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247 lines
10 KiB
C#

#if ENVIRO_HDRP
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
using System;
namespace UnityEngine.Rendering.HighDefinition
{
[Serializable, VolumeComponentMenu("Post-processing/Enviro/Fog")]
public class EnviroHDRPFog : CustomPostProcessVolumeComponent, IPostProcessComponent
{
public bool IsActive() => EnviroSky.instance != null;
public override CustomPostProcessInjectionPoint injectionPoint => (CustomPostProcessInjectionPoint)0;
#region General Var
private Camera myCam;
private Material blitTrough;
#endregion
////////////////////////
#region Fog Var
public enum FogType
{
Disabled,
Simple,
Standard
}
[HideInInspector]
public FogType currentFogType;
[HideInInspector]
public Material fogMat;
#endregion
////////////////////////
private void CleanupMaterials()
{
if (fogMat != null)
CoreUtils.Destroy(fogMat);
if (blitTrough != null)
CoreUtils.Destroy(blitTrough);
}
private void CreateFogMaterial()
{
if (EnviroSky.instance == null)
return;
//Cleanup
if (fogMat != null)
CoreUtils.Destroy(fogMat);
if (!EnviroSky.instance.useFog)
{
Shader shader = Shader.Find("Enviro/Pro/EnviroFogHDRP");
if(shader != null)
fogMat = new Material(shader);
currentFogType = FogType.Disabled;
}
else if (!EnviroSky.instance.fogSettings.useSimpleFog)
{
Shader shader = Shader.Find("Enviro/Pro/EnviroFogHDRP");
if (shader != null)
fogMat = new Material(shader);
currentFogType = FogType.Standard;
}
else
{
Shader shader = Shader.Find("Enviro/Pro/EnviroFogHDRP");
if (shader != null)
fogMat = new Material(shader);
currentFogType = FogType.Simple;
}
}
private void CreateMaterialsAndTextures()
{
if (blitTrough == null)
blitTrough = new Material(Shader.Find("Hidden/Enviro/BlitTroughHDRP"));
if(fogMat == null)
fogMat = new Material(Shader.Find("Enviro/Pro/EnviroFogHDRP"));
}
private void SetMatrixes ()
{
if (myCam.stereoEnabled)
{
// Both stereo eye inverse view matrices
Matrix4x4 left_world_from_view = myCam.GetStereoViewMatrix(Camera.StereoscopicEye.Left).inverse;
Matrix4x4 right_world_from_view = myCam.GetStereoViewMatrix(Camera.StereoscopicEye.Right).inverse;
// Both stereo eye inverse projection matrices, plumbed through GetGPUProjectionMatrix to compensate for render texture
Matrix4x4 left_screen_from_view = myCam.GetStereoProjectionMatrix(Camera.StereoscopicEye.Left);
Matrix4x4 right_screen_from_view = myCam.GetStereoProjectionMatrix(Camera.StereoscopicEye.Right);
Matrix4x4 left_view_from_screen = GL.GetGPUProjectionMatrix(left_screen_from_view, true).inverse;
Matrix4x4 right_view_from_screen = GL.GetGPUProjectionMatrix(right_screen_from_view, true).inverse;
// Negate [1,1] to reflect Unity's CBuffer state
if (SystemInfo.graphicsDeviceType != UnityEngine.Rendering.GraphicsDeviceType.OpenGLCore && SystemInfo.graphicsDeviceType != UnityEngine.Rendering.GraphicsDeviceType.OpenGLES3)
{
left_view_from_screen[1, 1] *= -1;
right_view_from_screen[1, 1] *= -1;
}
Shader.SetGlobalMatrix("_LeftWorldFromView", left_world_from_view);
Shader.SetGlobalMatrix("_RightWorldFromView", right_world_from_view);
Shader.SetGlobalMatrix("_LeftViewFromScreen", left_view_from_screen);
Shader.SetGlobalMatrix("_RightViewFromScreen", right_view_from_screen);
}
else
{
// Main eye inverse view matrix
Matrix4x4 left_world_from_view = myCam.cameraToWorldMatrix;
// Inverse projection matrices, plumbed through GetGPUProjectionMatrix to compensate for render texture
Matrix4x4 screen_from_view = myCam.projectionMatrix;
Matrix4x4 left_view_from_screen = GL.GetGPUProjectionMatrix(screen_from_view, true).inverse;
// Negate [1,1] to reflect Unity's CBuffer state
if (SystemInfo.graphicsDeviceType != UnityEngine.Rendering.GraphicsDeviceType.OpenGLCore && SystemInfo.graphicsDeviceType != UnityEngine.Rendering.GraphicsDeviceType.OpenGLES3)
left_view_from_screen[1, 1] *= -1;
// Store matrices
