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