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384 行
17 KiB
384 行
17 KiB
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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OnDisable();
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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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// Set shader constants.
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UpdateStaticUniforms();
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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 OnDisable()
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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");
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Shader.DisableKeyword("ATMOSPHERICS_PER_PIXEL");
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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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Shader.EnableKeyword("ATMOSPHERICS_PER_PIXEL");
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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.SetGlobalFloat("_AtmosphericsDebugMode", (int)debugMode);
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}
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void OnWillRenderObject()
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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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/*
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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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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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