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Question by ristophonics · Nov 29, 2018 at 05:55 PM · c#shaderfloating pointatmosphere

Atmospheric Scattering Shader Glitch on Floating Origin Late Update

Hi All,

Ive got an atmospheric scattering shader on a planet which is moved by a floating origin script. The floating origin checks the main camera position and moves everything back to the origin when the distance to the origin exceeds a threshold.

When the floating origin script moves everything the atmospheric scattering shader hiccups and creates a frame that looks like a short flash. Example video below.

https://www.youtube.com/watch?v=HoLRgvRIbMc

The atmospheric shader is initialized every Update with new sun/camera positions and the floating origin happens in LateUpdate once the threshold is exceeded. I am not entirely sure how the shader produces this one bad frame after the floating origin LateUpdate but I would love everyone's thoughts!

The Atmospheric mono script controlling the shader:

     public class Atmosphere : MonoBehaviour
     {
         public GameObject m_sun;
         public Material m_groundMaterial;
         public Material m_skyMaterial;
 
         public float m_hdrExposure = 0.8f;
         public Vector3 m_waveLength = new Vector3(0.65f, 0.57f, 0.475f); // Wave length of sun light
         public float m_ESun = 20.0f;            // Sun brightness constant
         public float m_kr = 0.0025f;            // Rayleigh scattering constant
         public float m_km = 0.0010f;            // Mie scattering constant
         public float m_g = -0.990f;             // The Mie phase asymmetry factor, must be between 0.999 to -0.999
 
         //Dont change these
         private const float m_outerScaleFactor = 1.025f; // Difference between inner and ounter radius. Must be 2.5%
         private float m_innerRadius;            // Radius of the ground sphere
         private float m_outerRadius;            // Radius of the sky sphere
         private float m_scaleDepth = 0.25f;     // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
 
         private bool Waiting;
 
         void Start()
         {
             Waiting = false;
             //Get the radius of the sphere. This presumes that the sphere mesh is a unit sphere (radius of 1)
             //that has been scaled uniformly on the x, y and z axis
             float radius = transform.localScale.x;
 
             m_innerRadius = radius;
             //The outer sphere must be 2.5% larger that the inner sphere
             m_outerRadius = m_outerScaleFactor * radius;
 
             InitMaterial(m_groundMaterial);
             InitMaterial(m_skyMaterial);
         }
 
         void Update()
         {
             InitMaterial(m_groundMaterial);
             InitMaterial(m_skyMaterial);
         }
 
         void InitMaterial(Material mat)
         {
             Vector3 invWaveLength4 = new Vector3(1.0f / Mathf.Pow(m_waveLength.x, 4.0f), 1.0f / Mathf.Pow(m_waveLength.y, 4.0f), 1.0f / Mathf.Pow(m_waveLength.z, 4.0f));
             float scale = 1.0f / (m_outerRadius - m_innerRadius);
 
             //Hungarian notation, yuck.
             mat.SetVector("v3LightPos", m_sun.transform.forward * -1.0f);
             mat.SetVector("v3InvWavelength", invWaveLength4);
             mat.SetFloat("fOuterRadius", m_outerRadius);
             mat.SetFloat("fOuterRadius2", m_outerRadius * m_outerRadius);
             mat.SetFloat("fInnerRadius", m_innerRadius);
             mat.SetFloat("fInnerRadius2", m_innerRadius * m_innerRadius);
             mat.SetFloat("fKrESun", m_kr * m_ESun);
             mat.SetFloat("fKmESun", m_km * m_ESun);
             mat.SetFloat("fKr4PI", m_kr * 4.0f * Mathf.PI);
             mat.SetFloat("fKm4PI", m_km * 4.0f * Mathf.PI);
             mat.SetFloat("fScale", scale);
             mat.SetFloat("fScaleDepth", m_scaleDepth);
             mat.SetFloat("fScaleOverScaleDepth", scale / m_scaleDepth);
             mat.SetFloat("fHdrExposure", m_hdrExposure);
             mat.SetFloat("g", m_g);
             mat.SetFloat("g2", m_g * m_g);
             mat.SetVector("v3LightPos", m_sun.transform.forward * -1.0f);
             mat.SetVector("v3Translate", transform.localPosition);
 
         }
     }

The shader itself:

 Shader "Custom/SkyAtmosphere" 
 {
     SubShader 
     {
         Tags { "Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" }
         Pass
         {
             //Blend SrcAlpha OneMinusSrcAlpha
             Blend One One
             Cull Front
         
