├── .gitattributes ├── .gitignore ├── .vsconfig ├── Assets ├── Scenes.meta ├── Scenes │ ├── Materials.meta │ ├── Materials │ │ ├── Ground.mat │ │ ├── Ground.mat.meta │ │ ├── Skybox.mat │ │ └── Skybox.mat.meta │ ├── SampleScene.meta │ ├── SampleScene.unity │ ├── SampleScene.unity.meta │ └── SampleScene │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── ReflectionProbe-0.exr │ │ ├── ReflectionProbe-0.exr.meta │ │ ├── ReflectionProbe-1.exr │ │ ├── ReflectionProbe-1.exr.meta │ │ ├── Sample Scene Lighting Settings.lighting │ │ └── Sample Scene Lighting Settings.lighting.meta ├── Settings.meta ├── Settings │ ├── SampleSceneProfile.asset │ ├── SampleSceneProfile.asset.meta │ ├── URP-HighFidelity-Renderer.asset │ ├── URP-HighFidelity-Renderer.asset.meta │ ├── URP-HighFidelity.asset │ └── URP-HighFidelity.asset.meta ├── UniversalRenderPipelineGlobalSettings.asset ├── UniversalRenderPipelineGlobalSettings.asset.meta ├── VolumetricClouds.meta └── VolumetricClouds │ ├── Editor.meta │ ├── Editor │ ├── VolumetricCloudsURP.Editor.asmdef │ ├── VolumetricCloudsURP.Editor.asmdef.meta │ ├── VolumetricCloudsVolumeEditor.cs │ └── VolumetricCloudsVolumeEditor.cs.meta │ ├── Nodes.meta │ ├── Nodes │ ├── Apply Transparent Volumetric Clouds.shadersubgraph │ ├── Apply Transparent Volumetric Clouds.shadersubgraph.meta │ ├── TransparentVolumetricCloudsUtilities.hlsl │ └── TransparentVolumetricCloudsUtilities.hlsl.meta │ ├── Textures.meta │ ├── Textures │ ├── CloudLutRainAO.png │ ├── CloudLutRainAO.png.meta │ ├── PerlinNoise32RGB.png │ ├── PerlinNoise32RGB.png.meta │ ├── WorleyNoise128RGBA.png │ ├── WorleyNoise128RGBA.png.meta │ ├── WorleyNoise32RGB.png │ └── WorleyNoise32RGB.png.meta │ ├── VolumetricClouds.hlsl │ ├── VolumetricClouds.hlsl.meta │ ├── VolumetricClouds.mat │ ├── VolumetricClouds.mat.meta │ ├── VolumetricClouds.shader │ ├── VolumetricClouds.shader.meta │ ├── VolumetricCloudsDefs.hlsl │ ├── VolumetricCloudsDefs.hlsl.meta │ ├── VolumetricCloudsShadows.hlsl │ ├── VolumetricCloudsShadows.hlsl.meta │ ├── VolumetricCloudsURP.asmdef │ ├── VolumetricCloudsURP.asmdef.meta │ ├── VolumetricCloudsURP.cs │ ├── VolumetricCloudsURP.cs.meta │ ├── VolumetricCloudsUpscale.hlsl │ ├── VolumetricCloudsUpscale.hlsl.meta │ ├── VolumetricCloudsUtilities.hlsl │ ├── VolumetricCloudsUtilities.hlsl.meta │ ├── VolumetricCloudsVolume.cs │ └── VolumetricCloudsVolume.cs.meta ├── Documentation ├── Images │ ├── Settings │ │ ├── URP_RendererFeature_VolumetricClouds.jpg │ │ ├── URP_VolumeOverride_AdditionalProperties.jpg │ │ └── URP_VolumeOverride_VolumetricClouds.jpg │ └── Showcases │ │ ├── GlobalClouds.jpg │ │ ├── LocalClouds1.jpg │ │ ├── LocalClouds2.jpg │ │ └── PhysicallyBasedSky.jpg └── Setup.md ├── LICENSE ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── BurstAotSettings_Android.json ├── BurstAotSettings_StandaloneWindows.json ├── ClusterInputManager.asset ├── CommonBurstAotSettings.json ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── ShaderGraphSettings.asset ├── TagManager.asset ├── TimeManager.asset ├── TimelineSettings.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset └── README.md /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Recordings can get excessive in size 18 | /[Rr]ecordings/ 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 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60072b568d64c40a485e0fc55012dc9f, type: 3} 11 | -------------------------------------------------------------------------------- /Assets/VolumetricClouds/Nodes/TransparentVolumetricCloudsUtilities.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef URP_VOLUMETRIC_CLOUDS_TRANSPARENT_UTILITIES_HLSL 2 | #define URP_VOLUMETRIC_CLOUDS_TRANSPARENT_UTILITIES_HLSL 3 | 4 | #ifndef SHADERGRAPH_PREVIEW 5 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 6 | 7 | TEXTURE2D_X(_VolumetricCloudsLightingTexture); 8 | TEXTURE2D_X_FLOAT(_VolumetricCloudsDepthTexture); 9 | 10 | SAMPLER(s_linear_clamp_sampler); 11 | SAMPLER(s_point_clamp_sampler); 12 | #endif 13 | 14 | void ApplyTransparentVolumetricClouds_half(float4 ScreenPositionRaw, half Alpha, half AmbientOcclusion, out half FinalAlpha, out half FinalAO) 15 | { 16 | #ifndef SHADERGRAPH_PREVIEW 17 | 18 | // Calculate screenUV and object depth 19 | ScreenPositionRaw.xyz /= ScreenPositionRaw.w; 20 | float2 screenUV = ScreenPositionRaw.xy; 21 | float depth = ScreenPositionRaw.z; 22 | 23 | half cloudTransmittance = SAMPLE_TEXTURE2D_X_LOD(_VolumetricCloudsLightingTexture, s_linear_clamp_sampler, screenUV, 0).w; // Transmittance 0 means the volumetric cloud alpha is 1 24 | float cloudDepth = SAMPLE_TEXTURE2D_X_LOD(_VolumetricCloudsDepthTexture, s_point_clamp_sampler, screenUV, 0).x; 25 | 26 | #if UNITY_REVERSED_Z 27 | bool isCoveredByCloud = depth <= cloudDepth && cloudTransmittance <= 0.8; 28 | #else 29 | bool isCoveredByCloud = depth >= cloudDepth && cloudTransmittance <= 0.8; 30 | #endif 31 | 32 | FinalAlpha = isCoveredByCloud ? 