Evgenii Golubev
8 年前
当前提交
bd1e1e95
共有 7 个文件被更改,包括 234 次插入 和 627 次删除
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143Assets/ScriptableRenderLoop/HDRenderLoop/Sky/ProceduralSky/ProceduralSkyParameters.cs
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198Assets/ScriptableRenderLoop/HDRenderLoop/Sky/ProceduralSky/ProceduralSkyRenderer.cs
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67Assets/ScriptableRenderLoop/HDRenderLoop/Sky/ProceduralSky/Resources/AtmosphericScattering.hlsl
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43Assets/ScriptableRenderLoop/HDRenderLoop/Sky/ProceduralSky/Resources/SkyProcedural.shader
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8Assets/ScriptableRenderLoop/HDRenderLoop/Sky/SkyManager.cs
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12Assets/ScriptableRenderLoop/HDRenderLoop/Sky/AtmosphericParameters.cs.meta
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390Assets/ScriptableRenderLoop/HDRenderLoop/Sky/AtmosphericParameters.cs
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fileFormatVersion: 2 |
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guid: 97f65a78ace4fbf4187144e9fe724009 |
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timeCreated: 1479992550 |
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licenseType: Pro |
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MonoImporter: |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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using UnityEngine; |
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[ExecuteInEditMode] |
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public class AtmosphericParameters : MonoBehaviour |
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{ |
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public enum OcclusionDownscale { x1 = 1, x2 = 2, x4 = 4 } |
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public enum OcclusionSamples { x64 = 0, x164 = 1, x244 = 2 } |
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public enum DepthTexture { Enable, Disable/*, Ignore*/ } // 'Ignore' appears to be currently unused.
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public enum ScatterDebugMode { None, Scattering, Occlusion, OccludedScattering, Rayleigh, Mie, Height } |
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[Header("Global Settings")] |
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public Gradient worldRayleighColorRamp = null; |
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public float worldRayleighColorIntensity = 1f; |
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public float worldRayleighDensity = 10f; |
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public float worldRayleighExtinctionFactor = 1.1f; |
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public float worldRayleighIndirectScatter = 0.33f; |
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public Gradient worldMieColorRamp = null; |
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public float worldMieColorIntensity = 1f; |
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public float worldMieDensity = 15f; |
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public float worldMieExtinctionFactor = 0f; |
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public float worldMiePhaseAnisotropy = 0.9f; |
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public float worldNearScatterPush = 0f; |
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public float worldNormalDistance = 1000f; |
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[Header("Height Settings")] |
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public Color heightRayleighColor = Color.white; |
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public float heightRayleighIntensity = 1f; |
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public float heightRayleighDensity = 10f; |
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public float heightMieDensity = 0f; |
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public float heightExtinctionFactor = 1.1f; |
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public float heightSeaLevel = 0f; |
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public float heightDistance = 50f; |
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public Vector3 heightPlaneShift = Vector3.zero; |
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public float heightNearScatterPush = 0f; |
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public float heightNormalDistance = 1000f; |
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[Header("Sky Dome")] |
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/*public*/ Vector3 skyDomeScale = new Vector3(1f, 1f, 1f); |
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/*public*/ Vector3 skyDomeRotation = Vector3.zero; |
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/*public*/ Transform skyDomeTrackedYawRotation = null; |
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/*public*/ bool skyDomeVerticalFlip = false; |
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/*public*/ Cubemap skyDomeCube = null; |
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/*public*/ float skyDomeExposure = 1f; |
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/*public*/ Color skyDomeTint = Color.white; |
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/*public*/ Vector3 skyDomeOffset = Vector3.zero; |
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/* |
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[Header("Scatter Occlusion")] |
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public bool useOcclusion = false; |
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public float occlusionBias = 0f; |
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public float occlusionBiasIndirect = 0.6f; |
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public float occlusionBiasClouds = 0.3f; |
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public OcclusionDownscale occlusionDownscale = OcclusionDownscale.x2; |
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public OcclusionSamples occlusionSamples = OcclusionSamples.x64; |
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public bool occlusionDepthFixup = true; |
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public float occlusionDepthThreshold = 25f; |
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public bool occlusionFullSky = false; |
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public float occlusionBiasSkyRayleigh = 0.2f; |
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public float occlusionBiasSkyMie = 0.4f; |
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*/ |
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[Header("Other")] |
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public Shader atmosphericShaderOverride = null; |
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// public Shader occlusionShaderOverride = null;
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public float worldScaleExponent = 1.0f; |
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// public bool forcePerPixel = true;
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// public bool forcePostEffect = true;
