第一次空框架上传(需要修改场景名字、删除状态)
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.vsconfig
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|
||||
buildTarget: DefaultTexturePlatform
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: Standalone
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: Server
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID:
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
secondaryTextures: []
|
||||
nameFileIdTable: {}
|
||||
spritePackingTag:
|
||||
pSDRemoveMatte: 0
|
||||
pSDShowRemoveMatteOption: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Art/Render/TiJiGuang.meta
Normal file
8
Assets/Art/Render/TiJiGuang.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 50cd0287f21c14045827aefc8a69eefe
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Art/Render/TiJiGuang/Editor.meta
Normal file
8
Assets/Art/Render/TiJiGuang/Editor.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 26ac0b7b095f13248b7d56876e53fa44
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,53 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
|
||||
[CustomEditor(typeof(VolumeLightDrawer))]
|
||||
public class RectangleDrawerEditor : Editor
|
||||
{
|
||||
private void OnSceneGUI()
|
||||
{
|
||||
VolumeLightDrawer drawer = (VolumeLightDrawer)target;
|
||||
// 将中心点转换为世界坐标
|
||||
Transform transform = drawer.transform;
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
Vector3 minPos = Handles.PositionHandle(drawer.BoundMinPos, Quaternion.identity);
|
||||
Vector3 maxPos = Handles.PositionHandle(drawer.BoundMaxPos, Quaternion.identity);
|
||||
Vector3 worldCenter = (minPos + maxPos) / 2;
|
||||
Vector3 minPos2 = Vector3.Min(minPos, maxPos);
|
||||
Vector3 maxPos2 = Vector3.Max(minPos, maxPos);
|
||||
Vector3 Size = minPos2 - maxPos2;
|
||||
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
Undo.RecordObject(drawer, "Move Rectangle Center");
|
||||
drawer.BoundMinPos = minPos;
|
||||
drawer.BoundMaxPos = maxPos;
|
||||
drawer.transform.position = worldCenter;
|
||||
}
|
||||
else
|
||||
{
|
||||
//只要选中这个物体,之后所有的鼠标拖拽事件这里都可以监控到
|
||||
if (Event.current.type == EventType.MouseDrag)
|
||||
{
|
||||
Undo.RecordObject(drawer, "Move drawer Center");
|
||||
drawer.BoundMinPos = transform.position - Size/2; //minPos;
|
||||
drawer.BoundMaxPos = transform.position + Size/2;//maxPos;
|
||||
//如果加入下面的代码,这个鼠标拖拽事件就不会被引擎内的控件相应,也就拖不动物体自己的坐标轴了
|
||||
//使用改方法使鼠标事件被自己创造的坐标控件截胡
|
||||
// Event.current.Use();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// 绘制矩形线框
|
||||
Handles.color = drawer.lineColor;
|
||||
Handles.DrawWireCube(worldCenter,Size);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 70592eda6aab6f549b1f7bff42d70306
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Art/Render/TiJiGuang/Resources.meta
Normal file
8
Assets/Art/Render/TiJiGuang/Resources.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 201ccd49487b3614a984ad9514d165e8
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
150
Assets/Art/Render/TiJiGuang/Resources/VolumeLight.cs
Normal file
150
Assets/Art/Render/TiJiGuang/Resources/VolumeLight.cs
Normal file
@ -0,0 +1,150 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
|
||||
public class VolumeLight : ScriptableRendererFeature
|
||||
{
|
||||
[Range(0.001f,1)]public float space_sigma=1;
|
||||
[Range(0.001f,1)]public float range_sigma =0.5f;
|
||||
|
||||
// public Vector3 BoundMin;
|
||||
// public Vector3 BoundMax;
|
||||
|
||||
[Range(8,16)]public int Precision=10;
|
||||
[Range(0,5)]public float Strength=2;
|
||||
class CustomRenderPass : ScriptableRenderPass
|
||||
{
|
||||
public float space_sigma;
|
||||
public float range_sigma ;
|
||||
private Material mat;
|
||||
|
||||
//private RTHandle tempRT;
|
||||
// private RTHandle tempRT1;
|
||||
private readonly int temp = Shader.PropertyToID("temp");
|
||||
private readonly int temp1 = Shader.PropertyToID("temp1");
|
||||
private readonly int temp2 = Shader.PropertyToID("temp2");
|
||||
|
||||
|
||||
|
||||
public Vector3 BoundMin;
|
||||
public Vector3 BoundMax;
|
||||
[Range(1,3)]public int Precision;
|
||||
public float Strength;
|
||||
public CustomRenderPass()
|
||||
{
|
||||
if (mat == null)
|
||||
{
|
||||
mat = CoreUtils.CreateEngineMaterial("Unlit/volumeLight");
|
||||
}
|
||||
}
|
||||
// This method is called before executing the render pass.
