protected override void UpdateMaterial() { base.UpdateMaterial(); Bounds b = _renderer.bounds; Vector3 shrinker = b.size * -(1.0f - FogBoxPercentage); b.Expand(shrinker); FogMaterial.SetVector("_FogBoxMin", b.min); FogMaterial.SetVector("_FogBoxMax", b.max); }
protected override void UpdateMaterial() { base.UpdateMaterial(); Bounds b = fogRenderer.bounds; Vector3 shrinker = b.size * -(1.0f - FogBoxPercentage); b.Expand(shrinker); FogMaterial.SetVector("_FogBoxMin", b.min); FogMaterial.SetVector("_FogBoxMax", b.max); FogMaterial.SetVector("_FogBoxMinDir", (b.max - b.min).normalized); FogMaterial.SetVector("_FogBoxMaxDir", (b.min - b.max).normalized); fogRenderer.enabled = (FogDensity > 0.0f); }
protected override void UpdateMaterial() { base.UpdateMaterial(); Bounds b = fogRenderer.bounds; Vector3 shrinker = b.size * -(1.0f - FogSpherePercentage); b.Expand(shrinker); float radius = transform.localScale.x * FogSpherePercentage; Vector4 pos = transform.position; pos.w = radius * radius; FogMaterial.SetVector("_FogSpherePosition", pos); fogRenderer.enabled = (FogDensity > 0.0f); }
protected override void LateUpdate() { base.LateUpdate(); Bounds b = fogRenderer.bounds; Vector3 shrinker = b.size * -(1.0f - FogProfile.FogPercentage); b.Expand(shrinker); FogMaterial.SetVector("_FogBoxMin", b.min); FogMaterial.SetVector("_FogBoxMax", b.max); FogMaterial.SetVector("_FogBoxMinDir", (b.max - b.min).normalized); FogMaterial.SetVector("_FogBoxMaxDir", (b.min - b.max).normalized); FogMaterial.SetFloat("_FogBoxDiameter", Vector3.Distance(b.min, b.max)); fogRenderer.enabled = (FogProfile.FogDensity > 0.0f); }
private void RenderFog(RenderTexture fogRenderTexture, RenderTexture src) { if (m_EnableRayleighScattering) { ShaderFeatureHelper(FogMaterial, Shader_RAYLEIGH_SCATTERING, true); FogMaterial.SetFloat(ShaderIDs.RayleighScatteringCoeff, m_RayleighScatteringCoeff); } else { ShaderFeatureHelper(FogMaterial, Shader_RAYLEIGH_SCATTERING, false); } ShaderFeatureHelper(FogMaterial, Shader_LIMIT_FOG_SIZE, m_LimitFogSize); ShaderFeatureHelper(FogMaterial, Shader_HEIGHTFOG, m_HeightFogEnabled); var rmsr = CalculateRaymarchStepRation(); FogMaterial.SetFloat(ShaderIDs.RayMarchingSteps, m_RayMarchingSteps * Mathf.Pow(rmsr, 2)); FogMaterial.SetFloat(ShaderIDs.FogDensity, m_FogDensityCoeff); FogMaterial.SetFloat(ShaderIDs.NoiseScale, m_NoiseScale); FogMaterial.SetFloat(ShaderIDs.ExtinctionCoeff, m_ExtinctionCoeff); FogMaterial.SetFloat(ShaderIDs.Anisotropy, m_Anisotropy); FogMaterial.SetFloat(ShaderIDs.BaseHeightDensity, m_BaseHeightDensity); FogMaterial.SetVector(ShaderIDs.FogWorldPosition, m_FogWorldPosition); FogMaterial.SetFloat(ShaderIDs.FogSize, m_FogSize); FogMaterial.SetFloat(ShaderIDs.LightIntensity, m_LightIntensity); FogMaterial.SetColor(ShaderIDs.FogColor, m_Light.GetComponent <Light>().color); FogMaterial.SetColor(ShaderIDs.ShadowColor, m_FogInShadowColor); FogMaterial.SetColor(ShaderIDs.FogColor, m_UseLightColor ? m_Light.GetComponent <Light>().color : m_FogInLightColor); FogMaterial.SetVector(ShaderIDs.LightDir, m_Light.GetComponent <Light>().transform.forward); FogMaterial.SetFloat(ShaderIDs.AmbientFog, m_AmbientFog); FogMaterial.SetVector(ShaderIDs.FogDirection, m_WindDirection); FogMaterial.SetFloat(ShaderIDs.FogSpeed, m_WindSpeed); FogMaterial.SetTexture(ShaderIDs.BlurNoiseTexture, m_BlurNoiseTexture2D); Graphics.Blit(src, fogRenderTexture, FogMaterial); }