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23 行
947 B

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class ExponentialFog : AtmosphericScattering
{
private readonly static int m_ExpFogParam = Shader.PropertyToID("_ExpFogParameters");
public MinFloatParameter fogDistance = new MinFloatParameter(200.0f, 0.0f);
public FloatParameter fogBaseHeight = new FloatParameter(0.0f);
public ClampedFloatParameter fogHeightAttenuation = new ClampedFloatParameter(0.2f, 0.0f, 1.0f);
public override void PushShaderParameters(HDCamera hdCamera, CommandBuffer cmd)
{
PushShaderParametersCommon(hdCamera, cmd, FogType.Exponential);
cmd.SetGlobalVector(m_ExpFogParam, new Vector4(Mathf.Max(1e-6f, fogDistance), fogBaseHeight, fogHeightAttenuation, 0.0f));
}
}
}