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26 行
999 B

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class LinearFog : AtmosphericScattering
{
private readonly static int m_LinearFogParam = Shader.PropertyToID("_LinearFogParameters");
public MinFloatParameter fogStart = new MinFloatParameter(500.0f, 0.0f);
public MinFloatParameter fogEnd = new MinFloatParameter(1000.0f, 0.0f);
public FloatParameter fogHeightStart = new FloatParameter(0.0f);
public FloatParameter fogHeightEnd = new FloatParameter(10.0f);
public override void PushShaderParameters(HDCamera hdCamera, CommandBuffer cmd)
{
PushShaderParametersCommon(hdCamera,cmd, FogType.Linear);
cmd.SetGlobalVector(m_LinearFogParam, new Vector4(fogStart, 1.0f / (fogEnd - fogStart), fogHeightEnd, 1.0f / (fogHeightEnd - fogHeightStart)));
}
}
}