Firstborn/Assets/Fog/Volume Fog/Volume Fog V2/Materials and Shaders/volumeFog procedural.hlsl
Schaken-Mods 3cc77c1791 backing up before re-importing library.
backing up before re-importing library. - I built the game last night and it had more errors than sleepy joe's memory.
2023-06-22 10:49:37 -05:00

209 lines
5.9 KiB
HLSL

// (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));
}