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138 行
4.6 KiB

using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
[AddComponentMenu ("Image Effects/Rendering/Global Fog")]
class GlobalFog : PostEffectsBase {
private float CAMERA_NEAR = 0.5f;
private float CAMERA_FAR = 50.0f;
private float CAMERA_FOV = 60.0f;
private float CAMERA_ASPECT_RATIO = 1.333333f;
public bool distanceFog = true;
public bool heightFog = true;
public float height = 1.0f;
[Range(0.001f,10.0f)]
public float heightDensity = 2.0f;
public float startDistance = 0.0f;
public Shader fogShader = null;
private Material fogMaterial = null;
public override bool CheckResources (){
CheckSupport (true);
fogMaterial = CheckShaderAndCreateMaterial (fogShader, fogMaterial);
if(!isSupported)
ReportAutoDisable ();
return isSupported;
}
[ImageEffectOpaque]
void OnRenderImage ( RenderTexture source , RenderTexture destination ){
if (CheckResources()==false || (!distanceFog && !heightFog))
{
Graphics.Blit (source, destination);
return;
}
CAMERA_NEAR = GetComponent<Camera>().nearClipPlane;
CAMERA_FAR = GetComponent<Camera>().farClipPlane;
CAMERA_FOV = GetComponent<Camera>().fieldOfView;
CAMERA_ASPECT_RATIO = GetComponent<Camera>().aspect;
Matrix4x4 frustumCorners = Matrix4x4.identity;
float fovWHalf = CAMERA_FOV * 0.5f;
Vector3 toRight = GetComponent<Camera>().transform.right * CAMERA_NEAR * Mathf.Tan (fovWHalf * Mathf.Deg2Rad) * CAMERA_ASPECT_RATIO;
Vector3 toTop = GetComponent<Camera>().transform.up * CAMERA_NEAR * Mathf.Tan (fovWHalf * Mathf.Deg2Rad);
Vector3 topLeft = (GetComponent<Camera>().transform.forward * CAMERA_NEAR - toRight + toTop);
float CAMERA_SCALE = topLeft.magnitude * CAMERA_FAR/CAMERA_NEAR;
topLeft.Normalize();
topLeft *= CAMERA_SCALE;
Vector3 topRight = (GetComponent<Camera>().transform.forward * CAMERA_NEAR + toRight + toTop);
topRight.Normalize();
topRight *= CAMERA_SCALE;
Vector3 bottomRight = (GetComponent<Camera>().transform.forward * CAMERA_NEAR + toRight - toTop);
bottomRight.Normalize();
bottomRight *= CAMERA_SCALE;
Vector3 bottomLeft = (GetComponent<Camera>().transform.forward * CAMERA_NEAR - toRight - toTop);
bottomLeft.Normalize();
bottomLeft *= CAMERA_SCALE;
frustumCorners.SetRow (0, topLeft);
frustumCorners.SetRow (1, topRight);
frustumCorners.SetRow (2, bottomRight);
frustumCorners.SetRow (3, bottomLeft);
var camPos= GetComponent<Camera>().transform.position;
float FdotC = camPos.y-height;
float paramK = (FdotC <= 0.0f ? 1.0f : 0.0f);
fogMaterial.SetMatrix ("_FrustumCornersWS", frustumCorners);
fogMaterial.SetVector ("_CameraWS", camPos);
fogMaterial.SetVector ("_HeightParams", new Vector4 (height, FdotC, paramK, heightDensity*0.5f));
fogMaterial.SetVector ("_DistanceParams", new Vector4 (-Mathf.Max(startDistance,0.0f), 0, 0, 0));
var sceneMode= RenderSettings.fogMode;
var sceneDensity= RenderSettings.fogDensity;
var sceneStart= RenderSettings.fogStartDistance;
var sceneEnd= RenderSettings.fogEndDistance;
Vector4 sceneParams;
bool linear = (sceneMode == UnityEngine.FogMode.Linear);
float diff = linear ? sceneEnd - sceneStart : 0.0f;
float invDiff = Mathf.Abs(diff) > 0.0001f ? 1.0f / diff : 0.0f;
sceneParams.x = sceneDensity * 1.2011224087f; // density / sqrt(ln(2)), used by Exp2 fog mode
sceneParams.y = sceneDensity * 1.4426950408f; // density / ln(2), used by Exp fog mode
sceneParams.z = linear ? -invDiff : 0.0f;
sceneParams.w = linear ? sceneEnd * invDiff : 0.0f;
fogMaterial.SetVector ("_SceneFogParams", sceneParams);
fogMaterial.SetInt ("_SceneFogMode", (int)sceneMode);
int pass = 0;
if (distanceFog && heightFog)
pass = 0; // distance + height
else if (distanceFog)
pass = 1; // distance only
else
pass = 2; // height only
CustomGraphicsBlit (source, destination, fogMaterial, pass);
}
static void CustomGraphicsBlit ( RenderTexture source , RenderTexture dest , Material fxMaterial , int passNr ){
RenderTexture.active = dest;
fxMaterial.SetTexture ("_MainTex", source);
GL.PushMatrix ();
GL.LoadOrtho ();
fxMaterial.SetPass (passNr);
GL.Begin (GL.QUADS);
GL.MultiTexCoord2 (0, 0.0f, 0.0f);
GL.Vertex3 (0.0f, 0.0f, 3.0f); // BL
GL.MultiTexCoord2 (0, 1.0f, 0.0f);
GL.Vertex3 (1.0f, 0.0f, 2.0f); // BR
GL.MultiTexCoord2 (0, 1.0f, 1.0f);
GL.Vertex3 (1.0f, 1.0f, 1.0f); // TR
GL.MultiTexCoord2 (0, 0.0f, 1.0f);
GL.Vertex3 (0.0f, 1.0f, 0.0f); // TL
GL.End ();
GL.PopMatrix ();
}
}