private void FogUpdate() { if (Mathf.Abs(lastDepth - Depth) > 0.1f) { BuildMesh(); } PositionAndScale(); FogOffset += Time.fixedDeltaTime * (WindSpeed * 0.001f); FogMaterial.SetColor("_FogColor", FogColor); FogMaterial.SetFloat("_FogCover", FogCover); FogMaterial.SetFloat("_FogOffset", FogOffset); FogMaterial.SetFloat("_FogTilingX", FogTiling.x); FogMaterial.SetFloat("_FogTilingY", FogTiling.y); FogMaterial.SetFloat("_VerticalMotion", VerticalSpeed); }
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); }