Merge remote-tracking branch 'origin/feat/inport-props' into feat/craft-discovery

# Conflicts:
#	Assets/External/Animated PBR Chest Demo/Materials/WoodChest.mat
#	Packages/com.distantlands.cozy.core/Content/Integration/Import for BiRP.unitypackage.meta
#	Packages/com.distantlands.cozy.core/Content/Integration/Import for HDRP.unitypackage.meta
#	Packages/com.distantlands.cozy.core/Content/Integration/Import for URP.unitypackage.meta
This commit is contained in:
2026-07-25 19:42:26 +02:00
954 changed files with 999772 additions and 26193 deletions
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using INab.BetterFog.Core;
using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace INab.BetterFog.URP
{
[VolumeComponentMenu("INab Studio/Better Fog")]
[VolumeRequiresRendererFeatures(typeof(BetterFog))]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
public sealed class BetterFogVolumeComponent : VolumeComponent, IPostProcessComponent
{
[Serializable]
public sealed class FogParameterURP : VolumeParameter<FogMode> { public FogParameterURP(FogMode value, bool overrideState = false) : base(value, overrideState) { } }
[Serializable]
public sealed class HeightFogParameterURP : VolumeParameter<HeightFogType> { public HeightFogParameterURP(HeightFogType value, bool overrideState = false) : base(value, overrideState) { } }
[Serializable]
public sealed class NoiseAffectParameterURP : VolumeParameter<NoiseAffect> { public NoiseAffectParameterURP(NoiseAffect value, bool overrideState = false) : base(value, overrideState) { } }
[Serializable]
public class MyTextureParameter : TextureParameter
{
public MyTextureParameter(Texture value, bool overrideState = false)
: this(value, TextureDimension.Any, overrideState) { }
public MyTextureParameter(Texture value, TextureDimension dimension, bool overrideState = false)
: base(value, overrideState)
{
this.dimension = dimension;
}
public float LerpValue;
public Texture FromTexture;
public override void Interp(Texture from, Texture to, float t)
{
LerpValue = t;
FromTexture = from;
value = to;
}
}
public BetterFogVolumeComponent()
{
displayName = "Better Fog";
}
#region FogParameters
public ClampedFloatParameter _FogIntensity = new ClampedFloatParameter(value: 1, min: 0, max: 1);
public FloatParameter _EnergyLoss = new ClampedFloatParameter(value: 0, min: 0, max: 1);
public BoolParameter _UseGradient = new BoolParameter(false);
public ColorParameter _FogColor = new ColorParameter(new Color(.8f, .8f, .8f, 1f));
public FloatParameter _GradientStart = new FloatParameter(0);
public FloatParameter _GradientEnd = new FloatParameter(100);
public MyTextureParameter _GradientTexture = new MyTextureParameter(null);
// Sun Light Parameters
public BoolParameter _UseSunLight = new BoolParameter(false);
public ColorParameter _SunColor = new ColorParameter(new Color(.9f, .85f, .8f, 1f));
public ClampedFloatParameter _SunIntensity = new ClampedFloatParameter(value: 0, min: 0, max: 1);
public ClampedFloatParameter _SunPower = new ClampedFloatParameter(value: 2, min: .1f, max: 12);
// Distance Fog Parameters
public BoolParameter _UseDistanceFog = new BoolParameter(true);
public BoolParameter _UseRadialDistance = new BoolParameter(false);
public FogParameterURP _FogType = new FogParameterURP(FogMode.ExponentialSquared);
public FloatParameter _DistanceFogOffset = new FloatParameter(-20);
// Scene Parameters
public FloatParameter _SceneStart = new FloatParameter(10);
public FloatParameter _SceneEnd = new FloatParameter(100);
// Fog Density
public ClampedFloatParameter _FogDensity = new ClampedFloatParameter(value: 0, min: 0, max: .1f);
// Skybox Height Fog Parameters
public BoolParameter _UseSkyboxHeightFog = new BoolParameter(false);
public ClampedFloatParameter _SkyboxFogOffset = new ClampedFloatParameter(value: 0, min: -.1f, max: .1f);
public ClampedFloatParameter _SkyboxFogHardness = new ClampedFloatParameter(value: .75f, min: 0, max: .999f);
public ClampedFloatParameter _SkyboxFogIntensity = new ClampedFloatParameter(value: 1, min: 0, max: 1);