|
||||
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
|
||||
// When empty this render pass will render to the active camera render target.
|
||||
// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
|
||||
// The render pipeline will ensure target setup and clearing happens in a performant manner.
|
||||
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
|
||||
{
|
||||
//cmd.GetTemporaryRT(temp,renderingData.cameraData.cameraTargetDescriptor.width,renderingData.cameraData.cameraTargetDescriptor.height);
|
||||
var dp = renderingData.cameraData.cameraTargetDescriptor;
|
||||
dp.msaaSamples = 1;
|
||||
dp.depthBufferBits = 0;
|
||||
|
||||
//RenderingUtils.ReAllocateIfNeeded(ref tempRT, dp); //RTHandles.Alloc(temp)
|
||||
//RenderingUtils.ReAllocateIfNeeded(ref tempRT1, dp);
|
||||
}
|
||||
|
||||
// Here you can implement the rendering logic.
|
||||
// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
|
||||
// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
|
||||
// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
|
||||
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
||||
{
|
||||
CommandBuffer cmd = CommandBufferPool.Get("volumeLight");
|
||||
RenderTextureDescriptor rtDescriptor = renderingData.cameraData.cameraTargetDescriptor;
|
||||
//后处理取消抗锯齿
|
||||
rtDescriptor.msaaSamples = 1;
|
||||
cmd.GetTemporaryRT(temp,rtDescriptor);
|
||||
//rtDescriptor.width /= 2;
|
||||
//rtDescriptor.height /= 2;
|
||||
cmd.GetTemporaryRT(temp2,rtDescriptor);
|
||||
cmd.GetTemporaryRT(temp1,rtDescriptor);
|
||||
//cmd.SetGlobalVector("_BoundMin",BoundMin);
|
||||
//cmd.SetGlobalVector("_BoundMax",BoundMax);
|
||||
cmd.SetGlobalFloat("_J",Precision);
|
||||
cmd.SetGlobalFloat("_Strength",Strength);
|
||||
|
||||
//光线步进
|
||||
//cmd.Blit(renderingData.cameraData.renderer.cameraColorTarget,temp2);
|
||||
cmd.Blit(renderingData.cameraData.renderer.cameraColorTarget,temp1,mat,0);
|
||||
//cmd.Blit(temp2,temp1,mat,0);
|
||||
cmd.SetGlobalFloat("space_sigma",space_sigma);
|
||||
cmd.SetGlobalFloat("range_sigma",range_sigma);
|
||||
//双边过滤
|
||||
cmd.Blit(temp1,temp2,mat,1);
|
||||
//Blitter.BlitCameraTexture(cmd,tempRT,tempRT1,mat,1);
|
||||
// 快速模糊
|
||||
//Blitter.BlitCameraTexture(cmd,tempRT,tempRT1,mat,3);
|
||||
cmd.Blit(temp2,temp1,mat,4);
|
||||
cmd.Blit(temp1,temp2,mat,3);
|
||||
|
||||
|
||||
//混合
|
||||
cmd.SetGlobalTexture("_LightMar",temp2);
|
||||
cmd.Blit(renderingData.cameraData.renderer.cameraColorTarget,temp,mat,2);
|
||||
//Blitter.BlitCameraTexture(cmd,renderingData.cameraData.renderer.cameraColorTargetHandle,tempRT1,mat,2);
|
||||
cmd.Blit(temp,renderingData.cameraData.renderer.cameraColorTarget);
|
||||
// Blitter.BlitCameraTexture(cmd,tempRT1,renderingData.cameraData.renderer.cameraColorTargetHandle);
|
||||
cmd.ReleaseTemporaryRT(temp);
|
||||
cmd.ReleaseTemporaryRT(temp1);
|
||||
cmd.ReleaseTemporaryRT(temp2);
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
CommandBufferPool.Release(cmd);
|
||||
}
|
||||
|
||||
// Cleanup any allocated resources that were created during the execution of this render pass.
