2026-06-09 룸 프로토타입 디자인 (진행중)
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Assets/Stylized Water 3/Shaders/Libraries/Fog.hlsl
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Assets/Stylized Water 3/Shaders/Libraries/Fog.hlsl
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// Stylized Water 3 by Staggart Creations (http://staggart.xyz)
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// COPYRIGHT PROTECTED UNDER THE UNITY ASSET STORE EULA (https://unity.com/legal/as-terms)
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// • Copying or referencing source code for the production of new asset store, or public, content is strictly prohibited!
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// • Uploading this file to a public repository will subject it to an automated DMCA takedown request.
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float _WaterFogDisabled;
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//Authors of third-party fog solutions can reach out to have their method integrated here
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#ifdef AtmosphericHeightFog
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//For versions older than 3.2.0, uncomment this
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//bool AHF_Enabled;
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#endif
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//Fragment stage. Note: Screen position passed here is not normalized (divided by w-component)
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void ApplyFog(inout float3 color, float fogFactor, float4 screenPos, float3 positionWS, float vFace)
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{
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float3 foggedColor = color;
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float2 normalizedUV = screenPos.xy / screenPos.w;
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#ifdef UnityFog
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foggedColor = MixFog(color.rgb, fogFactor);
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#endif
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#ifdef Colorful
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if(_DensityParams.x > 0) foggedColor.rgb = ApplyFog(color.rgb, fogFactor, positionWS, normalizedUV);
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#endif
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#ifdef Enviro
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//Distance/height fog enabled?
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if (_EnviroParams.y > 0 || _EnviroParams.z > 0)
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{
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foggedColor.rgb = TransparentFog(float4(color.rgb, 1.0), positionWS, normalizedUV, fogFactor).rgb;
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}
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#endif
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#ifdef Enviro3
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if(_EnviroFogParameters.z > 0) //Fog density 1
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{
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foggedColor.rgb = ApplyFogAndVolumetricLights(color.rgb, normalizedUV, positionWS, 0);
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foggedColor.rgb = ApplyClouds(foggedColor.rgb, normalizedUV, positionWS);
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}
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#endif
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#ifdef Azure
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foggedColor.rgb = ApplyAzureFog(float4(color.rgb, 1.0), positionWS).rgb;
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#endif
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#ifdef AtmosphericHeightFog
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//If you see an error here, update the asset to v3.2.0 or newer, or uncomment the `AHF_Enabled` declaration at the top
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if (AHF_Enabled)
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{
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float4 fogParams = GetAtmosphericHeightFog(positionWS.xyz);
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foggedColor.rgb = lerp(color.rgb, fogParams.rgb, fogParams.a);
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}
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#endif
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#ifdef SCPostEffects
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ApplyTransparencyFog(positionWS, normalizedUV, foggedColor.rgb);
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#endif
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#ifdef COZY
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foggedColor = BlendStylizedFog(positionWS, float4(color.rgb, 1.0)).rgb;
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#endif
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#ifdef Buto
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#if defined(BUTO_API_VERSION_2) //Buto 2022
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float3 positionVS = TransformWorldToView(positionWS);
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foggedColor = ButoFogBlend(normalizedUV, -positionVS.z, color.rgb);
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#else //Buto 2021
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foggedColor = ButoFogBlend(normalizedUV, color.rgb);
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#endif
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#endif
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#ifndef UnityFog
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//Allow fog to be disabled for water globally by setting the value through script
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foggedColor = lerp(foggedColor, color, _WaterFogDisabled);
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#endif
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//Fog only applies to the front faces, otherwise affects underwater rendering
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color.rgb = lerp(color.rgb, foggedColor.rgb, vFace);
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}
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