mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
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80 lines
2.9 KiB
C#
80 lines
2.9 KiB
C#
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using UnityEngine.Rendering;
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namespace UnityEngine.PostProcessing
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{
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public sealed class FogComponent : PostProcessingComponentCommandBuffer<FogModel>
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{
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static class Uniforms
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{
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internal static readonly int _FogColor = Shader.PropertyToID("_FogColor");
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internal static readonly int _Density = Shader.PropertyToID("_Density");
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internal static readonly int _Start = Shader.PropertyToID("_Start");
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internal static readonly int _End = Shader.PropertyToID("_End");
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internal static readonly int _TempRT = Shader.PropertyToID("_TempRT");
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}
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const string k_ShaderString = "Hidden/Post FX/Fog";
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public override bool active
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{
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get
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{
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return model.enabled
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&& context.isGBufferAvailable // In forward fog is already done at shader level
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&& RenderSettings.fog
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&& !context.interrupted;
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}
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}
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public override string GetName()
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{
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return "Fog";
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}
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public override DepthTextureMode GetCameraFlags()
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{
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return DepthTextureMode.Depth;
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}
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public override CameraEvent GetCameraEvent()
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{
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return CameraEvent.AfterImageEffectsOpaque;
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}
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public override void PopulateCommandBuffer(CommandBuffer cb)
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{
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var settings = model.settings;
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var material = context.materialFactory.Get(k_ShaderString);
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material.shaderKeywords = null;
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var fogColor = GraphicsUtils.isLinearColorSpace ? RenderSettings.fogColor.linear : RenderSettings.fogColor;
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material.SetColor(Uniforms._FogColor, fogColor);
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material.SetFloat(Uniforms._Density, RenderSettings.fogDensity);
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material.SetFloat(Uniforms._Start, RenderSettings.fogStartDistance);
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material.SetFloat(Uniforms._End, RenderSettings.fogEndDistance);
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switch (RenderSettings.fogMode)
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{
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case FogMode.Linear:
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material.EnableKeyword("FOG_LINEAR");
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break;
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case FogMode.Exponential:
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material.EnableKeyword("FOG_EXP");
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break;
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case FogMode.ExponentialSquared:
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material.EnableKeyword("FOG_EXP2");
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break;
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}
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var fbFormat = context.isHdr
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? RenderTextureFormat.DefaultHDR
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: RenderTextureFormat.Default;
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cb.GetTemporaryRT(Uniforms._TempRT, context.width, context.height, 24, FilterMode.Bilinear, fbFormat);
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cb.Blit(BuiltinRenderTextureType.CameraTarget, Uniforms._TempRT);
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cb.Blit(Uniforms._TempRT, BuiltinRenderTextureType.CameraTarget, material, settings.excludeSkybox ? 1 : 0);
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cb.ReleaseTemporaryRT(Uniforms._TempRT);
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}
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}
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}
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