|
||||
public override void OnCameraCleanup(CommandBuffer cmd)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void Destory()
|
||||
{
|
||||
CoreUtils.Destroy(mat);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
CustomRenderPass m_ScriptablePass;
|
||||
|
||||
public RenderPassEvent renderPassEvent=RenderPassEvent.AfterRenderingPostProcessing;
|
||||
/// <inheritdoc/>
|
||||
public override void Create()
|
||||
{
|
||||
m_ScriptablePass = new CustomRenderPass();
|
||||
|
||||
// Configures where the render pass should be injected.
|
||||
m_ScriptablePass.renderPassEvent = renderPassEvent;
|
||||
}
|
||||
|
||||
// Here you can inject one or multiple render passes in the renderer.
|
||||
// This method is called when setting up the renderer once per-camera.
|
||||
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
|
||||
{
|
||||
m_ScriptablePass.ConfigureInput(ScriptableRenderPassInput.Depth);
|
||||
m_ScriptablePass.range_sigma = range_sigma;
|
||||
m_ScriptablePass.space_sigma = space_sigma;
|
||||
//m_ScriptablePass.BoundMax = BoundMax;
|
||||
//m_ScriptablePass.BoundMin = BoundMin;
|
||||
m_ScriptablePass.Precision = Precision;
|
||||
m_ScriptablePass.Strength = Strength;
|
||||
renderer.EnqueuePass(m_ScriptablePass);
|
||||
}
|
||||
|
||||
protected override void Dispose(bool disposing)
|
||||
{
|
||||
base.Dispose(disposing);
|
||||
m_ScriptablePass.Destory();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
11
Assets/Art/Render/TiJiGuang/Resources/VolumeLight.cs.meta
Normal file
11
Assets/Art/Render/TiJiGuang/Resources/VolumeLight.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 664b8d886da2cfe468694b5db616d688
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
26
Assets/Art/Render/TiJiGuang/Resources/VolumeLightDrawer.cs
Normal file
26
Assets/Art/Render/TiJiGuang/Resources/VolumeLightDrawer.cs
Normal file
@ -0,0 +1,26 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[ExecuteInEditMode]
|
||||
public class VolumeLightDrawer : MonoBehaviour
|
||||
{
|
||||
public Vector3 BoundMinPos = new Vector3(0, 0, 0);
|
||||
public Vector3 BoundMaxPos = new Vector3(1, 1, 1);
|
||||
[HideInInspector]public Vector3 center = Vector3.zero;
|
||||
[HideInInspector]public Vector3 size = new Vector3(2, 1, 0); // Z设为0表示2D矩形
|
||||
public Color lineColor = Color.green;
|
||||
|
||||
private void Update()
|
||||
{
|
||||
Shader.SetGlobalVector("_BoundMin",BoundMinPos);
|
||||
Shader.SetGlobalVector("_BoundMax",BoundMaxPos);
|
||||
}
|
||||
|
||||
void OnDrawGizmos()
|
||||
{
|
||||
//Gizmos.color = lineColor;
|
||||
//Gizmos.DrawWireCube(transform.position + center, size);
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f3dcbfb3a4fd55f4f95fb3f5e3fb8763
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
260
Assets/Art/Render/TiJiGuang/Resources/volumeLight.shader
Normal file
260
Assets/Art/Render/TiJiGuang/Resources/volumeLight.shader
Normal file
@ -0,0 +1,260 @@
|
||||
Shader "Unlit/volumeLight"
|
||||
{
|
||||
Properties {
|
||||
_MainTex ("Base (RGB)", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 100
|
||||
HLSLINCLUDE
|
||||
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS //接受阴影
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE //产生阴影
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
||||
#pragma multi_compile _ _SHADOWS_SOFT //软阴影
