├── CloudTest ├── .vs │ └── CloudTest │ │ └── v16 │ │ ├── .suo │ │ ├── Browse.VC.db │ │ └── Browse.VC.opendb ├── Assembly-CSharp-Editor.csproj ├── Assembly-CSharp.csproj ├── Assets │ ├── Cloud.meta │ ├── Editor.meta │ ├── Editor │ │ ├── CrepuscularRaysEditor.cs │ │ └── CrepuscularRaysEditor.cs.meta │ ├── Resources.meta │ └── Resources │ │ ├── Cloud.meta │ │ ├── Cloud │ │ ├── CloudTransform.cs │ │ ├── CloudTransform.cs.meta │ │ ├── RayMarchingCloud.cs │ │ ├── RayMarchingCloud.cs.meta │ │ ├── RayMarchingCloud.meta │ │ ├── RayMarchingCloud.shader │ │ ├── RayMarchingCloud.shader.meta │ │ └── RayMarchingCloud │ │ │ ├── Clouds Test_DetailNoise.asset │ │ │ ├── Clouds Test_DetailNoise.asset.meta │ │ │ ├── ExampleNoise13D.asset │ │ │ ├── ExampleNoise13D.asset.meta │ │ │ ├── blueNoise.png │ │ │ ├── blueNoise.png.meta │ │ │ ├── cloudDetailTexture.asset │ │ │ ├── cloudDetailTexture.asset.meta │ │ │ ├── mask.png │ │ │ ├── mask.png.meta │ │ │ ├── weather3.png │ │ │ ├── weather3.png.meta │ │ │ ├── weather4.png │ │ │ ├── weather4.png.meta │ │ │ ├── weather5.png │ │ │ └── weather5.png.meta │ │ ├── CoudScene.unity │ │ ├── CoudScene.unity.meta │ │ ├── CoudScene_Profiles.meta │ │ ├── CoudScene_Profiles │ │ ├── VolumeTest.asset │ │ └── VolumeTest.asset.meta │ │ ├── CrepuscularRays.cs │ │ ├── CrepuscularRays.cs.meta │ │ ├── CrepuscularRays.shader │ │ └── CrepuscularRays.shader.meta ├── CloudTest.sln ├── Logs │ └── Packages-Update.log ├── Packages │ └── manifest.json ├── ProjectSettings │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── UnityConnectSettings.asset │ ├── VFXManager.asset │ └── XRSettings.asset ├── Whinarn.UnityMeshSimplifier.Editor.csproj ├── Whinarn.UnityMeshSimplifier.Runtime.csproj └── obj │ └── Debug │ ├── Assembly-CSharp-Editor.csprojAssemblyReference.cache │ ├── Assembly-CSharp.csprojAssemblyReference.cache │ ├── DesignTimeResolveAssemblyReferencesInput.cache │ ├── Unity.Postprocessing.Editor.csprojAssemblyReference.cache │ ├── Unity.Postprocessing.Runtime.csprojAssemblyReference.cache │ ├── Whinarn.UnityMeshSimplifier.Editor.csprojAssemblyReference.cache │ └── Whinarn.UnityMeshSimplifier.Runtime.csprojAssemblyReference.cache ├── README.md └── image ├── cloud1.png ├── cloud2.png ├── cloud3.png └── cloud4.png /CloudTest/.vs/CloudTest/v16/.suo: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ShaderFallback/UnityVolumeCloud/673a1d673a896d7656c3dfbd61584f15845c996e/CloudTest/.vs/CloudTest/v16/.suo -------------------------------------------------------------------------------- /CloudTest/.vs/CloudTest/v16/Browse.VC.db: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ShaderFallback/UnityVolumeCloud/673a1d673a896d7656c3dfbd61584f15845c996e/CloudTest/.vs/CloudTest/v16/Browse.VC.db -------------------------------------------------------------------------------- /CloudTest/.vs/CloudTest/v16/Browse.VC.opendb: -------------------------------------------------------------------------------- 1 | ADMINYANGZHIXUAN -------------------------------------------------------------------------------- /CloudTest/Assets/Cloud.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ba26346a7f0812d4480df933183adf57 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /CloudTest/Assets/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5c0865cce2962eb42a18e05198ae9c40 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /CloudTest/Assets/Editor/CrepuscularRaysEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering.PostProcessing; 3 | using System; 4 | 5 | namespace UnityEditor.Rendering.PostProcessing 6 | { 7 | 8 | [PostProcessEditor(typeof(CrepuscularRays))] 9 | internal sealed class CrepuscularRaysEditor : PostProcessEffectEditor 10 | { 11 | SerializedParameterOverride QualitySetting; 12 | SerializedParameterOverride LightColour; 13 | SerializedParameterOverride RayRange; 14 | SerializedParameterOverride RayIntensity; 15 | SerializedParameterOverride RayPower; 16 | SerializedParameterOverride LightThreshold; 17 | 18 | SerializedParameterOverride qualityStep; 19 | SerializedParameterOverride OffsetUV; 20 | SerializedParameterOverride BoxBlur; 21 | SerializedParameterOverride Downsample; 22 | public override void OnEnable() 23 | { 24 | QualitySetting = FindParameterOverride(x => x.QualitySetting); 25 | LightColour = FindParameterOverride(x => x.LightColour); 26 | RayRange = FindParameterOverride(x => x.RayRange); 27 | RayIntensity = FindParameterOverride(x => x.RayIntensity); 28 | RayPower = FindParameterOverride(x => x.RayPower); 29 | LightThreshold = FindParameterOverride(x => x.LightThreshold); 30 | 31 | qualityStep = FindParameterOverride(x => x.qualityStep); 32 | OffsetUV = FindParameterOverride(x => x.OffsetUV); 33 | BoxBlur = FindParameterOverride(x => x.BoxBlur); 34 | Downsample = FindParameterOverride(x => x.Downsample); 35 | } 36 | 37 | public override void OnInspectorGUI() 38 | { 39 | PropertyField(QualitySetting); 40 | EditorGUILayout.Space(); 41 | if (QualitySetting.value.intValue == (int)QualityMode.defaultQuality) 42 | { 43 | PropertyField(LightColour); 44 | PropertyField(RayRange); 45 | PropertyField(RayIntensity); 46 | PropertyField(RayPower); 47 | PropertyField(LightThreshold); 48 | } 49 | else 50 | { 51 | 52 | 53 | PropertyField(LightColour); 54 | PropertyField(RayRange); 55 | PropertyField(RayIntensity); 56 | PropertyField(RayPower); 57 | PropertyField(LightThreshold); 58 | EditorGUILayout.Space(); 59 | EditorUtilities.DrawHeaderLabel("CustomQuality"); 60 | PropertyField(qualityStep); 61 | PropertyField(OffsetUV); 62 | PropertyField(BoxBlur); 63 | PropertyField(Downsample); 64 | } 65 | } 66 | 67 | } 68 | } 69 | -------------------------------------------------------------------------------- /CloudTest/Assets/Editor/CrepuscularRaysEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d413a1e876fc1374aa626ec46fa16501 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /CloudTest/Assets/Resources.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 96877b73b7df23141baf35de0397724e 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /CloudTest/Assets/Resources/Cloud.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8f353d0bb0b9e8041bb11e40d1968ca5 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /CloudTest/Assets/Resources/Cloud/CloudTransform.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class CloudTransform : MonoBehaviour 6 | { 7 | private void OnDrawGizmos() 8 | { 9 | Gizmos.color = Color.green * new Color(0.1f,0.1f,0.1f,0.1f); 10 | Gizmos.DrawWireCube(transform.position, transform.localScale); 11 | 12 | } 13 | void OnDrawGizmosSelected() 14 | { 15 | Gizmos.color = Color.green; 16 | Gizmos.DrawWireCube(transform.position, transform.localScale); 17 | } 18 | 19 | 20 | } 21 | -------------------------------------------------------------------------------- /CloudTest/Assets/Resources/Cloud/CloudTransform.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7f2e01aac6c5f464f8667e407cd4c4ef 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /CloudTest/Assets/Resources/Cloud/RayMarchingCloud.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using System.Collections.Specialized; 5 | using System.Diagnostics; 6 | using UnityEngine; 7 | using UnityEngine.Rendering; 8 | using UnityEngine.Rendering.PostProcessing; 9 | 10 | [Serializable] 11 | [PostProcess(typeof(RayMarchingCloudRenderer), PostProcessEvent.BeforeStack, "Custom/RayMarchingCloud")] 12 | public sealed class RayMarchingCloud : PostProcessEffectSettings 13 | { 14 | //Texture 15 | public TextureParameter noise3D = new TextureParameter { value = null }; 16 | public TextureParameter noiseDetail3D = new TextureParameter { value = null }; 17 | 18 | public FloatParameter shapeTiling = new FloatParameter { value = 0.01f }; 19 | public FloatParameter detailTiling = new FloatParameter { value = 0.1f }; 20 | 21 | public TextureParameter weatherMap = new TextureParameter { value = null }; 22 | public TextureParameter maskNoise = new TextureParameter { value = null }; 23 | public TextureParameter blueNoise = new TextureParameter { value = null }; 24 | 25 | //light 26 | //public FloatParameter numStepsLight = new FloatParameter { value = 6 }; 27 | public ColorParameter colA = new ColorParameter { value = Color.white }; 28 | public ColorParameter colB = new ColorParameter { value = Color.white }; 29 | public FloatParameter colorOffset1 = new FloatParameter { value = 0.59f }; 30 | public FloatParameter colorOffset2 = new FloatParameter { value = 1.02f }; 31 | public FloatParameter lightAbsorptionTowardSun = new FloatParameter { value = 0.1f }; 32 | public FloatParameter lightAbsorptionThroughCloud = new FloatParameter { value = 1 }; 33 | public Vector4Parameter phaseParams = new Vector4Parameter { value = new Vector4(0.72f, 1, 0.5f, 1.58f) }; 34 | 35 | //density 36 | public FloatParameter densityOffset = new FloatParameter { value = 4.02f }; 37 | public FloatParameter densityMultiplier = new FloatParameter { value = 2.31f }; 38 | public FloatParameter step = new FloatParameter { value = 1.2f }; 39 | public FloatParameter rayStep = new FloatParameter { value = 1.2f }; 40 | public FloatParameter rayOffsetStrength = new FloatParameter { value = 1.5f }; 41 | [Range(1, 16)] 42 | public IntParameter Downsample = new IntParameter { value = 4 }; 43 | [Range(0, 1)] 44 | public FloatParameter heightWeights = new FloatParameter { value = 1 }; 45 | public Vector4Parameter shapeNoiseWeights = new Vector4Parameter { value = new Vector4(-0.17f, 27.17f, -3.65f, -0.08f) }; 46 | public FloatParameter detailWeights = new FloatParameter { value = -3.76f }; 47 | public FloatParameter detailNoiseWeight = new FloatParameter { value = 0.12f }; 48 | 49 | public Vector4Parameter xy_Speed_zw_Warp = new Vector4Parameter { value = new Vector4(0.05f, 1, 1, 10) }; 50 | } 51 | 52 | 53 | 54 | public sealed class RayMarchingCloudRenderer : PostProcessEffectRenderer 55 | { 56 | GameObject findCloudBox; 57 | Transform cloudTransform; 58 | Vector3 boundsMin; 59 | Vector3 boundsMax; 60 | [HideInInspector] 61 | public Material DownscaleDepthMaterial; 62 | public override DepthTextureMode GetCameraFlags() 63 | { 64 | return DepthTextureMode.Depth; 65 | } 66 | 67 | public override void Init() 68 | { 69 | findCloudBox = GameObject.Find("CloudBox"); 70 | 71 | if (findCloudBox != null) 72 | { 73 | cloudTransform = findCloudBox.GetComponent(); 74 | 75 | } 76 | } 77 | public override void Render(PostProcessRenderContext context) 78 | { 79 | var sheet = context.propertySheets.Get(Shader.Find("Hidden/Custom/RayMarchingCloud")); 80 | //sheet.properties.SetColor(Shader.PropertyToID("_color"), settings.color); 81 | 82 | Matrix4x4 projectionMatrix = GL.GetGPUProjectionMatrix(context.camera.projectionMatrix, false); 83 | sheet.properties.SetMatrix(Shader.PropertyToID("_InverseProjectionMatrix"), projectionMatrix.inverse); 84 | sheet.properties.SetMatrix(Shader.PropertyToID("_InverseViewMatrix"), context.camera.cameraToWorldMatrix); 85 | sheet.properties.SetVector(Shader.PropertyToID("_CameraDir"), context.camera.transform.forward); 86 | //sheet.properties.SetVector(Shader.PropertyToID("_WorldSpaceLightPos0"), LightDir.transform.forward); 87 | 88 | if (cloudTransform != null){ 89 | boundsMin = cloudTransform.position - cloudTransform.localScale / 2; 90 | boundsMax = cloudTransform.position + cloudTransform.localScale / 2; 91 | 92 | sheet.properties.SetVector(Shader.PropertyToID("_boundsMin"), boundsMin); 93 | sheet.properties.SetVector(Shader.PropertyToID("_boundsMax"), boundsMax); 94 | } 95 | 96 | if (settings.noise3D.value != null) 97 | { 98 | sheet.properties.SetTexture(Shader.PropertyToID("_noiseTex"), settings.noise3D.value); 99 | } 100 | if (settings.noiseDetail3D.value != null) 101 | { 102 | sheet.properties.SetTexture(Shader.PropertyToID("_noiseDetail3D"), settings.noiseDetail3D.value); 103 | } 104 | if (settings.weatherMap.value != null) 105 | { 106 | sheet.properties.SetTexture(Shader.PropertyToID("_weatherMap"), settings.weatherMap.value); 107 | } 108 | if (settings.maskNoise.value != null) 109 | { 110 | sheet.properties.SetTexture(Shader.PropertyToID("_maskNoise"), settings.maskNoise.value); 111 | } 112 | 113 | 114 | if (settings.blueNoise.value != null) 115 | { 116 | Vector4 screenUv = new Vector4( 117 | (float)context.screenWidth / (float)settings.blueNoise.value.width, 118 | (float)context.screenHeight / (float)settings.blueNoise.value.height,0,0); 119 | sheet.properties.SetVector(Shader.PropertyToID("_BlueNoiseCoords"), screenUv); 120 | sheet.properties.SetTexture(Shader.PropertyToID("_BlueNoise"), settings.blueNoise.value); 121 | } 122 | 123 | sheet.properties.SetFloat(Shader.PropertyToID("_shapeTiling"), settings.shapeTiling.value); 124 | sheet.properties.SetFloat(Shader.PropertyToID("_detailTiling"), settings.detailTiling.value); 125 | 126 | sheet.properties.SetFloat(Shader.PropertyToID("_step"), settings.step.value); 127 | sheet.properties.SetFloat(Shader.PropertyToID("_rayStep"), settings.rayStep.value); 128 | 129 | //sheet.properties.SetFloat(Shader.PropertyToID("_dstTravelled"),settings.dstTravelled.value); 130 | sheet.properties.SetFloat(Shader.PropertyToID("_densityOffset"), settings.densityOffset.value); 131 | sheet.properties.SetFloat(Shader.PropertyToID("_densityMultiplier"), settings.densityMultiplier.value); 132 | 133 | 134 | //sheet.properties.SetInt(Shader.PropertyToID("_numStepsLight"), (int)settings.numStepsLight.value); 135 | 136 | sheet.properties.SetColor(Shader.PropertyToID("_colA"), settings.colA.value); 137 | sheet.properties.SetColor(Shader.PropertyToID("_colB"), settings.colB.value); 138 | sheet.properties.SetFloat(Shader.PropertyToID("_colorOffset1"), settings.colorOffset1.value); 139 | sheet.properties.SetFloat(Shader.PropertyToID("_colorOffset2"), settings.colorOffset2.value); 140 | sheet.properties.SetFloat(Shader.PropertyToID("_lightAbsorptionTowardSun"), settings.lightAbsorptionTowardSun.value); 141 | sheet.properties.SetFloat(Shader.PropertyToID("_lightAbsorptionThroughCloud"), settings.lightAbsorptionThroughCloud.value); 142 | 143 | 144 | sheet.properties.SetFloat(Shader.PropertyToID("_rayOffsetStrength"), settings.rayOffsetStrength.value); 145 | sheet.properties.SetVector(Shader.PropertyToID("_phaseParams"), settings.phaseParams.value); 146 | sheet.properties.SetVector(Shader.PropertyToID("_xy_Speed_zw_Warp"), settings.xy_Speed_zw_Warp.value); 147 | 148 | sheet.properties.SetVector(Shader.PropertyToID("_shapeNoiseWeights"), settings.shapeNoiseWeights.value); 149 | sheet.properties.SetFloat(Shader.PropertyToID("_heightWeights"), settings.heightWeights.value); 150 | 151 | 152 | sheet.properties.SetFloat(Shader.PropertyToID("_detailWeights"), settings.detailWeights.value); 153 | sheet.properties.SetFloat(Shader.PropertyToID("_detailNoiseWeight"), settings.detailNoiseWeight.value); 154 | 155 | 156 | 157 | Quaternion rotation = Quaternion.Euler(cloudTransform.eulerAngles); 158 | Vector3 scaleMatrix = cloudTransform.localScale * 0.1f; 159 | scaleMatrix = new Vector3(1 / scaleMatrix.x, 1 / scaleMatrix.y, 1 / scaleMatrix.z); 160 | Matrix4x4 TRSMatrix = Matrix4x4.TRS(cloudTransform.position, rotation, scaleMatrix); 161 | sheet.properties.SetMatrix(Shader.PropertyToID("_TRSMatrix"), TRSMatrix); 162 | 163 | var cmd = context.command; 164 | 165 | //降深度采样 166 | var DownsampleDepthID = Shader.PropertyToID("_DownsampleTemp"); 167 | context.GetScreenSpaceTemporaryRT(cmd, DownsampleDepthID, 0, context.sourceFormat, RenderTextureReadWrite.Default, FilterMode.Point, context.screenWidth / settings.Downsample.value, context.screenHeight / settings.Downsample.value); 168 | cmd.BlitFullscreenTriangle(context.source, DownsampleDepthID, sheet, 1); 169 | cmd.SetGlobalTexture(Shader.PropertyToID("_LowDepthTexture"), DownsampleDepthID); 170 | 171 | //降cloud分辨率 并使用第1个pass 渲染云 172 | var DownsampleColorID = Shader.PropertyToID("_DownsampleColor"); 173 | context.GetScreenSpaceTemporaryRT(cmd, DownsampleColorID, 0, context.sourceFormat, RenderTextureReadWrite.Default, FilterMode.Trilinear, context.screenWidth / settings.Downsample.value, context.screenHeight / settings.Downsample.value); 174 | cmd.BlitFullscreenTriangle(context.source, DownsampleColorID, sheet,0); 175 | 176 | //降分辨率后的云设置回_DownsampleColor 177 | cmd.SetGlobalTexture(Shader.PropertyToID("_DownsampleColor"), DownsampleColorID); 178 | 179 | //使用第0个Pass 合成 180 | context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 2); 181 | 182 | cmd.ReleaseTemporaryRT(DownsampleColorID); 183 | cmd.ReleaseTemporaryRT(DownsampleDepthID); 184 | 185 | } 186 | } 187 | -------------------------------------------------------------------------------- /CloudTest/Assets/Resources/Cloud/RayMarchingCloud.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d364ffc1f56b831468ec830e371701b1 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /CloudTest/Assets/Resources/Cloud/RayMarchingCloud.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 548e10a7f2e420a49a9939e47203c2ee 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /CloudTest/Assets/Resources/Cloud/RayMarchingCloud.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Custom/RayMarchingCloud" 2 | { 3 | 4 | HLSLINCLUDE 5 | 6 | #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl" 7 | 8 | float _step; 9 | float _rayStep; 10 | float _rayOffsetStrength; 11 | float4 _color; 12 | float3 _CamDir; 13 | float4x4 _InverseProjectionMatrix; 14 | float4x4 _InverseViewMatrix; 15 | float _shapeTiling; 16 | float _detailTiling; 17 | sampler3D _noiseTex; 18 | sampler3D _noiseDetail3D; 19 | sampler2D _weatherMap; 20 | sampler2D _maskNoise; 21 | sampler2D _BlueNoise; 22 | float4 _boundsMin; 23 | float4 _boundsMax; 24 | float3 _CameraDir; 25 | float _densityOffset; 26 | float _densityMultiplier; 27 | float4 _shapeNoiseWeights; 28 | float _detailWeights; 29 | float _detailNoiseWeight; 30 | 31 | TEXTURE2D_SAMPLER2D(_CameraDepthTexture, sampler_CameraDepthTexture); 32 | TEXTURE2D_SAMPLER2D(_LowDepthTexture, sampler_LowDepthTexture); 33 | TEXTURE2D_SAMPLER2D(_DownsampleColor, sampler_DownsampleColor); 34 | TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); 35 | 36 | float4 _CameraDepthTexture_TexelSize; 37 | 38 | 39 | float4 _BlueNoiseCoords; 40 | float _lightAbsorptionTowardSun; 41 | float _lightAbsorptionThroughCloud; 42 | int _numStepsLight; 43 | float3 _WorldSpaceLightPos0; 44 | float4 _LightColor0; 45 | float _darknessThreshold; 46 | float4 _colA; 47 | float4 _colB; 48 | float _colorOffset1; 49 | float _colorOffset2; 50 | float4 _phaseParams; 51 | float _heightWeights; 52 | float4x4 _TRSMatrix; 53 | float4 _xy_Speed_zw_Warp; 54 | 55 | 56 | //计算世界空间坐标 57 | float4 GetWorldSpacePosition(float depth, float2 uv) 58 | { 59 | // 屏幕空间 --> 视锥空间 60 | float4 view_vector = mul(_InverseProjectionMatrix, float4(2.0 * uv - 1.0, depth, 1.0)); 61 | view_vector.xyz /= view_vector.w; 62 | //视锥空间 --> 世界空间 63 | float4x4 l_matViewInv = _InverseViewMatrix; 64 | float4 world_vector = mul(l_matViewInv, float4(view_vector.xyz, 1)); 65 | return world_vector; 66 | } 67 | 68 | // Linear falloff. 