Files
FlaxEngine/Source/Shaders/Fog.shader

84 lines
2.3 KiB
Plaintext

// Copyright (c) Wojciech Figat. All rights reserved.
#define NO_GBUFFER_SAMPLING
#include "./Flax/Common.hlsl"
#include "./Flax/GBufferCommon.hlsl"
#include "./Flax/GBuffer.hlsl"
#include "./Flax/ExponentialHeightFog.hlsl"
// Disable Volumetric Fog if is not supported
#if VOLUMETRIC_FOG && !CAN_USE_COMPUTE_SHADER
#define VOLUMETRIC_FOG 0
#endif
META_CB_BEGIN(0, Data)
GBufferData GBuffer;
ExponentialHeightFogData ExponentialHeightFog;
META_CB_END
DECLARE_GBUFFERDATA_ACCESS(GBuffer)
Texture2D Depth : register(t0);
#if VOLUMETRIC_FOG
Texture3D IntegratedLightScattering : register(t1);
#endif
// Get world space position at given pixel coordinate
float3 GetWorldPos(float2 uv)
{
float depth = SAMPLE_RT(Depth, uv).r;
GBufferData gBufferData = GetGBufferData();
float3 viewPos = GetViewPos(gBufferData, uv, depth);
return mul(float4(viewPos, 1), gBufferData.InvViewMatrix).xyz;
}
float4 CalculateCombinedFog(float3 posWS, float sceneDepth, float3 volumeUV)
{
float skipDistance = 0;
#if VOLUMETRIC_FOG
skipDistance = max(ExponentialHeightFog.VolumetricFogMaxDistance - 100, 0);
#endif
float4 fog = GetExponentialHeightFog(ExponentialHeightFog, posWS, GBuffer.ViewPos, skipDistance);
#if VOLUMETRIC_FOG
float4 volumetricFog = IntegratedLightScattering.SampleLevel(SamplerLinearClamp, volumeUV, 0);
fog = float4(volumetricFog.rgb + fog.rgb * volumetricFog.a, volumetricFog.a * fog.a);
#endif
return fog;
}
META_PS(true, FEATURE_LEVEL_ES2)
META_PERMUTATION_1(VOLUMETRIC_FOG=0)
META_PERMUTATION_1(VOLUMETRIC_FOG=1)
float4 PS_Fog(Quad_VS2PS input) : SV_Target0
{
// Calculate pixel world space position
float3 posWS = GetWorldPos(input.TexCoord);
float3 viewVector = posWS - GBuffer.ViewPos;
float sceneDepth = length(viewVector);
// Calculate volumetric fog coordinates
float depthSlice = sceneDepth / ExponentialHeightFog.VolumetricFogMaxDistance;
float3 volumeUV = float3(input.TexCoord, depthSlice);
// Debug code
#if VOLUMETRIC_FOG && 0
volumeUV = posWS / 1000;
if (!all(volumeUV >= 0 && volumeUV <= 1))
return 0;
return float4(IntegratedLightScattering.SampleLevel(SamplerLinearClamp, volumeUV, 0).rgb, 1);
//return float4(volumeUV, 1);
//return float4(posWS / 100, 1);
#endif
// Calculate fog color
float4 fog = CalculateCombinedFog(posWS, sceneDepth, volumeUV);
return fog;
}