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
|
||||
//#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
TEXTURE2D( _MainTex);
|
||||
SAMPLER(sampler_MainTex);
|
||||
TEXTURE2D( _LightMar); SAMPLER(sampler_LightMar);
|
||||
float4 _MainTex_TexelSize;
|
||||
float4 _MainTex_ST;
|
||||
//步进次数
|
||||
int _StepCount;
|
||||
//最大步进距离
|
||||
float _MaxStepDest;
|
||||
static half dither[16] = {
|
||||
1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
|
||||
13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
|
||||
4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
|
||||
16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
|
||||
};
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
float Remap(float x,float inMin,float inMax,float toMin,float toMax)
|
||||
{
|
||||
return (x-inMin)/(inMax-inMin)*(toMax-toMin)+toMin;
|
||||
}
|
||||
Varyings vert(Attributes v)
|
||||
{
|
||||
Varyings o = (Varyings)0;
|
||||
o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
|
||||
o.uv =v.uv; //TRANSFORM_TEX(v.uv, _MainTex);
|
||||
return o;
|
||||
}
|
||||
float _Strength;
|
||||
half4 fragBlend(Varyings i) : SV_Target
|
||||
{
|
||||
float4 color= SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, i.uv);
|
||||
float4 light= SAMPLE_TEXTURE2D(_LightMar,sampler_LightMar, i.uv);
|
||||
color=color*light*2*_Strength+color+light*0.1*_Strength;
|
||||
return color;
|
||||
}
|
||||
float space_sigma;
|
||||
float range_sigma ;
|
||||
//高斯模糊->双边过滤
|
||||
half4 fragBlur(Varyings input) : SV_Target
|
||||
{
|
||||
float weight_sum = 0;
|
||||
float3 color_sum = 0;
|
||||
float3 color_origin = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
|
||||
float3 color = 0;
|
||||
//float space_sigma=2;
|
||||
//float range_sigma =5;
|
||||
for(int i = -3; i < 3; i++){
|
||||
for(int j = -3; j < 3; j++){
|
||||
//空域高斯-uv加权
|
||||
float2 varible = input.uv + float2(i * _MainTex_TexelSize.x, j * _MainTex_TexelSize.y)*3;
|
||||
float space_factor = i * i + j * j;
|
||||
space_factor = (-space_factor) / (2 * space_sigma* space_sigma);
|
||||
float space_weight = 1/(space_sigma * space_sigma * 2 * PI) * exp(space_factor);
|
||||
|
||||
//值域高斯-颜色加权
|
||||
float3 color_neighbor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, varible);
|
||||
float3 color_distance = (color_neighbor - color_origin);
|
||||
float value_factor = color_distance.r * color_distance.r ;
|
||||
value_factor = (-value_factor) / (2 * range_sigma * range_sigma);
|
||||
float value_weight = (1 / (2 * PI * range_sigma)) * exp(value_factor);
|
||||
|
||||
weight_sum += space_weight * value_weight;
|
||||
color_sum += color_neighbor * space_weight * value_weight;
|
||||
}
|
||||
}
|
||||
color=lerp(color,color_sum / weight_sum,step(0,weight_sum));
|
||||
return float4(color,1);
|
||||
}
|
||||
half4 fragBlurFast(Varyings i) : SV_Target
|
||||
{
|
||||
|
||||
float2 size=_MainTex_TexelSize.xy*1;
|
||||
float4 result=(SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, i.uv+int2(1,1)*size)+
|
||||
SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, i.uv+int2(-1,-1)*size)+
|
||||
SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, i.uv+int2(-1,1)*size)+
|
||||
SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, i.uv+int2(1,-1)*size));
|
||||
|
||||
return result*0.25;