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[Tooltip("Soft clouds need depth values. Ignore means externally controlled.")] |
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public DepthTexture depthTexture = DepthTexture.Enable; |
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public ScatterDebugMode debugMode = ScatterDebugMode.None; |
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// [HideInInspector] public Shader occlusionShaderOverride;
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// Camera m_currentCamera;
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// UnityEngine.Rendering.CommandBuffer m_occlusionCmdAfterShadows, m_occlusionCmdBeforeScreen;
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Material m_atmosphericMaterial = null; |
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// Material m_occlusionMaterial = null;
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bool m_isAwake = false; |
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public static AtmosphericParameters instance { get; private set; } |
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void Awake() |
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{ |
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if (worldRayleighColorRamp == null) |
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{ |
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worldRayleighColorRamp = new Gradient(); |
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worldRayleighColorRamp.SetKeys( |
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new[] { new GradientColorKey(new Color(0.3f, 0.4f, 0.6f), 0f), |
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new GradientColorKey(new Color(0.5f, 0.6f, 0.8f), 1f) }, |
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new[] { new GradientAlphaKey(1f, 0f), |
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new GradientAlphaKey(1f, 1f) } |
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); |
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} |
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if (worldMieColorRamp == null) |
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{ |
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worldMieColorRamp = new Gradient(); |
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worldMieColorRamp.SetKeys( |
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new[] { new GradientColorKey(new Color(0.95f, 0.75f, 0.5f), 0f), |
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new GradientColorKey(new Color(1f, 0.9f, 8.0f), 1f) }, |
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new[] { new GradientAlphaKey(1f, 0f), |
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new GradientAlphaKey(1f, 1f) } |
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); |
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} |
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if (atmosphericShaderOverride != null) |
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{ |
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// Override the default shader.
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m_atmosphericMaterial = new Material(atmosphericShaderOverride); |
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m_atmosphericMaterial.hideFlags = HideFlags.HideAndDontSave; |
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} |
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/* |
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if (occlusionShaderOverride != null) |
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{ |
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// Override the default shader.
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m_occlusionMaterial = new Material(occlusionShaderOverride); |
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m_occlusionMaterial.hideFlags = HideFlags.HideAndDontSave; |
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} |
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*/ |
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m_isAwake = true; |
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} |
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public void OnValidate() |
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{ |
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if (!m_isAwake) return; |
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Light light = gameObject.GetComponentInParent<Light>(); |
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if (light == null || light.type != LightType.Directional) |
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{ |
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Debug.LogErrorFormat("Unexpected: AtmosphericParameters is not attached to a directional light."); |
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return; |
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} |
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worldScaleExponent = Mathf.Clamp(worldScaleExponent, 1f, 2f); |
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worldNormalDistance = Mathf.Clamp(worldNormalDistance, 1f, 10000f); |
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worldNearScatterPush = Mathf.Clamp(worldNearScatterPush, -200f, 300f); |
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worldRayleighDensity = Mathf.Clamp(worldRayleighDensity, 0, 1000f); |
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worldMieDensity = Mathf.Clamp(worldMieDensity, 0f, 1000f); |
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worldRayleighIndirectScatter = Mathf.Clamp(worldRayleighIndirectScatter, 0f, 1f); |
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worldMiePhaseAnisotropy = Mathf.Clamp01(worldMiePhaseAnisotropy); |
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heightNormalDistance = Mathf.Clamp(heightNormalDistance, 1f, 10000f); |
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heightNearScatterPush = Mathf.Clamp(heightNearScatterPush, -200f, 300f); |
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heightRayleighDensity = Mathf.Clamp(heightRayleighDensity, 0, 1000f); |
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heightMieDensity = Mathf.Clamp(heightMieDensity, 0, 1000f); |
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/* |
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occlusionBias = Mathf.Clamp01(occlusionBias); |
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occlusionBiasIndirect = Mathf.Clamp01(occlusionBiasIndirect); |
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occlusionBiasClouds = Mathf.Clamp01(occlusionBiasClouds); |
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occlusionBiasSkyRayleigh = Mathf.Clamp01(occlusionBiasSkyRayleigh); |
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occlusionBiasSkyMie = Mathf.Clamp01(occlusionBiasSkyMie); |
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*/ |
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skyDomeExposure = Mathf.Clamp(skyDomeExposure, 0f, 8f); |
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if (instance == this) |
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{ |
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// TODO: what's the point of doing this?