             CGPROGRAM
             #include "UnityCG.cginc"
             #pragma target 3.0
             #pragma vertex vert
             #pragma fragment frag
             
             uniform float3 v3Translate;        // The objects world pos
             uniform float3 v3LightPos;        // The direction vector to the light source
             uniform float3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
             uniform float fOuterRadius;        // The outer (atmosphere) radius
             uniform float fOuterRadius2;    // fOuterRadius^2
             uniform float fInnerRadius;        // The inner (planetary) radius
             uniform float fInnerRadius2;    // fInnerRadius^2
             uniform float fKrESun;            // Kr * ESun
             uniform float fKmESun;            // Km * ESun
             uniform float fKr4PI;            // Kr * 4 * PI
             uniform float fKm4PI;            // Km * 4 * PI
             uniform float fScale;            // 1 / (fOuterRadius - fInnerRadius)
             uniform float fScaleDepth;        // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
             uniform float fScaleOverScaleDepth;    // fScale / fScaleDepth
             uniform float fHdrExposure;        // HDR exposure
             uniform float g;                // The Mie phase asymmetry factor
             uniform float g2;                // The Mie phase asymmetry factor squared
         
             struct v2f 
             {
                 float4 pos : SV_POSITION;
                 float2 uv : TEXCOORD0;
                 float3 t0 : TEXCOORD1;
                 float3 c0 : COLOR0;
                 float3 c1 : COLOR1;
             };
             
             float scale(float fCos)
             {
                 float x = 1.0 - fCos;
                 return 0.25 * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
             }
             
             v2f vert(appdata_base v)
             {
             
                 float3 v3CameraPos = _WorldSpaceCameraPos - v3Translate;     // The camera's current position
                 float fCameraHeight = length(v3CameraPos);                    // The camera's current height
                 //float fCameraHeight2 = fCameraHeight*fCameraHeight;        // fCameraHeight^2
             
                 // Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere)
                 float3 v3Pos = mul(unity_ObjectToWorld, v.vertex).xyz - v3Translate;
                 float3 v3Ray = v3Pos - v3CameraPos;
                 float fFar = length(v3Ray);
                 v3Ray /= fFar;
                 
                 // Calculate the ray's starting position, then calculate its scattering offset
                 float3 v3Start = v3CameraPos;
                 float fHeight = length(v3Start);
                 float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fCameraHeight));
                 float fStartAngle = dot(v3Ray, v3Start) / fHeight;
                 float fStartOffset = fDepth*scale(fStartAngle);
                 
                 const float fSamples = 2.0;
             
                 // Initialize the scattering loop variables
                 float fSampleLength = fFar / fSamples;
                 float fScaledLength = fSampleLength * fScale;
                 float3 v3SampleRay = v3Ray * fSampleLength;
                 float3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
                 
                 // Now loop through the sample rays
                 float3 v3FrontColor = float3(0.0, 0.0, 0.0);
                 for(int i=0; i<int(fSamples); i++)
                 {
                     float fHeight = length(v3SamplePoint);
                     float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
                     float fLightAngle = dot(v3LightPos, v3SamplePoint) / fHeight;
                     float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight;
                     float fScatter = (fStartOffset + fDepth*(scale(fLightAngle) - scale(fCameraAngle)));
                     float3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
                     v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
                     v3SamplePoint += v3SampleRay;
                 }
             
                 v2f OUT;
                 OUT.pos = UnityObjectToClipPos(v.vertex);
                 OUT.uv = v.texcoord.xy;
                 
                 // Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader
                 OUT.c0 = v3FrontColor * (v3InvWavelength * fKrESun);
                 OUT.c1 = v3FrontColor * fKmESun;
                 OUT.t0 = v3CameraPos - v3Pos;
                             
                 return OUT;
             }
             
             // Calculates the Mie phase function
             float getMiePhase(float fCos, float fCos2, float g, float g2)
             {
                 return 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos2) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);
             }
 
             // Calculates the Rayleigh phase function
             float getRayleighPhase(float fCos2)
             {
                 return 0.75 + 0.75*fCos2;
             }
             
             half4 frag(v2f IN) : COLOR
             {
 
                 float fCos = dot(v3LightPos, IN.t0) / length(IN.t0);
                 float fCos2 = fCos*fCos;
                 float3 col = getRayleighPhase(fCos2) * IN.c0 + getMiePhase(fCos, fCos2, g, g2) * IN.c1;
                 //Adjust color from HDR
                 col = 1.0 - exp(col * -fHdrExposure);
                 //float num =(col.r + col.g + col.b);
                 
                 return float4(col,1.0);
             }
             
             ENDCG
 
         }
     }
 }

The Floating Origin Script can be found here: http://wiki.unity3d.com/index.php/Floating_Origin

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