public ClampedFloatParameter _SkyboxFill = new ClampedFloatParameter(value: 0, min: 0, max: 1);
// Height Fog Parameters
public BoolParameter _UseHeightFog = new BoolParameter(false);
public FloatParameter _Height = new FloatParameter(4);
public ClampedFloatParameter _HeightDensity = new ClampedFloatParameter(value: 0, min: 0, max: .5f);
public HeightFogParameterURP _HeightFogType = new HeightFogParameterURP(HeightFogType.ExponentialSquared);
// Noise Parameters
public BoolParameter _UseNoise = new BoolParameter(false);
public NoiseAffectParameterURP _NoiseAffect = new NoiseAffectParameterURP(NoiseAffect.Both);
public ClampedFloatParameter _NoiseIntensity = new ClampedFloatParameter(value: 0, min: 0, max: 1);
public FloatParameter _NoiseDistanceEnd = new FloatParameter(80);
public ClampedFloatParameter _NoiseEndHardness = new ClampedFloatParameter(value: 0.35f, min: 1, max: 16);
// First Noise Layer
public ClampedFloatParameter _Scale1 = new ClampedFloatParameter(value: 40, min: 5, max: 140);
public ClampedFloatParameter _Lerp1 = new ClampedFloatParameter(value: .5f, min: 0, max: 1);
public Vector3Parameter _NoiseSpeed1 = new Vector3Parameter(new Vector3(0, 0, 0));
public ClampedFloatParameter _NoiseTimeScale1 = new ClampedFloatParameter(value: .1f, min: 0, max: .5f);
#endregion
#region SSMSParameters
public BoolParameter _UseSSMS = new BoolParameter(false);
public ClampedFloatParameter _Threshold = new ClampedFloatParameter(value: 0, min: -1, max: 1);
public FloatParameter _SoftKnee = new FloatParameter(0.5f);
public ClampedFloatParameter _Radius = new ClampedFloatParameter(value: 7, min: 1, max: 7);
public ClampedFloatParameter _BlurWeight = new ClampedFloatParameter(value: 1, min: 0.1f, max: 100);
public ClampedFloatParameter _Intensity = new ClampedFloatParameter(value: 1, min: 0, max: 1);
public BoolParameter _HighQuality = new BoolParameter(false);
public BoolParameter _AntiFlicker = new BoolParameter(false);
public TextureParameter _FadeRamp = new TextureParameter(null);
#endregion
public bool IsActive() => _FogIntensity.value > 0;
//public bool IsTileCompatible() => true;
}
}
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using INab.BetterFog.Core;
using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEditor;
using UnityEditor.Rendering;
namespace INab.BetterFog.URP
{
[CustomEditor(typeof(INab.BetterFog.URP.BetterFogVolumeComponent))]
public class BetterFogVolumeComponentEditor : VolumeComponentEditor
{
// FogParameters
SerializedDataParameter _FogIntensity;
SerializedDataParameter _EnergyLoss;
SerializedDataParameter _FogColor;
SerializedDataParameter _UseGradient;
SerializedDataParameter _GradientStart;
SerializedDataParameter _GradientEnd;
SerializedDataParameter _GradientTexture;
SerializedDataParameter _UseSunLight;
SerializedDataParameter _SunColor;
SerializedDataParameter _SunIntensity;
SerializedDataParameter _SunPower;
SerializedDataParameter _UseDistanceFog;
SerializedDataParameter _UseRadialDistance;
SerializedDataParameter _FogType;
SerializedDataParameter _DistanceFogOffset;
SerializedDataParameter _SceneStart;
SerializedDataParameter _SceneEnd;
SerializedDataParameter _FogDensity;
SerializedDataParameter _UseSkyboxHeightFog;
SerializedDataParameter _SkyboxFogOffset;
SerializedDataParameter _SkyboxFogHardness;
SerializedDataParameter _SkyboxFogIntensity;
SerializedDataParameter _SkyboxFill;
SerializedDataParameter _UseHeightFog;
SerializedDataParameter _Height;
SerializedDataParameter _HeightDensity;
SerializedDataParameter _HeightFogType;
SerializedDataParameter _UseNoise;
SerializedDataParameter _NoiseAffect;
SerializedDataParameter _NoiseIntensity;
SerializedDataParameter _NoiseDistanceEnd;
SerializedDataParameter _NoiseEndHardness;
SerializedDataParameter _Scale1;
SerializedDataParameter _Lerp1;
SerializedDataParameter _NoiseSpeed1;
SerializedDataParameter _NoiseTimeScale1;
// SSMSParameters
SerializedDataParameter _UseSSMS;
SerializedDataParameter _Threshold;
SerializedDataParameter _SoftKnee;
SerializedDataParameter _Radius;
