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