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112 lines
2.7 KiB
112 lines
2.7 KiB
using UnityEngine; |
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using System.Collections; |
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public class FogWithNoise : PostEffectsBase { |
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public Shader fogShader; |
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private Material fogMaterial = null; |
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public Material material { |
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get { |
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fogMaterial = CheckShaderAndCreateMaterial(fogShader, fogMaterial); |
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return fogMaterial; |
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} |
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} |
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private Camera myCamera; |
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public Camera camera { |
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get { |
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if (myCamera == null) { |
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myCamera = GetComponent<Camera>(); |
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} |
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return myCamera; |
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} |
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} |
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private Transform myCameraTransform; |
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public Transform cameraTransform { |
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get { |
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if (myCameraTransform == null) { |
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myCameraTransform = camera.transform; |
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} |
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return myCameraTransform; |
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} |
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} |
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[Range(0.1f, 3.0f)] |
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public float fogDensity = 1.0f; |
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public Color fogColor = Color.white; |
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public float fogStart = 0.0f; |
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public float fogEnd = 2.0f; |
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public Texture noiseTexture; |
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[Range(-0.5f, 0.5f)] |
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public float fogXSpeed = 0.1f; |
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[Range(-0.5f, 0.5f)] |
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public float fogYSpeed = 0.1f; |
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[Range(0.0f, 3.0f)] |
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public float noiseAmount = 1.0f; |
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void OnEnable() { |
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GetComponent<Camera>().depthTextureMode |= DepthTextureMode.Depth; |
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} |
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void OnRenderImage (RenderTexture src, RenderTexture dest) { |
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if (material != null) { |
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Matrix4x4 frustumCorners = Matrix4x4.identity; |
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float fov = camera.fieldOfView; |
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float near = camera.nearClipPlane; |
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float aspect = camera.aspect; |
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float halfHeight = near * Mathf.Tan(fov * 0.5f * Mathf.Deg2Rad); |
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Vector3 toRight = cameraTransform.right * halfHeight * aspect; |
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Vector3 toTop = cameraTransform.up * halfHeight; |
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Vector3 topLeft = cameraTransform.forward * near + toTop - toRight; |
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float scale = topLeft.magnitude / near; |
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topLeft.Normalize(); |
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topLeft *= scale; |
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Vector3 topRight = cameraTransform.forward * near + toRight + toTop; |
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topRight.Normalize(); |
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topRight *= scale; |
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Vector3 bottomLeft = cameraTransform.forward * near - toTop - toRight; |
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bottomLeft.Normalize(); |
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bottomLeft *= scale; |
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Vector3 bottomRight = cameraTransform.forward * near + toRight - toTop; |
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bottomRight.Normalize(); |
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bottomRight *= scale; |
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frustumCorners.SetRow(0, bottomLeft); |
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frustumCorners.SetRow(1, bottomRight); |
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frustumCorners.SetRow(2, topRight); |
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frustumCorners.SetRow(3, topLeft); |
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material.SetMatrix("_FrustumCornersRay", frustumCorners); |
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material.SetFloat("_FogDensity", fogDensity); |
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material.SetColor("_FogColor", fogColor); |
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material.SetFloat("_FogStart", fogStart); |
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material.SetFloat("_FogEnd", fogEnd); |
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material.SetTexture("_NoiseTex", noiseTexture); |
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material.SetFloat("_FogXSpeed", fogXSpeed); |
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material.SetFloat("_FogYSpeed", fogYSpeed); |
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material.SetFloat("_NoiseAmount", noiseAmount); |
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Graphics.Blit (src, dest, material); |
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} else { |
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Graphics.Blit(src, dest); |
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} |
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} |
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}
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