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145 | ignorePlatformSupport: 0 146 | androidETC2FallbackOverride: 0 147 | forceMaximumCompressionQuality_BC6H_BC7: 0 148 | spriteSheet: 149 | serializedVersion: 2 150 | sprites: [] 151 | outline: [] 152 | physicsShape: [] 153 | bones: [] 154 | spriteID: 155 | internalID: 0 156 | vertices: [] 157 | indices: 158 | edges: [] 159 | weights: [] 160 | secondaryTextures: [] 161 | nameFileIdTable: {} 162 | mipmapLimitGroupName: 163 | pSDRemoveMatte: 0 164 | userData: 165 | assetBundleName: 166 | assetBundleVariant: 167 | -------------------------------------------------------------------------------- /Assets/VolumetricClouds/VolumetricClouds.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef URP_VOLUMETRIC_CLOUDS_HLSL 2 | #define URP_VOLUMETRIC_CLOUDS_HLSL 3 | 4 | #include "./VolumetricCloudsDefs.hlsl" 5 | #include "./VolumetricCloudsUtilities.hlsl" 6 | 7 | CloudRay BuildCloudsRay(float2 screenUV, float depth, half3 invViewDirWS, bool isOccluded) 8 | { 9 | CloudRay ray; 10 | 11 | #ifdef _LOCAL_VOLUMETRIC_CLOUDS 12 | ray.originWS = GetCameraPositionWS(); 13 | #else 14 | ray.originWS = float3(0.0, 0.0, 0.0); 15 | #endif 16 | 17 | ray.direction = invViewDirWS; 18 | 19 | // Compute the max cloud ray length 20 | // For opaque objects, we only care about clouds in front of them. 21 | #ifdef _LOCAL_VOLUMETRIC_CLOUDS 22 | // The depth may from a high-res texture which isn't ideal but can save performance. 23 | float distance = LinearEyeDepth(depth, _ZBufferParams) * rcp(dot(ray.direction, -UNITY_MATRIX_V[2].xyz)); 24 | ray.maxRayLength = lerp(MAX_SKYBOX_VOLUMETRIC_CLOUDS_DISTANCE, distance, isOccluded); 25 | #else 26 | ray.maxRayLength = MAX_SKYBOX_VOLUMETRIC_CLOUDS_DISTANCE; 27 | #endif 28 | 29 | ray.integrationNoise = GenerateRandomFloat(screenUV); 30 | 31 | return ray; 32 | } 33 | 34 | VolumetricRayResult TraceVolumetricRay(CloudRay cloudRay) 35 | { 36 | // Initiliaze the volumetric ray 37 | VolumetricRayResult volumetricRay; 38 | volumetricRay.scattering = 0.0; 39 | volumetricRay.ambient = 0.0; 40 | volumetricRay.transmittance = 1.0; 41 | volumetricRay.meanDistance = FLT_MAX; 42 | volumetricRay.invalidRay = true; 43 | 44 | // Determine if ray intersects bounding volume, if the ray does not intersect the cloud volume AABB, skip right away 45 | RayMarchRange rayMarchRange; 46 | if (GetCloudVolumeIntersection(cloudRay.originWS, cloudRay.direction, rayMarchRange)) 47 | { 48 | if (cloudRay.maxRayLength >= rayMarchRange.start) 49 | { 50 | // Initialize the depth for accumulation 51 | volumetricRay.meanDistance = 0.0; 52 | 53 | // Total distance that the ray must travel including empty spaces 54 | // Clamp the travel distance to whatever is closer 55 | // - Sky Occluder 56 | // - Volume end 57 | // - Far plane 58 | float totalDistance = min(rayMarchRange.end, cloudRay.maxRayLength) - rayMarchRange.start; 59 | 60 | // Evaluate our integration step 61 | float stepS = min(totalDistance / (float)_NumPrimarySteps, _MaxStepSize); 62 | totalDistance = stepS * _NumPrimarySteps; 63 | 64 | // Compute the environment lighting that is going to be used for the cloud evaluation 65 | float3 rayMarchStartPS = ConvertToPS(cloudRay.originWS) + rayMarchRange.start * cloudRay.direction; 66 | float3 rayMarchEndPS = rayMarchStartPS + totalDistance * cloudRay.direction; 67 | 68 | // Tracking the number of steps that have been made 69 | int currentIndex = 0; 70 | 71 | // Normalization value of the depth 72 | float meanDistanceDivider = 0.0; 73 | 74 | // Current position for the evaluation, apply blue noise to start position 75 | float currentDistance = cloudRay.integrationNoise; 76 | float3 currentPositionWS = cloudRay.originWS + (rayMarchRange.start + currentDistance) * cloudRay.direction; 77 | 78 | // Initialize