SerializedDataParameter _BlurWeight;
SerializedDataParameter _Intensity;
SerializedDataParameter _HighQuality;
SerializedDataParameter _AntiFlicker;
SerializedDataParameter _FadeRamp;
public override void OnEnable()
{
var o = new PropertyFetcher<BetterFogVolumeComponent>(serializedObject);
_FogIntensity = Unpack(o.Find(x => x._FogIntensity));
_EnergyLoss = Unpack(o.Find(x => x._EnergyLoss));
_FogColor = Unpack(o.Find(x => x._FogColor));
_UseGradient = Unpack(o.Find(x => x._UseGradient));
_GradientStart = Unpack(o.Find(x => x._GradientStart));
_GradientEnd = Unpack(o.Find(x => x._GradientEnd));
_GradientTexture = Unpack(o.Find(x => x._GradientTexture));
_UseSunLight = Unpack(o.Find(x => x._UseSunLight));
_SunColor = Unpack(o.Find(x => x._SunColor));
_SunIntensity = Unpack(o.Find(x => x._SunIntensity));
_SunPower = Unpack(o.Find(x => x._SunPower));
_UseDistanceFog = Unpack(o.Find(x => x._UseDistanceFog));
_UseRadialDistance = Unpack(o.Find(x => x._UseRadialDistance));
_FogType = Unpack(o.Find(x => x._FogType));
_DistanceFogOffset = Unpack(o.Find(x => x._DistanceFogOffset));
_SceneStart = Unpack(o.Find(x => x._SceneStart));
_SceneEnd = Unpack(o.Find(x => x._SceneEnd));
_FogDensity = Unpack(o.Find(x => x._FogDensity));
_UseSkyboxHeightFog = Unpack(o.Find(x => x._UseSkyboxHeightFog));
_SkyboxFogOffset = Unpack(o.Find(x => x._SkyboxFogOffset));
_SkyboxFogHardness = Unpack(o.Find(x => x._SkyboxFogHardness));
_SkyboxFogIntensity = Unpack(o.Find(x => x._SkyboxFogIntensity));
_SkyboxFill = Unpack(o.Find(x => x._SkyboxFill));
_UseHeightFog = Unpack(o.Find(x => x._UseHeightFog));
_Height = Unpack(o.Find(x => x._Height));
_HeightDensity = Unpack(o.Find(x => x._HeightDensity));
_HeightFogType = Unpack(o.Find(x => x._HeightFogType));
_UseNoise = Unpack(o.Find(x => x._UseNoise));
_NoiseAffect = Unpack(o.Find(x => x._NoiseAffect));
_NoiseIntensity = Unpack(o.Find(x => x._NoiseIntensity));
_NoiseDistanceEnd = Unpack(o.Find(x => x._NoiseDistanceEnd));
_NoiseEndHardness = Unpack(o.Find(x => x._NoiseEndHardness));
_Scale1 = Unpack(o.Find(x => x._Scale1));
_Lerp1 = Unpack(o.Find(x => x._Lerp1));
_NoiseSpeed1 = Unpack(o.Find(x => x._NoiseSpeed1));
_NoiseTimeScale1 = Unpack(o.Find(x => x._NoiseTimeScale1));
// SSMSParameters
_UseSSMS = Unpack(o.Find(x => x._UseSSMS));
_Threshold = Unpack(o.Find(x => x._Threshold));
_SoftKnee = Unpack(o.Find(x => x._SoftKnee));
_Radius = Unpack(o.Find(x => x._Radius));
_BlurWeight = Unpack(o.Find(x => x._BlurWeight));
_Intensity = Unpack(o.Find(x => x._Intensity));
_HighQuality = Unpack(o.Find(x => x._HighQuality));
_AntiFlicker = Unpack(o.Find(x => x._AntiFlicker));
_FadeRamp = Unpack(o.Find(x => x._FadeRamp));
}
public override void OnInspectorGUI()
{
EditorGUILayout.LabelField("Main", BetterFogUtility.centeredBoldLabel);
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox))
{
PropertyField(_FogIntensity);
PropertyField(_EnergyLoss);
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("Colors", BetterFogUtility.centeredBoldLabel);
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox))
{
PropertyField(_UseGradient);
if (_UseGradient.value.boolValue)
{
PropertyField(_GradientStart);
PropertyField(_GradientEnd);
PropertyField(_GradientTexture);
}
else
{
PropertyField(_FogColor);
}
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("Sun Light", BetterFogUtility.centeredBoldLabel);
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox))
{
PropertyField(_UseSunLight);
if (_UseSunLight.value.boolValue)
{
PropertyField(_SunColor);
PropertyField(_SunIntensity);
PropertyField(_SunPower);
}
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("Distance Fog", BetterFogUtility.centeredBoldLabel);
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox))
{
PropertyField(_UseDistanceFog);
if (_UseDistanceFog.value.boolValue)
{
PropertyField(_UseRadialDistance);
PropertyField(_DistanceFogOffset);
PropertyField(_FogType);
if (_FogType.value.enumValueIndex == 0)
{
PropertyField(_SceneStart);
PropertyField(_SceneEnd);
}
else
{
PropertyField(_FogDensity);
}
}
