Added Fog and other fixes

This commit is contained in:
2026-07-06 18:01:21 +03:00
parent fc837b2f9a
commit 72b48492cc
573 changed files with 397423 additions and 104 deletions
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AERO - Volumetric Fog & Mist:
A) Set your render pipeline asset to the one included in the package under Settings.
(make sure that asset and the renderer with the volumetric fog is active).
B) Alternatively, add a URP FullScreenPassRendererFeature and set the fog material.
You can use the included volumetric fog material, or copy/modify/create your own.
Quality and performance are determined by raymarch steps and features.
That's it!
Please see the live documentation for more information.
🔗 https://mirzabeig.notion.site/AERO-Volumetric-Fog-Mist-3c0d023ca81842509ad89c749307ac53
-Release Notes-
1.0.0 | February 12, 2026:
- Reboot, first release.
1.1.0 | May 15, 2026:
- Improved setup, hopefully *this* time it won't be deprecated shortly...
- Fixed lighting not working in builds due to pre-processor naming/conflicts.
1.2.0 | May 31, 2026:
- Added scale slider for ambient lighting.
- Added support for adaptive probe volumes.
1.3.0 | June 02, 2026:
- Added height masking (height fog) + texture.
1.4.0 | June 07, 2026:
- Added fog self-shadowing.
1.5.0 | June 09, 2026:
- Added height fog gradient(s).
- Improved self-shadowing performance.
1.6.0 | June 10, 2026:
- Added custom shadow colour(s).
- Performance optimizations, and bool-gating.
1.6.1 | June 10, 2026:
- Scene and settings tweak.
1.6.2 | June 10, 2026:
- Fixed issue with custom shadow colours' alpha being applied to fog self-shadowing even when the toggle has them disabled. Now they correctly match toggle state.
1.6.3 | June 11, 2026:
- Fixed APV sampling space issue.
- Fixed issue with large scene texture sampling consistency.
- Fixed issue with shadow artifacts at max distance.
- Improved anisotropy.
1.7.0 | June 12, 2026:
- Added support for light cookies.
- Added scrolling noise textures example.
- Fixed flickering NaNs issue with APV lighting.
1.7.1 | June 12, 2026:
- Fixed jittering from precision degradation farther from origin via manual offset calculation.
1.8.0 | June 13, 2026:
- Added orthographic camera/rendering support.
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using UnityEngine;
namespace Mirza.AERO
{
// May require domain reloading to be enabled.
// Scene mode can apparently mess it up, otherwise.
// So at least hiding scene views and then playing
// will fix the updater and it will work as normal.
[ExecuteAlways]
public class CustomRenderTextureUpdater : MonoBehaviour
{
public CustomRenderTexture texture;
void Update()
{
texture.Update(1);
}
}
}
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fileFormatVersion: 2
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packageVersion: 1.8.0
assetPath: Assets/Mirza/AERO - Volumetric Fog and Mist/Scripts/CustomRenderTextureUpdater.cs
uploadId: 933120
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using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering.Universal;
namespace Mirza.AERO
{
// Send lighting data/information to material.
// Useful for custom fullscreen shaders that need lighting data, such as volumetric fog/mist.
public class FullscreenCustomLightingFeature : ScriptableRendererFeature
{
// 'AfterRenderingTransparents' is the default.
// After that, light count may not be accurate/correct.
public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
public Material material;
CustomPass countPass;
public override void Create()
{
countPass = new CustomPass();
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
if (material == null)
{
return;
}
countPass.renderPassEvent = renderPassEvent;
countPass.material = material;
renderer.EnqueuePass(countPass);
}
// ...
class CustomPass : ScriptableRenderPass
{
static readonly int additionalLightCountId = Shader.PropertyToID("_AdditionalLightCount");
static readonly int ambientLightingId = Shader.PropertyToID("_AmbientLighting");
public Material material;
// Material value is CPU-side, so it is written during recording, not render func.
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
// Ambient lighting is global render setting, so it needs no per-camera data.
Color ambientLighting = RenderSettings.ambientLight * RenderSettings.ambientIntensity;
material.SetColor(ambientLightingId, ambientLighting);
// Additional light count is the visible set for this camera.
if (!frameData.Contains<UniversalLightData>())
{
return;
}
UniversalLightData lightData = frameData.Get<UniversalLightData>();
material.SetInteger(additionalLightCountId, lightData.additionalLightsCount);
}
}
}
}
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assetPath: Assets/Mirza/AERO - Volumetric Fog and Mist/Scripts/FullscreenCustomLightingFeature.cs
uploadId: 933120
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using UnityEngine;
namespace Mirza.AERO
{
// This script updates the volumetric fog material with information about
// the number of additional lights in the scene and ambient lighting.
// This is old. Use FullscreenCustomLightingFeature instead.
[ExecuteAlways]
public class VolumetricFogController : MonoBehaviour
{
public Material material;
public int additionalLightCountBase;
void Start()
{
}
void Update()
{
int additionalLightCount = additionalLightCountBase;
Light[] lights = FindObjectsByType<Light>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
for (int i = 0; i < lights.Length; i++)
{
if (lights[i].type != LightType.Directional)
{
additionalLightCount++;
}
}
// Need to loop framecount, else interleaved gradient noise becomes erratic.
material.SetInteger("_FrameCount", Time.renderedFrameCount % 60);
material.SetInteger("_AdditionalLightCount", additionalLightCount);
Color ambientLighting = RenderSettings.ambientLight * RenderSettings.ambientIntensity;
material.SetColor("_AmbientLighting", ambientLighting);
}
}
}
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assetPath: Assets/Mirza/AERO - Volumetric Fog and Mist/Scripts/VolumetricFogController.cs
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