69 | float CalcAttenuation(float d, float falloffStart, float falloffEnd) 70 | { 71 | return saturate((falloffEnd - d) / (falloffEnd - falloffStart)); 72 | } 73 | 74 | float remap(float original_value, float original_min, float original_max, float new_min, float new_max) 75 | { 76 | return new_min + (((original_value - original_min) / (original_max - original_min)) * (new_max - new_min)); 77 | } 78 | 79 | // Henyey-Greenstein 80 | float hg(float a, float g) { 81 | float g2 = g * g; 82 | return (1 - g2) / (4 * 3.1415 * pow(1 + g2 - 2 * g * (a), 1.5)); 83 | } 84 | 85 | float phase(float a) { 86 | float blend = .5; 87 | float hgBlend = hg(a, _phaseParams.x) * (1 - blend) + hg(a, -_phaseParams.y) * blend; 88 | return _phaseParams.z + hgBlend * _phaseParams.w; 89 | } 90 | 91 | float sampleDensity(float3 rayPos) 92 | { 93 | float4 boundsCentre = (_boundsMax + _boundsMin) * 0.5; 94 | float3 size = _boundsMax - _boundsMin; 95 | float speedShape = _Time.y * _xy_Speed_zw_Warp.x; 96 | float speedDetail = _Time.y * _xy_Speed_zw_Warp.y; 97 | 98 | float3 uvwShape = rayPos * _shapeTiling + float3(speedShape, speedShape * 0.2,0); 99 | float3 uvwDetail = rayPos * _detailTiling + float3(speedDetail, speedDetail * 0.2,0); 100 | 101 | float2 uv = (size.xz * 0.5f + (rayPos.xz - boundsCentre.xz) ) /max(size.x,size.z); 102 | 103 | float4 maskNoise = tex2Dlod(_maskNoise, float4(uv + float2(speedShape * 0.5, 0), 0, 0)); 104 | float4 weatherMap = tex2Dlod(_weatherMap, float4(uv + float2(speedShape * 0.4, 0), 0, 0)); 105 | 106 | float4 shapeNoise = tex3Dlod(_noiseTex, float4(uvwShape + (maskNoise.r * _xy_Speed_zw_Warp.z * 0.1), 0)); 107 | float4 detailNoise = tex3Dlod(_noiseDetail3D, float4(uvwDetail + (shapeNoise.r * _xy_Speed_zw_Warp.w * 0.1), 0)); 108 | 109 | //边缘衰减 110 | const float containerEdgeFadeDst = 10; 111 | float dstFromEdgeX = min(containerEdgeFadeDst, min(rayPos.x - _boundsMin.x, _boundsMax.x - rayPos.x)); 112 | float dstFromEdgeZ = min(containerEdgeFadeDst, min(rayPos.z - _boundsMin.z, _boundsMax.z - rayPos.z)); 113 | float edgeWeight = min(dstFromEdgeZ, dstFromEdgeX) / containerEdgeFadeDst; 114 | 115 | float gMin = remap(weatherMap.x, 0, 1, 0.1, 0.6); 116 | float gMax = remap(weatherMap.x, 0, 1, gMin, 0.9); 117 | float heightPercent = (rayPos.y - _boundsMin.y) / size.y; 118 | float heightGradient = saturate(remap(heightPercent, 0.0, gMin, 0, 1)) * saturate(remap(heightPercent, 1, gMax, 0, 1)); 119 | float heightGradient2 = saturate(remap(heightPercent, 0.0, weatherMap.r, 1, 0)) * saturate(remap(heightPercent, 0.0, gMin, 0, 1)); 120 | heightGradient = saturate(lerp(heightGradient, heightGradient2,_heightWeights)); 121 | 122 | heightGradient *= edgeWeight; 123 | 124 | float4 normalizedShapeWeights = _shapeNoiseWeights / dot(_shapeNoiseWeights, 1); 125 | float shapeFBM = dot(shapeNoise, normalizedShapeWeights) * heightGradient; 126 | float baseShapeDensity = shapeFBM + _densityOffset * 0.01; 127 | 128 | 129 | if (baseShapeDensity > 0) 130 | { 131 | float detailFBM = pow(detailNoise.r, _detailWeights); 132 | float oneMinusShape = 1 - baseShapeDensity; 133 | float detailErodeWeight = oneMinusShape * oneMinusShape * oneMinusShape; 134 | float cloudDensity = baseShapeDensity - detailFBM * detailErodeWeight * _detailNoiseWeight; 135 | 136 | return saturate(cloudDensity * _densityMultiplier); 137 | } 138 | return 0; 139 | } 140 | 141 | //边界框最小值 边界框最大值 142 | float2 rayBoxDst(float3 boundsMin, float3 boundsMax, 143 | //世界相机位置 反向世界空间光线方向 144 | float3 rayOrigin, float3 invRaydir) 145 | { 146 | float3 t0 = (boundsMin - rayOrigin) * invRaydir; 147 | float3 t1 = (boundsMax - rayOrigin) * invRaydir; 148 | float3 tmin = min(t0, t1); 149 | float3 tmax = max(t0, t1); 150 | 151 | float dstA = max(max(tmin.x, tmin.y), tmin.z); //进入点 152 | float dstB = min(tmax.x, min(tmax.y, tmax.z)); //出去点 153 | 154 | float dstToBox = max(0, dstA); 155 | float dstInsideBox = max(0, dstB - dstToBox); 156 | return float2(dstToBox, dstInsideBox); 157 | } 158 | // case 1: 射线从外部相交 (0 <= dstA <= dstB) 159 | // dstA是dst到最近的交叉点,dstB dst到远交点 160 | // case 2: 射线从内部相交 (dstA < 0 < dstB) 161 | // dstA是dst在射线后相交的, dstB是dst到正向交集 162 | // case 3: 射线没有相交 (dstA > dstB) 163 | 164 | float3 lightmarch(float3 position ,float dstTravelled) 165 | { 166 | float3 dirToLight = _WorldSpaceLightPos0.xyz; 167 | 168 | //灯光方向与边界框求交,超出部分不计算 169 | float dstInsideBox = rayBoxDst(_boundsMin, _boundsMax, position, 1 / dirToLight).y; 170 | float stepSize = dstInsideBox / 8; 171 | float totalDensity = 0; 172 | 173 | for (int step = 0; step < 8; step++) { //灯光步进次数 174 | position += dirToLight * stepSize; //向灯光步进 175 | //totalDensity += max(0, sampleDensity(position) * stepSize); totalDensity += max(0, sampleDensity(position) * stepSize); 176 | totalDensity += max(0, sampleDensity(position)); 177 | 178 | } 179 | float transmittance = exp(-totalDensity * _lightAbsorptionTowardSun); 180 | 181 | //将重亮到暗映射为 3段颜色 ,亮->灯光颜色 中->ColorA 暗->ColorB 182 | float3 cloudColor = lerp(_colA, _LightColor0, saturate(transmittance * _colorOffset1)); 183 | cloudColor = lerp(_colB, cloudColor, saturate(pow(transmittance * _colorOffset2, 3))); 184 | return _darknessThreshold + transmittance * (1 - _darknessThreshold) * cloudColor; 185 | } 186 | 187 | float4 Frag(VaryingsDefault i) : SV_Target 188 | { 189 | float depth = SAMPLE_DEPTH_TEXTURE(_LowDepthTexture, sampler_LowDepthTexture, i.texcoordStereo); 190 | float3 rayPos = _WorldSpaceCameraPos; 191 | 192 | 193 | //世界空间坐标 194 | float4 worldPos = GetWorldSpacePosition(depth, i.texcoord); 195 | //世界空间相机方向 196 | float3 worldViewDir = normalize(worldPos.xyz - rayPos.xyz) ; 197 | 198 | //float depthEyeLinear = LinearEyeDepth(depth) ; 199 | float depthEyeLinear = length(worldPos.xyz - _WorldSpaceCameraPos); 200 | 201 | float2 rayToContainerInfo = rayBoxDst(_boundsMin, _boundsMax, rayPos, (1 / worldViewDir)); 202 | float dstToBox = rayToContainerInfo.x; //相机到容器的距离 203 | float dstInsideBox = rayToContainerInfo.y; //返回光线是否在容器中 204 | 205 | // 与云云容器的交汇点 206 | float3 entryPoint = rayPos + worldViewDir * dstToBox; 207 | 208 | //相机到物体的距离 - 相机到容器的距离 209 | float dstLimit = min(depthEyeLinear - dstToBox, dstInsideBox); 210 | 211 | //添加抖动 212 | float blueNoise = tex2D(_BlueNoise, i.texcoord * _BlueNoiseCoords.xy + _BlueNoiseCoords.zw).r ; 213 | 214 | //向灯光方向的散射更强一些 215 | float cosAngle = dot(worldViewDir, _WorldSpaceLightPos0.xyz); 216 | float3 phaseVal = phase(cosAngle); 217 | 218 | float dstTravelled = blueNoise.r * _rayOffsetStrength; 219 | float sumDensity = 1; 220 | float3 lightEnergy = 0; 221 | const float sizeLoop = 512; 222 | float stepSize = exp(_step)*_rayStep; 223 | 224 | for (int j = 0; j < sizeLoop; j++) 225 | { 226 | if(dstTravelled < dstLimit) 227 | { 228 | rayPos = entryPoint + (worldViewDir * dstTravelled); 229 | float density = sampleDensity(rayPos); 230 | if (density > 0) 231 | { 232 | float3 lightTransmittance = lightmarch(rayPos, dstTravelled); 233 | lightEnergy += density * stepSize * sumDensity * lightTransmittance * phaseVal; 234 | sumDensity *= exp(-density * stepSize * _lightAbsorptionThroughCloud); 235 | 236 | if (sumDensity < 0.01) 237 | break; 238 | } 239 | } 240 | dstTravelled += stepSize; 241 | } 242 | 243 | return float4(lightEnergy, sumDensity); 244 | 245 | } 246 | 247 | float DownsampleDepth(VaryingsDefault i) : SV_Target 248 | { 249 | float2 texelSize = 0.5 * _CameraDepthTexture_TexelSize.xy; 250 | float2 taps[4] = { float2(i.texcoord + float2(-1,-1) * texelSize), 251 | float2(i.texcoord + float2(-1,1) * texelSize), 252 | float2(i.texcoord + float2(1,-1) * texelSize), 253 | float2(i.texcoord + float2(1,1) * 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/CloudTest/Assets/Resources/CrepuscularRays.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine.Rendering; 3 | using UnityEngine; 4 | using UnityEngine.Rendering.PostProcessing; 5 | 6 | namespace UnityEngine.Rendering.PostProcessing 7 | { 8 | 9 | public enum QualityMode 10 | { 11 | defaultQuality, 12 | customQuality 13 | } 14 | 15 | 16 | [Serializable] 17 | public sealed class CrepuscularRaysParameter : ParameterOverride { } 18 | 19 | [Serializable] 20 | [PostProcess(typeof(CrepuscularRaysRender), PostProcessEvent.AfterStack, "Custom/CrepuscularRays")] 21 | public sealed class CrepuscularRays : PostProcessEffectSettings 22 | { 23 | 24 | public CrepuscularRaysParameter QualitySetting = new CrepuscularRaysParameter { value = QualityMode.defaultQuality }; 25 | 26 | public ColorParameter LightColour = new ColorParameter { value = new Color(1.33f, 0.98f, 0.69f, 1) }; 27 | [Range(0, 2)] 28 | public FloatParameter RayRange = new FloatParameter { value = 0.94f }; 29 | public FloatParameter RayIntensity = new FloatParameter { value = 2 }; 30 | [Range(1, 3)] 31 | public FloatParameter RayPower = new FloatParameter { value = 1.25f }; 32 | [Range(0, 1)] 33 | public FloatParameter LightThreshold = new FloatParameter { value = 0.29f }; 34 | 35 | 36 | [Range(2, 64)] 37 | public FloatParameter qualityStep = new FloatParameter { value = 32 }; 38 | [Range(0, 0.1f)] 39 | public FloatParameter OffsetUV = new FloatParameter { value = 0.027f }; 40 | [Range(0, 0.01f)] 41 | public FloatParameter BoxBlur = new FloatParameter { value = 0.00126f }; 42 | [Range(1, 16)] 43 | public IntParameter Downsample = new IntParameter { value = 4 }; 44 | } 45 | } 46 | 47 | public sealed class CrepuscularRaysRender : PostProcessEffectRenderer 48 | { 49 | 50 | private GameObject LightObject = null; 51 | private Light componetLight = null; 52 | 53 | public override void Init() 54 | { 55 | LightObject = GameObject.Find("Directional Light"); 56 | componetLight = LightObject.GetComponent(); 57 | } 58 | public override void Release() 59 | { 60 | if (componetLight) 61 | { 62 | LightObject = null; 63 | componetLight = null; 64 | } 65 | } 66 | 67 | public override void Render(PostProcessRenderContext context) 68 | { 69 | var cmd = context.command; 70 | cmd.BeginSample("CrepuscularRays"); 71 | var sheet = context.propertySheets.Get(Shader.Find("Hidden/Custom/CrepuscularRays")); 72 | 73 | Matrix4x4 projectionMatrix = GL.GetGPUProjectionMatrix(context.camera.projectionMatrix, false); 74 | sheet.properties.SetMatrix(Shader.PropertyToID("_InverseProjectionMatrix"), projectionMatrix.inverse); 75 | sheet.properties.SetMatrix(Shader.PropertyToID("_InverseViewMatrix"), context.camera.worldToCameraMatrix.inverse); 76 | 77 | sheet.properties.SetFloat(Shader.PropertyToID("_RayRange"), settings.RayRange); 78 | sheet.properties.SetFloat(Shader.PropertyToID("_RayIntensity"), settings.RayIntensity); 79 | sheet.properties.SetFloat(Shader.PropertyToID("_RayPower"), settings.RayPower); 80 | sheet.properties.SetFloat(Shader.PropertyToID("_LightThreshold"), settings.LightThreshold); 81 | sheet.properties.SetFloat(Shader.PropertyToID("qualityStep"), settings.qualityStep); 82 | sheet.properties.SetFloat(Shader.PropertyToID("OffsetUV"), settings.OffsetUV); 83 | sheet.properties.SetFloat(Shader.PropertyToID("_BoxBlur"), settings.BoxBlur.value); 84 | sheet.properties.SetColor(Shader.PropertyToID("LightColor"),settings.LightColour); 85 | if (LightObject) 86 | { 87 | //取摄像机位置,只取灯光旋转方向 88 | Vector3 LightPos = context.camera.WorldToViewportPoint(context.camera.transform.position + LightObject.transform.forward * context.camera.farClipPlane); 89 | Vector4 viewPortLightPos = new Vector4(LightPos.x, LightPos.y, 0, 0); 90 | sheet.properties.SetVector(Shader.PropertyToID("_LightViewPos"), viewPortLightPos); 91 | sheet.properties.SetVector(Shader.PropertyToID("_LightDir"), LightObject.transform.forward); 92 | sheet.properties.SetVector(Shader.PropertyToID("_CamDir"), context.camera.transform.forward); 93 | } 94 | 95 | var DownsampleTempID = Shader.PropertyToID("_DownsampleTemp"); 96 | 97 | context.GetScreenSpaceTemporaryRT(cmd, DownsampleTempID, 0,context.sourceFormat, RenderTextureReadWrite.Default, FilterMode.Bilinear, context.screenWidth/ settings.Downsample.value, context.screenHeight/ settings.Downsample.value); 98 | cmd.BlitFullscreenTriangle(context.source, DownsampleTempID, sheet,1); 99 | 100 | cmd.SetGlobalTexture(Shader.PropertyToID("_LowResTexture"), DownsampleTempID); 101 | 102 | context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0); 103 | 104 | cmd.ReleaseTemporaryRT(DownsampleTempID); 105 | cmd.EndSample("CrepuscularRays"); 106 | } 107 | 108 | } -------------------------------------------------------------------------------- /CloudTest/Assets/Resources/CrepuscularRays.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 374f004526ed6d241acbc7fe33cfec91 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /CloudTest/Assets/Resources/CrepuscularRays.