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Clouds by iq adoptation for Unreal Engine 4
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float3 sundir = normalize( float3(-1.0,0.0,-1.0) ); | |
struct Functions | |
{ | |
float noise( in float3 x ) | |
{ | |
float3 p = floor(x); | |
float3 f = frac(x); | |
f = f*f*(3.0-2.0*f); | |
float2 uv = (p.xy+float2(37.0,239.0)*p.z) + f.xy; | |
uv.y = 1 - uv.y; // flip channel | |
float2 rg = iChannel0.SampleLevel(iChannel0Sampler, (uv+0.5)/256.0, 0.0).yx; | |
return -1.0+2.0*lerp( rg.x, rg.y, f.z ); | |
} | |
float map5( in float3 p ) | |
{ | |
float3 q = p - float3(0.0,0.1,1.0)*iTime; | |
float f = 0.0; | |
f = 0.50000*noise( q ); q = q*2.02; | |
f += 0.25000*noise( q ); q = q*2.03; | |
f += 0.12500*noise( q ); q = q*2.01; | |
f += 0.06250*noise( q ); q = q*2.02; | |
f += 0.03125*noise( q ); | |
return clamp( 1.5 - p.y - 2.0 + 1.75*f, 0.0, 1.0 ); | |
} | |
float map4( in float3 p ) | |
{ | |
float3 q = p - float3(0.0,0.1,1.0)*iTime; | |
float f = 0.0; | |
f = 0.50000*noise( q ); q = q*2.02; | |
f += 0.25000*noise( q ); q = q*2.03; | |
f += 0.12500*noise( q ); q = q*2.01; | |
f += 0.06250*noise( q ); | |
return clamp( 1.5 - p.y - 2.0 + 1.75*f, 0.0, 1.0 ); | |
} | |
float map3( in float3 p ) | |
{ | |
float3 q = p - float3(0.0,0.1,1.0)*iTime; | |
float f = 0.0; | |
f = 0.50000*noise( q ); q = q*2.02; | |
f += 0.25000*noise( q ); q = q*2.03; | |
f += 0.12500*noise( q ); | |
return clamp( 1.5 - p.y - 2.0 + 1.75*f, 0.0, 1.0 ); | |
} | |
float map2( in float3 p ) | |
{ | |
float3 q = p - float3(0.0,0.1,1.0)*iTime; | |
float f = 0.0; | |
f = 0.50000*noise( q ); q = q*2.02; | |
f += 0.25000*noise( q );; | |
return clamp( 1.5 - p.y - 2.0 + 1.75*f, 0.0, 1.0 ); | |
} | |
float4 integrate( in float4 sum, in float dif, in float den, in float3 bgcol, in float t ) | |
{ | |
// lighting | |
float3 lin = float3(0.65,0.7,0.75)*1.4 + float3(1.0, 0.6, 0.3)*dif; | |
float4 col = float4( lerp( float3(1.0,0.95,0.8), float3(0.25,0.3,0.35), den ), den ); | |
col.xyz *= lin; | |
col.xyz = lerp( col.xyz, bgcol, 1.0-exp(-0.003*t*t) ); | |
col.w *= 0.4; | |
// front to back blending | |
col.rgb *= col.a; | |
return sum + col*(1.0-sum.a); | |
} | |
#define MARCH(STEPS, MAPLOD)for(int i=0; i<STEPS; i++){ float3 pos = ro + t*rd; if( pos.y<-3.0 || pos.y>2.0 || sum.a>0.99 ) break; float den = MAPLOD( pos ); if( den>0.01 ) { float dif = clamp((den - MAPLOD(pos+0.3*sundir))/0.6, 0.0, 1.0 ); float3 lin = float3(0.65,0.7,0.75)*1.4 + float3(1.0,0.6,0.3)*dif; float4 col = float4( lerp( float3(1.0,0.95,0.8), float3(0.25,0.3,0.35), den ), den ); col.xyz *= lin; col.xyz = lerp( col.xyz, bgcol, 1.0-exp(-0.003*t*t) ); col.w *= 0.4; col.rgb *= col.a; sum += col*(1.0-sum.a); } t += max(0.05,0.02*t);} | |
float4 raymarch( in float3 ro, in float3 rd, in float3 bgcol, in int2 px ) | |
{ | |
float4 sum = float4(0.0, 0.0, 0.0, 0.0); | |
float t = 0.0;//0.05*texelFetch( iChannel0, px&255, 0 ).x; | |
MARCH(30,map5); | |
MARCH(30,map4); | |
MARCH(30,map3); | |
MARCH(30,map2); | |
return clamp( sum, float4(0.0,0.0,0.0,0.0), float4(1.0, 1.0, 1.0, 1.0) ); | |
} | |
float3x3 setCamera( in float3 ro, in float3 ta, float cr ) | |
{ | |
float3 cw = normalize(ta-ro); | |
float3 cp = float3(sin(cr), cos(cr),0.0); | |
float3 cu = normalize( cross(cw,cp) ); | |
float3 cv = normalize( cross(cu,cw) ); | |
return float3x3( cu, cv, cw ); | |
} | |
float4 render( in float3 ro, in float3 rd, in int2 px ) | |
{ | |
// background sky | |
float sun = clamp( dot(sundir,rd), 0.0, 1.0 ); | |
float3 col = float3(0.6,0.71,0.75) - rd.y*0.2*float3(1.0,0.5,1.0) + 0.15*0.5; | |
col += 0.2*float3(1.0,.6,0.1)*pow( sun, 8.0 ); | |
// clouds | |
float4 res = raymarch( ro, rd, col, px ); | |
col = col*(1.0-res.w) + res.xyz; | |
// sun glare | |
col += 0.2*float3(1.0,0.4,0.2)*pow( sun, 3.0 ); | |
return float4( col, 1.0 ); | |
} | |
}; | |
Functions func; | |
float2 p = (2.0*fragCoord-iResolution.xy)/iResolution.y; | |
float2 m = float2(0.0,0.0);// = (iMouse.xy/iResolution.xy; | |
// camera | |
float3 ro = 4.0*normalize(float3(sin(3.0*m.x), 0.4*m.y, cos(3.0*m.x))); | |
float3 ta = float3(0.0, -1.0, 0.0); | |
float3x3 ca = func.setCamera( ro, ta, 0.0 ); | |
// ray | |
float3 rd = mul(ca, normalize( float3(p.xy,1.5))); | |
return func.render( ro, rd, int2(fragCoord-0.5) ); |
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