using System; using System.Collections.Generic; using UnityEngine; namespace BrunetonsImprovedAtmosphere { public class Demo : MonoBehaviour { static readonly float kSunAngularRadius = 0.00935f / 2.0f; static readonly float kBottomRadius = 6360000.0f; static readonly float kLengthUnitInMeters = 1000.0f; public Light Sun; public bool UseConstantSolarSpectrum = false; public bool UseOzone = true; public bool UseCombinedTextures = true; public bool UseHalfPrecision = false; public bool DoWhiteBalance = false; public LUMINANCE UseLuminance = LUMINANCE.NONE; public float Exposure = 10.0f; public ComputeShader m_compute; public Material m_material; private Model m_model; /// /// The "real" initialization work, which is specific to our atmosphere model, /// is done in the following method. It starts with the creation of an atmosphere /// Model instance, with parameters corresponding to the Earth atmosphere: /// void Awake() { // Values from "Reference Solar Spectral Irradiance: ASTM G-173", ETR column // (see http://rredc.nrel.gov/solar/spectra/am1.5/ASTMG173/ASTMG173.html), // summed and averaged in each bin (e.g. the value for 360nm is the average // of the ASTM G-173 values for all wavelengths between 360 and 370nm). // Values in W.m^-2. int kLambdaMin = 360; int kLambdaMax = 830; double[] kSolarIrradiance = new double[] { 1.11776, 1.14259, 1.01249, 1.14716, 1.72765, 1.73054, 1.6887, 1.61253, 1.91198, 2.03474, 2.02042, 2.02212, 1.93377, 1.95809, 1.91686, 1.8298, 1.8685, 1.8931, 1.85149, 1.8504, 1.8341, 1.8345, 1.8147, 1.78158, 1.7533, 1.6965, 1.68194, 1.64654, 1.6048, 1.52143, 1.55622, 1.5113, 1.474, 1.4482, 1.41018, 1.36775, 1.34188, 1.31429, 1.28303, 1.26758, 1.2367, 1.2082, 1.18737, 1.14683, 1.12362, 1.1058, 1.07124, 1.04992 }; // Values from http://www.iup.uni-bremen.de/gruppen/molspec/databases/ // referencespectra/o3spectra2011/index.html for 233K, summed and averaged in // each bin (e.g. the value for 360nm is the average of the original values // for all wavelengths between 360 and 370nm). Values in m^2. double[] kOzoneCrossSection = new double[] { 1.18e-27, 2.182e-28, 2.818e-28, 6.636e-28, 1.527e-27, 2.763e-27, 5.52e-27, 8.451e-27, 1.582e-26, 2.316e-26, 3.669e-26, 4.924e-26, 7.752e-26, 9.016e-26, 1.48e-25, 1.602e-25, 2.139e-25, 2.755e-25, 3.091e-25, 3.5e-25, 4.266e-25, 4.672e-25, 4.398e-25, 4.701e-25, 5.019e-25, 4.305e-25, 3.74e-25, 3.215e-25, 2.662e-25, 2.238e-25, 1.852e-25, 1.473e-25, 1.209e-25, 9.423e-26, 7.455e-26, 6.566e-26, 5.105e-26, 4.15e-26, 4.228e-26, 3.237e-26, 2.451e-26, 2.801e-26, 2.534e-26, 1.624e-26, 1.465e-26, 2.078e-26, 1.383e-26, 7.105e-27 }; // From https://en.wikipedia.org/wiki/Dobson_unit, in molecules.m^-2. double kDobsonUnit = 2.687e20; // Maximum number density of ozone molecules, in m^-3 (computed so at to get // 300 Dobson units of ozone - for this we divide 300 DU by the integral of // the ozone density profile defined below, which is equal to 15km). double kMaxOzoneNumberDensity = 300.0 * kDobsonUnit / 15000.0; // Wavelength independent solar irradiance "spectrum" (not physically // realistic, but was used in the original implementation). double kConstantSolarIrradiance = 1.5; double kTopRadius = 6420000.0; double kRayleigh = 1.24062e-6; double kRayleighScaleHeight = 8000.0; double kMieScaleHeight = 1200.0; double kMieAngstromAlpha = 0.0; double kMieAngstromBeta = 5.328e-3; double kMieSingleScatteringAlbedo = 0.9; double kMiePhaseFunctionG = 0.8; double kGroundAlbedo = 0.1; double max_sun_zenith_angle = (UseHalfPrecision ? 