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