void Update() { if (!EffectMaterial || Application.isPlaying && !UpdateField) { return; } if (Tree == null) { return; } mFigures = Tree.GetComponentsInChildren <Figure>(); mFiguresCount = mFigures.Length; EffectMaterial.SetInt("_Size", mFiguresCount); var numbers = new float[64]; var parameters = new Matrix4x4[64]; var transforms = new Matrix4x4[64]; for (int i = 0; i < mFiguresCount; i++) { numbers[i] = (float)mFigures[i].Type; parameters[i] = mFigures[i].Params; transforms[i] = mFigures[i].transform.worldToLocalMatrix; } EffectMaterial.SetFloatArray("_Numbers", numbers); EffectMaterial.SetMatrixArray("_Transforms", transforms); EffectMaterial.SetMatrixArray("_Params", parameters); }
void OnRenderImage(RenderTexture source, RenderTexture destination) { if (!EffectMaterial) { Graphics.Blit(source, destination); // do nothing return; } EffectMaterial.SetMatrix("_FrustumCornersES", GetFrustumCorners(CurrentCamera)); EffectMaterial.SetMatrix("_CameraInvViewMatrix", CurrentCamera.cameraToWorldMatrix); EffectMaterial.SetVector("_CameraWS", CurrentCamera.transform.position); EffectMaterial.SetVector("_LightDir", mSunLight ? mSunLight.forward : Vector3.down); EffectMaterial.SetInt("_MaxStep", Application.isPlaying ? MaxSteps : 256); EffectMaterial.SetFloat("_MaxDist", Application.isPlaying ? MaxDistance : 10); Extensions.CustomGraphicsBlit(source, destination, EffectMaterial, 0); // use given effect shader as image effect }
void OnRenderImage(RenderTexture source, RenderTexture destination) { if (!EffectMaterial) { Graphics.Blit(source, destination); // do nothing return; } // pass frustum rays to shader EffectMaterial.SetMatrix("_FrustumCornersES", GetFrustumCorners(CurrentCamera)); EffectMaterial.SetMatrix("_CameraInvViewMatrix", CurrentCamera.cameraToWorldMatrix); EffectMaterial.SetVector("_CameraWS", CurrentCamera.transform.position); EffectMaterial.SetFloat("_Interpolator", t); EffectMaterial.SetMatrixArray("_Points", points.Select(x => Matrix4x4.TRS(x.position, x.rotation, x.localScale).inverse).ToArray()); EffectMaterial.SetInt("_Points_size", points.Count); EffectMaterial.SetColor("_LightColor", lightColor); EffectMaterial.SetColor("_ShadowColor", shadowColor); CustomGraphicsBlit(source, destination, EffectMaterial, 0); // use given effect shader as image effect }
void OnRenderImage(RenderTexture source, RenderTexture destination) { if (!EffectMaterial) { Graphics.Blit(source, destination); return; } var shapesData0Arr = new Vector4[_shapes.Count]; var shapesData1Arr = new Vector4[_shapes.Count]; for (int i = 0; i < _shapes.Count; i++) { var shape = _shapes[i]; var shapePos = shape.transform.position; shapesData0Arr[i] = new Vector4((float)shape.Type, (float)shape.Operator); if (shape.Type == RayMarchingShapeType.Sphere) { shapesData1Arr[i] = new Vector4(shapePos.x, shapePos.y, shapePos.z, shape.transform.localScale.x); } else if (shape.Type == RayMarchingShapeType.Box) { shapesData1Arr[i] = new Vector4(shapePos.x, shapePos.y, shapePos.z, shape.transform.localScale.x); } } EffectMaterial.SetMatrix("_FrustumCornersES", GetFrustumCorners(CurrentCamera)); EffectMaterial.SetMatrix("_CameraInvViewMatrix", CurrentCamera.cameraToWorldMatrix); EffectMaterial.SetVector("_CameraWS", CurrentCamera.transform.position); EffectMaterial.SetVector("_LightDir", SunLight ? SunLight.forward : Vector3.down); if (_shapes.Count > 0) { EffectMaterial.SetInt("_ShapesCount", _shapes.Count); EffectMaterial.SetVectorArray("_ShapesData0Arr", shapesData0Arr); EffectMaterial.SetVectorArray("_ShapesData1Arr", shapesData1Arr); } CustomGraphicsBlit(source, destination, EffectMaterial, 0); }
private void OnRenderImage(RenderTexture src, RenderTexture dest) { // if for some reason there is no material or if there are no Objects, do nothing if (!EffectMaterial || _objs == null || _objs.Count == 0) { Graphics.Blit(src, dest); return; } // sort the Objects by depth _objs.Sort((x, y) => (int)Mathf.Clamp(CurrentCamera.transform.InverseTransformPoint(y.transform.position).z - CurrentCamera.transform.InverseTransformPoint(x.transform.position).z, -1, 1)); // set general shader values for camera EffectMaterial.SetMatrix("_FrustumCornersES", GetFrustumCorners(CurrentCamera)); EffectMaterial.SetMatrix("_CameraInvViewMatrix", CurrentCamera.cameraToWorldMatrix); EffectMaterial.SetVector("_CameraWS", CurrentCamera.transform.position); // set general shader values for raymarching EffectMaterial.SetVector("_RaymarchingParams", new Vector4(StepCount, StepCountInsideVolume, StepSize, DrawDist)); // create to temporary Render textures as buffers RenderTexture temp0 = RenderTexture.GetTemporary(src.width, src.height, 0, src.format); RenderTexture temp1 = RenderTexture.GetTemporary(src.width, src.height, 0, src.format); // this is a variable for storing which buffer we last used int lastUsed = 0; // render all objects for (int i = 0; i < _objs.Count; ++i) { VolumetricObject obj = _objs[i]; // set shader values that are type dependend VolumetricObject.Types t = obj.Type; switch (t) { case VolumetricObject.Types.BOX: EffectMaterial.SetInt("_Type", 0); EffectMaterial.SetVector("_BoxDimensions", obj.Dimensions * 0.5f); break; case VolumetricObject.Types.SPHERE: EffectMaterial.SetInt("_Type", 1); EffectMaterial.SetFloat("_SphereRad", obj.Radius); break; case VolumetricObject.Types.CAPSULE: EffectMaterial.SetInt("_Type", 2); EffectMaterial.SetMatrix("_CapsuleBounds", obj.CapsuleParams); break; } // set non type dependent per Object values EffectMaterial.SetColor("_Color", obj.Color); Color dc = obj.DenseColor; dc.a = obj.UseDenseColor ? 1 : 0; EffectMaterial.SetColor("_DenseColor", dc); EffectMaterial.SetVector("_FogOptions", new Vector4(obj.Density, (float)obj.Falloff, (float)obj.BlendMode, 0)); EffectMaterial.SetMatrix("_Noise_STO", obj.NoiseSTO); EffectMaterial.SetMatrix("_InvModel", obj.transform.localToWorldMatrix.inverse); // render the Object by alternating between buffers if (i == 0) { CustomGraphicsBlit(src, temp0, EffectMaterial, 0); lastUsed = 0; } else if (i % 2 == 0) { CustomGraphicsBlit(temp1, temp0, EffectMaterial, 0); lastUsed = 0; } else { CustomGraphicsBlit(temp0, temp1, EffectMaterial, 0); lastUsed = 1; } } // render final render texture Graphics.Blit(lastUsed == 1 ? temp1 : temp0, dest); // clean up buffers RenderTexture.ReleaseTemporary(temp0); RenderTexture.ReleaseTemporary(temp1); }