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

49 lines
1.6 KiB
C#

namespace UnityEngine.AzureSky
{
[ImageEffectAllowedInSceneView]
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Azure[Sky]/Azure Fog Scattering")]
public class AzureFogScattering : MonoBehaviour
{
public Material fogScatteringMaterial;
private Camera m_camera;
private Transform m_cameraTransform;
private Vector3[] m_frustumCorners = new Vector3[4];
private Rect m_rect = new Rect(0f, 0f, 1f, 1f);
private Matrix4x4 m_frustumCornersArray;
private static readonly int AzureFrustumCorners = Shader.PropertyToID("_Azure_FrustumCorners");
private void Start()
{
m_camera = GetComponent<Camera>();
m_cameraTransform = m_camera.transform;
}
[ImageEffectOpaque]
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
m_camera.depthTextureMode |= DepthTextureMode.Depth;
if (fogScatteringMaterial == null)
{
Graphics.Blit(source, destination);
return;
}
m_camera.CalculateFrustumCorners(m_rect, m_camera.farClipPlane, m_camera.stereoActiveEye, m_frustumCorners);
m_frustumCornersArray = Matrix4x4.identity;
m_frustumCornersArray.SetRow(0, m_cameraTransform.TransformVector(m_frustumCorners[0]));
m_frustumCornersArray.SetRow(2, m_cameraTransform.TransformVector(m_frustumCorners[1]));
m_frustumCornersArray.SetRow(3, m_cameraTransform.TransformVector(m_frustumCorners[2]));
m_frustumCornersArray.SetRow(1, m_cameraTransform.TransformVector(m_frustumCorners[3]));
fogScatteringMaterial.SetMatrix(AzureFrustumCorners, m_frustumCornersArray);
Graphics.Blit(source, destination, fogScatteringMaterial, 0);
}
}
}