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88 行
3.7 KiB
88 行
3.7 KiB
using System;
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using System.Diagnostics;
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using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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// Keep this class first in the file. Otherwise it seems that the script type is not registered properly.
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public abstract class AtmosphericScattering : VolumeComponent
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{
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// Fog Color
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static readonly int m_ColorModeParam = Shader.PropertyToID("_FogColorMode");
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static readonly int m_FogColorDensityParam = Shader.PropertyToID("_FogColorDensity");
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static readonly int m_MipFogParam = Shader.PropertyToID("_MipFogParameters");
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// Fog Color
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public FogColorParameter colorMode = new FogColorParameter(FogColorMode.SkyColor);
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[Tooltip("Constant Fog Color")]
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public ColorParameter color = new ColorParameter(Color.grey);
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public ClampedFloatParameter density = new ClampedFloatParameter(1.0f, 0.0f, 1.0f);
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[Tooltip("Maximum mip map used for mip fog (0 being lowest and 1 highest mip).")]
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public ClampedFloatParameter mipFogMaxMip = new ClampedFloatParameter(0.5f, 0.0f, 1.0f);
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[Tooltip("Distance at which minimum mip of blurred sky texture is used as fog color.")]
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public MinFloatParameter mipFogNear = new MinFloatParameter(0.0f, 0.0f);
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[Tooltip("Distance at which maximum mip of blurred sky texture is used as fog color.")]
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public MinFloatParameter mipFogFar = new MinFloatParameter(1000.0f, 0.0f);
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public abstract void PushShaderParameters(CommandBuffer cmd, FrameSettings frameSettings);
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public static void PushNeutralShaderParameters(CommandBuffer cmd)
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{
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cmd.SetGlobalInt(HDShaderIDs._AtmosphericScatteringType, (int)FogType.None);
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// In case volumetric lighting is enabled, we need to make sure that all rendering passes
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// (not just the atmospheric scattering one) receive neutral parameters.
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if (ShaderConfig.s_VolumetricLightingPreset != 0)
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{
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var data = DensityVolumeData.GetNeutralValues();
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cmd.SetGlobalVector(HDShaderIDs._GlobalScattering, data.scattering);
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cmd.SetGlobalFloat( HDShaderIDs._GlobalExtinction, data.extinction);
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cmd.SetGlobalFloat( HDShaderIDs._GlobalAnisotropy, 0.0f);
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}
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}
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// Not used by the volumetric fog.
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public void PushShaderParametersCommon(CommandBuffer cmd, FogType type, FrameSettings frameSettings)
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{
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Debug.Assert(frameSettings.enableAtmosphericScattering);
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cmd.SetGlobalInt(HDShaderIDs._AtmosphericScatteringType, (int)type);
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// Fog Color
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cmd.SetGlobalFloat(m_ColorModeParam, (float)colorMode.value);
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cmd.SetGlobalColor(m_FogColorDensityParam, new Color(color.value.r, color.value.g, color.value.b, density));
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cmd.SetGlobalVector(m_MipFogParam, new Vector4(mipFogNear, mipFogFar, mipFogMaxMip, 0.0f));
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}
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}
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[GenerateHLSL]
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public enum FogType
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{
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None,
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Linear,
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Exponential,
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Volumetric
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}
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[GenerateHLSL]
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public enum FogColorMode
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{
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ConstantColor,
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SkyColor,
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}
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public sealed class FogTypeParameter : VolumeParameter<FogType>
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{
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public FogTypeParameter(FogType value, bool overrideState = false)
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: base(value, overrideState) { }
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}
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[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
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public sealed class FogColorParameter : VolumeParameter<FogColorMode>
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{
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public FogColorParameter(FogColorMode value, bool overrideState = false)
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: base(value, overrideState) { }
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}
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}
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