80 lines
3.1 KiB
C#
80 lines
3.1 KiB
C#
//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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