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Cleanup(); |
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OnEnable(); |
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} |
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// TODO: why would I want to do that here?
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// #if UNITY_EDITOR
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// UnityEditor.SceneView.RepaintAll();
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// #endif
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} |
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void OnEnable() |
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{ |
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if (!m_isAwake) return; |
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// Define select preprocessor symbols.
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UpdateKeywords(true); |
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if (depthTexture == DepthTexture.Disable) |
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{ |
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// Disable depth texture rendering.
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Camera.current.depthTextureMode = DepthTextureMode.None; |
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} |
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// Set shader constants.
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UpdateStaticUniforms(); |
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UpdateDynamicUniforms(); |
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if (instance && instance != this) |
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{ |
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Debug.LogErrorFormat("Unexpected: AtmosphericParameters.instance already set (to: {0}). Still overriding with: {1}.", instance.name, name); |
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} |
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instance = this; |
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} |
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void Cleanup() |
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{ |
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// Undefine all preprocessor symbols.
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UpdateKeywords(false); |
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if (instance && instance != this) |
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{ |
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Debug.LogErrorFormat("Unexpected: AtmosphericParameters.instance set to: {0}, not to: {1}. Leaving alone.", instance.name, name); |
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} |
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else |
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{ |
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instance = null; |
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} |
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} |
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void UpdateKeywords(bool enable) |
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{ |
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Shader.DisableKeyword("ATMOSPHERICS_OCCLUSION"); |
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Shader.DisableKeyword("ATMOSPHERICS_OCCLUSION_FULLSKY"); |
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Shader.DisableKeyword("ATMOSPHERICS_OCCLUSION_EDGE_FIXUP"); |
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Shader.DisableKeyword("ATMOSPHERICS_SUNRAYS"); |
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Shader.DisableKeyword("ATMOSPHERICS_DEBUG"); |
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if (enable) |
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{ |
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/* |
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if (useOcclusion) |
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{ |
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Shader.EnableKeyword("ATMOSPHERICS_OCCLUSION"); |
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if(occlusionDepthFixup && occlusionDownscale != OcclusionDownscale.x1) |
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Shader.EnableKeyword("ATMOSPHERICS_OCCLUSION_EDGE_FIXUP"); |
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if(occlusionFullSky) |
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Shader.EnableKeyword("ATMOSPHERICS_OCCLUSION_FULLSKY"); |
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} |
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*/ |
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if (debugMode != ScatterDebugMode.None) |
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{ |
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Shader.EnableKeyword("ATMOSPHERICS_DEBUG"); |
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} |
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} |
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} |
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void UpdateStaticUniforms() |
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{ |
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Shader.SetGlobalVector("_SkyDomeOffset", skyDomeOffset); |
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Shader.SetGlobalVector("_SkyDomeScale", skyDomeScale); |
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Shader.SetGlobalTexture("_SkyDomeCube", skyDomeCube); |
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Shader.SetGlobalFloat("_SkyDomeExposure", skyDomeExposure); |
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Shader.SetGlobalColor("_SkyDomeTint", skyDomeTint); |