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Custom/CrepuscularRays" 2 | { 3 | HLSLINCLUDE 4 | 5 | #pragma target 3.0 6 | #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl" 7 | float4 _LightViewPos; 8 | float3 _LightDir; 9 | float3 _CamDir; 10 | 11 | float _RayRange; 12 | float _RayIntensity; 13 | float _RayPower; 14 | float _DepthThreshold; 15 | 16 | float _LightThreshold; 17 | 18 | float3 ShadowedFogColour; 19 | float3 LightColor; 20 | 21 | float3 TerrainSize; 22 | float qualityStep; 23 | float OffsetUV; 24 | float _BoxBlur; 25 | 26 | TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); 27 | TEXTURE2D_SAMPLER2D(_LowResTexture, sampler_LowResTexture); 28 | float4 _MainTex_TexelSize; 29 | 30 | //盒装模糊 31 | half4 DownsampleBox4Tap(TEXTURE2D_ARGS(tex, samplerTex), float2 uv, float2 texelSize) 32 | { 33 | float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0); 34 | 35 | half4 s; 36 | s = (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.xy))); 37 | s += (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.zy))); 38 | s += (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.xw))); 39 | s += (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.zw))); 40 | 41 | return s * (1.0 / 4.0); 42 | } 43 | 44 | half4 FragDownsample4(VaryingsDefault i) : SV_Target 45 | { 46 | half4 color = DownsampleBox4Tap(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, _BoxBlur.xx); 47 | return color; 48 | } 49 | 50 | half4 FragUpsample(VaryingsDefault i) : SV_Target 51 | { 52 | const float2 lowResTexelSize = 2.0 * _MainTex_TexelSize.xy; 53 | float2 UV = i.texcoord - 0.5 * lowResTexelSize; 54 | half4 color = SAMPLE_TEXTURE2D(_LowResTexture, sampler_LowResTexture, UnityStereoTransformScreenSpaceTex(UV)); 55 | return color; 56 | } 57 | 58 | 59 | float2 random(float2 p) { //给UV 一个噪音 60 | float a = dot(p, float2(114.5, 141.9)); 61 | float b = dot(p, float2(364.3, 648.8)); 62 | float2 c = sin(float2(a, b)) * 643.1; 63 | return frac(c); 64 | } 65 | 66 | float4 Frag(VaryingsDefault i ):SV_Target 67 | { 68 | float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex,i.texcoord); 69 | 70 | //背面消隐 71 | float backDir = saturate(dot(-_LightDir,_CamDir)); 72 | 73 | float2 ScreenUv = _LightViewPos.xy - i.texcoord; //模糊向量 74 | float lightViewDir = length(ScreenUv); 75 | float distanceControl = saturate(_RayRange - lightViewDir); 76 | 77 | float3 colorFinal = float3(0,0,0); 78 | float2 originalUV = i.texcoord; 79 | 80 | float2 ScrUV = ScreenUv * OffsetUV; 81 | float2 jitter = random(i.texcoord); 82 | 83 | for (int ray = 0;ray 2 | 3 | 4 | latest 5 | 6 | 7 | Debug 8 | AnyCPU 9 | 10.0.20506 10 | 2.0 11 | 12 | {C9D126B4-7122-7F72-9127-4B0354A5F86A} 13 | Library 14 | Properties 15 | Whinarn.UnityMeshSimplifier.Runtime 16 | v4.7.1 17 | 512 18 | . 19 | 20 | 21 | true 22 | full 23 | false 24 | Temp\bin\Debug\ 25 | 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https://raw.githubusercontent.com/ShaderFallback/UnityVolumeCloud/673a1d673a896d7656c3dfbd61584f15845c996e/CloudTest/obj/Debug/Whinarn.UnityMeshSimplifier.Editor.csprojAssemblyReference.cache -------------------------------------------------------------------------------- /CloudTest/obj/Debug/Whinarn.UnityMeshSimplifier.Runtime.csprojAssemblyReference.cache: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ShaderFallback/UnityVolumeCloud/673a1d673a896d7656c3dfbd61584f15845c996e/CloudTest/obj/Debug/Whinarn.UnityMeshSimplifier.Runtime.csprojAssemblyReference.cache -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UnityVolumeCloud 2 | Unity PostProcess extend VolumeCloud 3 | 4 | Unity3D 2019.3.0b8 5 | https://www.youtube.com/watch?v=muSOnSim-gg 6 | 7 | 8 | ![image](https://github.com/ShaderFallback/UnityVolumeCloud/blob/master/image/cloud3.png) 9 | ![image](https://github.com/ShaderFallback/UnityVolumeCloud/blob/master/image/cloud2.png) 10 | ![image](https://github.com/ShaderFallback/UnityVolumeCloud/blob/master/image/cloud1.png) 11 | ![image](https://github.com/ShaderFallback/UnityVolumeCloud/blob/master/image/cloud4.png) 12 | reference 13 | https://github.com/SebLague/Clouds 14 | 15 | 16 | 17 | 18 | -------------------------------------------------------------------------------- /image/cloud1.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ShaderFallback/UnityVolumeCloud/673a1d673a896d7656c3dfbd61584f15845c996e/image/cloud1.png -------------------------------------------------------------------------------- /image/cloud2.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ShaderFallback/UnityVolumeCloud/673a1d673a896d7656c3dfbd61584f15845c996e/image/cloud2.png -------------------------------------------------------------------------------- /image/cloud3.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ShaderFallback/UnityVolumeCloud/673a1d673a896d7656c3dfbd61584f15845c996e/image/cloud3.png -------------------------------------------------------------------------------- /image/cloud4.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ShaderFallback/UnityVolumeCloud/673a1d673a896d7656c3dfbd61584f15845c996e/image/cloud4.png --------------------------------------------------------------------------------