102.0 : 120.0) / 180.0 * Mathf.PI; DensityProfileLayer rayleigh_layer = new DensityProfileLayer("rayleigh", 0.0, 1.0, -1.0 / kRayleighScaleHeight, 0.0, 0.0); DensityProfileLayer mie_layer = new DensityProfileLayer("mie", 0.0, 1.0, -1.0 / kMieScaleHeight, 0.0, 0.0); // Density profile increasing linearly from 0 to 1 between 10 and 25km, and // decreasing linearly from 1 to 0 between 25 and 40km. This is an approximate // profile from http://www.kln.ac.lk/science/Chemistry/Teaching_Resources/ // Documents/Introduction%20to%20atmospheric%20chemistry.pdf (page 10). List ozone_density = new List(); ozone_density.Add(new DensityProfileLayer("absorption0", 25000.0, 0.0, 0.0, 1.0 / 15000.0, -2.0 / 3.0)); ozone_density.Add(new DensityProfileLayer("absorption1", 0.0, 0.0, 0.0, -1.0 / 15000.0, 8.0 / 3.0)); List wavelengths = new List(); List solar_irradiance = new List(); List rayleigh_scattering = new List(); List mie_scattering = new List(); List mie_extinction = new List(); List absorption_extinction = new List(); List ground_albedo = new List(); for (int l = kLambdaMin; l <= kLambdaMax; l += 10) { double lambda = l * 1e-3; // micro-meters double mie = kMieAngstromBeta / kMieScaleHeight * Math.Pow(lambda, -kMieAngstromAlpha); wavelengths.Add(l); if (UseConstantSolarSpectrum) solar_irradiance.Add(kConstantSolarIrradiance); else solar_irradiance.Add(kSolarIrradiance[(l - kLambdaMin) / 10]); rayleigh_scattering.Add(kRayleigh * Math.Pow(lambda, -4)); mie_scattering.Add(mie * kMieSingleScatteringAlbedo); mie_extinction.Add(mie); absorption_extinction.Add(UseOzone ? kMaxOzoneNumberDensity * kOzoneCrossSection[(l - kLambdaMin) / 10] : 0.0); ground_albedo.Add(kGroundAlbedo); } m_model = new Model(); m_model.HalfPrecision = UseHalfPrecision; m_model.CombineScatteringTextures = UseCombinedTextures; m_model.UseLuminance = UseLuminance; m_model.Wavelengths = wavelengths; m_model.SolarIrradiance = solar_irradiance; m_model.SunAngularRadius = kSunAngularRadius; m_model.BottomRadius = kBottomRadius; m_model.TopRadius = kTopRadius; m_model.RayleighDensity = rayleigh_layer; m_model.RayleighScattering = rayleigh_scattering; m_model.MieDensity = mie_layer; m_model.MieScattering = mie_scattering; m_model.MieExtinction = mie_extinction; m_model.MiePhaseFunctionG = kMiePhaseFunctionG; m_model.AbsorptionDensity = ozone_density; m_model.AbsorptionExtinction = absorption_extinction; m_model.GroundAlbedo = ground_albedo; m_model.MaxSunZenithAngle = max_sun_zenith_angle; m_model.LengthUnitInMeters = kLengthUnitInMeters; int numScatteringOrders = 4; m_model.Init(m_compute, numScatteringOrders); m_model.BindToMaterial(m_material); } private