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/* |
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Shader.SetGlobalFloat("_ShadowBias", useOcclusion ? occlusionBias : 1f); |
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Shader.SetGlobalFloat("_ShadowBiasIndirect", useOcclusion ? occlusionBiasIndirect : 1f); |
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Shader.SetGlobalFloat("_ShadowBiasClouds", useOcclusion ? occlusionBiasClouds : 1f); |
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Shader.SetGlobalVector("_ShadowBiasSkyRayleighMie", useOcclusion ? new Vector4(occlusionBiasSkyRayleigh, occlusionBiasSkyMie, 0f, 0f) : Vector4.zero); |
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Shader.SetGlobalFloat("_OcclusionDepthThreshold", occlusionDepthThreshold); |
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*/ |
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Shader.SetGlobalFloat("_WorldScaleExponent", worldScaleExponent); |
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Shader.SetGlobalFloat("_WorldNormalDistanceRcp", 1f/worldNormalDistance); |
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Shader.SetGlobalFloat("_WorldNearScatterPush", -Mathf.Pow(Mathf.Abs(worldNearScatterPush), worldScaleExponent) * Mathf.Sign(worldNearScatterPush)); |
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Shader.SetGlobalFloat("_WorldRayleighDensity", -worldRayleighDensity / 100000f); |
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Shader.SetGlobalFloat("_MiePhaseAnisotropy", worldMiePhaseAnisotropy); |
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Shader.SetGlobalVector("_RayleighInScatterPct", new Vector4(1f - worldRayleighIndirectScatter, worldRayleighIndirectScatter, 0f, 0f)); |
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Shader.SetGlobalFloat("_HeightNormalDistanceRcp", 1f/heightNormalDistance); |
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Shader.SetGlobalFloat("_HeightNearScatterPush", -Mathf.Pow(Mathf.Abs(heightNearScatterPush), worldScaleExponent) * Mathf.Sign(heightNearScatterPush)); |
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Shader.SetGlobalFloat("_HeightRayleighDensity", -heightRayleighDensity / 100000f); |
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Shader.SetGlobalFloat("_HeightSeaLevel", heightSeaLevel); |
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Shader.SetGlobalFloat("_HeightDistanceRcp", 1f/heightDistance); |
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Shader.SetGlobalVector("_HeightPlaneShift", heightPlaneShift); |
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Shader.SetGlobalVector("_HeightRayleighColor", (Vector4)heightRayleighColor * heightRayleighIntensity); |
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Shader.SetGlobalFloat("_HeightExtinctionFactor", heightExtinctionFactor); |
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Shader.SetGlobalFloat("_RayleighExtinctionFactor", worldRayleighExtinctionFactor); |
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Shader.SetGlobalFloat("_MieExtinctionFactor", worldMieExtinctionFactor); |
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var rayleighColorM20 = worldRayleighColorRamp.Evaluate(0.00f); |
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var rayleighColorM10 = worldRayleighColorRamp.Evaluate(0.25f); |
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var rayleighColorO00 = worldRayleighColorRamp.Evaluate(0.50f); |
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var rayleighColorP10 = worldRayleighColorRamp.Evaluate(0.75f); |
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var rayleighColorP20 = worldRayleighColorRamp.Evaluate(1.00f); |
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var mieColorM20 = worldMieColorRamp.Evaluate(0.00f); |
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var mieColorO00 = worldMieColorRamp.Evaluate(0.50f); |
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var mieColorP20 = worldMieColorRamp.Evaluate(1.00f); |
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Shader.SetGlobalVector("_RayleighColorM20", (Vector4)rayleighColorM20 * worldRayleighColorIntensity); |
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Shader.SetGlobalVector("_RayleighColorM10", (Vector4)rayleighColorM10 * worldRayleighColorIntensity); |
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Shader.SetGlobalVector("_RayleighColorO00", (Vector4)rayleighColorO00 * worldRayleighColorIntensity); |
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Shader.SetGlobalVector("_RayleighColorP10", (Vector4)rayleighColorP10 * worldRayleighColorIntensity); |
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Shader.SetGlobalVector("_RayleighColorP20", (Vector4)rayleighColorP20 * worldRayleighColorIntensity); |
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Shader.SetGlobalVector("_MieColorM20", (Vector4)mieColorM20 * worldMieColorIntensity); |
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Shader.SetGlobalVector("_MieColorO00", (Vector4)mieColorO00 * worldMieColorIntensity); |
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Shader.SetGlobalVector("_MieColorP20", (Vector4)mieColorP20 * worldMieColorIntensity); |
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Shader.SetGlobalInt("_AtmosphericsDebugMode", (int)debugMode); |
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} |
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void OnWillRenderObject() |
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{ |
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/* |
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if (!m_isAwake) return; |
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// For now, we only use the directional light we are attached to, and the current camera.
