91 lines
3.9 KiB
HLSL
91 lines
3.9 KiB
HLSL
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#ifndef __EXPONENTIAL_HEIGHT_FOG__
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#define __EXPONENTIAL_HEIGHT_FOG__
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#include "./Flax/Common.hlsl"
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#include "./Flax/Math.hlsl"
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// Structure that contains information about exponential height fog
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struct ExponentialHeightFogData
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{
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float3 FogInscatteringColor;
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float FogMinOpacity;
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float FogDensity;
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float FogHeight;
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float FogHeightFalloff;
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float FogAtViewPosition;
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float3 InscatteringLightDirection;
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float ApplyDirectionalInscattering;
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float3 DirectionalInscatteringColor;
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float DirectionalInscatteringExponent;
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float FogCutoffDistance;
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float VolumetricFogMaxDistance;
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float DirectionalInscatteringStartDistance;
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float StartDistance;
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};
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float4 GetExponentialHeightFog(ExponentialHeightFogData exponentialHeightFog, float3 posWS, float3 camWS, float skipDistance)
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{
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float3 cameraToPos = posWS - camWS;
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float cameraToPosSqr = dot(cameraToPos, cameraToPos);
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float cameraToPosLenInv = rsqrt(cameraToPosSqr);
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float cameraToPosLen = cameraToPosSqr * cameraToPosLenInv;
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float3 cameraToReceiverNorm = cameraToPos * cameraToPosLenInv;
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float rayOriginTerms = exponentialHeightFog.FogAtViewPosition;
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float rayLength = cameraToPosLen;
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float rayDirectionY = cameraToPos.y;
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// Apply start distance offset
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skipDistance = max(skipDistance, exponentialHeightFog.StartDistance);
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if (skipDistance > 0)
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{
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float excludeIntersectionTime = skipDistance * cameraToPosLenInv;
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float cameraToExclusionIntersectionY = excludeIntersectionTime * cameraToPos.y;
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float exclusionIntersectionY = camWS.y + cameraToExclusionIntersectionY;
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rayLength = (1.0f - excludeIntersectionTime) * cameraToPosLen;
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rayDirectionY = cameraToPos.y - cameraToExclusionIntersectionY;
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float exponent = exponentialHeightFog.FogHeightFalloff * (exclusionIntersectionY - exponentialHeightFog.FogHeight);
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rayOriginTerms = exponentialHeightFog.FogDensity * exp2(-exponent);
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}
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// Calculate the integral of the ray starting from the view to the object position with the fog density function
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float falloff = max(-127.0f, exponentialHeightFog.FogHeightFalloff * rayDirectionY);
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float lineIntegral = (1.0f - exp2(-falloff)) / falloff;
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float lineIntegralTaylor = log(2.0f) - (0.5f * Pow2(log(2.0f))) * falloff;
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float exponentialHeightLineIntegralCalc = rayOriginTerms * (abs(falloff) > 0.01f ? lineIntegral : lineIntegralTaylor);
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float exponentialHeightLineIntegral = exponentialHeightLineIntegralCalc * rayLength;
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// Calculate the light that went through the fog
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float expFogFactor = max(saturate(exp2(-exponentialHeightLineIntegral)), exponentialHeightFog.FogMinOpacity);
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// Calculate the directional light inscattering
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float3 inscatteringColor = exponentialHeightFog.FogInscatteringColor;
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float3 directionalInscattering = 0;
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BRANCH
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if (exponentialHeightFog.ApplyDirectionalInscattering > 0)
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{
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float3 directionalLightInscattering = exponentialHeightFog.DirectionalInscatteringColor * pow(saturate(dot(cameraToReceiverNorm, exponentialHeightFog.InscatteringLightDirection)), exponentialHeightFog.DirectionalInscatteringExponent);
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float dirExponentialHeightLineIntegral = exponentialHeightLineIntegralCalc * max(rayLength - exponentialHeightFog.DirectionalInscatteringStartDistance, 0.0f);
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float directionalInscatteringFogFactor = saturate(exp2(-dirExponentialHeightLineIntegral));
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directionalInscattering = directionalLightInscattering * (1.0f - directionalInscatteringFogFactor);
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}
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// Disable fog after a certain distance
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FLATTEN
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if (exponentialHeightFog.FogCutoffDistance > 0 && cameraToPosLen > exponentialHeightFog.FogCutoffDistance)
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{
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expFogFactor = 1;
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directionalInscattering = 0;
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}
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return float4(inscatteringColor * (1.0f - expFogFactor) + directionalInscattering, expFogFactor);
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}
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#endif
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