From a10eea6e4ce647061813519d5b0ea496f29495b9 Mon Sep 17 00:00:00 2001
From: leonard Wu <364452445@qq.com>
Date: 星期四, 09 八月 2018 09:47:08 +0800
Subject: [PATCH] 同步最新svn内容
---
Assets/Plugins/PostProcessing/Runtime/Components/FogComponent.cs | 158 ++++++++++++++++++++++++++--------------------------
1 files changed, 79 insertions(+), 79 deletions(-)
diff --git a/Assets/Plugins/PostProcessing/Runtime/Components/FogComponent.cs b/Assets/Plugins/PostProcessing/Runtime/Components/FogComponent.cs
index f04691e..5b66eac 100644
--- a/Assets/Plugins/PostProcessing/Runtime/Components/FogComponent.cs
+++ b/Assets/Plugins/PostProcessing/Runtime/Components/FogComponent.cs
@@ -1,79 +1,79 @@
-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);
- }
- }
-}
+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);
+ }
+ }
+}
--
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