Files
FlaxEngine/Source/Shaders/ExponentialHeightFog.hlsl
2020-12-07 23:40:54 +01:00

103 lines
4.5 KiB
HLSL

// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#ifndef __EXPONENTIAL_HEIGHT_FOG__
#define __EXPONENTIAL_HEIGHT_FOG__
#include "./Flax/Common.hlsl"
#include "./Flax/Math.hlsl"
// Structure that contains information about exponential height fog
struct ExponentialHeightFogData
{
float3 FogInscatteringColor;
float FogMinOpacity;
float FogDensity;
float FogHeight;
float FogHeightFalloff;
float FogAtViewPosition;
float3 InscatteringLightDirection;
float ApplyDirectionalInscattering;
float3 DirectionalInscatteringColor;
float DirectionalInscatteringExponent;
float FogCutoffDistance;
float VolumetricFogMaxDistance;
float DirectionalInscatteringStartDistance;
float StartDistance;
};
half4 GetExponentialHeightFog(ExponentialHeightFogData exponentialHeightFog, float3 worldPosition, float3 cameraPosition, float excludeDistance)
{
float3 cameraToReceiver = worldPosition - cameraPosition;
float cameraToReceiverLengthSqr = dot(cameraToReceiver, cameraToReceiver);
float cameraToReceiverLengthInv = rsqrt(cameraToReceiverLengthSqr);
float cameraToReceiverLength = cameraToReceiverLengthSqr * cameraToReceiverLengthInv;
half3 cameraToReceiverNormalized = cameraToReceiver * cameraToReceiverLengthInv;
float rayOriginTerms = exponentialHeightFog.FogAtViewPosition;
float rayLength = cameraToReceiverLength;
float rayDirectionY = cameraToReceiver.y;
// Apply start distance offset
excludeDistance = max(excludeDistance, exponentialHeightFog.StartDistance);
if (excludeDistance > 0)
{
float excludeIntersectionTime = excludeDistance * cameraToReceiverLengthInv;
float cameraToExclusionIntersectionY = excludeIntersectionTime * cameraToReceiver.y;
float exclusionIntersectionY = cameraPosition.y + cameraToExclusionIntersectionY;
float exclusionIntersectionToReceiverY = cameraToReceiver.y - cameraToExclusionIntersectionY;
// Calculate fog off of the ray starting from the exclusion distance, instead of starting from the camera
rayLength = (1.0f - excludeIntersectionTime) * cameraToReceiverLength;
rayDirectionY = exclusionIntersectionToReceiverY;
// Move off the viewer
float exponent = exponentialHeightFog.FogHeightFalloff * (exclusionIntersectionY - exponentialHeightFog.FogHeight);
rayOriginTerms = exponentialHeightFog.FogDensity * exp2(-exponent);
}
// Calculate the line integral of the ray from the camera to the receiver position through the fog density function
float falloff = max(-127.0f, exponentialHeightFog.FogHeightFalloff * rayDirectionY);
float lineIntegral = (1.0f - exp2(-falloff)) / falloff;
float lineIntegralTaylor = log(2.0) - (0.5 * Pow2(log(2.0))) * falloff;
float exponentialHeightLineIntegralCalc = rayOriginTerms * (abs(falloff) > 0.01f ? lineIntegral : lineIntegralTaylor);
float exponentialHeightLineIntegral = exponentialHeightLineIntegralCalc * rayLength;
// Calculate the amount of light that made it through the fog using the transmission equation
half expFogFactor = max(saturate(exp2(-exponentialHeightLineIntegral)), exponentialHeightFog.FogMinOpacity);
// Calculate the directional light inscattering
half3 inscatteringColor = exponentialHeightFog.FogInscatteringColor;
half3 directionalInscattering = 0;
BRANCH
if (exponentialHeightFog.ApplyDirectionalInscattering > 0)
{
// Setup a cosine lobe around the light direction to approximate inscattering from the directional light off of the ambient haze
half3 directionalLightInscattering = exponentialHeightFog.DirectionalInscatteringColor * pow(saturate(dot(cameraToReceiverNormalized, exponentialHeightFog.InscatteringLightDirection)), exponentialHeightFog.DirectionalInscatteringExponent);
// Calculate the line integral of the eye ray through the haze, using a special starting distance to limit the inscattering to the distance
float dirExponentialHeightLineIntegral = exponentialHeightLineIntegralCalc * max(rayLength - exponentialHeightFog.DirectionalInscatteringStartDistance, 0.0f);
// Calculate the amount of light that made it through the fog using the transmission equation
half directionalInscatteringFogFactor = saturate(exp2(-dirExponentialHeightLineIntegral));
// Final inscattering from the light
directionalInscattering = directionalLightInscattering * (1 - directionalInscatteringFogFactor);
}
// Disable fog after a certain distance
FLATTEN
if (exponentialHeightFog.FogCutoffDistance > 0 && cameraToReceiverLength > exponentialHeightFog.FogCutoffDistance)
{
expFogFactor = 1;
directionalInscattering = 0;
}
return half4((inscatteringColor) * (1 - expFogFactor) + directionalInscattering, expFogFactor);
}
#endif