NewN_UAVPlane/Assets/art/haidao/PostProcessing/Runtime/Components/FogComponent.cs

80 lines
3.1 KiB
C#

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