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("Skybox Height Fog", BetterFogUtility.centeredBoldLabel);
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox))
{
PropertyField(_UseSkyboxHeightFog);
if (_UseSkyboxHeightFog.value.boolValue)
{
PropertyField(_SkyboxFogOffset);
PropertyField(_SkyboxFogHardness);
PropertyField(_SkyboxFogIntensity);
PropertyField(_SkyboxFill);
}
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("Height Fog", BetterFogUtility.centeredBoldLabel);
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox))
{
PropertyField(_UseHeightFog);
if (_UseHeightFog.value.boolValue)
{
PropertyField(_Height);
PropertyField(_HeightDensity);
PropertyField(_HeightFogType);
}
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("3D Noise", BetterFogUtility.centeredBoldLabel);
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox))
{
PropertyField(_UseNoise);
if (_UseNoise.value.boolValue)
{
PropertyField(_NoiseAffect);
PropertyField(_NoiseIntensity);
PropertyField(_NoiseDistanceEnd);
PropertyField(_NoiseEndHardness);
PropertyField(_Scale1);
PropertyField(_Lerp1);
PropertyField(_NoiseSpeed1);
PropertyField(_NoiseTimeScale1);
}
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("Screen Space Multiple Scattering", BetterFogUtility.centeredBoldLabel);
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox))
{
// SSMSParameters
PropertyField(_UseSSMS);
if (!_UseSSMS.value.boolValue)
{
//EditorGUILayout.Space();
//EditorGUILayout.HelpBox("SSMS is ", MessageType.Info);
//EditorGUILayout.Space();
}
else
{
PropertyField(_Threshold);
PropertyField(_SoftKnee);
PropertyField(_Radius);
PropertyField(_BlurWeight);
PropertyField(_Intensity);
PropertyField(_HighQuality);
PropertyField(_AntiFlicker);
PropertyField(_FadeRamp);
}
}
}
}
}
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#define _INCLUDE_NOISE3D
float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; }
float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; }
float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); }
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g2 *= norm.z;
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float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
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ZTest Always Cull Off ZWrite Off
HLSLINCLUDE
#include "SSMS_URP.hlsl"
ENDHLSL
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{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment frag_prefilter
ENDHLSL
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// 2: First level downsampler // 1
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{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment frag_downsample1
ENDHLSL
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// 4: Second level downsampler // 2
Pass
{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment frag_downsample2
ENDHLSL
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HLSLPROGRAM
#pragma vertex Vert
#pragma fragment frag_upsample
ENDHLSL
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HLSLPROGRAM
#pragma vertex Vert
#pragma fragment frag_upsample_final
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#ifndef SSMS_HLSL
#define SSMS_HLSL
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// The Blit.hlsl file provides the vertex shader (Vert),
// input structure (Attributes) and output strucutre (Varyings)
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
TEXTURE2D(_BaseTexture);
//SAMPLER(sampler_BaseTexture);
TEXTURE2D(_BaseTextureUpscale);
float _PrefilterOffs;
float _Threshold;
float3 _Curve;
float _SampleScale;
float _Intensity;
// SMSS
TEXTURE2D(_FadeTex);
SAMPLER(sampler_FadeTex);
TEXTURE2D(_FogFactor_RT);
SAMPLER(sampler_FogFactor_RT);
float _Radius;
float _BlurWeight;
#pragma shader_feature ANTI_FLICKER_ON
#pragma shader_feature _HIGH_QUALITY_ON
// Brightness function
float Brightness(float3 c)
{
return max(max(c.r, c.g), c.b);
}
// 3-tap median filter
float3 Median(float3 a, float3 b, float3 c)
{
return a + b + c - min(min(a, b), c) - max(max(a, b), c);
