172 lines
6.5 KiB
GLSL

Shader "VolumetricLights/VolumetricLightURP"
{
Properties
{
[HideInInspector] _MainTex("Main Texture", 2D) = "white" {}
[HideInInspector] _NoiseTex("Noise Texture", Any) = "white" {}
[HideInInspector] _NoiseScale("Noise Scale", Range(0.001, 0.04)) = 0.025
[HideInInspector] _Color("Color", Color) = (1,1,1)
[HideInInspector] _Density("Density", Float) = 1.0
[HideInInspector] _NoiseStrength("Noise Strength", Float) = 1.0
[HideInInspector] _NoiseScale("Noise Scale", Float) = 1.0
[HideInInspector] _NoiseFinalMultiplier("Noise Final Multiplier", Float) = 1.0
[HideInInspector] _RayMarchSettings("Raymarch Settings", Vector) = (2, 0.01, 1.0, 0.1)
[HideInInspector] _WindDirection("Wind Direction", Vector) = (1, 0, 0)
[HideInInspector] _BoundsCenter("Bounds Center", Vector) = (0,0,0)
[HideInInspector] _BoundsExtents("Bounds Size", Vector) = (0,0,0)
[HideInInspector] _MeshBoundsCenter("Non transformed Bounds Center", Vector) = (0,0,0)
[HideInInspector] _MeshBoundsExtents("Non transformed Bounds Size", Vector) = (0,0,0)
[HideInInspector] _ConeBoundsCenter("Cone Bounds Center", Vector) = (0,0,0)
[HideInInspector] _ConeBoundsExtents("Cone Bounds Extents", Vector) = (1,1,1)
[HideInInspector] _ConeTipData("Cone Tip Data", Vector) = (0,0,0,0.1)
[HideInInspector] _ExtraGeoData("Extra Geometry Data", Vector) = (1.0, 0, 0)
[HideInInspector] _Border("Border", Float) = 0.1
[HideInInspector] _DistanceFallOff("Length Falloff", Float) = 0
[HideInInspector] _NearClipDistance("Near Clip Distance", Float) = 0
[HideInInspector] _FallOff("FallOff Physical", Vector) = (1.0, 2.0, 1.0)
[HideInInspector] _ConeAxis("Cone Axis", Vector) = (0,0,0,0.5)
[HideInInspector] _AreaExtents("Area Extents", Vector) = (0,0,0,1)
[HideInInspector] _LightColor("Light Color", Color) = (1,1,1)
[HideInInspector] _ToLightDir("To Light Dir", Vector) = (1,1,1,0)
[HideInInspector] _BlendSrc("Blend Src", Int) = 1
[HideInInspector] _BlendDest("Blend Dest", Int) = 1
[HideInInspector] _BlendOp("Blend Op", Int) = 0
[HideInInspector] _BlueNoise("Blue Noise", 2D) = "black" {}
[HideInInspector] _Cookie2D("Cookie (2D)", 2D) = "black" {}
[HideInInspector] _Cookie2D_SS("Cookie (Scale and Speed)", Vector) = (1,1,0,0)
[HideInInspector] _Cookie2D_Offset("Cookie (Offset)", Vector) = (0,0,0,0)
[HideInInspector] _ShadowIntensity("Shadow Intensity", Vector) = (0,1,0,0)
[HideInInspector] _ShadowColor("Shadow Color", Color) = (0,0,0,1)
[HideInInspector] _ShadowCubemap("Shadow Texture (Cubemap)", Any) = "" {}
[HideInInspector] _RayMarchMaxSteps("Raymarch Max Steps", Int) = 16
[HideInInspector] _FlipDepthTexture("Flip Depth Texture", Int) = 0
[HideInInspector] _DirectLightData("Direct Light Data", Vector) = (1, 8, 4)
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent+100" "DisableBatching" = "True" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }
BlendOp [_BlendOp]
Blend [_BlendSrc] [_BlendDest]
ZTest Always
Cull Front
ZWrite Off
Pass
{
Name "Volumetric Light Forward Pass"
Tags { "LightMode" = "UniversalForward" }
HLSLPROGRAM
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ VF2_DEPTH_PREPASS // reuses same keyword than in Volumetric Fog & Mist 2 so only one render feature is needed
#pragma multi_compile_local_fragment _ VL_NOISE
#pragma multi_compile_local_fragment _ VL_BLUENOISE
#pragma multi_compile_local_fragment VL_SPOT VL_SPOT_COOKIE VL_POINT VL_AREA_RECT VL_AREA_DISC
#pragma multi_compile_local_fragment _ VL_SHADOWS VL_SHADOWS_TRANSLUCENCY VL_SHADOWS_CUBEMAP
#pragma multi_compile_local_fragment _ VL_CAST_DIRECT_LIGHT_ADDITIVE VL_CAST_DIRECT_LIGHT_BLEND
#pragma multi_compile_local_fragment _ VL_PHYSICAL_ATTEN
#pragma multi_compile _ _GBUFFER_NORMALS_OCT
#pragma shader_feature_local_fragment VL_CUSTOM_BOUNDS
#include "CommonsURP.hlsl"
#include "Primitives.hlsl"
#include "ShadowOcclusion.hlsl"
#include "Raymarch.hlsl"
#include "Lighting.hlsl"
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos : SV_POSITION;
float4 scrPos : TEXCOORD0;
float3 wpos : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
int _ForcedLightInvisible;
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = TransformObjectToHClip(v.vertex.xyz);
o.wpos = TransformObjectToWorld(v.vertex.xyz);
o.scrPos = ComputeScreenPos(o.pos);
#if defined(UNITY_REVERSED_Z)
o.pos.z = o.pos.w * UNITY_NEAR_CLIP_VALUE * 0.99995; // 0.99995 avoids precision issues on some Android devices causing unexpected clipping of light mesh
#else
o.pos.z = o.pos.w - 0.000005;
#endif
if (_ForcedLightInvisible == 1) {
o.pos.xy = -10000;
}
return o;
}
half4 frag(v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float3 rayStart = GetRayStart(i.wpos);
float3 ray = i.wpos - rayStart;
float t1 = length(ray);
float3 rayDir = ray / t1;
float t0 = ComputeIntersection(rayStart, rayDir);
#if VL_CUSTOM_BOUNDS
float b0, b1;
BoundsIntersection(rayStart, rayDir, b0, b1);
t0 = max(t0, b0);
t1 = min(t1, b1);
#endif
float2 uv = i.scrPos.xy / i.scrPos.w;
float tfar = t1;
CLAMP_RAY_DEPTH(rayStart, uv, t1);
if (t0>=t1) return 0;
SetJitter(uv);
t0 = clamp(t0 + jitter * JITTERING, t0, t1 * 0.99);
#if VL_SHADOWS || VL_SPOT_COOKIE || VL_SHADOWS_TRANSLUCENCY
ComputeShadowTextureCoords(rayStart, rayDir, t0, t1);
#endif
half4 color = Raymarch(rayStart, rayDir, t0, t1);
#if VL_CAST_DIRECT_LIGHT
if (t1 < tfar) {
AddDirectLighting(rayStart + t1 * rayDir, uv, color);
}
#endif
// Apply dither
color = max(0, color - (half)(jitter * DITHERING));
return color;
}
ENDHLSL
}
}
}