|
||||
}
|
||||
half4 fragBlurFast2(Varyings i) : SV_Target
|
||||
{
|
||||
float2 size=_MainTex_TexelSize.xy*1;
|
||||
float4 result=(SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, i.uv+int2(0,1)*size)+
|
||||
SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, i.uv+int2(0,-1)*size)+
|
||||
SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, i.uv+int2(-1,0)*size)+
|
||||
SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, i.uv+int2(1,0)*size));
|
||||
return result*0.25;
|
||||
}
|
||||
float Getshadow(float3 posWorld)
|
||||
{
|
||||
float4 shadowCoord = TransformWorldToShadowCoord(posWorld);
|
||||
float shadow = MainLightRealtimeShadow(shadowCoord);
|
||||
return shadow;
|
||||
}
|
||||
//AABB包围盒,一个射线可以得到,打到以某一点为中心的xyz平面上的新射线点
|
||||
float2 rayBoxDst(float3 boundsMin,float3 boundsMax,float3 rayOrigin ,float3 rayDir)
|
||||
{
|
||||
//t是分正负方向的
|
||||
float3 t0 = (boundsMin - rayOrigin) / rayDir;
|
||||
float3 t1 = (boundsMax - rayOrigin) / rayDir;
|
||||
float3 tmin = min(t0, t1);
|
||||
float3 tmax = max(t0, t1);
|
||||
//左右上下的面因取最小值得到的都是负值,必然取到正面的值
|
||||
float dstA = max(max(tmin.x, tmin.y), tmin.z);
|
||||
float dstB = min(tmax.x, min(tmax.y, tmax.z));
|
||||
float dstToBox = max(0, dstA);
|
||||
float dstInsideBox = max(0, dstB - dstToBox);
|
||||
//返回摄像机到包围盒的距离,穿过包围盒内部的距离
|
||||
return float2(dstToBox, dstInsideBox);
|
||||
}
|
||||
float RandomRange(float2 Seed, float Min, float Max)
|
||||
{
|
||||
float randomno = frac(sin(dot(Seed, float2(12.9898, 78.233)))*43758.5453);
|
||||
float Out = lerp(Min, Max, randomno);
|
||||
return Out;
|
||||
}
|
||||
float3 _BoundMin;
|
||||
float3 _BoundMax;
|
||||
float _J;
|
||||
half4 frag (Varyings i) : SV_Target
|
||||
{
|
||||
|
||||
|
||||
_J=24;
|
||||
|
||||
float depth=SampleSceneDepth(i.uv);
|
||||
float3 wpos=ComputeWorldSpacePosition(i.uv, depth,UNITY_MATRIX_I_VP);
|
||||
//世界空间下从当前点指向摄像机的方向
|
||||
float3 dir= normalize(_WorldSpaceCameraPos-wpos);
|
||||
float l1=length(_WorldSpaceCameraPos-wpos);
|
||||
float2 result=rayBoxDst(_BoundMin,_BoundMax,_WorldSpaceCameraPos.xyz,-dir);
|
||||
float dstToBox=result.x;
|
||||
float dstInSideBox=result.y;
|
||||
//主要dir的方向不然得到的点是错的
|
||||
float3 startPos=_WorldSpaceCameraPos.xyz-dir*dstToBox-dir*dstInSideBox;
|
||||
//float3 endPos=_WorldSpaceCameraPos.xyz-dir*dstToBox.x;
|
||||
float l2=dstToBox+dstInSideBox;
|
||||
|
||||
|
||||
uint index = (uint(i.uv.x*_ScreenSize.x) % 4) * 4 + uint(i.uv.y*_ScreenSize.y) % 4;
|
||||
float jitter =Remap( dither[index],0,1,0.5,1);//*RandomRange(i.uv,0.96,1.04)
|
||||
//在AABB包围盒中就使用固定间隔步进,按固定次数步进(视觉效果比按固定距离步进性能更好)
|
||||
float d=0;
|
||||
|
||||
float3 currpos=0;
|
||||
int Count=24;
|
||||
if(l1>l2)
|
||||
{
|
||||
d=dstInSideBox/_J*RandomRange(i.uv,0.97,1.03);//*RandomRange(i.uv,0.96,1.04);
|
||||
Count=dstInSideBox/d;
|
||||
currpos=startPos;
|
||||
}
|
||||
else
|
||||
{
|
||||
float l=l1-dstToBox;
|
||||
d=l/_J*RandomRange(i.uv,0.97,1.03);//*RandomRange(i.uv,0.96,1.04);
|
||||
Count=l/d;
|
||||
currpos=wpos;
|
||||
}
|
||||
//穿过AABB包围盒的距离为0时说明光线没有穿过体积光区域,不需要进行后续计算
|
||||
if( dstToBox>l1 || dstInSideBox==0) return 0;
|
||||
float total=0;
|
||||
|
||||
UNITY_LOOP
|
||||
for(int j=0;j<Count;j++)
|
||||
{
|
||||
//if(length(currpos-_WorldSpaceCameraPos)<0.01 || total>1) break;
|
||||
float shadow=Getshadow(currpos);
