您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
165 行
8.3 KiB
165 行
8.3 KiB
namespace UnityEngine.Experimental.Rendering.HDPipeline
|
|
{
|
|
[ExecuteInEditMode]
|
|
[DisallowMultipleComponent]
|
|
public class BlacksmithSkySettings : SkySettings
|
|
{
|
|
public enum OcclusionDownscale { x1 = 1, x2 = 2, x4 = 4 }
|
|
public enum OcclusionSamples { x64 = 0, x164 = 1, x244 = 2 }
|
|
public enum ScatterDebugMode { None, Scattering, Occlusion, OccludedScattering, Rayleigh, Mie, Height }
|
|
|
|
[Header("Global Settings")]
|
|
public float worldMieColorIntensity = 1f;
|
|
public Gradient worldMieColorRamp = null;
|
|
public float worldMieDensity = 15f;
|
|
public float worldMieExtinctionFactor = 0f;
|
|
public float worldMieNearScatterPush = 0f;
|
|
public float worldMiePhaseAnisotropy = 0.9f;
|
|
public float worldNormalDistance = 1000f;
|
|
public float worldRayleighColorIntensity = 1f;
|
|
public Gradient worldRayleighColorRamp = null;
|
|
public float worldRayleighDensity = 10f;
|
|
public float worldRayleighExtinctionFactor = 1.1f;
|
|
public float worldRayleighIndirectScatter = 0.33f;
|
|
public float worldRayleighNearScatterPush = 0f;
|
|
|
|
[Header("Height Settings")]
|
|
public float heightDistance = 50f;
|
|
public float heightExtinctionFactor = 1.1f;
|
|
public float heightMieDensity = 0f;
|
|
public float heightMieNearScatterPush = 0f;
|
|
public float heightNormalDistance = 1000f;
|
|
public Vector3 heightPlaneShift = Vector3.zero;
|
|
public Color heightRayleighColor = Color.white;
|
|
public float heightRayleighDensity = 10f;
|
|
public float heightRayleighIntensity = 1f;
|
|
public float heightRayleighNearScatterPush = 0f;
|
|
public float heightSeaLevel = 0f;
|
|
|
|
/*
|
|
[Header("Scatter Occlusion")]
|
|
public bool useOcclusion = false;
|
|
public bool occlusionFullSky = false;
|
|
public bool occlusionDepthFixup = true;
|
|
public float occlusionBias = 0f;
|
|
public float occlusionBiasClouds = 0.3f;
|
|
public float occlusionBiasIndirect = 0.6f;
|
|
public float occlusionBiasSkyMie = 0.4f;
|
|
public float occlusionBiasSkyRayleigh = 0.2f;
|
|
public float occlusionDepthThreshold = 25f;
|
|
public OcclusionDownscale occlusionDownscale = OcclusionDownscale.x2;
|
|
public OcclusionSamples occlusionSamples = OcclusionSamples.x64;
|
|
*/
|
|
|
|
[Header("Other")]
|
|
public Cubemap skyHDRI = null;
|
|
// public Shader atmosphericShader = null;
|
|
// public Shader occlusionShader = null;
|
|
public float worldScaleExponent = 1.0f;
|
|
public float maxSkyDistance = 4000.0f;
|
|
public ScatterDebugMode debugMode = ScatterDebugMode.None;
|
|
|
|
// Camera m_currentCamera;
|
|
|
|
// UnityEngine.Rendering.CommandBuffer m_occlusionCmdAfterShadows, m_occlusionCmdBeforeScreen;
|
|
|
|
void Awake()
|
|
{
|
|
if (worldRayleighColorRamp == null)
|
|
{
|
|
worldRayleighColorRamp = new Gradient();
|
|
worldRayleighColorRamp.SetKeys(
|
|
new[] { new GradientColorKey(new Color(0.3f, 0.4f, 0.6f), 0f),
|
|
new GradientColorKey(new Color(0.5f, 0.6f, 0.8f), 1f) },
|
|
new[] { new GradientAlphaKey(1f, 0f),
|
|
new GradientAlphaKey(1f, 1f) }
|
|
);
|
|
}
|
|
|
|
if (worldMieColorRamp == null)
|
|
{
|
|
worldMieColorRamp = new Gradient();
|
|
worldMieColorRamp.SetKeys(
|
|
new[] { new GradientColorKey(new Color(0.95f, 0.75f, 0.5f), 0f),
|
|
new GradientColorKey(new Color(1f, 0.9f, 8.0f), 1f) },
|
|
new[] { new GradientAlphaKey(1f, 0f),
|
|
new GradientAlphaKey(1f, 1f) }
|
|
);
|
|
}
|
|
}
|
|