void OnDestroy() { if (m_model != null) m_model.Release(); } void OnRenderImage(RenderTexture src, RenderTexture dest) { Camera camera = Camera.main; m_material.SetFloat("exposure", UseLuminance != LUMINANCE.NONE ? Exposure * 1e-5f : Exposure); m_material.SetVector("earth_center", new Vector3(0.0f, -kBottomRadius / kLengthUnitInMeters, 0.0f)); m_material.SetVector("sun_size", new Vector2(Mathf.Tan(kSunAngularRadius), Mathf.Cos(kSunAngularRadius))); m_material.SetVector("sun_direction", ((Sun == null) ? Vector3.up : Sun.transform.forward) * -1.0f); double white_point_r = 1.0; double white_point_g = 1.0; double white_point_b = 1.0; if (DoWhiteBalance) { m_model.ConvertSpectrumToLinearSrgb(out white_point_r, out white_point_g, out white_point_b); double white_point = (white_point_r + white_point_g + white_point_b) / 3.0; white_point_r /= white_point; white_point_g /= white_point; white_point_b /= white_point; } m_material.SetVector("white_point", new Vector3((float)white_point_r, (float)white_point_g, (float)white_point_b)); float CAMERA_FOV = camera.fieldOfView; float CAMERA_ASPECT_RATIO = camera.aspect; float CAMERA_NEAR = camera.nearClipPlane; float CAMERA_FAR = camera.farClipPlane; Matrix4x4 frustumCorners = Matrix4x4.identity; float fovWHalf = CAMERA_FOV * 0.5f; Vector3 toRight = camera.transform.right * CAMERA_NEAR * Mathf.Tan(fovWHalf * Mathf.Deg2Rad) * CAMERA_ASPECT_RATIO; Vector3 toTop = camera.transform.up * CAMERA_NEAR * Mathf.Tan(fovWHalf * Mathf.Deg2Rad); Vector3 topLeft = (camera.transform.forward * CAMERA_NEAR - toRight + toTop); float CAMERA_SCALE = topLeft.magnitude * CAMERA_FAR / CAMERA_NEAR; topLeft.Normalize(); topLeft *= CAMERA_SCALE; Vector3 topRight = (camera.transform.forward * CAMERA_NEAR + toRight + toTop); topRight.Normalize(); topRight *= CAMERA_SCALE; Vector3 bottomRight = (camera.transform.forward * CAMERA_NEAR + toRight - toTop); bottomRight.Normalize(); bottomRight *= CAMERA_SCALE; Vector3 bottomLeft = (camera.transform.forward * CAMERA_NEAR - toRight - toTop); bottomLeft.Normalize(); bottomLeft *= CAMERA_SCALE; frustumCorners.SetRow(0, topLeft); frustumCorners.SetRow(1, topRight); frustumCorners.SetRow(2, bottomRight); frustumCorners.SetRow(3, bottomLeft); m_material.SetMatrix("frustumCorners", frustumCorners); CustomGraphicsBlit(src, dest, m_material, 0); } private void CustomGraphicsBlit(RenderTexture source, RenderTexture dest, Material mat, int passNr) { RenderTexture.active = dest; mat.SetTexture("_MainTex", source); GL.PushMatrix(); GL.LoadOrtho(); mat.SetPass(passNr); GL.Begin(GL.QUADS); //This custom blit is needed as infomation about what corner verts relate to what frustum corners is needed //A index to the frustum corner is store in the z pos of vert GL.MultiTexCoord2(0, 0.0f, 0.0f); GL.Vertex3(0.0f, 0.0f, 3.0f); // BL GL.MultiTexCoord2(0, 1.0f, 0.0f); GL.Vertex3(1.0f, 0.0f, 2.0f); // BR GL.MultiTexCoord2(0, 1.0f, 1.0f); GL.Vertex3(1.0f, 1.0f, 1.0f); // TR GL.MultiTexCoord2(0, 0.0f, 1.0f); GL.Vertex3(0.0f, 1.0f, 0.0f); // TL GL.End(); GL.PopMatrix(); } } }