the values for the optimized ray marching 79 | bool activeSampling = true; 80 | int sequentialEmptySamples = 0; 81 | 82 | // Do the ray march for every step that we can. 83 | while (currentIndex < (int)_NumPrimarySteps && currentDistance < totalDistance) 84 | { 85 | // Compute the camera-distance based attenuation 86 | float densityAttenuationValue = DensityFadeValue(rayMarchRange.start + currentDistance); 87 | // Compute the mip offset for the erosion texture 88 | float erosionMipOffset = ErosionMipOffset(rayMarchRange.start + currentDistance); 89 | 90 | // Accumulate in WS and convert at each iteration to avoid precision issues 91 | float3 currentPositionPS = ConvertToPS(currentPositionWS); 92 | 93 | // Should we be evaluating the clouds or just doing the large ray marching 94 | if (activeSampling) 95 | { 96 | // If the density is null, we can skip as there will be no contribution 97 | CloudProperties properties; 98 | EvaluateCloudProperties(currentPositionPS, 0.0, erosionMipOffset, false, false, properties); 99 | 100 | // Apply the fade in function to the density 101 | properties.density *= densityAttenuationValue; 102 | 103 | if (properties.density > CLOUD_DENSITY_TRESHOLD) 104 | { 105 | // Contribute to the average depth (must be done first in case we end up inside a cloud at the next step) 106 | half transmitanceXdensity = volumetricRay.transmittance * properties.density; 107 | volumetricRay.meanDistance += (rayMarchRange.start + currentDistance) * transmitanceXdensity; 108 | meanDistanceDivider += transmitanceXdensity; 109 | 110 | // Evaluate the cloud at the position 111 | EvaluateCloud(properties, cloudRay.direction, currentPositionPS, stepS, currentDistance / totalDistance, volumetricRay); 112 | 113 | // if most of the energy is absorbed, just leave. 114 | if (volumetricRay.transmittance < 0.003) 115 | { 116 | volumetricRay.transmittance = 0.0; 117 | break; 118 | } 119 | 120 | // Reset the empty sample counter 121 | sequentialEmptySamples = 0; 122 | } 123 | else 124 | sequentialEmptySamples++; 125 | 126 | // If it has been more than EMPTY_STEPS_BEFORE_LARGE_STEPS, disable active sampling and start large steps 127 | if (sequentialEmptySamples == EMPTY_STEPS_BEFORE_LARGE_STEPS) 128 | activeSampling = false; 129 | 130 | // Do the next step 131 | float relativeStepSize = lerp(cloudRay.integrationNoise, 1.0, saturate(currentIndex)); 132 | currentPositionWS += cloudRay.direction * stepS * relativeStepSize; 133 | currentDistance += stepS * relativeStepSize; 134 | 135 | } 136 | else 137 | { 138 | CloudProperties properties; 139 | EvaluateCloudProperties(currentPositionPS, 1.0, 0.0, true, false, properties); 140 | 141 | // Apply the fade in function to the density 142 | properties.density *= densityAttenuationValue; 143 | 144 | // If the density is lower than our tolerance, 145 | if (properties.density < CLOUD_DENSITY_TRESHOLD) 146 | { 147 | currentPositionWS += cloudRay.direction * stepS * 2.0; 148 | currentDistance += stepS * 2.0; 149 | } 150 | else 151 | { 152 | // Somewhere between this step and the previous clouds started 153 | // We reset all the counters and enable active sampling 154 | currentPositionWS -= cloudRay.direction * stepS; 155 | currentDistance -= stepS; 156 | currentIndex -= 1; 157 | activeSampling = true; 158 | sequentialEmptySamples = 0; 159 | } 160 | } 161 | currentIndex++; 162 | } 163 | 164 | // Normalized the depth we computed 165 | if (volumetricRay.meanDistance != 0.0) 166 | { 167 | volumetricRay.invalidRay = false; 168 | volumetricRay.meanDistance /= meanDistanceDivider; 169 | volumetricRay.meanDistance = min(volumetricRay.meanDistance, cloudRay.maxRayLength); 170 | 171 | float3 currentPositionPS = ConvertToPS(cloudRay.originWS) + volumetricRay.meanDistance * cloudRay.direction; 172 | float relativeHeight = EvaluateNormalizedCloudHeight(currentPositionPS); 173 | 174 | Light sun = GetMainLight(); 175 | 176 | // Evaluate the sun color at the position 177 | #ifdef _PHYSICALLY_BASED_SUN 178 | half3 sunColor = _SunColor * EvaluateSunColorAttenuation(currentPositionPS, sun.direction, true) * _SunLightDimmer; // _SunColor includes PI 179 | #else 180 | half3 sunColor = sun.color * PI * _SunLightDimmer; 181 | #endif 182 | 183 | // Evaluate the environement lighting contribution 184 | #ifdef _CLOUDS_AMBIENT_PROBE 185 | half3 ambientTermTop = SAMPLE_TEXTURECUBE_LOD(_VolumetricCloudsAmbientProbe, sampler_VolumetricCloudsAmbientProbe, half3(0.0, 1.0, 0.0), 4.0).rgb; 186 | half3 ambientTermBottom = SAMPLE_TEXTURECUBE_LOD(_VolumetricCloudsAmbientProbe, sampler_VolumetricCloudsAmbientProbe, half3(0.0, -1.0, 0.0), 4.0).rgb; 187 | #else 188 | half3 ambientTermTop = EvaluateVolumetricCloudsAmbientProbe(half3(0.0, 1.0, 0.0)); 189 | half3 ambientTermBottom = EvaluateVolumetricCloudsAmbientProbe(half3(0.0, -1.0, 0.0)); 190 | #endif 191 | half3 ambient = max(0, lerp(ambientTermBottom, ambientTermTop, relativeHeight) * _AmbientProbeDimmer); 192 | 193 | volumetricRay.scattering = sunColor * volumetricRay.scattering; 194 | volumetricRay.scattering += ambient * volumetricRay.ambient; 195 | } 196 | } 197 | } 198 | return volumetricRay; 199 | } 200 | 201 | #endif 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0.36899996, g: 0.34899998, b: 0.34099993, a: 1} 186 | - _ScatteringTint: {r: 1, g: 1, b: 1, a: 0.25} 187 | - _ShapeNoiseOffset: {r: 0, g: 0, b: 0, a: 0} 188 | - _SkyTint: {r: 0.5, g: 0.5, b: 0.5, a: 1} 189 | - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} 190 | - _WindDirection: {r: -1, g: -0, b: 0, a: 0} 191 | - _WindVector: {r: 0, g: 0, b: 0, a: 0} 192 | m_BuildTextureStacks: [] 193 | --- !u!114 &4204168956660823475 194 | MonoBehaviour: 195 | m_ObjectHideFlags: 11 196 | m_CorrespondingSourceObject: {fileID: 0} 197 | m_PrefabInstance: {fileID: 0} 198 | m_PrefabAsset: {fileID: 0} 199 | m_GameObject: {fileID: 0} 200 | m_Enabled: 1 201 | m_EditorHideFlags: 0 202 | m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} 203 | m_Name: 204 | m_EditorClassIdentifier: 205 | version: 7 206 | -------------------------------------------------------------------------------- /Assets/VolumetricClouds/VolumetricClouds.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3748131af20412e478461c6445c73923 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/VolumetricClouds/VolumetricClouds.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8d77b8fbac9f027408bcdbac6dfa5458 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: 6 | - _CloudLutTexture: {fileID: 2800000, guid: e0bcfddf26ed5584ba3d8b94d3200114, type: 3} 7 | - _CloudCurveTexture: {instanceID: 0} 8 | - _ErosionNoise: {fileID: 11700000, guid: d1aae012f8a4f23478471851f17ff915, type: 3} 9 | - _Worley128RGBA: {fileID: 11700000, guid: 1fe54a721d0e2504e89f121c723404a8, type: 3} 10 | - _VolumetricCloudsAmbientProbe: {instanceID: 0} 11 | nonModifiableTextures: [] 12 | userData: 13 | assetBundleName: 14 | assetBundleVariant: 15 | -------------------------------------------------------------------------------- /Assets/VolumetricClouds/VolumetricCloudsDefs.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef URP_VOLUMETRIC_CLOUDS_DEFINES_HLSL 2 | #define URP_VOLUMETRIC_CLOUDS_DEFINES_HLSL 3 | 4 | CBUFFER_START(UnityPerMaterial) 5 | float _Seed; 6 | half _NumPrimarySteps; 7 | half _NumLightSteps; 8 | half _MaxStepSize; 9 | float _HighestCloudAltitude; 10 | float _LowestCloudAltitude; 11 | half4 _ShapeNoiseOffset; 12 | half _VerticalShapeNoiseOffset; 13 | half4 _WindDirection; 14 | half4 _WindVector; 15 | half _VerticalShapeWindDisplacement; 16 | half _VerticalErosionWindDisplacement; 17 | half _MediumWindSpeed; 18 | half _SmallWindSpeed; 19 | half _AltitudeDistortion; 20 | half _DensityMultiplier; 21 | half _PowderEffectIntensity; 22 | half _ShapeScale; 23 | half _ShapeFactor; 24 | half _ErosionScale; 25 | half _ErosionFactor; 26 | half _ErosionOcclusion; 27 | half _MicroErosionScale; 28 | half _MicroErosionFactor; 29 | half _FadeInStart; 30 | half _FadeInDistance; 31 | half _MultiScattering; 32 | half4 _ScatteringTint; 33 | half _AmbientProbeDimmer; 34 | half _SunLightDimmer; 35 | float _EarthRadius; 36 | half _AccumulationFactor; 37 | half _NormalizationFactor; 38 | half _CloudNearPlane; 39 | CBUFFER_END 40 | 41 | // Ambient Probe (unity_SH) 42 | half4 clouds_SHAr; 43 | half4 clouds_SHAg; 44 | half4 clouds_SHAb; 45 | half4 clouds_SHBr; 46 | half4 clouds_SHBg; 47 | half4 clouds_SHBb; 48 | half4 clouds_SHC; 49 | 50 | half _ImprovedTransmittanceBlend; 51 | float _PostExposure; // Exposure from the ColorAdjustments override 52 | half3 _SunColor; 53 | 54 | #ifndef URP_PHYSICALLY_BASED_SKY_DEFINES_INCLUDED 55 | float4 _PlanetCenterRadius; 56 | #endif 57 | 58 | #endif -------------------------------------------------------------------------------- /Assets/VolumetricClouds/VolumetricCloudsDefs.