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