예제 #1
0
 // Use this for initialization
 void Start()
 {
     m_VolFog = GetComponentInChildren <VolumetricLight>();
     m_fDefualtVolFogHeight = m_VolFog.HeightScale;
     m_Player       = GameManager.Instance.m_Player;
     m_VolFogBugFix = StartCoroutine(VolFogBugFix());
 }
예제 #2
0
    public void InitMesh(VolumetricLight light)
    {
        if (!m_IsSupport)
        {
            return;
        }
        MeshRenderer renderer = light.gameObject.GetComponent <MeshRenderer>();

        if (!renderer)
        {
            renderer = light.gameObject.AddComponent <MeshRenderer>();
        }
        MeshFilter meshfilter = light.gameObject.GetComponent <MeshFilter>();

        if (!meshfilter)
        {
            meshfilter = light.gameObject.AddComponent <MeshFilter>();
        }
        m_LightMaterial         = new Material(m_LightShader);
        renderer.sharedMaterial = m_LightMaterial;
        lightMesh = new Mesh();
        lightMesh.MarkDynamic();
        meshfilter.sharedMesh = lightMesh;

        OnInit(light);
    }
예제 #3
0
    public int AddVolumetricLight(VolumetricLight light)
    {
        int index = 0;

        if (!volumetricLights.Contains(light) && light != null)
        {
            _lightDepthTextures.Add(light.renderTex);
            volumetricLights.Add(light);
            _numLights++;

            if (_lightDepthTexArr != null)
            {
                if (Application.isEditor)
                {
                    DestroyImmediate(_lightDepthTexArr);
                }
                else
                {
                    Destroy(_lightDepthTexArr);
                }
                _lightDepthTexArr = null;
            }

            index = volumetricLights.Count - 1;
        }
        else
        {
            index = volumetricLights.IndexOf(light);
        }

        UpdateLightVariables();
        return(index);
    }
 void OnEnable()
 {
     m_Target      = (VolumetricLight)target;
     m_CullingMask = serializedObject.FindProperty("m_CullingMask");
     m_Quality     = serializedObject.FindProperty("m_Quality");
     m_VertexBased = serializedObject.FindProperty("m_VertexBased");
     m_Subdivision = serializedObject.FindProperty("m_Subdivision");
 }
예제 #5
0
    // Start is called before the first frame update
    void Start()
    {
        batteryCount = GameObject.FindGameObjectsWithTag("Battery").Length;
        layerMask    = 1 << 8;
        layerMask    = ~layerMask;

        source = GetComponent <VolumetricLight>();
        bounce = GetComponent <Light>();
        bounce = transform.GetChild(1).gameObject.GetComponent <Light>();

        bounce.enabled = false;
        source.enabled = false;
    }
예제 #6
0
    public void InitCamera(VolumetricLight light)
    {
        if (!m_IsSupport)
        {
            return;
        }
        m_InternalShadowMapID = Shader.PropertyToID("internalShadowMap");

        if (m_DepthRenderCamera == null)
        {
            m_DepthRenderCamera = light.gameObject.GetComponent <Camera>();
            if (m_DepthRenderCamera == null)
            {
                m_DepthRenderCamera = light.gameObject.AddComponent <Camera>();
            }
            m_DepthRenderCamera.hideFlags        = HideFlags.HideInHierarchy | HideFlags.HideInInspector;
            m_DepthRenderCamera.aspect           = light.aspect;
            m_DepthRenderCamera.backgroundColor  = new Color(0, 0, 0, 0);
            m_DepthRenderCamera.clearFlags       = CameraClearFlags.SolidColor;
            m_DepthRenderCamera.depth            = 0;
            m_DepthRenderCamera.farClipPlane     = light.range;
            m_DepthRenderCamera.nearClipPlane    = 0.01f;
            m_DepthRenderCamera.fieldOfView      = light.angle;
            m_DepthRenderCamera.orthographic     = light.directional;
            m_DepthRenderCamera.orthographicSize = light.size;
            m_DepthRenderCamera.cullingMask      = light.cullingMask;
            m_DepthRenderCamera.SetReplacementShader(m_ShadowRenderShader, "RenderType");
        }

        if (m_ShadowMap == null)
        {
            int size = 0;
            switch (light.quality)
            {
            case VolumetricLight.Quality.High:
            case VolumetricLight.Quality.Middle:
                size = 1024;
                break;

            case VolumetricLight.Quality.Low:
                size = 512;
                break;
            }
            m_ShadowMap = new RenderTexture(size, size, 16);
            m_DepthRenderCamera.targetTexture = m_ShadowMap;
            Shader.SetGlobalTexture(m_InternalShadowMapID, m_ShadowMap);
        }
    }
예제 #7
0
    // Use this for initialization
    void Start()
    {
        fLightRange = pVolumetricLight.range;
        pVolumetricLight.spotAngle        = 120.0f;
        pVolumetricLight.intensity        = 0.1f;
        pVolumetricLight.shadowStrength   = 1.0f;
        pVolumetricLight.shadowBias       = 0.0f;
        pVolumetricLight.shadowNormalBias = 0.0f;
        pVolumetricLight.shadowNearPlane  = 0.1f;

        VolLightClass                      = pVolumetricLight.GetComponent <VolumetricLight>();
        VolLightClass.SampleCount          = 16;
        VolLightClass.SkyboxExtinctionCoef = 0.0f;

        DefSunColor = (Color32)pVolumetricLight.color;
        SunColor    = new Color32(255, 141, 76, 255);
    }
        static void Prefix(VolumetricLight __instance)
        {
            VolumetricLight VolumetricPatcher = __instance as VolumetricLight;

            if (PatchConfigs.I_Have_A_Strong_PC_And_GPU == true)
            {
                VolumetricPatcher.SampleCount  = 4;      // 1;
                VolumetricPatcher.MaxRayLength = 200.0f; // 200.0f;
            }
            else
            {
                VolumetricPatcher.SampleCount  = 2;      // 1;
                VolumetricPatcher.MaxRayLength = 100.0f; // 200.0f;
            }


            VolumetricPatcher.ExtinctionCoef       = 0.012f; // 0.0211f;
            VolumetricPatcher.MieG                 = 0.25f;  // 0.321f;
            VolumetricPatcher.ScatteringCoef       = 0.12f;  // 0.176f;
            VolumetricPatcher.SkyboxExtinctionCoef = 0.01f;  // 0.246f;
        }
예제 #9
0
    public void RemoveVolumetricLight(VolumetricLight light)
    {
        if (volumetricLights.Contains(light))
        {
            _lightDepthTextures.Remove(light.renderTex);
            volumetricLights.Remove(light);
            _numLights--;
        }

        if (_lightDepthTexArr != null)
        {
            if (Application.isEditor)
            {
                DestroyImmediate(_lightDepthTexArr);
            }
            else
            {
                Destroy(_lightDepthTexArr);
            }
            _lightDepthTexArr = null;
        }

        UpdateLightVariables();
    }
예제 #10
0
 protected virtual void OnInit(VolumetricLight light)
 {
 }