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using System.Collections.Generic;
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using UnityEngine.Serialization;
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#if ENVIRO_LWRP && ENVIRO_LW
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namespace UnityEngine.Rendering.LWRP
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{
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public class EnviroLiteFogLWRP : UnityEngine.Rendering.Universal.ScriptableRendererFeature
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{
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EnviroBlitPass blitPass;
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private Camera myCam;
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[HideInInspector]
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public Material material;
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private bool currentSimpleFog = false;
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private void RenderFog()
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{
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if (material == null)
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CreateFogMaterial();
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float FdotC = myCam.transform.position.y - EnviroSkyLite.instance.fogSettings.height;
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float paramK = (FdotC <= 0.0f ? 1.0f : 0.0f);
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var sceneMode = RenderSettings.fogMode;
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var sceneDensity = RenderSettings.fogDensity;
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var sceneStart = RenderSettings.fogStartDistance;
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var sceneEnd = RenderSettings.fogEndDistance;
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Vector4 sceneParams;
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bool linear = (sceneMode == FogMode.Linear);
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float diff = linear ? sceneEnd - sceneStart : 0.0f;
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float invDiff = Mathf.Abs(diff) > 0.0001f ? 1.0f / diff : 0.0f;
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sceneParams.x = sceneDensity * 1.2011224087f; // density / sqrt(ln(2)), used by Exp2 fog mode
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sceneParams.y = sceneDensity * 1.4426950408f; // density / ln(2), used by Exp fog mode
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sceneParams.z = linear ? -invDiff : 0.0f;
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sceneParams.w = linear ? sceneEnd * invDiff : 0.0f;
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Shader.SetGlobalVector("_SceneFogParams", sceneParams);
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Shader.SetGlobalVector("_SceneFogMode", new Vector4((int)sceneMode, EnviroSkyLite.instance.fogSettings.useRadialDistance ? 1 : 0, 0, 0));
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Shader.SetGlobalVector("_HeightParams", new Vector4(EnviroSkyLite.instance.fogSettings.height, FdotC, paramK, EnviroSkyLite.instance.fogSettings.heightDensity * 0.5f));
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Shader.SetGlobalVector("_DistanceParams", new Vector4(-Mathf.Max(EnviroSkyLite.instance.fogSettings.startDistance, 0.0f), 0, 0, 0));
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material.EnableKeyword("ENVIROURP");
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}
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private void CreateFogMaterial ()
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{
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if (material != null)
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DestroyImmediate(material);
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if (!EnviroSkyLite.instance.fogSettings.useSimpleFog)
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{
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Shader shader = Shader.Find("Enviro/Lite/EnviroFogRendering");
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if (shader != null)
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material = new Material(shader);
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}
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else
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{
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Shader shader = Shader.Find("Enviro/Lite/EnviroFogRenderingSimple");
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if (shader != null)
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material = new Material(shader);
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}
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if (EnviroSkyLite.instance.fogSettings.useSimpleFog)
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{
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currentSimpleFog = true;
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Shader.EnableKeyword("ENVIRO_SIMPLE_FOG");
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}
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else
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{
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currentSimpleFog = false;
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Shader.DisableKeyword("ENVIRO_SIMPLE_FOG");
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}
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}
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private void UpdateMatrix(UnityEngine.Rendering.Universal.RenderingData renderingData)
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{
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///////////////////Matrix Information
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if (UnityEngine.XR.XRSettings.enabled && UnityEngine.XR.XRSettings.stereoRenderingMode == XR.XRSettings.StereoRenderingMode.SinglePassInstanced)
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{
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#if UNITY_2020_3_OR_NEWER
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Matrix4x4 left_world_from_view = renderingData.cameraData.GetViewMatrix(0).inverse;
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Matrix4x4 right_world_from_view = renderingData.cameraData.GetViewMatrix(1).inverse;
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Matrix4x4 left_screen_from_view = renderingData.cameraData.GetProjectionMatrix(0);
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Matrix4x4 right_screen_from_view = renderingData.cameraData.GetProjectionMatrix(1);
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#else
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Matrix4x4 left_world_from_view = myCam.GetStereoViewMatrix(Camera.StereoscopicEye.Left).inverse;
