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100 lines
4.2 KiB
100 lines
4.2 KiB
using System; |
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using UnityEngine; |
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namespace UnityStandardAssets.ImageEffects |
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{ |
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[ExecuteInEditMode] |
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[RequireComponent (typeof(Camera))] |
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[AddComponentMenu ("Image Effects/Rendering/Global Fog")] |
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public class GlobalFog : PostEffectsBase |
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{ |
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[Tooltip("Apply distance-based fog?")] |
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public bool distanceFog = true; |
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[Tooltip("Exclude far plane pixels from distance-based fog? (Skybox or clear color)")] |
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public bool excludeFarPixels = true; |
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[Tooltip("Distance fog is based on radial distance from camera when checked")] |
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public bool useRadialDistance = false; |
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[Tooltip("Apply height-based fog?")] |
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public bool heightFog = true; |
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[Tooltip("Fog top Y coordinate")] |
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public float height = 1.0f; |
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[Range(0.001f,10.0f)] |
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public float heightDensity = 2.0f; |
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[Tooltip("Push fog away from the camera by this amount")] |
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public float startDistance = 0.0f; |
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public Shader fogShader = null; |
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private Material fogMaterial = null; |
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public override bool CheckResources () |
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{ |
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CheckSupport (true); |
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fogMaterial = CheckShaderAndCreateMaterial (fogShader, fogMaterial); |
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if (!isSupported) |
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ReportAutoDisable (); |
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return isSupported; |
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} |
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[ImageEffectOpaque] |
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void OnRenderImage(RenderTexture source, RenderTexture destination) |
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{ |
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if (CheckResources() == false || (!distanceFog && !heightFog)) |
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{ |
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Graphics.Blit(source, destination); |
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return; |
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} |
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Camera cam = GetComponent<Camera>(); |
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Transform camtr = cam.transform; |
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Vector3[] frustumCorners = new Vector3[4]; |
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cam.CalculateFrustumCorners(new Rect(0, 0, 1, 1), cam.farClipPlane, cam.stereoActiveEye, frustumCorners); |
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var bottomLeft = camtr.TransformVector(frustumCorners[0]); |
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var topLeft = camtr.TransformVector(frustumCorners[1]); |
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var topRight = camtr.TransformVector(frustumCorners[2]); |
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var bottomRight = camtr.TransformVector(frustumCorners[3]); |
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Matrix4x4 frustumCornersArray = Matrix4x4.identity; |
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frustumCornersArray.SetRow(0, bottomLeft); |
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frustumCornersArray.SetRow(1, bottomRight); |
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frustumCornersArray.SetRow(2, topLeft); |
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frustumCornersArray.SetRow(3, topRight); |
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var camPos = camtr.position; |
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float FdotC = camPos.y - height; |
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float paramK = (FdotC <= 0.0f ? 1.0f : 0.0f); |
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float excludeDepth = (excludeFarPixels ? 1.0f : 2.0f); |
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fogMaterial.SetMatrix("_FrustumCornersWS", frustumCornersArray); |
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fogMaterial.SetVector("_CameraWS", camPos); |
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fogMaterial.SetVector("_HeightParams", new Vector4(height, FdotC, paramK, heightDensity * 0.5f)); |
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fogMaterial.SetVector("_DistanceParams", new Vector4(-Mathf.Max(startDistance, 0.0f), excludeDepth, 0, 0)); |
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var sceneMode = RenderSettings.fogMode; |
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var sceneDensity = RenderSettings.fogDensity; |
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var sceneStart = RenderSettings.fogStartDistance; |
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var sceneEnd = RenderSettings.fogEndDistance; |
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Vector4 sceneParams; |
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bool linear = (sceneMode == FogMode.Linear); |
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float diff = linear ? sceneEnd - sceneStart : 0.0f; |
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float invDiff = Mathf.Abs(diff) > 0.0001f ? 1.0f / diff : 0.0f; |
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sceneParams.x = sceneDensity * 1.2011224087f; // density / sqrt(ln(2)), used by Exp2 fog mode |
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sceneParams.y = sceneDensity * 1.4426950408f; // density / ln(2), used by Exp fog mode |
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sceneParams.z = linear ? -invDiff : 0.0f; |
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sceneParams.w = linear ? sceneEnd * invDiff : 0.0f; |
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fogMaterial.SetVector("_SceneFogParams", sceneParams); |
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fogMaterial.SetVector("_SceneFogMode", new Vector4((int)sceneMode, useRadialDistance ? 1 : 0, 0, 0)); |
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int pass = 0; |
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if (distanceFog && heightFog) |
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pass = 0; // distance + height |
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else if (distanceFog) |
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pass = 1; // distance only |
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else |
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pass = 2; // height only |
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Graphics.Blit(source, destination, fogMaterial, pass); |
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} |
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} |
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}
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