EG/RenderPipelineFile/rpplugins/scattering/shader/hosek_wilkie/compute_scattering.inc.glsl
2026-02-25 14:56:09 +08:00

126 lines
4.1 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* 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.
*
*/
#pragma once
vec3 sun_vector = get_sun_vector();
uniform sampler3D ScatteringLUT;
// Fetches the scattering value from the LUT
vec3 get_scattering(vec3 surface_pos) {
surface_pos = normalize(surface_pos);
float elevation, theta, radius;
vector_to_spherical(surface_pos, theta, elevation, radius);
float sun_elevation = TimeOfDay.scattering.sun_altitude / 180.0 * M_PI;
float sun_azimuth = TimeOfDay.scattering.sun_azimuth / 180.0 * M_PI;
float night_factor = saturate(sun_elevation * 30.0);
float max_angle_factor = 40.0 / 180.0 * M_PI;
float elevation_factor = sun_elevation / max_angle_factor;
float slice_index = 0.5 / 100.0 + elevation_factor;
float factor_x = theta;
float factor_y = elevation;
float neg_solar_elevation = HALF_PI - sun_elevation;
float cos_gamma = cos(elevation) * cos(neg_solar_elevation)
+ sin(elevation) * sin(neg_solar_elevation)
* cos(theta - sun_azimuth + M_PI);
float gamma = acos(cos_gamma);
elevation *= 0.95;
vec2 lut_coord = vec2(gamma / TWO_PI, 1 - (elevation / HALF_PI));
vec3 value = textureLod(ScatteringLUT, vec3(lut_coord, slice_index), 0).xyz ;
value *= 25.0;
value *= night_factor;
return vec3(value);
}
// Fetches the scattering value at a given surface position
vec3 get_scattering_at_surface(vec3 surface_pos) {
vec3 vec_to_cam = vec3(surface_pos - MainSceneData.camera_pos);
surface_pos.xy = vec2(vec_to_cam.xy * 0.6);
return get_scattering(surface_pos);
}
vec3 DoScattering(vec3 surface_pos, vec3 view_dir, out float fog_factor)
{
// Move surface pos above ocean level
if (surface_pos.z < -0.01) {
vec3 v2s = surface_pos - MainSceneData.camera_pos;
float z_factor = abs(MainSceneData.camera_pos.z) / abs(v2s.z);
surface_pos = MainSceneData.camera_pos + v2s * z_factor;
view_dir = normalize(surface_pos - MainSceneData.camera_pos);
}
float path_length = distance(surface_pos, MainSceneData.camera_pos);
vec3 inscatter = get_scattering(surface_pos);
fog_factor = 1.0;
// Check if the ray is finite
if (path_length < 20000.0) {
// Integrate scattering
const int num_steps = 6;
float curr_h = MainSceneData.camera_pos.z;
curr_h *= 1.0 - saturate(path_length / 30000.0);
float h_step = (surface_pos.z - MainSceneData.camera_pos.z) / num_steps;
vec3 accum = vec3(0);
for (int i = 0; i < num_steps; ++i) {
curr_h += h_step;
accum += get_scattering_at_surface(vec3(surface_pos.xy, curr_h));
}
accum /= float(num_steps);
// Exponential fog
float fog_ramp = TimeOfDay.scattering.fog_ramp_size;
fog_factor = saturate(1.0 - exp(-path_length / (0.6 * fog_ramp)));
// Exponential height fog
fog_factor *= exp(-pow(max(0, surface_pos.z), 1.2) / (5.0 * 4000.0));
inscatter = accum * 0.8;
fog_factor = saturate(1.1 * fog_factor);
}
return inscatter;
}