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Matrix4x4 right_world_from_view = myCam.GetStereoViewMatrix(Camera.StereoscopicEye.Right).inverse;
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Matrix4x4 left_screen_from_view = myCam.GetStereoProjectionMatrix(Camera.StereoscopicEye.Left);
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Matrix4x4 right_screen_from_view = myCam.GetStereoProjectionMatrix(Camera.StereoscopicEye.Right);
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#endif
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Matrix4x4 left_view_from_screen = GL.GetGPUProjectionMatrix(left_screen_from_view, true).inverse;
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Matrix4x4 right_view_from_screen = GL.GetGPUProjectionMatrix(right_screen_from_view, true).inverse;
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// Negate [1,1] to reflect Unity's CBuffer state
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if (SystemInfo.graphicsDeviceType != UnityEngine.Rendering.GraphicsDeviceType.OpenGLCore && SystemInfo.graphicsDeviceType != UnityEngine.Rendering.GraphicsDeviceType.OpenGLES3)
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{
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left_view_from_screen[1, 1] *= -1;
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right_view_from_screen[1, 1] *= -1;
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}
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Shader.SetGlobalMatrix("_LeftWorldFromView", left_world_from_view);
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Shader.SetGlobalMatrix("_RightWorldFromView", right_world_from_view);
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Shader.SetGlobalMatrix("_LeftViewFromScreen", left_view_from_screen);
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Shader.SetGlobalMatrix("_RightViewFromScreen", right_view_from_screen);
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}
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else
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{
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// Main eye inverse view matrix
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Matrix4x4 left_world_from_view = renderingData.cameraData.GetViewMatrix().inverse;
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// Inverse projection matrices, plumbed through GetGPUProjectionMatrix to compensate for render texture
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Matrix4x4 screen_from_view = renderingData.cameraData.GetProjectionMatrix();
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Matrix4x4 left_view_from_screen = GL.GetGPUProjectionMatrix(screen_from_view, true).inverse;
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// Negate [1,1] to reflect Unity's CBuffer state
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if (SystemInfo.graphicsDeviceType != UnityEngine.Rendering.GraphicsDeviceType.OpenGLCore && SystemInfo.graphicsDeviceType != UnityEngine.Rendering.GraphicsDeviceType.OpenGLES3)
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left_view_from_screen[1, 1] *= -1;
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// Store matrices
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Shader.SetGlobalMatrix("_LeftWorldFromView", left_world_from_view);
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Shader.SetGlobalMatrix("_LeftViewFromScreen", left_view_from_screen);
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}
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}
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public override void Create()
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{
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if (EnviroSkyMgr.instance == null || EnviroSkyLite.instance == null)
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return;
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CreateFogMaterial();
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blitPass = new EnviroBlitPass(UnityEngine.Rendering.Universal.RenderPassEvent.BeforeRenderingTransparents, material, 0, name);
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}
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public override void AddRenderPasses(UnityEngine.Rendering.Universal.ScriptableRenderer renderer, ref UnityEngine.Rendering.Universal.RenderingData renderingData)
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{
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if (renderingData.cameraData.camera.cameraType == CameraType.Preview)
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return;
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myCam = renderingData.cameraData.camera;
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if (EnviroSkyLite.instance != null && EnviroSkyLite.instance.usePostEffectFog)
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{
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//var src = renderer.cameraColorTarget;
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var dest = UnityEngine.Rendering.Universal.RenderTargetHandle.CameraTarget;
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if (renderingData.cameraData.isSceneViewCamera || renderingData.cameraData.camera == EnviroSkyLite.instance.PlayerCamera)
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{
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UpdateMatrix(renderingData);
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if (currentSimpleFog != EnviroSkyLite.instance.fogSettings.useSimpleFog)
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{
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CreateFogMaterial();
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blitPass = new EnviroBlitPass(UnityEngine.Rendering.Universal.RenderPassEvent.BeforeRenderingTransparents, material, 0, name);
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currentSimpleFog = EnviroSkyLite.instance.fogSettings.useSimpleFog;
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}
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RenderFog();
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if (blitPass == null || material == null)
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Create();
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blitPass.Setup(renderer, dest, material);
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renderer.EnqueuePass(blitPass);
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}
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}
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}
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}
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}
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#endif
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