diff --git a/Source/Engine/Graphics/Materials/MaterialShader.h b/Source/Engine/Graphics/Materials/MaterialShader.h index aedf2e870..117246671 100644 --- a/Source/Engine/Graphics/Materials/MaterialShader.h +++ b/Source/Engine/Graphics/Materials/MaterialShader.h @@ -10,7 +10,7 @@ /// /// Current materials shader version. /// -#define MATERIAL_GRAPH_VERSION 174 +#define MATERIAL_GRAPH_VERSION 175 class Material; class GPUShader; diff --git a/Source/Engine/Graphics/Materials/MaterialShaderFeatures.cpp b/Source/Engine/Graphics/Materials/MaterialShaderFeatures.cpp index 0dae6c93e..a140fb577 100644 --- a/Source/Engine/Graphics/Materials/MaterialShaderFeatures.cpp +++ b/Source/Engine/Graphics/Materials/MaterialShaderFeatures.cpp @@ -2,6 +2,7 @@ #include "MaterialShaderFeatures.h" #include "Engine/Graphics/RenderTask.h" +#include "Engine/Graphics/RenderBuffers.h" #include "Engine/Graphics/Textures/GPUTexture.h" #include "Engine/Renderer/RenderList.h" #include "Engine/Renderer/ShadowsPass.h" @@ -24,18 +25,27 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, SpanFog) { cache->Fog->GetExponentialHeightFogData(view, data.ExponentialHeightFog); + VolumetricFogOptions volumetricFog; + cache->Fog->GetVolumetricFogOptions(volumetricFog); + if (volumetricFog.UseVolumetricFog() && params.RenderContext.Buffers->VolumetricFog) + volumetricFogTexture = params.RenderContext.Buffers->VolumetricFog->ViewVolume(); + else + data.ExponentialHeightFog.VolumetricFogMaxDistance = -1.0f; } else { data.ExponentialHeightFog.FogMinOpacity = 1.0f; data.ExponentialHeightFog.ApplyDirectionalInscattering = 0.0f; } + params.GPUContext->BindSR(volumetricFogTextureRegisterIndex, volumetricFogTexture); // Set directional light input if (cache->DirectionalLights.HasItems()) diff --git a/Source/Engine/Graphics/Materials/MaterialShaderFeatures.h b/Source/Engine/Graphics/Materials/MaterialShaderFeatures.h index 25689e765..54b91af23 100644 --- a/Source/Engine/Graphics/Materials/MaterialShaderFeatures.h +++ b/Source/Engine/Graphics/Materials/MaterialShaderFeatures.h @@ -25,7 +25,7 @@ struct ForwardShadingFeature : MaterialShaderFeature { enum { MaxLocalLights = 4 }; - enum { SRVs = 4 }; + enum { SRVs = 5 }; PACK_STRUCT(struct Data { diff --git a/Source/Shaders/ExponentialHeightFog.hlsl b/Source/Shaders/ExponentialHeightFog.hlsl index f6fb918f5..b5af721d8 100644 --- a/Source/Shaders/ExponentialHeightFog.hlsl +++ b/Source/Shaders/ExponentialHeightFog.hlsl @@ -92,4 +92,9 @@ float4 GetExponentialHeightFog(ExponentialHeightFogData exponentialHeightFog, fl return GetExponentialHeightFog(exponentialHeightFog, posWS, camWS, skipDistance, distance(posWS, camWS)); } +float4 CombineVolumetricFog(float4 fog, float4 volumetricFog) +{ + return float4(volumetricFog.rgb + fog.rgb * volumetricFog.a, volumetricFog.a * fog.a); +} + #endif diff --git a/Source/Shaders/Fog.shader b/Source/Shaders/Fog.shader index dfea921cc..5c4344688 100644 --- a/Source/Shaders/Fog.shader +++ b/Source/Shaders/Fog.shader @@ -63,7 +63,7 @@ float4 PS_Fog(Quad_VS2PS input) : SV_Target0 #if VOLUMETRIC_FOG // Sample volumetric fog and mix it in float4 volumetricFog = IntegratedLightScattering.SampleLevel(SamplerLinearClamp, volumeUV, 0); - fog = float4(volumetricFog.rgb + fog.rgb * volumetricFog.a, volumetricFog.a * fog.a); + fog = CombineVolumetricFog(fog, volumetricFog); #endif return fog;