79 lines
2.3 KiB
C#
79 lines
2.3 KiB
C#
using UnityEngine.Rendering;
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namespace UnityEngine.PostProcessing
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{
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public sealed class FogComponent : PostProcessingComponentCommandBuffer<FogModel>
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{
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private static class Uniforms
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{
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internal static readonly int _FogColor = Shader.PropertyToID("_FogColor");
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internal static readonly int _Density = Shader.PropertyToID("_Density");
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internal static readonly int _Start = Shader.PropertyToID("_Start");
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internal static readonly int _End = Shader.PropertyToID("_End");
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internal static readonly int _TempRT = Shader.PropertyToID("_TempRT");
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}
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private const string k_ShaderString = "Hidden/Post FX/Fog";
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public override bool active
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{
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get
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{
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return base.model != null && base.model.enabled && context.isGBufferAvailable && !context.interrupted;
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}
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}
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public override string GetName()
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{
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return "Fog";
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}
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public override DepthTextureMode GetCameraFlags()
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{
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return DepthTextureMode.Depth;
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}
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public override CameraEvent GetCameraEvent()
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{
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return CameraEvent.BeforeImageEffectsOpaque;
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}
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public override void Init(PostProcessingContext pcontext, FogModel pmodel)
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{
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base.Init(pcontext, pmodel);
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}
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public override void PopulateCommandBuffer(CommandBuffer cb)
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{
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FogModel.Settings settings = base.model.settings;
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Material material = context.materialFactory.Get("Hidden/Post FX/Fog");
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material.shaderKeywords = null;
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material.SetColor(Uniforms._FogColor, settings.color);
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material.SetFloat(Uniforms._Density, settings.density);
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material.SetFloat(Uniforms._Start, settings.start);
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material.SetFloat(Uniforms._End, settings.end);
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switch (settings.mode)
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{
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case FogMode.Linear:
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material.EnableKeyword("FOG_LINEAR");
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break;
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case FogMode.Exponential:
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material.EnableKeyword("FOG_EXP");
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break;
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case FogMode.ExponentialSquared:
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material.EnableKeyword("FOG_EXP2");
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break;
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}
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RenderTextureFormat format = ((!context.isHdr) ? RenderTextureFormat.Default : RenderTextureFormat.DefaultHDR);
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cb.GetTemporaryRT(Uniforms._TempRT, context.width, context.height, 24, FilterMode.Bilinear, format);
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cb.Blit(BuiltinRenderTextureType.CameraTarget, Uniforms._TempRT);
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cb.Blit(Uniforms._TempRT, BuiltinRenderTextureType.CameraTarget, material, settings.excludeSkybox ? 1 : 0);
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cb.ReleaseTemporaryRT(Uniforms._TempRT);
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}
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}
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}
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