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8d4c3370c497dcd45a14a47130e04dae 3 | ShaderIncludeImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/VolumetricClouds/VolumetricCloudsShadows.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef URP_VOLUMETRIC_CLOUDS_SHADOWS_HLSL 2 | #define URP_VOLUMETRIC_CLOUDS_SHADOWS_HLSL 3 | 4 | // avoid the cloud horizontal scrolling when in camera space 5 | #define _LOCAL_VOLUMETRIC_CLOUDS 6 | 7 | #include "./VolumetricCloudsDefs.hlsl" 8 | #include "./VolumetricCloudsUtilities.hlsl" 9 | #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" 10 | 11 | TEXTURE2D(_VolumetricCloudsShadow); 12 | 13 | half _ShadowCookieResolution; 14 | float3 _CloudShadowSunOrigin; 15 | float3 _VolumetricCloudsShadowOriginToggle; 16 | float3 _CloudShadowSunRight; 17 | float3 _CloudShadowSunUp; 18 | half3 _CloudShadowSunForward; 19 | half _ShadowIntensity; 20 | half _ShadowOpacityFallback; 21 | float3 _CameraPositionPS; 22 | //half _ShadowPlaneOffset; 23 | 24 | half3 TraceVolumetricCloudsShadows(Varyings input) : SV_Target 25 | { 26 | // Compute the normalized coordinate on the shadow plane 27 | float2 normalizedCoord = input.texcoord; 28 | 29 | // Compute the origin of the ray properties in the planet space 30 | float3 rayOriginPS = _CloudShadowSunOrigin.xyz + (normalizedCoord.x * _CloudShadowSunRight.xyz + normalizedCoord.y * _CloudShadowSunUp.xyz); 31 | half3 rayDirection = -_CloudShadowSunForward.xyz; 32 | 33 | // Compute the attenuation 34 | half transmittance = 1.0; 35 | float closestDistance = FLT_MAX; 36 | float farthestDistance = FLT_MIN; 37 | bool validShadow = false; 38 | 39 | // Intersect the outer sphere 40 | float2 lowestAltitudeIntersections, highestAltitudeIntersections; 41 | bool lowBoundOk = IntersectRaySphere(rayOriginPS, rayDirection, _LowestCloudAltitude, lowestAltitudeIntersections); 42 | bool highBoundOk = IntersectRaySphere(rayOriginPS, rayDirection, _HighestCloudAltitude, highestAltitudeIntersections); 43 | 44 | if (lowBoundOk && highBoundOk) 45 | { 46 | // Compute the integration range 47 | float startDistance = highestAltitudeIntersections.x; 48 | float totalDistance = max(lowestAltitudeIntersections.x - highestAltitudeIntersections.x, highestAltitudeIntersections.x - lowestAltitudeIntersections.x); 49 | rayOriginPS += startDistance * rayDirection; 50 | 51 | float stepSize = totalDistance / 16; 52 | 53 | for (int i = 1; i < 16; ++i) 54 | { 55 | // Compute the sphere intersection position 56 | float dist = (stepSize * i); 57 | float3 positionPS = rayOriginPS + rayDirection * dist; 58 | 59 | // Get the coverage at intersection point 60 | CloudCoverageData cloudCoverageData; 61 | GetCloudCoverageData(positionPS, cloudCoverageData); 62 | 63 | // Compute the cloud density 64 | CloudProperties cloudProperties; 65 | EvaluateCloudProperties(positionPS, 0.0, 0.0, true, true, cloudProperties); 66 | 67 | // Apply the camera fade it to match the clouds perceived by the camera 68 | cloudProperties.density *= DensityFadeValue(length(positionPS - _CameraPositionPS.xyz)); 69 | 70 | if (cloudProperties.density > CLOUD_DENSITY_TRESHOLD) 71 | { 72 | // Apply the extinction 73 | closestDistance = min(closestDistance, totalDistance - stepSize * (i + 1)); 74 | farthestDistance = max(farthestDistance, totalDistance - stepSize * i); 75 | const half3 currentStepExtinction = exp(-_ScatteringTint.xyz * cloudProperties.density * cloudProperties.sigmaT * stepSize); 76 | transmittance *= Luminance(currentStepExtinction); 77 | validShadow = true; 78 | } 79 | } 80 | } 81 | // If we didn't manage to hit a non null density, we need to fix the distances 82 | //half4 result = validShadow ? half4(1.0 / closestDistance, lerp(1.0 - _ShadowIntensity, 1.0, transmittance), 1.0 / farthestDistance, 1.0) : half4(0.0, 1.0, 0.0, 0.0); 83 | 84 | //half shadows = lerp(1.0 - _ShadowIntensity, 1.0, transmittance); 85 | half shadows = lerp(1.0 - _ShadowIntensity, 1.0, saturate(transmittance - 0.05)); 86 | 87 | /* 88 | // Evaluate the shadow 89 | float2 distances = validShadow ? float2(closestDistance, farthestDistance) : float2(0.0, 0.0); 90 | 91 | // This should be the world position of the shading point in object's shader. 