Added Fog and other fixes
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AERO - Volumetric Fog & Mist:
|
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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).
|
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B) Alternatively, add a URP FullScreenPassRendererFeature and set the fog material.
|
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You can use the included volumetric fog material, or copy/modify/create your own.
|
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Quality and performance are determined by raymarch steps and features.
|
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||||
That's it!
|
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Please see the live documentation for more information.
|
||||
|
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🔗 https://mirzabeig.notion.site/AERO-Volumetric-Fog-Mist-3c0d023ca81842509ad89c749307ac53
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-Release Notes-
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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.
|
||||
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||||
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:
|
||||
|
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- 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:
|
||||
|
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- Fixed jittering from precision degradation farther from origin via manual offset calculation.
|
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|
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1.8.0 | June 13, 2026:
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@@ -0,0 +1,21 @@
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using UnityEngine;
|
||||
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||||
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
|
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// will fix the updater and it will work as normal.
|
||||
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[ExecuteAlways]
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public class CustomRenderTextureUpdater : MonoBehaviour
|
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{
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public CustomRenderTexture texture;
|
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|
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void Update()
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{
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texture.Update(1);
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}
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}
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packageVersion: 1.8.0
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assetPath: Assets/Mirza/AERO - Volumetric Fog and Mist/Scripts/CustomRenderTextureUpdater.cs
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uploadId: 933120
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+70
@@ -0,0 +1,70 @@
|
||||
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.
|
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|
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public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
|
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public Material material;
|
||||
|
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CustomPass countPass;
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|
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public override void Create()
|
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{
|
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|
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}
|
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{
|
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if (material == null)
|
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{
|
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return;
|
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}
|
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countPass.renderPassEvent = renderPassEvent;
|
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countPass.material = material;
|
||||
|
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renderer.EnqueuePass(countPass);
|
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}
|
||||
|
||||
// ...
|
||||
|
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class CustomPass : ScriptableRenderPass
|
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{
|
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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)
|
||||
{
|
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// 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.
|
||||
|
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if (!frameData.Contains<UniversalLightData>())
|
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{
|
||||
return;
|
||||
}
|
||||
|
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UniversalLightData lightData = frameData.Get<UniversalLightData>();
|
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material.SetInteger(additionalLightCountId, lightData.additionalLightsCount);
|
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}
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}
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@@ -0,0 +1,44 @@
|
||||
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()
|
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{
|
||||
|
||||
}
|
||||
|
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void Update()
|
||||
{
|
||||
int additionalLightCount = additionalLightCountBase;
|
||||
Light[] lights = FindObjectsByType<Light>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
|
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|
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for (int i = 0; i < lights.Length; i++)
|
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{
|
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if (lights[i].type != LightType.Directional)
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||||
{
|
||||
additionalLightCount++;
|
||||
}
|
||||
}
|
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|
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// Need to loop framecount, else interleaved gradient noise becomes erratic.
|
||||
|
||||
material.SetInteger("_FrameCount", Time.renderedFrameCount % 60);
|
||||
material.SetInteger("_AdditionalLightCount", additionalLightCount);
|
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|
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Color ambientLighting = RenderSettings.ambientLight * RenderSettings.ambientIntensity;
|
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|
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material.SetColor("_AmbientLighting", ambientLighting);
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}
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Reference in New Issue
Block a user