3cc77c1791
backing up before re-importing library. - I built the game last night and it had more errors than sleepy joe's memory.
99 lines
2.8 KiB
HLSL
99 lines
2.8 KiB
HLSL
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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Texture3D NoiseTexture,
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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 = SAMPLE_TEXTURE3D(NoiseTexture, sampler_linear_repeat, p).x;
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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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} |