using System.Collections; using System.Collections.Generic; using UnityEngine; namespace UnityEngine.Experimental.ScriptableRenderLoop { [ExecuteInEditMode] [DisallowMultipleComponent] public class ProceduralSkyParameters : SkyParameters { public enum OcclusionDownscale { x1 = 1, x2 = 2, x4 = 4 } public enum OcclusionSamples { x64 = 0, x164 = 1, x244 = 2 } public enum ScatterDebugMode { None, Scattering, Occlusion, OccludedScattering, Rayleigh, Mie, Height } [Header("Global Settings")] public float worldMieColorIntensity = 1f; public Gradient worldMieColorRamp = null; public float worldMieDensity = 15f; public float worldMieExtinctionFactor = 0f; public float worldMiePhaseAnisotropy = 0.9f; public float worldNearScatterPush = 0f; public float worldNormalDistance = 1000f; public float worldRayleighColorIntensity = 1f; public Gradient worldRayleighColorRamp = null; public float worldRayleighDensity = 10f; public float worldRayleighExtinctionFactor = 1.1f; public float worldRayleighIndirectScatter = 0.33f; [Header("Height Settings")] public float heightDistance = 50f; public float heightExtinctionFactor = 1.1f; public float heightMieDensity = 0f; public float heightNearScatterPush = 0f; public float heightNormalDistance = 1000f; public Vector3 heightPlaneShift = Vector3.zero; public Color heightRayleighColor = Color.white; public float heightRayleighDensity = 10f; public float heightRayleighIntensity = 1f; public float heightSeaLevel = 0f; /* [Header("Scatter Occlusion")] public bool useOcclusion = false; public bool occlusionFullSky = false; public bool occlusionDepthFixup = true; public float occlusionBias = 0f; public float occlusionBiasClouds = 0.3f; public float occlusionBiasIndirect = 0.6f; public float occlusionBiasSkyMie = 0.4f; public float occlusionBiasSkyRayleigh = 0.2f; public float occlusionDepthThreshold = 25f; public OcclusionDownscale occlusionDownscale = OcclusionDownscale.x2; public OcclusionSamples occlusionSamples = OcclusionSamples.x64; */ [Header("Other")] public Cubemap skyHDRI = null; // public Shader atmosphericShader = null; // public Shader occlusionShader = null; public float worldScaleExponent = 1.0f; public ScatterDebugMode debugMode = ScatterDebugMode.None; // Camera m_currentCamera; // UnityEngine.Rendering.CommandBuffer m_occlusionCmdAfterShadows, m_occlusionCmdBeforeScreen; void Awake() { if (worldRayleighColorRamp == null) { worldRayleighColorRamp = new Gradient(); worldRayleighColorRamp.SetKeys( new[] { new GradientColorKey(new Color(0.3f, 0.4f, 0.6f), 0f), new GradientColorKey(new Color(0.5f, 0.6f, 0.8f), 1f) }, new[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(1f, 1f) } ); } if (worldMieColorRamp == null) { worldMieColorRamp = new Gradient(); worldMieColorRamp.SetKeys( new[] { new GradientColorKey(new Color(0.95f, 0.75f, 0.5f), 0f), new GradientColorKey(new Color(1f, 0.9f, 8.0f), 1f) }, new[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(1f, 1f) } ); } } public void OnValidate() { worldMieDensity = Mathf.Clamp(worldMieDensity, 0f, 1000f); worldMiePhaseAnisotropy = Mathf.Clamp01(worldMiePhaseAnisotropy); worldNearScatterPush = Mathf.Clamp(worldNearScatterPush, -200f, 300f); worldNormalDistance = Mathf.Clamp(worldNormalDistance, 1f, 10000f); worldRayleighDensity = Mathf.Clamp(worldRayleighDensity, 0, 1000f); worldRayleighIndirectScatter = Mathf.Clamp(worldRayleighIndirectScatter, 0f, 1f); heightMieDensity = Mathf.Clamp(heightMieDensity, 0, 1000f); heightNearScatterPush = Mathf.Clamp(heightNearScatterPush, -200f, 300f); heightNormalDistance = Mathf.Clamp(heightNormalDistance, 1f, 10000f); heightRayleighDensity = Mathf.Clamp(heightRayleighDensity, 0, 1000f); worldScaleExponent = Mathf.Clamp(worldScaleExponent, 1f, 2f); /* occlusionBias = Mathf.Clamp01(occlusionBias); occlusionBiasClouds = Mathf.Clamp01(occlusionBiasClouds); occlusionBiasIndirect = Mathf.Clamp01(occlusionBiasIndirect); occlusionBiasSkyMie = Mathf.Clamp01(occlusionBiasSkyMie); occlusionBiasSkyRayleigh = Mathf.Clamp01(occlusionBiasSkyRayleigh); */ } } }