雾着色器

Fog shaders are used to define how fog is added (or subtracted) from a scene in a given area. Fog shaders are always used together with FogVolumes and volumetric fog. Fog shaders only have one processing function, the fog() function.

The resolution of the fog shaders depends on the resolution of the volumetric fog froxel grid. Accordingly, the level of detail that a fog shader can add depends on how close the FogVolume is to the camera.

Fog shaders are a special form of compute shader that is called once for every froxel that is touched by an axis aligned bounding box of the associated FogVolume. This means that froxels that just barely touch a given FogVolume will still be used.

内置

Values marked as in are read-only. Values marked as out can optionally be written to and will not necessarily contain sensible values. Samplers cannot be written to so they are not marked.

全局内置

Global built-ins are available everywhere, including in custom functions.

内置

描述

in float TIME

Global time since the engine has started, in seconds. It repeats after every 3,600 seconds (which can be changed with the rollover setting). It's affected by time_scale but not by pausing. If you need a TIME variable that is not affected by time scale, add your own global shader uniform and update it each frame.

in float PI

圆周率常量 PI3.141592)。圆的周长与直径的比值,转半圈的弧度值。

in float TAU

TAU 常数(6.283185)。等价于 PI * 2,即转一圈对应的弧度。

in float E

E 常数(2.718281)。欧拉数,即自然对数的底。

Fog 内置

All of the output values of fog volumes overlap one another. This allows FogVolumes to be rendered efficiently as they can all be drawn at once.

内置

描述

in vec3 WORLD_POSITION

Position of current froxel cell in world space.

in vec3 OBJECT_POSITION

Position of the center of the current FogVolume in world space.

in vec3 UVW

3-dimensional UV, used to map a 3D texture to the current FogVolume.

in vec3 SIZE

Size of the current FogVolume when its shape has a size.

in vec3 SDF

Signed distance field to the surface of the FogVolume. Negative if inside volume, positive otherwise.

out vec3 ALBEDO

Output base color value, interacts with light to produce final color. Only written to fog volume if used.

out float DENSITY

Output density value. Can be negative to allow subtracting one volume from another. Density must be used for fog shader to write anything at all.

out vec3 EMISSION

Output emission color value, added to color during light pass to produce final color. Only written to fog volume if used.