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23 行
839 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 override void PushShaderParameters(CommandBuffer cmd, RenderingDebugSettings renderingDebug)
{
PushShaderParametersCommon(cmd, FogType.Linear, renderingDebug);
cmd.SetGlobalVector(m_LinearFogParam, new Vector4(fogStart, fogEnd, 1.0f / (fogEnd - fogStart), 0.0f));
}
}
}