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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