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