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if (depthTexture == DepthTexture.Disable) |
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{ |
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// Disable depth texture rendering.
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Camera.current.depthTextureMode = DepthTextureMode.None; |
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} |
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// Set shader constants.
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UpdateDynamicUniforms(); |
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if (useOcclusion) { |
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var camRgt = m_currentCamera.transform.right; |
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var camUp = m_currentCamera.transform.up; |
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var camFwd = m_currentCamera.transform.forward; |
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var dy = Mathf.Tan(m_currentCamera.fieldOfView * 0.5f * Mathf.Deg2Rad); |
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var dx = dy * m_currentCamera.aspect; |
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var vpCenter = camFwd * m_currentCamera.farClipPlane; |
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var vpRight = camRgt * dx * m_currentCamera.farClipPlane; |
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var vpUp = camUp * dy * m_currentCamera.farClipPlane; |
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m_occlusionMaterial.SetVector("_CameraPosition", m_currentCamera.transform.position); |
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m_occlusionMaterial.SetVector("_ViewportCorner", vpCenter - vpRight - vpUp); |
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m_occlusionMaterial.SetVector("_ViewportRight", vpRight * 2f); |
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m_occlusionMaterial.SetVector("_ViewportUp", vpUp * 2f); |
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var farDist = m_currentCamera ? m_currentCamera.farClipPlane : 1000f; |
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var refDist = (Mathf.Min(farDist, QualitySettings.shadowDistance) - 1f) / farDist; |
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m_occlusionMaterial.SetFloat("_OcclusionSkyRefDistance", refDist); |
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var srcRect = m_currentCamera.pixelRect; |
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var downscale = 1f / (float)(int)occlusionDownscale; |
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var occWidth = Mathf.RoundToInt(srcRect.width * downscale); |
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var occHeight = Mathf.RoundToInt(srcRect.height * downscale); |
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var occlusionId = Shader.PropertyToID("_OcclusionTexture"); |
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m_occlusionCmdBeforeScreen.Clear(); |
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m_occlusionCmdBeforeScreen.GetTemporaryRT(occlusionId, occWidth, occHeight, 0, FilterMode.Bilinear, RenderTextureFormat.R8, RenderTextureReadWrite.sRGB); |
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m_occlusionCmdBeforeScreen.Blit( |
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null, |
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occlusionId, |
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m_occlusionMaterial, |
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(int)occlusionSamples |
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); |
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m_occlusionCmdBeforeScreen.SetGlobalTexture(occlusionId, occlusionId); |
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} |
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*/ |
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} |
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void UpdateDynamicUniforms() |
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{ |
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/* For now, we only use the directional light we are attached to, and the current camera. */ |
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var trackedYaw = skyDomeTrackedYawRotation ? skyDomeTrackedYawRotation.eulerAngles.y : 0f; |
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Shader.SetGlobalMatrix("_SkyDomeRotation", |
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Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(skyDomeRotation.x, 0f, 0f), Vector3.one) |
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* Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0f, skyDomeRotation.y - trackedYaw, 0f), Vector3.one) |
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* Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(1f, skyDomeVerticalFlip ? -1f : 1f, 1f)) |
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); |
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Shader.SetGlobalVector("_SunDirection", -transform.forward); |
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Shader.SetGlobalFloat("_WorldMieDensity", -worldMieDensity / 100000f); |
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Shader.SetGlobalFloat("_HeightMieDensity", -heightMieDensity / 100000f); |
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var pixelRect = Camera.current ? Camera.current.pixelRect |
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: new Rect(0f, 0f, Screen.width, Screen.height); |
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var scale = 1.0f; //(float)(int)occlusionDownscale;
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var depthTextureScaledTexelSize = new Vector4(scale / pixelRect.width, |
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scale / pixelRect.height, |
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-scale / pixelRect.width, |
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-scale / pixelRect.height); |
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Shader.SetGlobalVector("_DepthTextureScaledTexelSize", depthTextureScaledTexelSize); |
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} |
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void OnRenderObject() |
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{ |
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/* This component is not rendered directly. */ |
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} |
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} |
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