diff --git a/Shaders/world_pass/world_pass.frag.glsl b/Shaders/world_pass/world_pass.frag.glsl index cf852cf7..5ebe6ae8 100644 --- a/Shaders/world_pass/world_pass.frag.glsl +++ b/Shaders/world_pass/world_pass.frag.glsl @@ -22,11 +22,10 @@ uniform vec3 hosekSunDirection; #endif #ifdef _EnvClouds - uniform sampler2D snoise; + uniform sampler3D scloudsBase; + uniform sampler3D scloudsDetail; + uniform sampler2D scloudsMap; uniform float time; - // uniform vec3 eye; - const float difference = cloudsUpper - cloudsLower; - const float steps = 25.0; #endif #ifdef _EnvTex uniform sampler2D envmap; @@ -40,7 +39,6 @@ uniform float envmapStrength; #endif -// in vec2 texCoord; in vec3 normal; out vec4 fragColor; @@ -52,70 +50,61 @@ vec3 hosekWilkie(float cos_theta, float gamma, float cos_gamma) { #endif #ifdef _EnvClouds -// float hash(vec3 p) { - // p = fract(p * vec3(0.16532, 0.17369, 0.15787)); - // p += dot(p.xyz, p.zyx + 19.19); - // return fract(p.x * p.y * p.z); -// } -float noise(vec3 x) { - vec3 p = floor(x); - vec3 f = fract(x); - f = f * f * (3.0 - 2.0 * f); - vec2 uv = (p.xy + vec2(37.0, 17.0) * p.z) + f.xy; - vec2 rg = texture(snoise, (uv + 0.5) / 256.0).yx; - return mix(rg.x, rg.y, f.z); -} -float fbm(vec3 p) { - p *= 0.0005 * cloudsSize; - float f = 0.5 * noise(p); p = p * 3.0; p.y += time * cloudsWind.x; - f += 0.25 * noise(p); p = p * 2.0; p.y += time * cloudsWind.y; - f += 0.125 * noise(p); p = p * 3.0; - f += 0.0625 * noise(p); p = p * 3.0; - f += 0.03125 * noise(p); p = p * 3.0; - f += 0.015625 * noise(p); - return f; -} -float map(vec3 p) { - return fbm(p) - cloudsDensity * 0.6; -} -// Weather by David Hoskins, https://www.shadertoy.com/view/4dsXWn -// Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License -vec3 traceP; -vec2 doCloudTrace(vec3 add, vec2 shadeSum) { - float h = map(traceP); - vec2 shade = vec2(traceP.z / difference, max(-h, 0.0)); - traceP += add; - return shadeSum + shade * (1.0 - shadeSum.y); -} -vec2 traceCloud(vec3 pos, vec3 dir) { - float beg = ((cloudsLower - pos.z) / dir.z); - float end = ((cloudsUpper - pos.z) / dir.z); - traceP = vec3(pos.x + dir.x * beg, pos.y + dir.y * beg, 0.0); - // beg += hash(traceP) * 150.0; // Noisy - vec3 add = dir * ((end - beg) / steps); - - vec2 shadeSum = vec2(0.0); - for (int i = 0; i < steps; i++) { - shadeSum = doCloudTrace(add, shadeSum); - if (shadeSum.y >= 1.0) return shadeSum; - } - return shadeSum; -} // GPU PRO 7 - Real-time Volumetric Cloudscapes // https://www.guerrilla-games.com/read/the-real-time-volumetric-cloudscapes-of-horizon-zero-dawn -vec3 cloudsColor(vec3 R, vec3 pos, vec3 dir) { - vec2 traced = traceCloud(pos, dir); - float d = traced.x / 200.0 * traced.y + traced.x / 1500.0 * cloudsSecondary; - const float g = cloudsEccentricity; -#ifdef _EnvSky - float cosAngle = dot(hosekSunDirection, dir); -#else // Predefined sun direction - float cosAngle = dot(vec3(0.0, -1.0, 0.0), dir); -#endif - float E = 2.0 * exp(-d * cloudsPrecipitation) * (1.0 - exp(-2.0 * d)) * (0.25 * PI) * ((1.0 - g * g) / pow(1.0 + g * g - 2.0 * g * cosAngle, 3.0 / 2.0)); - return mix(vec3(R), vec3(E * 24.0), d * 12.0); +// https://github.com/sebh/TileableVolumeNoise +float remap(float old_val, float old_min, float old_max, float new_min, float new_max) { + return new_min + (((old_val - old_min) / (old_max - old_min)) * (new_max - new_min)); } -#endif + +float getDensityHeightGradientForPoint(float height, float cloud_type) { + const vec4 stratusGrad = vec4(0.02f, 0.05f, 0.09f, 0.11f); + const vec4 stratocumulusGrad = vec4(0.02f, 0.2f, 0.48f, 0.625f); + const vec4 cumulusGrad = vec4(0.01f, 0.0625f, 0.78f, 1.0f); + float stratus = 1.0f - clamp(cloud_type * 2.0f, 0, 1); + float stratocumulus = 1.0f - abs(cloud_type - 0.5f) * 2.0f; + float cumulus = clamp(cloud_type - 0.5f, 0, 1) * 2.0f; + vec4 cloudGradient = stratusGrad * stratus + stratocumulusGrad * stratocumulus + cumulusGrad * cumulus; + return smoothstep(cloudGradient.x, cloudGradient.y, height) - smoothstep(cloudGradient.z, cloudGradient.w, height); +} + +float sampleCloudDensity(vec3 p) { + vec3 weather_data = textureLod(scloudsMap, p.xy, 0).rgb; // Weather map + float cloud_base = textureLod(scloudsBase, p, 0).r * 40; // Base noise + cloud_base *= getDensityHeightGradientForPoint(p.z, weather_data.b); // Cloud type + cloud_base = remap(cloud_base, weather_data.r, 1.0, 0.0, 1.0); // Coverage + cloud_base *= weather_data.r; + float cloud_detail = textureLod(scloudsDetail, p, 0).r * 2; // Detail noise + float cloud_detail_mod = mix(cloud_detail, 1.0 - cloud_detail, clamp(p.z * 10.0, 0, 1)); + cloud_base = remap(cloud_base, cloud_detail_mod * 0.2, 1.0, 0.0, 1.0); + return cloud_base; +} + +vec3 traceClouds(vec3 sky, vec3 dir) { + const int steps = 24; + const float step_size = 0.5 / float(steps); + float T = 1.0; + vec4 C = vec4(0.0); + vec2 uv = dir.xy / dir.z * 0.4 + cloudsWind * time * 0.1; + + for (int i = 0; i < steps; ++i) { + float h = float(i) / float(steps); + float d = sampleCloudDensity(vec3(uv * 0.04, h)); + float Ti = exp(-d * step_size); + C.a += (1.0 - Ti) * (1.0 - C.a); + if (d > 0) { + T *= Ti; + if (T < 0.01) break; + C.rgb += T * exp(h) * d * step_size * 0.6; + } + if (C.a > 1.0) break; + uv += (dir.xy / dir.z) * step_size; + } + + C.a = clamp(C.a, 0.00001, 1); + return mix(sky, C.rgb / C.a, C.a); +} +#endif // _EnvClouds void main() { @@ -158,9 +147,7 @@ void main() { #endif #ifdef _EnvClouds - // cloudsColor(fragColor.rgb, eye, n) - vec3 clouds = cloudsColor(fragColor.rgb, vec3(0.0), n); - if (n.z > 0.0) fragColor.rgb = mix(fragColor.rgb, clouds, n.z * 5.0 * envmapStrength); + if (n.z > 0.0) fragColor.rgb = mix(fragColor.rgb, traceClouds(fragColor.rgb, n), clamp(n.z * 5.0, 0, 1)); #endif #ifdef _LDR diff --git a/Shaders/world_pass/world_pass.json b/Shaders/world_pass/world_pass.json index 8931252f..03a31074 100644 --- a/Shaders/world_pass/world_pass.json +++ b/Shaders/world_pass/world_pass.json @@ -76,14 +76,19 @@ "ifdef": ["_EnvClouds"] }, { - "name": "snoise", - "link": "_noise256", + "name": "scloudsBase", + "link": "_cloudsBase", "ifdef": ["_EnvClouds"] }, { - "name": "eye", - "link": "_cameraPosition", - "ifdef": ["_XEnvClouds"] + "name": "scloudsDetail", + "link": "_cloudsDetail", + "ifdef": ["_EnvClouds"] + }, + { + "name": "scloudsMap", + "link": "_cloudsMap", + "ifdef": ["_EnvClouds"] }, { "name": "screenSize", diff --git a/blender/arm/make_renderpath.py b/blender/arm/make_renderpath.py index e608b74f..413c1383 100755 --- a/blender/arm/make_renderpath.py +++ b/blender/arm/make_renderpath.py @@ -128,8 +128,13 @@ def build(): if rpdat.rp_background == 'World': assets.add_shader_pass('world_pass') if '_EnvClouds' in wrd.world_defs: - assets.add(assets_path + 'noise256.png') - assets.add_embedded_data('noise256.png') + assets.add(assets_path + 'clouds_base.raw') + assets.add_embedded_data('clouds_base.raw') + assets.add(assets_path + 'clouds_detail.raw') + assets.add_embedded_data('clouds_detail.raw') + assets.add(assets_path + 'clouds_map.png') + assets.add_embedded_data('clouds_map.png') + assets.add_khafile_def('rp_clouds') if rpdat.rp_renderer == 'Deferred' and not rpdat.rp_compositornodes: assets.add_shader_pass('copy_pass')