|
|
public void OnValidate()
|
|
{
|
|
worldMieDensity = Mathf.Clamp(worldMieDensity, 0f, 1000f);
|
|
worldMiePhaseAnisotropy = Mathf.Clamp01(worldMiePhaseAnisotropy);
|
|
worldMieNearScatterPush = Mathf.Clamp(worldMieNearScatterPush, -200f, 300f);
|
|
worldNormalDistance = Mathf.Clamp(worldNormalDistance, 1f, 10000f);
|
|
worldRayleighDensity = Mathf.Clamp(worldRayleighDensity, 0, 1000f);
|
|
worldRayleighIndirectScatter = Mathf.Clamp(worldRayleighIndirectScatter, 0f, 1f);
|
|
worldRayleighNearScatterPush = Mathf.Clamp(worldRayleighNearScatterPush, -200f, 300f);
|
|
|
|
heightMieDensity = Mathf.Clamp(heightMieDensity, 0, 1000f);
|
|
heightMieNearScatterPush = Mathf.Clamp(heightMieNearScatterPush, -200f, 300f);
|
|
heightNormalDistance = Mathf.Clamp(heightNormalDistance, 1f, 10000f);
|
|
heightRayleighDensity = Mathf.Clamp(heightRayleighDensity, 0, 1000f);
|
|
heightRayleighNearScatterPush = Mathf.Clamp(heightRayleighNearScatterPush, -200f, 300f);
|
|
|
|
worldScaleExponent = Mathf.Clamp(worldScaleExponent, 1f, 2f);
|
|
maxSkyDistance = Mathf.Clamp(maxSkyDistance, 1.0f, 1000000.0f);
|
|
|
|
/*
|
|
occlusionBias = Mathf.Clamp01(occlusionBias);
|
|
occlusionBiasClouds = Mathf.Clamp01(occlusionBiasClouds);
|
|
occlusionBiasIndirect = Mathf.Clamp01(occlusionBiasIndirect);
|
|
occlusionBiasSkyMie = Mathf.Clamp01(occlusionBiasSkyMie);
|
|
occlusionBiasSkyRayleigh = Mathf.Clamp01(occlusionBiasSkyRayleigh);
|
|
*/
|
|
}
|
|
|
|
public override SkyRenderer GetRenderer()
|
|
{
|
|
return new BlacksmithSkyRenderer(this);
|
|
}
|
|
|
|
public override int GetHashCode()
|
|
{
|
|
int hash = base.GetHashCode();
|
|
|
|
unchecked
|
|
{
|
|
hash = hash * 23 + worldMieColorIntensity.GetHashCode();
|
|
hash = worldMieColorRamp != null ? hash * 23 + worldMieColorRamp.GetHashCode() : hash;
|
|
hash = hash * 23 + worldMieDensity.GetHashCode();
|
|
hash = hash * 23 + worldMieExtinctionFactor.GetHashCode();
|
|
hash = hash * 23 + worldMieNearScatterPush.GetHashCode();
|
|
hash = hash * 23 + worldMiePhaseAnisotropy.GetHashCode();
|
|
hash = hash * 23 + worldNormalDistance.GetHashCode();
|
|
hash = hash * 23 + worldRayleighColorIntensity.GetHashCode();
|
|
hash = worldRayleighColorRamp != null ? hash * 23 + worldRayleighColorRamp.GetHashCode() : hash;
|
|
hash = hash * 23 + worldRayleighDensity.GetHashCode();
|
|
hash = hash * 23 + worldRayleighExtinctionFactor.GetHashCode();
|
|
hash = hash * 23 + worldRayleighIndirectScatter.GetHashCode();
|
|
hash = hash * 23 + worldRayleighNearScatterPush.GetHashCode();
|
|
hash = hash * 23 + heightDistance.GetHashCode();
|
|
hash = hash * 23 + heightExtinctionFactor.GetHashCode();
|
|
hash = hash * 23 + heightMieDensity.GetHashCode();
|
|
hash = hash * 23 + heightMieNearScatterPush.GetHashCode();
|
|
hash = hash * 23 + heightNormalDistance.GetHashCode();
|
|
hash = hash * 23 + heightPlaneShift.GetHashCode();
|
|
hash = hash * 23 + heightRayleighColor.GetHashCode();
|
|
hash = hash * 23 + heightRayleighDensity.GetHashCode();
|
|
hash = hash * 23 + heightRayleighIntensity.GetHashCode();
|
|
hash = hash * 23 + heightRayleighNearScatterPush.GetHashCode();
|
|
hash = hash * 23 + heightSeaLevel.GetHashCode();
|
|
|
|
hash = skyHDRI != null ? hash * 23 + skyHDRI.GetHashCode() : hash;
|
|
|
|
hash = hash * 23 + worldScaleExponent.GetHashCode();
|
|
hash = hash * 23 + maxSkyDistance.GetHashCode();
|
|
hash = hash * 23 + debugMode.GetHashCode();
|
|
}
|
|
|
|
return hash;
|
|
}
|
|
}
|
|
}
|