}
float CustomLuminocity(float3 a)
{
float sum = a.r + a.b + a.z;
sum /=3;
sum = sum * (1 / sum);
return sum;
}
float4 ToFloat4(float3 rgb)
{
return float4(rgb, 0);
}
float3 ToFloat3(float4 rgba)
{
return rgba.rgb;
}
#define HALF_MAX 65504.0 // (2 - 2^-10) * 2^15
// Clamp HDR value within a safe range
half3 SafeHDR(half3 c)
{
return min(c, HALF_MAX);
}
half4 SafeHDR(half4 c)
{
return min(c, HALF_MAX);
}
// Downsample with a 4x4 box filter
float3 DownsampleFilter(float2 uv)
{
float4 d = _BlitTexture_TexelSize.xyxy * float4(-1, -1, +1, +1);
float3 s;
s = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xy));
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zy));
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xw));
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zw));
return s * (1.0 / 4);
}
// Downsample with a 4x4 box filter + anti-flicker filter
float3 DownsampleAntiFlickerFilter(float2 uv)
{
float4 d = _BlitTexture_TexelSize.xyxy * float4(-1, -1, +1, +1);
float3 s1 = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xy));
float3 s2 = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zy));
float3 s3 = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xw));
float3 s4 = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zw));
// Karis's luma weighted average (using brightness instead of luma)
float s1w = 1 / (Brightness(s1) + 1);
float s2w = 1 / (Brightness(s2) + 1);
float s3w = 1 / (Brightness(s3) + 1);
float s4w = 1 / (Brightness(s4) + 1);
float one_div_wsum = 1 / (s1w + s2w + s3w + s4w);
return (s1 * s1w + s2 * s2w + s3 * s3w + s4 * s4w) * one_div_wsum;
}
float3 UpsampleFilter(float2 uv)
{
#ifdef _HIGH_QUALITY_ON
// 9-tap bilinear upsampler (tent filter)
float4 d = _BlitTexture_TexelSize.xyxy * float4(1, 1, -1, 0) * _SampleScale;
float3 s;
s = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv - d.xy));
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv - d.wy)) * 2;
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv - d.zy));
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zw)) * 2;
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv )) * 4;
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xw)) * 2;
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zy));
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.wy)) * 2;
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xy));
return s * (1.0 / 16);
#else
// 4-tap bilinear upsampler
float4 d = _BlitTexture_TexelSize.xyxy * float4(-1, -1, +1, +1) * (_SampleScale * 0.5);
float3 s;
s = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xy));
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zy));
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xw));
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zw));
return s * (1.0 / 4);
#endif
}
//
// fragment shader
//
// SMSS
float AdjustDepth(float4 d){
//float Out = CustomLuminocity(d.rgb);
//Out *= d.a;
float Out = d.r;
Out = SAMPLE_TEXTURE2D(_FadeTex,sampler_FadeTex, float2(Out, 0.5)).r;
return saturate(Out);
}
float4 frag_prefilter(Varyings i) : SV_Target
{
float2 uv = i.texcoord + _BlitTexture_TexelSize.xy * _PrefilterOffs;
#ifdef ANTI_FLICKER_ON
float3 d = _BlitTexture_TexelSize.xyx * float3(1, 1, 0);
float4 s0 = SafeHDR(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv));
float3 s1 = SafeHDR(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv - d.xz).rgb);
float3 s2 = SafeHDR(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xz).rgb);
float3 s3 = SafeHDR(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv - d.zy).rgb);
float3 s4 = SafeHDR(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zy).rgb);
float3 m = Median(Median(s0.rgb, s1, s2), s3, s4);
#else
float4 s0 = SafeHDR(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv));
float3 m = s0.rgb;
#endif
// Pixel brightness
float br = Brightness(m);
// Under-threshold part: quadratic curve
float rq = clamp(br - _Curve.x, 0, _Curve.y);
rq = _Curve.z * rq * rq;
// Combine and apply the brightness response curve.
