148 lines
5.2 KiB
C#
148 lines
5.2 KiB
C#
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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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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("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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float camNear = cam.nearClipPlane;
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float camFar = cam.farClipPlane;
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float camFov = cam.fieldOfView;
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float camAspect = cam.aspect;
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Matrix4x4 frustumCorners = Matrix4x4.identity;
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float fovWHalf = camFov * 0.5f;
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Vector3 toRight = camtr.right * camNear * Mathf.Tan (fovWHalf * Mathf.Deg2Rad) * camAspect;
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Vector3 toTop = camtr.up * camNear * Mathf.Tan (fovWHalf * Mathf.Deg2Rad);
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Vector3 topLeft = (camtr.forward * camNear - toRight + toTop);
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float camScale = topLeft.magnitude * camFar/camNear;
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topLeft.Normalize();
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topLeft *= camScale;
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Vector3 topRight = (camtr.forward * camNear + toRight + toTop);
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topRight.Normalize();
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topRight *= camScale;
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Vector3 bottomRight = (camtr.forward * camNear + toRight - toTop);
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bottomRight.Normalize();
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bottomRight *= camScale;
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Vector3 bottomLeft = (camtr.forward * camNear - toRight - toTop);
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bottomLeft.Normalize();
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bottomLeft *= camScale;
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frustumCorners.SetRow (0, topLeft);
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frustumCorners.SetRow (1, topRight);
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frustumCorners.SetRow (2, bottomRight);
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frustumCorners.SetRow (3, bottomLeft);
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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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fogMaterial.SetMatrix ("_FrustumCornersWS", frustumCorners);
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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), 0, 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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CustomGraphicsBlit (source, destination, fogMaterial, pass);
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}
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static void CustomGraphicsBlit (RenderTexture source, RenderTexture dest, Material fxMaterial, int passNr)
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{
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RenderTexture.active = dest;
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fxMaterial.SetTexture ("_MainTex", source);
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GL.PushMatrix ();
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GL.LoadOrtho ();
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fxMaterial.SetPass (passNr);
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GL.Begin (GL.QUADS);
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GL.MultiTexCoord2 (0, 0.0f, 0.0f);
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GL.Vertex3 (0.0f, 0.0f, 3.0f); // BL
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GL.MultiTexCoord2 (0, 1.0f, 0.0f);
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GL.Vertex3 (1.0f, 0.0f, 2.0f); // BR
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GL.MultiTexCoord2 (0, 1.0f, 1.0f);
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GL.Vertex3 (1.0f, 1.0f, 1.0f); // TR
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GL.MultiTexCoord2 (0, 0.0f, 1.0f);
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GL.Vertex3 (0.0f, 1.0f, 0.0f); // TL
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GL.End ();
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GL.PopMatrix ();
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}
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}
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}
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