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SubShader
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{
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Tags{ "Queue" = "Background" "RenderType" = "Background" "PreviewType" = "Skybox" }
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Cull Off ZWrite Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float3 rayDir : TEXCOORD0;
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};
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v2f vert (appdata_base v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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float3 eyeRay = normalize(mul((float3x3)unity_ObjectToWorld, v.vertex.xyz));
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o.rayDir = eyeRay;
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return o;
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}
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float2 rsi(float3 r0, float3 rd, float sr) {
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// ray-sphere intersection that assumes
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// the sphere is centered at the origin.
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// No intersection when result.x > result.y
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float a = dot(rd, rd);
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float b = 2.0 * dot(rd, r0);
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float c = dot(r0, r0) - (sr * sr);
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float d = (b*b) - 4.0*a*c;
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if (d < 0.0) return float2(1e5, -1e5);
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return float2(
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(-b - sqrt(d)) / (2.0*a),
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(-b + sqrt(d)) / (2.0*a)
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);
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}
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float3 atmosphere(float3 r, float3 r0, float3 pSun, float iSun, float rPlanet, float rAtmos,
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float3 kRlh, float kMie, float shRlh, float shMie, float g)
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{
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const int iSteps = 16;
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const int jSteps = 8;
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// Normalize the sun and view directions.
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pSun = normalize(pSun);
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r = normalize(r);
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// Calculate the step size of the primary ray.
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float2 p = rsi(r0, r, rAtmos);
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if (p.x > p.y) return float3(0, 0, 0);
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p.y = min(p.y, rsi(r0, r, rPlanet).x);
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float iStepSize = (p.y - p.x) / float(iSteps);
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// Initialize the primary ray time.
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float iTime = 0.0;
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// Initialize accumulators for Rayleigh and Mie scattering.
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float3 totalRlh = float3(0, 0, 0);
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float3 totalMie = float3(0, 0, 0);
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// Initialize optical depth accumulators for the primary ray.
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float iOdRlh = 0.0;
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float iOdMie = 0.0;
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// Calculate the Rayleigh and Mie phases.
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float mu = dot(r, pSun);
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float mumu = mu * mu;
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float gg = g * g;
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float pRlh = 3.0 / (16.0 * UNITY_PI) * (1.0 + mumu);
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float pMie = 3.0 / (8.0 * UNITY_PI) * ((1.0 - gg) * (mumu + 1.0)) / (pow(1.0 + gg - 2.0 * mu * g, 1.5) * (2.0 + gg));
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// Sample the primary ray.
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for (int i = 0; i < iSteps; i++) {
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// Calculate the primary ray sample position.
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float3 iPos = r0 + r * (iTime + iStepSize * 0.5);
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// Calculate the height of the sample.
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float iHeight = length(iPos) - rPlanet;
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// Calculate the optical depth of the Rayleigh and Mie scattering for this step.
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float odStepRlh = exp(-iHeight / shRlh) * iStepSize;
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float odStepMie = exp(-iHeight / shMie) * iStepSize;
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// Accumulate optical depth.
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iOdRlh += odStepRlh;
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iOdMie += odStepMie;
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// Calculate the step size of the secondary ray.
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float jStepSize = rsi(iPos, pSun, rAtmos).y / float(jSteps);
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// Initialize the secondary ray time.
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float jTime = 0.0;
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// Initialize optical depth accumulators for the secondary ray.
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float jOdRlh = 0.0;
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float jOdMie = 0.0;
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// Sample the secondary ray.
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for (int j = 0; j < jSteps; j++) {
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// Calculate the secondary ray sample position.
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float3 jPos = iPos + pSun * (jTime + jStepSize * 0.5);
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// Calculate the height of the sample.
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float jHeight = length(jPos) - rPlanet;
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// Accumulate the optical depth.
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jOdRlh += exp(-jHeight / shRlh) * jStepSize;
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jOdMie += exp(-jHeight / shMie) * jStepSize;
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// Increment the secondary ray time.
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jTime += jStepSize;
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}
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// Calculate attenuation.
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float3 attn = exp(-(kMie * (iOdMie + jOdMie) + kRlh * (iOdRlh + jOdRlh)));
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// Accumulate scattering.
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totalRlh += odStepRlh * attn;
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totalMie += odStepMie * attn;
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// Increment the primary ray time.
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iTime += iStepSize;
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}
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// Calculate and return the final color.
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return iSun * (pRlh * kRlh * totalRlh + pMie * kMie * totalMie);
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}
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half _Exposure;
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fixed4 frag (v2f i) : SV_Target
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{
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half3 color = atmosphere(
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normalize(i.rayDir), // normalized ray direction
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float3(0,6372e3,0), // ray origin
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_WorldSpaceLightPos0.xyz, // position of the sun
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22.0, // intensity of the sun
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6371e3, // radius of the planet in meters
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6471e3, // radius of the atmosphere in meters
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float3(5.5e-6, 13.0e-6, 22.4e-6), // Rayleigh scattering coefficient
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21e-6, // Mie scattering coefficient
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8e3, // Rayleigh scale height
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1.2e3, // Mie scale height
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0.758 // Mie preferred scattering direction
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);
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#if !defined(UNITY_COLORSPACE_GAMMA)
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color.rgb = GammaToLinearSpace(color.rgb);
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#endif
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color = 1.0 - exp(-1.0 * color * _Exposure);
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return half4(color, 1.0);
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}
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ENDCG
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}
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}
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}
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