m *= max(rq, br - _Threshold) / max(br, 1e-5);
// SMSS
float depth = AdjustDepth(SAMPLE_TEXTURE2D(_FogFactor_RT,sampler_FogFactor_RT, i.texcoord ));
return ToFloat4(m * depth);
}
float4 frag_downsample1(Varyings i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
#ifdef ANTI_FLICKER_ON
return ToFloat4(DownsampleAntiFlickerFilter(i.texcoord ));
#else
return ToFloat4(DownsampleFilter(i.texcoord ));
#endif
}
float4 frag_downsample2(Varyings i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return ToFloat4(DownsampleFilter(i.texcoord ));
}
float4 frag_upsample(Varyings i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float3 base = ToFloat3(SAMPLE_TEXTURE2D(_BaseTextureUpscale, sampler_LinearClamp, i.texcoord));
float3 blur = UpsampleFilter(i.texcoord );
return ToFloat4(base + blur * (1 + _BlurWeight)) / (1 + (_BlurWeight * 0.735));
}
float4 frag_upsample_final(Varyings i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float4 base = SAMPLE_TEXTURE2D(_BaseTexture, sampler_LinearClamp, i.texcoord);
float3 blur = UpsampleFilter(i.texcoord );
// SMSS
float depth = AdjustDepth(SAMPLE_TEXTURE2D(_FogFactor_RT,sampler_FogFactor_RT, i.texcoord));
return lerp(base, float4(blur,1) * (1 / _Radius), clamp(depth ,0,_Intensity));
}
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using System.IO;
using System.Linq;
using System.Reflection;
using INab.BetterFog.Runtime;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
namespace INab.BetterFog.Editor
{
[CustomEditor(typeof(GradientTexture), true), CanEditMultipleObjects]
public class GradientTextureEditor : UnityEditor.Editor
{
GradientTexture _gradientTexture;
UnityEditor.Editor _editor;
public override bool HasPreviewGUI() => true;
void OnEnable()
{
_gradientTexture = target as GradientTexture;
}
public override void OnInspectorGUI()
{
if (_gradientTexture.GetTexture() == null)
{
(_gradientTexture as IGradientTextureForEditor).CreateTexture();
}
base.OnInspectorGUI();
GradientTexture targetTexture = target as GradientTexture;
string buttonText = "Encode to PNG" + (targets.Length > 1 ? $" ({targets.Length})" : "");
if (GUILayout.Button(buttonText))
{
foreach (Object target in targets)
{
var currentRampObjPath = AssetDatabase.GetAssetPath(serializedObject.targetObject);
var defaultDirectory = System.IO.Path.GetDirectoryName(currentRampObjPath);
string path = EditorUtility.SaveFilePanelInProject("Save file",
$"{targetTexture.name}",
"png",
"Choose path to save file",
defaultDirectory);
if (string.IsNullOrEmpty(path))
{
Debug.LogError("[ GradientTextureEditor ] EncodeToPNG() save path is empty! canceled",
targetTexture);
return;
}
byte[] bytes = ImageConversion.EncodeToPNG(targetTexture.GetTexture());
int length = "Assets".Length;
string dataPath = Application.dataPath;
dataPath = dataPath.Remove(dataPath.Length - length, length);
dataPath += path;
File.WriteAllBytes(dataPath, bytes);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
AssetDatabase.ImportAsset(path);
Texture2D image = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
TextureImporter importer = (TextureImporter) AssetImporter.GetAtPath(path);
importer.sRGBTexture = false;
importer.wrapMode = TextureWrapMode.Clamp;
importer.mipmapEnabled = false;
importer.SaveAndReimport();
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log($"[ GradientTextureEditor ] EncodeToPNG() Success! png-gradient saved at '{path}'",
image);
EditorGUIUtility.PingObject(image);
Selection.activeObject = image;
}
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("Gradient Utilities");
if (GUILayout.Button("Invert Gradient"))
{
targetTexture.InvertGradient();
}
if (GUILayout.Button("Fill Gradient With Hexadecimals"))
{
targetTexture.FillGradientWithHexadecimals();
}
}
public override void DrawPreview(Rect previewArea)
{
Texture2D texture = _gradientTexture.GetTexture();
bool check = !_editor || _editor.target != texture;
if (check && texture && (_editor == null || _editor.target != texture))
{
try
{
_editor = CreateEditor(targets.Select(t => (t as GradientTexture)?.GetTexture()).ToArray());
}
catch
{
_editor = null;
//Debug.LogException(e);
//throw;
}
}
if (_editor && _editor.target)
{
try
{
_editor.DrawPreview(previewArea);
}
catch
{
//Debug.LogException(e);
//throw;
}
}
}
public override void OnPreviewSettings()
{
if (_editor && _editor.target)
{
try
{
_editor.OnPreviewSettings();
}
catch
{
//Debug.LogException(e);
//throw;
}
}
}
public override void ReloadPreviewInstances()
{
if (_editor && _editor.target)
{
try
{
_editor.ReloadPreviewInstances();