Shader.SetGlobalMatrix("_LeftWorldFromView", left_world_from_view);
Shader.SetGlobalMatrix("_LeftViewFromScreen", left_view_from_screen);
}
}
public override void Setup()
{
CreateMaterialsAndTextures();
}
public override void Cleanup()
{
CleanupMaterials();
}
public override void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination)
{
myCam = camera.camera;
if (EnviroSky.instance == null || myCam == null || camera.camera.cameraType == CameraType.Preview || EnviroSky.instance.RenderEnviroOnThisCam(camera.camera) == false)
{
blitTrough.SetTexture("_InputTexture", source);
CoreUtils.DrawFullScreen(cmd, blitTrough);
return;
}
if (Application.isPlaying)
{
if (EnviroSky.instance.useFog)
{
Update();
SetMatrixes();
RenderFog(source, cmd);
}
else
{
blitTrough.SetTexture("_InputTexture", source);
CoreUtils.DrawFullScreen(cmd, blitTrough);
}
}
else
{
if (camera.camera == Camera.main)
{
if (EnviroSky.instance.useFog)
{
Update();
SetMatrixes();
RenderFog(source, cmd);
}
else
{
blitTrough.SetTexture("_InputTexture", source);
CoreUtils.DrawFullScreen(cmd, blitTrough);
}
}
else if (EnviroSky.instance.useFog && EnviroSky.instance.showFogInEditor)
{
Update();
SetMatrixes();
RenderFog(source, cmd);
}
else
{
blitTrough.SetTexture("_InputTexture", source);
CoreUtils.DrawFullScreen(cmd, blitTrough);
}
}
}
private void Update()
{
CreateMaterialsAndTextures();
}
private void RenderFog(RTHandle src, CommandBuffer cmd)
{
//////////////// FOG
float FdotC = myCam.transform.position.y - EnviroSky.instance.fogSettings.height;
float paramK = (FdotC <= 0.0f ? 1.0f : 0.0f);
var sceneMode = RenderSettings.fogMode;
var sceneDensity = RenderSettings.fogDensity;
var sceneStart = RenderSettings.fogStartDistance;
var sceneEnd = RenderSettings.fogEndDistance;
Vector4 sceneParams;
bool linear = (sceneMode == FogMode.Linear);
float diff = linear ? sceneEnd - sceneStart : 0.0f;
float invDiff = Mathf.Abs(diff) > 0.0001f ? 1.0f / diff : 0.0f;
sceneParams.x = sceneDensity * 1.2011224087f; // density / sqrt(ln(2)), used by Exp2 fog mode
sceneParams.y = sceneDensity * 1.4426950408f; // density / ln(2), used by Exp fog mode
sceneParams.z = linear ? -invDiff : 0.0f;
sceneParams.w = linear ? sceneEnd * invDiff : 0.0f;
//////////////////
if (!EnviroSky.instance.fogSettings.useSimpleFog)
{
Shader.SetGlobalVector("_FogNoiseVelocity", new Vector4(-EnviroSky.instance.Components.windZone.transform.forward.x * EnviroSky.instance.windIntensity * 5, -EnviroSky.instance.Components.windZone.transform.forward.z * EnviroSky.instance.windIntensity * 5) * EnviroSky.instance.fogSettings.noiseScale);
Shader.SetGlobalVector("_FogNoiseData", new Vector4(EnviroSky.instance.fogSettings.noiseScale, EnviroSky.instance.fogSettings.noiseIntensity, EnviroSky.instance.fogSettings.noiseIntensityOffset));
Shader.SetGlobalTexture("_FogNoiseTexture", EnviroSky.instance.ressources.detailNoiseTexture);
}
Shader.SetGlobalFloat("_EnviroVolumeDensity", EnviroSky.instance.globalVolumeLightIntensity);
Shader.SetGlobalVector("_SceneFogParams", sceneParams);
Shader.SetGlobalVector("_SceneFogMode", new Vector4((int)sceneMode, EnviroSky.instance.fogSettings.useRadialDistance ? 1 : 0, 0, Application.isPlaying ? 1f : 0f));
Shader.SetGlobalVector("_HeightParams", new Vector4(EnviroSky.instance.fogSettings.height, FdotC, paramK, EnviroSky.instance.fogSettings.heightDensity * 0.5f));
Shader.SetGlobalVector("_DistanceParams", new Vector4(-Mathf.Max(EnviroSky.instance.fogSettings.startDistance, 0.0f), 0, 0, 0));
fogMat.SetFloat("_DitheringIntensity", EnviroSky.instance.fogSettings.fogDithering);
fogMat.SetTexture("_MainTex", src);
CoreUtils.DrawFullScreen(cmd, fogMat, null, EnviroSky.instance.fogSettings.useEnviroGroundFog ? 0 : 1);
//cmd.SetGlobalTexture("_MainTex",src);
//HDUtils.DrawFullScreen(cmd,fogMat,src,null,EnviroSky.instance.fogSettings.useEnviroGroundFog ? 0 : 1);
}
}
}
#endif