Files
2026-03-04 10:03:45 +08:00

215 lines
6.6 KiB
C#

using System;
using UnityEngine;
namespace Artngame.SKYMASTER
{
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Image Effects/Rendering/Global Transp Fog Sky Master")]
public class GlobalTranspFogSkyMaster : PostEffectsBaseSkyMaster
{
[Tooltip("Apply distance-based fog?")]
public bool distanceFog = true;
[Tooltip("Distance fog is based on radial distance from camera when checked")]
public bool useRadialDistance;
[Tooltip("Apply height-based fog?")]
public bool heightFog = true;
[Tooltip("Fog top Y coordinate")]
public float height = 1f;
[Range(1E-05f, 10f)]
public float heightDensity = 2f;
[Tooltip("Push fog away from the camera by this amount")]
public float startDistance;
public Gradient DistGradient = new Gradient();
public Vector2 GradientBounds = Vector2.zero;
public float luminance = 0.8f;
public float lumFac = 0.9f;
public float ScatterFac = 24.4f;
public float TurbFac = 324.74f;
public float HorizFac = 1f;
public float turbidity = 10f;
public float reileigh = 0.8f;
public float mieCoefficient = 0.1f;
public float mieDirectionalG = 0.7f;
public float bias = 0.6f;
public float contrast = 4.12f;
public Transform Sun;
public bool FogSky;
public Vector3 TintColor = new Vector3(68f, 155f, 345f);
public float ClearSkyFac = 1f;
public Shader fogShader;
private Material fogMaterial;
public SkyMasterManager SkyManager;
private Texture2D colourPalette;
private bool Made_texture;
private void Update()
{
}
public override bool CheckResources()
{
CheckSupport(needDepth: true);
fogMaterial = CheckShaderAndCreateMaterial(fogShader, fogMaterial);
if (!isSupported)
{
ReportAutoDisable();
}
return isSupported;
}
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 * (MathF.PI / 180f)) * aspect;
Vector3 vector2 = transform.up * nearClipPlane * Mathf.Tan(num * (MathF.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) ? 1f : 0f);
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.SetFloat("luminance", luminance);
fogMaterial.SetFloat("lumFac", lumFac);
fogMaterial.SetFloat("Multiplier1", ScatterFac);
fogMaterial.SetFloat("Multiplier2", TurbFac);
fogMaterial.SetFloat("Multiplier3", HorizFac);
fogMaterial.SetFloat("turbidity", turbidity);
fogMaterial.SetFloat("reileigh", reileigh);
fogMaterial.SetFloat("mieCoefficient", mieCoefficient);
fogMaterial.SetFloat("mieDirectionalG", mieDirectionalG);
fogMaterial.SetFloat("bias", bias);
fogMaterial.SetFloat("contrast", contrast);
fogMaterial.SetVector("v3LightDir", -Sun.forward);
fogMaterial.SetVector("_TintColor", new Vector4(TintColor.x, TintColor.y, TintColor.z, 1f));
float value = 0f;
if (FogSky)
{
value = 1f;
}
fogMaterial.SetFloat("FogSky", value);
fogMaterial.SetFloat("ClearSkyFac", ClearSkyFac);
FogMode fogMode = RenderSettings.fogMode;
float num4 = 0.01f;
float fogStartDistance = RenderSettings.fogStartDistance;
float fogEndDistance = RenderSettings.fogEndDistance;
bool flag = fogMode == FogMode.Linear;
float num5 = (flag ? (fogEndDistance - fogStartDistance) : 0f);
float num6 = ((Mathf.Abs(num5) > 0.0001f) ? (1f / num5) : 0f);
Vector4 value2 = default(Vector4);
value2.x = num4 * 1.2011224f;
value2.y = num4 * 1.442695f;
value2.z = (flag ? (0f - num6) : 0f);
value2.w = (flag ? (fogEndDistance * num6) : 0f);
fogMaterial.SetVector("_SceneFogParams", value2);
fogMaterial.SetVector("_SceneFogMode", new Vector4((float)fogMode, useRadialDistance ? 1 : 0, 0f, 0f));
int num7 = 0;
num7 = ((!distanceFog || !heightFog) ? (distanceFog ? 1 : 2) : 0);
Color[] array = new Color[256];
for (int i = 0; i < array.Length; i++)
{
array[i] = DistGradient.Evaluate((float)i / (float)array.Length);
}
if (!Made_texture)
{
colourPalette = new Texture2D(256, 10, TextureFormat.ARGB32, mipChain: false);
colourPalette.filterMode = FilterMode.Point;
colourPalette.wrapMode = TextureWrapMode.Clamp;
Made_texture = true;
}
for (int j = 0; j < 256; j++)
{
for (int k = 0; k < 10; k++)
{
colourPalette.SetPixel(j, k, array[j]);
}
}
colourPalette.Apply();
CustomGraphicsBlit(source, destination, fogMaterial, num7, DistGradient, GradientBounds, colourPalette);
}
private static void CustomGraphicsBlit(RenderTexture source, RenderTexture dest, Material fxMaterial, int passNr, Gradient DistGradient, Vector2 GradientBounds, Texture2D colourPalette)
{
RenderTexture.active = dest;
fxMaterial.SetTexture("_MainTex", source);
fxMaterial.SetTexture("_ColorRamp", colourPalette);
if (GradientBounds != Vector2.zero)
{
fxMaterial.SetFloat("_Close", GradientBounds.x);
fxMaterial.SetFloat("_Far", GradientBounds.y);
}
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();
}
}
}