Files
UltimateFishing/Assets/Scripts/Assembly-CSharp/EnviroFog.cs
2026-02-21 16:45:37 +08:00

177 lines
5.5 KiB
C#

using System;
using UnityEngine;
[AddComponentMenu("Enviro/Effects/Fog Image Effect")]
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
public class EnviroFog : EnviroEffects
{
public bool distanceFog = true;
public bool useRadialDistance;
public bool heightFog = true;
public float height = 1f;
[Range(0.001f, 10f)]
public float heightDensity = 2f;
public float startDistance;
public Shader fogShader;
public Material fogMaterial;
private Texture3D _noiseTexture;
public override bool CheckResources()
{
CheckSupport(true);
fogMaterial = CheckShaderAndCreateMaterial(fogShader, fogMaterial);
if (!isSupported)
{
ReportAutoDisable();
}
return isSupported;
}
private new void Start()
{
LoadNoise3dTexture();
}
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (!CheckResources() || (!distanceFog && !heightFog))
{
Graphics.Blit(source, destination);
return;
}
Camera component = GetComponent<Camera>();
Transform transform = component.transform;
float nearClipPlane = component.nearClipPlane;
float farClipPlane = component.farClipPlane;
float fieldOfView = component.fieldOfView;
float aspect = component.aspect;
Matrix4x4 identity = Matrix4x4.identity;
float num = fieldOfView * 0.5f;
Vector3 vector = transform.right * nearClipPlane * Mathf.Tan(num * ((float)Math.PI / 180f)) * aspect;
Vector3 vector2 = transform.up * nearClipPlane * Mathf.Tan(num * ((float)Math.PI / 180f));
Vector3 vector3 = transform.forward * nearClipPlane - vector + vector2;
float num2 = vector3.magnitude * farClipPlane / nearClipPlane;
vector3.Normalize();
vector3 *= num2;
Vector3 vector4 = transform.forward * nearClipPlane + vector + vector2;
vector4.Normalize();
vector4 *= num2;
Vector3 vector5 = transform.forward * nearClipPlane + vector - vector2;
vector5.Normalize();
vector5 *= num2;
Vector3 vector6 = transform.forward * nearClipPlane - vector - vector2;
vector6.Normalize();
vector6 *= num2;
identity.SetRow(0, vector3);
identity.SetRow(1, vector4);
identity.SetRow(2, vector5);
identity.SetRow(3, vector6);
Vector3 position = transform.position;
float num3 = position.y - height;
float z = ((!(num3 <= 0f)) ? 0f : 1f);
fogMaterial.SetMatrix("_FrustumCornersWS", identity);
fogMaterial.SetVector("_CameraWS", position);
fogMaterial.SetVector("_HeightParams", new Vector4(height, num3, z, heightDensity * 0.5f));
fogMaterial.SetVector("_DistanceParams", new Vector4(0f - Mathf.Max(startDistance, 0f), 0f, 0f, 0f));
fogMaterial.SetTexture("_NoiseTexture", _noiseTexture);
FogMode fogMode = RenderSettings.fogMode;
float fogDensity = RenderSettings.fogDensity;
float fogStartDistance = RenderSettings.fogStartDistance;
float fogEndDistance = RenderSettings.fogEndDistance;
bool flag = fogMode == FogMode.Linear;
float num4 = ((!flag) ? 0f : (fogEndDistance - fogStartDistance));
float num5 = ((!(Mathf.Abs(num4) > 0.0001f)) ? 0f : (1f / num4));
Vector4 value = default(Vector4);
value.x = fogDensity * 1.2011224f;
value.y = fogDensity * 1.442695f;
value.z = ((!flag) ? 0f : (0f - num5));
value.w = ((!flag) ? 0f : (fogEndDistance * num5));
fogMaterial.SetVector("_SceneFogParams", value);
fogMaterial.SetVector("_SceneFogMode", new Vector4((float)fogMode, useRadialDistance ? 1 : 0, 0f, 0f));
int num6 = 0;
CustomGraphicsBlit(passNr: (!distanceFog || !heightFog) ? (distanceFog ? 1 : 2) : 0, source: source, dest: destination, fxMaterial: fogMaterial);
}
private static void CustomGraphicsBlit(RenderTexture source, RenderTexture dest, Material fxMaterial, int passNr)
{
RenderTexture.active = dest;
fxMaterial.SetTexture("_MainTex", source);
GL.PushMatrix();
GL.LoadOrtho();
fxMaterial.SetPass(passNr);
GL.Begin(7);
GL.MultiTexCoord2(0, 0f, 0f);
GL.Vertex3(0f, 0f, 3f);
GL.MultiTexCoord2(0, 1f, 0f);
GL.Vertex3(1f, 0f, 2f);
GL.MultiTexCoord2(0, 1f, 1f);
GL.Vertex3(1f, 1f, 1f);
GL.MultiTexCoord2(0, 0f, 1f);
GL.Vertex3(0f, 1f, 0f);
GL.End();
GL.PopMatrix();
}
private void LoadNoise3dTexture()
{
TextAsset textAsset = Resources.Load("NoiseVolume") as TextAsset;
byte[] bytes = textAsset.bytes;
uint num = BitConverter.ToUInt32(textAsset.bytes, 12);
uint num2 = BitConverter.ToUInt32(textAsset.bytes, 16);
uint num3 = BitConverter.ToUInt32(textAsset.bytes, 20);
uint num4 = BitConverter.ToUInt32(textAsset.bytes, 24);
uint num5 = BitConverter.ToUInt32(textAsset.bytes, 80);
uint num6 = BitConverter.ToUInt32(textAsset.bytes, 88);
if (num6 == 0)
{
num6 = num3 / num2 * 8;
}
_noiseTexture = new Texture3D((int)num2, (int)num, (int)num4, TextureFormat.RGBA32, false);
_noiseTexture.name = "3D Noise";
Color[] array = new Color[num2 * num * num4];
uint num7 = 128u;
if (textAsset.bytes[84] == 68 && textAsset.bytes[85] == 88 && textAsset.bytes[86] == 49 && textAsset.bytes[87] == 48 && (num5 & 4) != 0)
{
uint num8 = BitConverter.ToUInt32(textAsset.bytes, (int)num7);
if (num8 >= 60 && num8 <= 65)
{
num6 = 8u;
}
else if (num8 >= 48 && num8 <= 52)
{
num6 = 16u;
}
else if (num8 >= 27 && num8 <= 32)
{
num6 = 32u;
}
num7 += 20;
}
uint num9 = num6 / 8;
num3 = (num2 * num6 + 7) / 8;
for (int i = 0; i < num4; i++)
{
for (int j = 0; j < num; j++)
{
for (int k = 0; k < num2; k++)
{
float num10 = (float)(int)bytes[num7 + k * num9] / 255f;
array[k + j * num2 + i * num2 * num] = new Color(num10, num10, num10, num10);
}
num7 += num3;
}
}
_noiseTexture.SetPixels(array);
_noiseTexture.Apply();
}
}