using System; using UnityEngine; using UnityEngine.Rendering.PostProcessing; [Serializable] [PostProcess(typeof(VolumeFogSM_SRPRenderer), PostProcessEvent.AfterStack, "Custom/VolumeFogSM_SRP", true)] public sealed class VolumeFogSM_SRP : PostProcessEffectSettings { [Range(0f, 1f)] [Tooltip("SunShafts effect intensity.")] public FloatParameter blend = new FloatParameter { value = 0.5f }; public ColorParameter _FogColor = new ColorParameter { value = Color.white / 2f }; public TextureParameter noiseTexture = new TextureParameter(); public FloatParameter _startDistance = new FloatParameter { value = 30f }; public FloatParameter _fogHeight = new FloatParameter { value = 0.75f }; public FloatParameter _fogDensity = new FloatParameter { value = 1f }; public FloatParameter _cameraRoll = new FloatParameter { value = 0f }; public Vector4Parameter _cameraDiff = new Vector4Parameter { value = new Vector4(0f, 0f, 0f, 0f) }; public FloatParameter _cameraTiltSign = new FloatParameter { value = 1f }; public FloatParameter heightDensity = new FloatParameter { value = 1f }; public FloatParameter noiseDensity = new FloatParameter { value = 1f }; public FloatParameter noiseScale = new FloatParameter { value = 1f }; public FloatParameter noiseThickness = new FloatParameter { value = 1f }; public Vector3Parameter noiseSpeed = new Vector3Parameter { value = new Vector4(1f, 1f, 1f) }; public FloatParameter occlusionDrop = new FloatParameter { value = 1f }; public FloatParameter occlusionExp = new FloatParameter { value = 1f }; public IntParameter noise3D = new IntParameter { value = 0 }; public FloatParameter startDistance = new FloatParameter { value = 1f }; public FloatParameter luminance = new FloatParameter { value = 1f }; public FloatParameter lumFac = new FloatParameter { value = 1f }; public FloatParameter ScatterFac = new FloatParameter { value = 1f }; public FloatParameter TurbFac = new FloatParameter { value = 1f }; public FloatParameter HorizFac = new FloatParameter { value = 1f }; public FloatParameter turbidity = new FloatParameter { value = 1f }; public FloatParameter reileigh = new FloatParameter { value = 1f }; public FloatParameter mieCoefficient = new FloatParameter { value = 1f }; public FloatParameter mieDirectionalG = new FloatParameter { value = 1f }; public FloatParameter bias = new FloatParameter { value = 1f }; public FloatParameter contrast = new FloatParameter { value = 1f }; public ColorParameter TintColor = new ColorParameter { value = new Color(1f, 1f, 1f, 1f) }; public Vector4Parameter Sun = new Vector4Parameter { value = new Vector4(0f, 0f, 0f, 0f) }; public BoolParameter FogSky = new BoolParameter(); public FloatParameter ClearSkyFac = new FloatParameter { value = 1f }; public Vector4Parameter PointL = new Vector4Parameter { value = new Vector4(0f, 0f, 0f, 0f) }; public Vector4Parameter PointLParams = new Vector4Parameter { value = new Vector4(0f, 0f, 0f, 0f) }; }