|
||||
total+=shadow*1/Count;
|
||||
//添加抖动
|
||||
uint index = (uint(i.uv.x*_ScreenSize.x) % 4) * 4 + uint(i.uv.y*_ScreenSize.y) % 4;
|
||||
float jitter = Remap( dither[index],0,1,0.5,1);//dither[index];
|
||||
currpos+=dir*d;//*jitter;
|
||||
}
|
||||
|
||||
//total=saturate(total)*pow(min(dstInSideBox*0.3,2),1);
|
||||
total=(total/5*Count*d);
|
||||
total=min(total,4);
|
||||
return total.xxxx;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
ENDHLSL
|
||||
//光线步进
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
ENDHLSL
|
||||
}
|
||||
//高斯模糊-双边过滤
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment fragBlur
|
||||
ENDHLSL
|
||||
}
|
||||
//合并
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment fragBlend
|
||||
ENDHLSL
|
||||
}
|
||||
//快速模糊
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment fragBlurFast
|
||||
ENDHLSL
|
||||
}
|
||||
//快速模糊
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment fragBlurFast2
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cfd6bcdac8df1e443885bb664c9019c2
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Art/Shader.meta
Normal file
8
Assets/Art/Shader.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8bfb923304abafd4f862706d0e44c4c7
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
74
Assets/Art/Shader/blitShader.shader
Normal file
74
Assets/Art/Shader/blitShader.shader
Normal file
@ -0,0 +1,74 @@
|
||||
Shader "Unlit URP Shader/blitshader"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_BaseColor("Base Color",color) = (1,1,1,1)
|
||||
_MainTex("MainTex", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Transparent" }
|
||||
LOD 100
|
||||
|
||||
Pass
|
||||
{
|
||||
Cull Off
|
||||
//ZTest Always
|
||||
ZWrite Off
|
||||
Blend SrcAlpha OneMinusSrcAlpha//,One One
|
||||
//BlendOp Add,Max
|
||||
Name "Unlit"
|
||||
HLSLPROGRAM
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float fogCoord : TEXCOORD1;
|
||||
};
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
half4 _BaseColor;
|
||||
float4 _MainTex_ST;
|
||||
float _AlphaLimit;
|
||||
CBUFFER_END
|
||||
TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex);
|
||||
|
||||
|
||||
Varyings vert(Attributes v)
|
||||
{
|
||||
Varyings o = (Varyings)0;
|
||||
|
||||
o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag(Varyings i) : SV_Target
|
||||
{
|
||||
half4 baseMap = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
|
||||
|
||||
return float4(baseMap.rgb,_BaseColor.a*saturate(baseMap.a));
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
10
Assets/Art/Shader/blitShader.shader.meta
Normal file
10
Assets/Art/Shader/blitShader.shader.meta
Normal file
@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1f4197c956ee6dd4e998ea82950eb4c8
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
14
Assets/Art/Shader/clearDraw.compute
Normal file
14
Assets/Art/Shader/clearDraw.compute
Normal file
@ -0,0 +1,14 @@
|
||||
// Each #kernel tells which function to compile; you can have many kernels
|
||||
#pragma kernel CSMain
|
||||
|
||||
// Create a RenderTexture with enableRandomWrite flag and set it
|
||||
// with cs.SetTexture
|
||||
RWTexture2D<float4> Result;
|
||||
|
||||
[numthreads(8,8,1)]
|
||||
void CSMain (uint3 id : SV_DispatchThreadID)
|
||||
{
|
||||
// TODO: insert actual code here!