92 | // We use a user defined shadow receiving plane here. 93 | float3 positionWS = float3(_VolumetricCloudsShadowOriginToggle.x, _ShadowPlaneOffset, _VolumetricCloudsShadowOriginToggle.z); 94 | 95 | // Compute the vector from the shadow origin to the point to shade 96 | //float3 shadowOriginVec = positionWS - _VolumetricCloudsShadowOriginToggle.xyz; 97 | //float zCoord = dot(shadowOriginVec, _CloudShadowSunForward.xyz); 98 | //float zCoord = _ShadowPlaneOffset - _VolumetricCloudsShadowOriginToggle.y; 99 | float2 lowCloudsIntersections; 100 | IntersectRaySphere(positionWS - _PlanetCenterPosition, light.forward, _PlanetaryRadius + _VolumetricCloudsBottomAltitude, lowCloudsIntersections); 101 | float zCoord = lowCloudsIntersections.x; 102 | 103 | half shadowRange = saturate((zCoord - distances.x) / (distances.y - distances.x)); 104 | shadows = shadows != 1.0 ? lerp(shadows, 1.0, shadowRange) : 1.0; 105 | */ 106 | 107 | half3 result = validShadow ? shadows.xxx : half3(1.0, 1.0, 1.0); 108 | 109 | return result; 110 | } 111 | 112 | half gaussian(half radius, half sigma) 113 | { 114 | half v = radius / sigma; 115 | return exp(-v * v); 116 | } 117 | 118 | half3 FilterVolumetricCloudsShadow(Varyings input) : SV_Target 119 | { 120 | float2 normalizedCoord = input.texcoord; 121 | 122 | // We let the sampler handle clamping to border. 123 | if (normalizedCoord.x <= _BlitTexture_TexelSize.x || normalizedCoord.y <= _BlitTexture_TexelSize.y || normalizedCoord.x >= 1.0 - _BlitTexture_TexelSize.x || normalizedCoord.y >= 1.0 - _BlitTexture_TexelSize.y) 124 | return _ShadowOpacityFallback.xxx; 125 | 126 | // Loop through the neighborhood 127 | half3 shadowSum = 0.0; 128 | half3 weightSum = 0.0; 129 | for (int y = -1; y <= 1; ++y) 130 | { 131 | for (int x = -1; x <= 1; ++x) 132 | { 133 | half r = sqrt(x * x + y * y); 134 | half weight = gaussian(r, 0.9); 135 | 136 | // Read the shadow data from the texture 137 | float2 offsetUV = normalizedCoord + float2(x, y) * _BlitTexture_TexelSize.xy; 138 | half3 shadowData = SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, s_linear_clamp_sampler, offsetUV, 0).xyz; 139 | 140 | // here, we only take into account shadow distance data if transmission is not 1.0 141 | /*if (shadowData.y != 1.0) 142 | { 143 | shadowSum.xz += weight * shadowData.xz; 144 | weightSum.xz += weight; 145 | } 146 | */ 147 | shadowSum.xyz += weight * shadowData.xyz; 148 | weightSum.xyz += weight; 149 | } 150 | } 151 | /* 152 | if (any(weightSum.xz == 0.0)) 153 | { 154 | half3 shadowData = SAMPLE_TEXTURE2D_LOD(_BlitTexture, s_linear_clamp_sampler, normalizedCoord, 0).xyz; 155 | shadowSum = shadowData; 156 | weightSum = 1.0; 157 | } 158 | */ 159 | 160 | // Normalize and return the result 161 | return shadowSum / weightSum; 162 | } 163 | 164 | #endif -------------------------------------------------------------------------------- /Assets/VolumetricClouds/VolumetricCloudsShadows.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a3338de06403bd94f94b6a093f453f71 3 | ShaderIncludeImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /Assets/VolumetricClouds/VolumetricCloudsUpscale.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef URP_VOLUMETRIC_CLOUDS_UPSCALE_HLSL 2 | #define URP_VOLUMETRIC_CLOUDS_UPSCALE_HLSL 3 | 4 | // Bilateral kernel size 5 | #define KERNEL_SIZE 3 6 | 7 | // Avoid division by zero 8 | #define _UpsampleTolerance 1e-5 9 | //#define _NoiseFilterStrength 0.99999999 10 | 11 | half Weight(half distance) 12 | { 13 | return exp(-distance * distance); 14 | } 15 | 16 | half4 BilateralUpscale(float2 screenUV) 17 | { 18 | // Calculate the current screenUV in a low resolution texture. 19 | float2 offsetUV = (floor(screenUV * _VolumetricCloudsLightingTexture_TexelSize.zw) + 0.5) * _VolumetricCloudsLightingTexture_TexelSize.xy; 20 | half4 centerColor = SAMPLE_TEXTURE2D_X_LOD(_VolumetricCloudsLightingTexture, s_linear_clamp_sampler, screenUV, 0).rgba; 21 | 22 | half4 resultColor = half4(0.0, 0.0, 0.0, 0.0); 23 | half normalization = 0.0; 24 | 25 | for (int i = -KERNEL_SIZE; i <= KERNEL_SIZE; i++) 26 | { 27 | for (int j = -KERNEL_SIZE; j <= KERNEL_SIZE; j++) 28 | { 29 | half4 neighborColor = SAMPLE_TEXTURE2D_X_LOD(_VolumetricCloudsLightingTexture, s_linear_clamp_sampler, offsetUV + float2(i, j) * _VolumetricCloudsLightingTexture_TexelSize.xy, 0).rgba; 30 | 31 | half2 distance = (screenUV - offsetUV) * _ScreenParams.xy; 32 | 33 | half colorDiff = length(centerColor.rgba - neighborColor.rgba); 34 | 35 | half weight = Weight(length(distance)) * rcp(colorDiff + _UpsampleTolerance); 36 | 37 | resultColor += neighborColor * weight; 38 | normalization += weight; 39 | } 40 | } 41 | 42 | resultColor *= rcp(normalization); 43 | 44 | return resultColor; 45 | } 46 | 47 | half BilateralUpscaleTransmittance(float2 screenUV) 48 | { 49 | // Calculate the current screenUV in a low resolution texture. 