}
catch
{
//Debug.LogException(e);
//throw;
}
}
}
public override void OnInteractivePreviewGUI(Rect r, GUIStyle background)
{
if (_editor && _editor.target)
{
try
{
_editor.OnInteractivePreviewGUI(r, background);
}
catch
{
//Debug.LogException(e);
//throw;
}
}
}
public override void OnPreviewGUI(Rect r, GUIStyle background)
{
if (_editor && _editor.target)
{
try
{
_editor.OnPreviewGUI(r, background);
}
catch
{
//Debug.LogException(e);
//throw;
}
}
}
public override Texture2D RenderStaticPreview(string assetPath, Object[] subAssets, int width, int height)
{
if (_gradientTexture == null) return null;
if (_gradientTexture.GetTexture() == null) return null;
Texture2D tex = new Texture2D(width, height);
EditorUtility.CopySerialized(_gradientTexture.GetTexture(), tex);
return tex;
}
void OnDisable()
{
if (_editor)
{
_editor.GetType().GetMethod("OnDisable", BindingFlags.NonPublic)?.Invoke(_editor, null);
}
}
void OnDestroy()
{
if (_editor)
{
DestroyImmediate(_editor);
}
}
}
}
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MIT License
Copyright (c) 2022 mitay-walle Dmitry Lazarev-Lobachev
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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packageVersion: 3.1
assetPath: Assets/INab Studio/Post Processing Assets/Better Fog/Core/GradientCreator/License.txt
uploadId: 916910
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using System;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace INab.BetterFog.Runtime
{
public interface IGradientTextureForEditor
{
void CreateTexture();
Texture2D GetTexture();
void LoadExisitingTexture();
}
/// <summary>
/// Main Asset, holds settings, create, hold and change Texture2D's pixels, name
/// </summary>
[CreateAssetMenu(fileName = "NewGradientName", menuName = "BetterFog/Gradient")]
public class GradientTexture : ScriptableObject, IEquatable<Texture2D>, ISerializationCallbackReceiver,
IGradientTextureForEditor
{
[SerializeField] Vector2Int _resolution = new Vector2Int(256, 1);
[SerializeField, GradientUsage(false)] Gradient _gradient = GetDefaultGradient();
[SerializeField, HideInInspector] Texture2D _texture = default;
[SerializeField] List<string> _hexadecimals;
public Texture2D GetTexture() => _texture;
int _width => _resolution.x;
int _height => _resolution.y;
public static implicit operator Texture2D(GradientTexture asset) => asset.GetTexture();
//TODO better default gradient
static Gradient GetDefaultGradient() => new Gradient
{
alphaKeys = new[] { new GradientAlphaKey(1, 1) },
colorKeys = new[]
{
new GradientColorKey(Color.black, 0),
new GradientColorKey(Color.white, 1)
}
};
public void FillGradientWithHexadecimals()
{
if(_hexadecimals.Count < 1)
{
return;
}
int i = 0;
float lerp = 0;
float step = (float)1 / (float)(_hexadecimals.Count-1);
var colorKeys = new GradientColorKey[_hexadecimals.Count];
var alphaKeys = new GradientAlphaKey[_hexadecimals.Count];
foreach (var item in _hexadecimals)
{
string hex = item;
if (hex[0] != '#') hex = "#" + hex;
Color color;
ColorUtility.TryParseHtmlString(hex, out color);
colorKeys[i] = new GradientColorKey(color,lerp);
alphaKeys[i] = new GradientAlphaKey(1, lerp);
lerp += step;
i++;
}
_gradient.SetKeys(colorKeys, alphaKeys);
ValidateTextureValues();
}
public void InvertGradient()
{
// Invert colors
GradientColorKey[] originalColorKeys = _gradient.colorKeys;
GradientColorKey[] invertedColorKeys = new GradientColorKey[originalColorKeys.Length];
for (int i = 0; i < originalColorKeys.Length; i++)
{
invertedColorKeys[i].color = originalColorKeys[originalColorKeys.Length - 1 - i].color;
invertedColorKeys[i].time = 1.0f - originalColorKeys[originalColorKeys.Length - 1 - i].time;
}
// Invert alphas
GradientAlphaKey[] originalAlphaKeys = _gradient.alphaKeys;
GradientAlphaKey[] invertedAlphaKeys = new GradientAlphaKey[originalAlphaKeys.Length];
for (int i = 0; i < originalAlphaKeys.Length; i++)
{
invertedAlphaKeys[i].alpha = originalAlphaKeys[originalAlphaKeys.Length - 1 - i].alpha;
invertedAlphaKeys[i].time = 1.0f - originalAlphaKeys[originalAlphaKeys.Length - 1 - i].time;
}
_gradient.SetKeys(invertedColorKeys, invertedAlphaKeys);
ValidateTextureValues();
}
public void FillColors()
{
_texture.wrapMode = TextureWrapMode.Clamp;
for (int y = 0; y < _height; y++)
{
for (int x = 0; x < _width; x++)
{
float tHorizontal = (float) x / _width;
Color color = _gradient.Evaluate(tHorizontal);
_texture.SetPixel(x, y, color);
}
}
_texture.Apply();
}
public bool Equals(Texture2D other)
{
return _texture.Equals(other);
