209 lines
5.9 KiB
HLSL
209 lines
5.9 KiB
HLSL
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// (Keijiro) This shader was slightly modified from the original version.
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// It's recommended to use the original version for other purposes.
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//
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// Description : Array and textureless GLSL 2D/3D/4D simplex
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// noise functions.
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// Author : Ian McEwan, Ashima Arts.
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// Maintainer : ijm
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// Lastmod : 20110822 (ijm)
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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// Distributed under the MIT License. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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//
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float3 mod289(float3 x)
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{
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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float4 mod289(float4 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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float4 permute(float4 x)
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{
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return mod289((x * 34.0 + 1.0) * x);
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}
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float4 taylorInvSqrt(float4 r)
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{
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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float snoise(float3 v)
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{
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const float2 C = float2(1.0 / 6.0, 1.0 / 3.0);
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// First corner
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float3 i = floor(v + dot(v, C.yyy));
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float3 x0 = v - i + dot(i, C.xxx);
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// other corners
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float3 g = step(x0.yzx, x0.xyz);
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float3 l = 1.0 - g;
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float3 i1 = min(g.xyz, l.zxy);
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float3 i2 = max(g.xyz, l.zxy);
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// x1 = x0 - i1 + 1.0 * C.xxx;
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// x2 = x0 - i2 + 2.0 * C.xxx;
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// x3 = x0 - 1.0 + 3.0 * C.xxx;
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float3 x1 = x0 - i1 + C.xxx;
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float3 x2 = x0 - i2 + C.yyy;
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float3 x3 = x0 - 0.5;
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// Permutations
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i = mod289(i); // Avoid truncation effects in permutation
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float4 p =
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permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0))
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+ i.y + float4(0.0, i1.y, i2.y, 1.0))
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+ i.x + float4(0.0, i1.x, i2.x, 1.0));
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// Gradients: 7x7 points over a square, mapped onto an octahedron.
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// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
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float4 j = p - 49.0 * floor(p * (1.0 / 49.0)); // fmod(p,7*7)
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float4 x_ = floor(j * (1.0 / 7.0));
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float4 y_ = floor(j - 7.0 * x_ ); // fmod(j,N)
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float4 x = x_ * (2.0 / 7.0) + 0.5 / 7.0 - 1.0;
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float4 y = y_ * (2.0 / 7.0) + 0.5 / 7.0 - 1.0;
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float4 h = 1.0 - abs(x) - abs(y);
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float4 b0 = float4(x.xy, y.xy);
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float4 b1 = float4(x.zw, y.zw);
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//float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0;
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//float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0;
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float4 s0 = floor(b0) * 2.0 + 1.0;
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float4 s1 = floor(b1) * 2.0 + 1.0;
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float4 sh = -step(h, float4(0,0,0,0));
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float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
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float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
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float3 g0 = float3(a0.xy, h.x);
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float3 g1 = float3(a0.zw, h.y);
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float3 g2 = float3(a1.xy, h.z);
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float3 g3 = float3(a1.zw, h.w);
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// Normalise gradients
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float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3)));
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g0 *= norm.x;
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g1 *= norm.y;
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g2 *= norm.z;
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g3 *= norm.w;
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// Mix final noise value
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float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
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m = m * m;
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m = m * m;
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float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3));
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return 42.0 * dot(m, px);
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}
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float sampleNoises(float3 vec) {
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return snoise(vec) + 0.5 * snoise(vec * 4)+ 0.25 * snoise(vec * 12) + 0.125;
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}
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float Unity_RandomRange_float(float2 Seed)
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{
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float randomno = frac(sin(dot(Seed, float2(12.9898, 78.233)))*43758.5453);
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return randomno - 0.5;
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}
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SAMPLER(sampler_linear_repeat);
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void volumeFog_float(
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Texture2D Noise2DTexture,
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float Noise2DScale,
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float Samples,
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float MeshDistance,
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float StartingHeight,
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float OverallHeight,
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float randomness,
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float3 Size,
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float Threshold,
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float Multiplier,
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float MaxDistance,
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float3 Position,
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float3 View,
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out float Fog
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) {
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Fog = 0;
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if ((Position.y < StartingHeight - OverallHeight && View.y >= 0) || (Position.y > StartingHeight && View.y <= 0)) {
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return;
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}
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float OverallDistance;
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float yDistanceToStart = StartingHeight - Position.y;
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float yDistanceToEnd = Position.y - (StartingHeight - OverallHeight);
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float distanceToStart;
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float distanceToEnd;
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float maxDistance;
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bool between = Position.y < StartingHeight && Position.y > StartingHeight - OverallHeight;
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if (View.y > 0) {
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// above fog
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distanceToStart = length((yDistanceToStart / View.y) * View);
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distanceToEnd = length((yDistanceToEnd / View.y) * View);
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} else {
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// below fog
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distanceToStart = length(((yDistanceToEnd) / View.y) * View);
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distanceToEnd = length(((yDistanceToStart) / View.y) * View);
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}
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distanceToStart = between? 0 : distanceToStart;
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OverallDistance = abs(distanceToStart - distanceToEnd) * -1;
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Samples = distanceToStart < MeshDistance ? min(Samples, 50) : 0; // 50 will be the maximum samples, you can change this value if needed
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float Distance = max(OverallDistance,( distanceToStart - MeshDistance )) / Samples;
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float random = Unity_RandomRange_float(View.xz);
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float3 randVec = random * randomness * View * (Distance / 10);
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float3 p;
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float yDistance;
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float noise;
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float topBottomFade;
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float3 vectorToAdd;
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float3 vectorToStart = (View * distanceToStart * -1);
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for (int i = 0; i < Samples ; i++) {
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if (Fog >= 4.5) {
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break;
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}
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vectorToAdd = vectorToStart + View * Distance * i;
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if (length(vectorToAdd) > MaxDistance + random) {
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Fog += 0.02;
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continue;
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}
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p = Position + vectorToAdd;
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yDistance = StartingHeight - p.y;
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p += randVec;
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p *= Size;
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float n3D = sampleNoises(p);
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float n = SAMPLE_TEXTURE2D(Noise2DTexture, sampler_linear_repeat , p.xz * Noise2DScale).x - .5;
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noise = n + n3D ;
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topBottomFade = saturate(yDistance* 1.25) * saturate((OverallHeight - yDistance)* 1.25);
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Fog += saturate((noise - Threshold) * Multiplier * topBottomFade) ;
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}
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Fog = 1 - saturate (exp(-Fog));
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}
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