using UnityEngine;
using UnityEngine.Rendering;
using System.Collections;
using System;
[ExecuteInEditMode]
[ImageEffectAllowedInSceneView]
[RequireComponent(typeof(Camera))]
public class EnviroSkyRenderingLW : MonoBehaviour
{
[HideInInspector]
public bool isAddionalCamera = false;
private Camera myCam;
[HideInInspector]
public Material material;
[HideInInspector]
public bool simpleFog = false;
private bool currentSimpleFog = false;
///
///
///
void OnEnable()
{
#if ENVIRO_LW
if (EnviroSkyMgr.instance == null || EnviroSkyMgr.instance.currentEnviroSkyVersion != EnviroSkyMgr.EnviroSkyVersion.LW)
{
// Debug.Log("Deactivated EnviroSkyRenderingLW component. Not in LW mode or Manager missing.");
this.enabled = false;
return;
}
#endif
myCam = GetComponent();
if (myCam.actualRenderingPath == RenderingPath.Forward)
myCam.depthTextureMode = DepthTextureMode.Depth;
CreateFogMaterial();
}
///
///
///
void OnDisable()
{
DestroyFogMaterial();
//Reset to default depth mode.
if (myCam != null && myCam.actualRenderingPath == RenderingPath.Forward)
{
if (myCam.depthTextureMode == DepthTextureMode.Depth)
myCam.depthTextureMode = DepthTextureMode.None;
}
}
private void CreateFogMaterial ()
{
if (material != null)
DestroyImmediate(material);
if (!EnviroSkyMgr.instance.FogSettings.useSimpleFog)
{
Shader shader = Shader.Find("Enviro/Lite/EnviroFogRendering");
if (shader == null)
throw new Exception("Critical Error: \"Enviro/EnviroFogRendering\" shader is missing.");
material = new Material(shader);
}
else
{
Shader shader = Shader.Find("Enviro/Lite/EnviroFogRenderingSimple");
if (shader == null)
throw new Exception("Critical Error: \"Enviro/EnviroFogRendering\" shader is missing.");
material = new Material(shader);
}
if (EnviroSkyMgr.instance.FogSettings.useSimpleFog)
{
Shader.EnableKeyword("ENVIRO_SIMPLE_FOG");
}
else
{
Shader.DisableKeyword("ENVIRO_SIMPLE_FOG");
}
}
private void DestroyFogMaterial()
{
if (material != null)
DestroyImmediate(material);
}
private void Update()
{
if (EnviroSkyMgr.instance == null)
return;
if (!EnviroSkyMgr.instance.IsAvailable())
return;
if (currentSimpleFog != EnviroSkyMgr.instance.FogSettings.useSimpleFog)
{
CreateFogMaterial();
currentSimpleFog = EnviroSkyMgr.instance.FogSettings.useSimpleFog;
}
}
void OnPreRender ()
{
///////////////////Matrix Information
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 && SystemInfo.graphicsDeviceType != UnityEngine.Rendering.GraphicsDeviceType.OpenGLES2)
{
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 && SystemInfo.graphicsDeviceType != UnityEngine.Rendering.GraphicsDeviceType.OpenGLES2)
left_view_from_screen[1, 1] *= -1;
// Store matrices
Shader.SetGlobalMatrix("_LeftWorldFromView", left_world_from_view);
Shader.SetGlobalMatrix("_LeftViewFromScreen", left_view_from_screen);
}
//////////////////////////////
}
[ImageEffectOpaque]
public void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (EnviroSkyLite.instance == null) {
Graphics.Blit(source, destination);
return;
}
// Set Camera to render depth in forward
if (myCam.actualRenderingPath == RenderingPath.Forward)
myCam.depthTextureMode |= DepthTextureMode.Depth;
if(material == null)
CreateFogMaterial();
if (!Application.isPlaying && EnviroSkyLite.instance.showFogInEditor || Application.isPlaying)
{
RenderFog(source, destination);
}
else
{
Graphics.Blit(source, destination);
}
}
private void RenderFog(RenderTexture source, RenderTexture destination)
{
float FdotC = myCam.transform.position.y - EnviroSkyLite.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;
Shader.SetGlobalVector("_SceneFogParams", sceneParams);
Shader.SetGlobalVector("_SceneFogMode", new Vector4((int)sceneMode, EnviroSkyLite.instance.fogSettings.useRadialDistance ? 1 : 0, 0, 0));
Shader.SetGlobalVector("_HeightParams", new Vector4(EnviroSkyLite.instance.fogSettings.height, FdotC, paramK, EnviroSkyLite.instance.fogSettings.heightDensity * 0.5f));
Shader.SetGlobalVector("_DistanceParams", new Vector4(-Mathf.Max(EnviroSkyLite.instance.fogSettings.startDistance, 0.0f), 0, 0, 0));
material.SetTexture("_MainTex", source);
Graphics.Blit(source, destination, material);
}
}