50 | float2 offsetUV = (floor(screenUV * _VolumetricCloudsLightingTexture_TexelSize.zw) + 0.5) * _VolumetricCloudsLightingTexture_TexelSize.xy; 51 | half centerTransmittance = SAMPLE_TEXTURE2D_X_LOD(_VolumetricCloudsLightingTexture, s_linear_clamp_sampler, screenUV, 0).a; 52 | 53 | half resultTransmittance = 0.0; 54 | half normalization = 0.0; 55 | 56 | for (int i = -KERNEL_SIZE; i <= KERNEL_SIZE; i++) 57 | { 58 | for (int j = -KERNEL_SIZE; j <= KERNEL_SIZE; j++) 59 | { 60 | half neighborTransmittance = SAMPLE_TEXTURE2D_X_LOD(_VolumetricCloudsLightingTexture, s_linear_clamp_sampler, offsetUV + float2(i, j) * _VolumetricCloudsLightingTexture_TexelSize.xy, 0).a; 61 | 62 | half2 distance = (screenUV - offsetUV) * _ScreenParams.xy; 63 | 64 | half transmittanceDiff = abs(centerTransmittance - neighborTransmittance); 65 | 66 | half weight = Weight(length(distance)) * rcp(transmittanceDiff + _UpsampleTolerance); 67 | 68 | resultTransmittance += neighborTransmittance * weight; 69 | normalization += weight; 70 | } 71 | } 72 | 73 | resultTransmittance *= rcp(normalization); 74 | 75 | return resultTransmittance; 76 | } 77 | 78 | #endif -------------------------------------------------------------------------------- /Assets/VolumetricClouds/VolumetricCloudsUpscale.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a03ed97ffd99ba64e95007d9014bbf56 3 | ShaderIncludeImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/VolumetricClouds/VolumetricCloudsUtilities.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 688da44e17532cc4c84123327e7be81c 3 | ShaderIncludeImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- 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https://raw.githubusercontent.com/jiaozi158/UnityVolumetricCloudsURP/26c59bd371cc2af7b70741f6aea01adfdc8cc7bc/Documentation/Images/Showcases/GlobalClouds.jpg -------------------------------------------------------------------------------- /Documentation/Images/Showcases/LocalClouds1.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/jiaozi158/UnityVolumetricCloudsURP/26c59bd371cc2af7b70741f6aea01adfdc8cc7bc/Documentation/Images/Showcases/LocalClouds1.jpg -------------------------------------------------------------------------------- /Documentation/Images/Showcases/LocalClouds2.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/jiaozi158/UnityVolumetricCloudsURP/26c59bd371cc2af7b70741f6aea01adfdc8cc7bc/Documentation/Images/Showcases/LocalClouds2.jpg -------------------------------------------------------------------------------- /Documentation/Images/Showcases/PhysicallyBasedSky.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/jiaozi158/UnityVolumetricCloudsURP/26c59bd371cc2af7b70741f6aea01adfdc8cc7bc/Documentation/Images/Showcases/PhysicallyBasedSky.jpg -------------------------------------------------------------------------------- /Documentation/Setup.md: -------------------------------------------------------------------------------- 1 | Documentation 2 | ============= 3 | 4 | Setup 5 | ------------- 6 | 7 | - Add **Volumetric Clouds URP** Renderer Feature to the active URP Renderer asset. 8 | 9 | ![AddRendererFeature](./Images/Settings/URP_RendererFeature_VolumetricClouds.jpg) 10 | 11 | - Add **Sky/Volumetric Clouds (URP)** to the scene's URP Volume. 12 | 13 | - Set the **State** to **Enabled** in Volumetric Clouds overrides. 14 | 15 | ![AddVolumeOverride](./Images/Settings/URP_VolumeOverride_VolumetricClouds.jpg) 16 | 17 | - Click **Show Additional Properties** to show hidden settings. 18 | 19 | ![AdditionalProperties](./Images/Settings/URP_VolumeOverride_AdditionalProperties.jpg) 20 | 21 | - Adjust the settings in URP Volume and use different Volume types (global and local) to control volumetric clouds if needed. 