|
||||
|
||||
Result[id.xy] = 0;
|
||||
}
|
||||
8
Assets/Art/Shader/clearDraw.compute.meta
Normal file
8
Assets/Art/Shader/clearDraw.compute.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a7bd3031040f1a44794084a415af29b8
|
||||
ComputeShaderImporter:
|
||||
externalObjects: {}
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
20
Assets/Art/Shader/computer.compute
Normal file
20
Assets/Art/Shader/computer.compute
Normal file
@ -0,0 +1,20 @@
|
||||
// Each #kernel tells which function to compile; you can have many kernels
|
||||
#pragma kernel CSMain
|
||||
|
||||
// Create a RenderTexture with enableRandomWrite flag and set it
|
||||
// with cs.SetTexture
|
||||
RWTexture2D<float4> Result;
|
||||
|
||||
//RWStructuredBuffer<float3> Color;
|
||||
RWStructuredBuffer<int> Full;
|
||||
|
||||
int limit;
|
||||
|
||||
[numthreads(8,8,1)]
|
||||
void CSMain (uint3 id : SV_DispatchThreadID)
|
||||
{
|
||||
if(max(max(Result[id.xy].r,Result[id.xy].g),Result[id.xy].b)>0.01)
|
||||
{
|
||||
InterlockedAdd(Full[0],1);
|
||||
}
|
||||
}
|
||||
8
Assets/Art/Shader/computer.compute.meta
Normal file
8
Assets/Art/Shader/computer.compute.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d659d6584c1bd8c48957fa7dedd71427
|
||||
ComputeShaderImporter:
|
||||
externalObjects: {}
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
72
Assets/Art/Shader/drawShader.shader
Normal file
72
Assets/Art/Shader/drawShader.shader
Normal file
@ -0,0 +1,72 @@
|
||||
Shader "Unlit URP Shader"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_BaseColor("Base Color",color) = (1,1,1,1)
|
||||
_MainTex("MainTex", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType" = "Overlay" }
|
||||
LOD 100
|
||||
|
||||
Pass
|
||||
{
|
||||
Lighting Off
|
||||
Cull Off
|
||||
ZTest Always
|
||||
ZWrite Off
|
||||
Blend SrcAlpha OneMinusSrcAlpha,SrcAlpha One
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
half4 _BaseColor;
|
||||
float _PaintHardness;
|
||||
float4 _MainTex_ST;
|
||||
CBUFFER_END
|
||||
TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex);
|
||||
|
||||
|
||||
Varyings vert(Attributes v)
|
||||
{
|
||||
Varyings o = (Varyings)0;
|
||||
|
||||
o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag(Varyings i) : SV_Target
|
||||
{
|
||||
half4 baseMap = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
|
||||
baseMap.rgba*=_BaseColor;
|
||||
|
||||
return float4(baseMap.rgb,saturate(baseMap.a*_PaintHardness));
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
10
Assets/Art/Shader/drawShader.shader.meta
Normal file
10
Assets/Art/Shader/drawShader.shader.meta
Normal file
@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bc4b07b3bdd197b47a71efe77fe29088
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Some files were not shown because too many files have changed in this diff Show More
Loading…
x
Reference in New Issue
Block a user