}
void OnValidate() => ValidateTextureValues();
void IGradientTextureForEditor.LoadExisitingTexture()
{
#if UNITY_EDITOR
if (!_texture)
{
string assetPath = AssetDatabase.GetAssetPath(this);
_texture = AssetDatabase.LoadAssetAtPath<Texture2D>(assetPath);
}
#endif
}
private string GetName()
{
return "Preview_" + name;
}
void IGradientTextureForEditor.CreateTexture()
{
#if UNITY_EDITOR
string assetPath = AssetDatabase.GetAssetPath(this);
if (string.IsNullOrEmpty(assetPath)) return;
if (!_texture && this != null && !EditorApplication.isUpdating)
{
AssetDatabase.ImportAsset(assetPath);
_texture = AssetDatabase.LoadAssetAtPath<Texture2D>(assetPath);
}
if (!_texture)
{
_texture = new Texture2D(_resolution.x, _resolution.y,TextureFormat.RGBAFloat,false,true);
if (_texture.name != GetName()) _texture.name = GetName();
}
if (!_texture) return;
ValidateTextureValues();
if (!EditorUtility.IsPersistent(this)) return;
if (AssetDatabase.IsSubAsset(_texture)) return;
if (AssetDatabase.LoadAssetAtPath<Texture2D>(assetPath)) return;
if (AssetDatabase.IsAssetImportWorkerProcess()) return;
AssetDatabase.AddObjectToAsset(_texture, this);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
AssetDatabase.ImportAsset(assetPath, ImportAssetOptions.ForceUpdate);
#endif
}
void ValidateTextureValues()
{
if (!_texture) return;
if (_texture.name != GetName())
{
_texture.name = GetName();
}
else
{
if (_texture.width != _resolution.x ||
_texture.height != _resolution.y)
{
_texture.Reinitialize(_resolution.x, _resolution.y);
}
#if UNITY_EDITOR
_texture.alphaIsTransparency = true;
#endif
FillColors();
SetDirtyTexture();
}
}
#region Editor
void SetDirtyTexture()
{
#if UNITY_EDITOR
if (!_texture) return;
EditorUtility.SetDirty(_texture);
#endif
}
#endregion
public void OnAfterDeserialize()
{
}
public void OnBeforeSerialize()
{
#if UNITY_EDITOR
if (!_texture || _texture.name == GetName()) return;
_texture.name = GetName();
//AssetDatabase.SaveAssets();
#endif
}
}
}
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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
namespace INab.BetterFog.Core
{
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[ImageEffectAllowedInSceneView] // We need this flag
public class BetterFogRenderers : MonoBehaviour
{
public List<CustomRenderer> depthRenderers = new List<CustomRenderer>();
public List<CustomRenderer> fogOffsetRenderers = new List<CustomRenderer>();
}
[Serializable]
public class CustomRenderer
{
public bool render = true;
public bool alwaysRender = true;
public Renderer renderer;
public bool drawAllSubmeshes = false;
public Material material;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace INab.BetterFog.Core
{
public enum HeightFogType
{
Exponential = 1,
ExponentialSquared = 2
}
public enum NoiseAffect
{
HeightOnly,
DistanceOnly,
Both
}
public class BetterFogUtility
{
public static GUIStyle centeredBoldLabel = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleLeft,
fontStyle = FontStyle.Bold,
fontSize = 12,
};
}
}
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// The MIT License
// https://www.youtube.com/c/InigoQuilez
// https://iquilezles.org/
// Copyright © 2015 Inigo Quilez
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
// Analytically integrating quadratically decaying participating media within a sphere.
// No raymarching involved.
//
// Related info: https://iquilezles.org/articles/spherefunctions
//UNITY_SHADER_NO_UPGRADE
#ifndef FOG_INCLUDED
#define FOG_INCLUDED
void ComputeAnalyticalFog_float(float3 fragPos, float3 sphereCenter, float sphereRadius, float3 rayOrigin, float3 rayDir, float depthBuffer,out float Out)
{
// Normalize the problem to the canonical sphere
float normalizedDepthBuffer = depthBuffer / sphereRadius;
float3 rc = (rayOrigin - sphereCenter) / sphereRadius;
// Find intersection with sphere
float b = dot(rayDir, rc);
float c = dot(rc, rc) - 1.0;
float h = b * b - c;
// Not intersecting
if(h < 0.0)
{
Out = 0.0;
return;
}
h = sqrt(h);
float t1 = -b - h;
float t2 = -b + h;
// Not visible (behind camera or behind depth buffer)
if(t2 < 0.0 || t1 > normalizedDepthBuffer)
{
Out = 0.0;
return;
}
// Clip integration segment from camera to depth buffer
t1 = max(t1, 0.0);
t2 = min(t2, normalizedDepthBuffer);
// Analytical integration of an inverse squared density
float i1 = -(c * t1 + b * t1 * t1 + t1 * t1 * t1 / 3.0);
float i2 = -(c * t2 + b * t2 * t2 + t2 * t2 * t2 / 3.0);
Out = (i2 - i1) * (3.0 / 4.0);
}
#endif
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