22 | 23 | - On platforms that don't implement reversed-z (ex. OpenGL), please keep the camera near plane (ex. 0.1) high to avoid depth precision issues. -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2024 jiaozi158 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "2.0.4", 4 | "com.unity.ide.rider": "3.0.21", 5 | "com.unity.ide.visualstudio": "2.0.18", 6 | "com.unity.ide.vscode": "1.2.5", 7 | "com.unity.recorder": "4.0.2", 8 | "com.unity.render-pipelines.universal": "14.0.7", 9 | "com.unity.test-framework": "1.1.33", 10 | "com.unity.textmeshpro": "3.0.6", 11 | "com.unity.timeline": "1.7.4", 12 | "com.unity.ugui": "1.0.0", 13 | "com.unity.visualscripting": "1.8.0", 14 | "com.unity.modules.ai": "1.0.0", 15 | 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"com.unity.modules.unitywebrequestassetbundle": "1.0.0", 37 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 38 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 39 | "com.unity.modules.unitywebrequestwww": "1.0.0", 40 | "com.unity.modules.vehicles": "1.0.0", 41 | "com.unity.modules.video": "1.0.0", 42 | "com.unity.modules.vr": "1.0.0", 43 | "com.unity.modules.wind": "1.0.0", 44 | "com.unity.modules.xr": "1.0.0" 45 | } 46 | } 47 | -------------------------------------------------------------------------------- /Packages/packages-lock.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.burst": { 4 | "version": "1.8.4", 5 | "depth": 1, 6 | "source": "registry", 7 | "dependencies": { 8 | "com.unity.mathematics": "1.2.1" 9 | }, 10 | "url": "https://packages.unity.com" 11 | }, 12 | "com.unity.collab-proxy": { 13 | "version": "2.0.4", 14 | "depth": 0, 15 | "source": "registry", 16 | "dependencies": {}, 17 | "url": "https://packages.unity.com" 18 | }, 19 | "com.unity.ext.nunit": { 20 | "version": "1.0.6", 21 | "depth": 1, 22 | "source": "registry", 23 | "dependencies": {}, 24 | "url": "https://packages.unity.com" 25 | }, 26 | "com.unity.ide.rider": { 27 | "version": "3.0.21", 28 | "depth": 0, 29 | "source": "registry", 30 | "dependencies": { 31 | "com.unity.ext.nunit": "1.0.6" 32 | }, 33 | "url": "https://packages.unity.com" 34 | }, 35 | "com.unity.ide.visualstudio": { 36 | "version": "2.0.18", 37 | "depth": 0, 38 | "source": "registry", 39 | "dependencies": { 40 | "com.unity.test-framework": "1.1.9" 41 | }, 42 | "url": "https://packages.unity.com" 43 | }, 44 | "com.unity.ide.vscode": { 45 | "version": "1.2.5", 46 | "depth": 0, 47 | "source": "registry", 48 | "dependencies": {}, 49 | "url": "https://packages.unity.com" 50 | }, 51 | "com.unity.mathematics": { 52 | "version": "1.2.6", 53 | "depth": 1, 54 | "source": "registry", 55 | "dependencies": {}, 56 | "url": 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The rendering is ported from HDRP. 5 | 6 | **Please read the Documentation and Requirements before using this repository.** 7 | 8 | Screenshots 9 | ------------ 10 | **Sample Scene** 11 | 12 | Global Volumetric Clouds: 13 | 14 | ![GlobalVolumetricClouds](./Documentation/Images/Showcases/GlobalClouds.jpg) 15 | 16 | **Not Included** 17 | 18 | Local Volumetric Clouds: 19 | 20 | ![LocalVolumetricClouds1](./Documentation/Images/Showcases/LocalClouds1.jpg) 21 | 22 | ![LocalVolumetricClouds2](./Documentation/Images/Showcases/LocalClouds2.jpg) 23 | 24 | [Physically Based Sky](https://github.com/jiaozi158/UnityPhysicallyBasedSkyURP): 25 | 26 | ![PhysicallyBasedSkyURP](./Documentation/Images/Showcases/PhysicallyBasedSky.jpg) 27 | 28 | Documentation 29 | ------------ 30 | - [How to setup](./Documentation/Setup.md) 31 | 32 | Requirements 33 | ------------ 34 | - Unity 2022.2 and URP 14 or above. 35 | - Shader model 3.5 or above (at leaset OpenGL ES 3.0 or equivalent) 36 | 37 | Reminders 38 | ------------ 39 | - Some settings are still WIP, such as **Custom Cloud Map** overrides. 40 | - Orthographic camera is not supported. 41 | - To render volumetric clouds shadows, it will override the cookie in the main directional light. 42 | - To customize the **planet radius and center** for volumetric clouds, install [Physically Based Sky](https://github.com/jiaozi158/UnityPhysicallyBasedSkyURP) via the package manager. 43 | 44 | License 45 | ------------ 46 | MIT 47 | ![MIT License](http://img.shields.io/badge/license-MIT-blue.svg?style=flat) 48 | 49 | Details 50 | ------------ 51 | Please refer to [HDRP Volumetric Clouds Documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@14.0/manual/Override-Volumetric-Clouds.html#properties). 52 | --------------------------------------------------------------------------------