private void CameraPreRender(Camera camera) { if (model != null) { model.Restore(camera); } // Write camera-dependant shader values if (innerMaterial != null && outerMaterial != null) { var localPosition = cachedTransform.InverseTransformPoint(camera.transform.position); var localDistance = localPosition.magnitude; var height01 = Mathf.InverseLerp(OuterRadius, InnerMeshRadius, localDistance); var innerThickness = default(float); var outerThickness = default(float); var innerRatio = SgtHelper.Divide(InnerMeshRadius, OuterRadius); var middleRatio = Mathf.Lerp(innerRatio, 1.0f, middle); var distance = SgtHelper.Divide(localDistance, OuterRadius); var innerDensity = 1.0f - InnerFog; var outerDensity = 1.0f - OuterFog; SgtHelper.CalculateHorizonThickness(innerRatio, middleRatio, distance, out innerThickness, out outerThickness); innerMaterial.SetFloat(SgtShader._HorizonLengthRecip, SgtHelper.Reciprocal(innerThickness * innerDensity)); outerMaterial.SetFloat(SgtShader._HorizonLengthRecip, SgtHelper.Reciprocal(outerThickness * outerDensity)); if (OuterDepthTex != null) { #if UNITY_EDITOR SgtHelper.MakeTextureReadable(OuterDepthTex); #endif outerMaterial.SetFloat(SgtShader._Sky, GetSky(camera) * OuterDepthTex.GetPixelBilinear(height01 / outerDensity, 0.0f).a); } var scale = SgtHelper.Divide(OuterMeshRadius, OuterRadius); var worldToLocal = Matrix4x4.Scale(new Vector3(scale, scale, scale)) * cachedTransform.worldToLocalMatrix; // cachedTransform might not be set here, so use the property innerMaterial.SetMatrix(SgtShader._WorldToLocal, worldToLocal); outerMaterial.SetMatrix(SgtShader._WorldToLocal, worldToLocal); // Write lights and shadows SgtHelper.SetTempMaterial(innerMaterial, outerMaterial); var mask = 1 << gameObject.layer; var lights = SgtLight.Find(Lit, mask); SgtShadow.Find(Lit, mask, lights); SgtShadow.FilterOutSphere(transform.position); SgtShadow.Write(Lit, mask, 2); SgtLight.FilterOut(transform.position); SgtLight.Write(Lit, transform.position, cachedTransform, null, ScatteringStrength, 2); } }
private void CameraPreRender(Camera camera) { if (model != null) { model.Restore(camera); } // Write camera-dependant shader values if (innerMaterial != null && outerMaterial != null) { var localPosition = cachedTransform.InverseTransformPoint(camera.transform.position); var localDistance = localPosition.magnitude; var height01 = Mathf.InverseLerp(OuterRadius, InnerMeshRadius, localDistance); var innerThickness = default(float); var outerThickness = default(float); var innerRatio = SgtHelper.Divide(InnerMeshRadius, OuterRadius); var middleRatio = Mathf.Lerp(innerRatio, 1.0f, middle); var distance = SgtHelper.Divide(localDistance, OuterRadius); var innerDensity = 1.0f - InnerFog; var outerDensity = 1.0f - OuterFog; SgtHelper.CalculateHorizonThickness(innerRatio, middleRatio, distance, out innerThickness, out outerThickness); innerMaterial.SetFloat(SgtShader._HorizonLengthRecip, SgtHelper.Reciprocal(innerThickness * innerDensity)); outerMaterial.SetFloat(SgtShader._HorizonLengthRecip, SgtHelper.Reciprocal(outerThickness * outerDensity)); if (OuterDepthTex != null) { #if UNITY_EDITOR SgtHelper.MakeTextureReadable(OuterDepthTex); #endif outerMaterial.SetFloat(SgtShader._Sky, Sky * OuterDepthTex.GetPixelBilinear(height01 / outerDensity, 0.0f).a); } UpdateMaterialNonSerialized(); } }