Code Review

1 using System;
2 using
UnityEngine;
3
4 namespace
UnityStandardAssets.ImageEffects
5 {
6     
[ExecuteInEditMode]
7     
[RequireComponent (typeof(Camera))]
8     
[AddComponentMenu ("Image Effects/Rendering/Global Fog")]
9     
class GlobalFog : PostEffectsBase
10     {
11         
[Tooltip("Apply distance-based fog?")]
12         
public bool distanceFog = true;
13         
[Tooltip("Exclude far plane pixels from distance-based fog? (Skybox or clear color)")]
14         
public bool excludeFarPixels = true;
15         
[Tooltip("Distance fog is based on radial distance from camera when checked")]
16         
public bool useRadialDistance = false;
17         
[Tooltip("Apply height-based fog?")]
18         
public bool heightFog = true;
19         
[Tooltip("Fog top Y coordinate")]
20         
public float height = 1.0f;
21         
[Range(0.001f,10.0f)]
22         
public float heightDensity = 2.0f;
23         
[Tooltip("Push fog away from the camera by this amount")]
24         
public float startDistance = 0.0f;
25
26         
public Shader fogShader = null;
27         
private Material fogMaterial = null;
28
29
30         
public override bool CheckResources ()
31         {
32             CheckSupport (
true);
33
34             fogMaterial = CheckShaderAndCreateMaterial (fogShader, fogMaterial);
35
36             
if (!isSupported)
37                 ReportAutoDisable ();
38             
return isSupported;
39         }
40
41         
[ImageEffectOpaque]
42         
void OnRenderImage (RenderTexture source, RenderTexture destination)
43         {
44             
if (CheckResources()==false || (!distanceFog && !heightFog))
45             {
46                 Graphics.Blit (source, destination);
47                 
return;
48             }
49
50             Camera cam = GetComponent<Camera>();
51             Transform camtr = cam.transform;
52             
float camNear = cam.nearClipPlane;
53             
float camFar = cam.farClipPlane;
54             
float camFov = cam.fieldOfView;
55             
float camAspect = cam.aspect;
56
57             Matrix4x4 frustumCorners = Matrix4x4.identity;
58
59             
float fovWHalf = camFov * 0.5f;
60
61             Vector3 toRight = camtr.right * camNear * Mathf.Tan (fovWHalf * Mathf.Deg2Rad) * camAspect;
62             Vector3 toTop = camtr.up * camNear * Mathf.Tan (fovWHalf * Mathf.Deg2Rad);
63
64             Vector3 topLeft = (camtr.forward * camNear - toRight + toTop);
65             
float camScale = topLeft.magnitude * camFar/camNear;
66
67             topLeft.Normalize();
68             topLeft *= camScale;
69
70             Vector3 topRight = (camtr.forward * camNear + toRight + toTop);
71             topRight.Normalize();
72             topRight *= camScale;
73
74             Vector3 bottomRight = (camtr.forward * camNear + toRight - toTop);
75             bottomRight.Normalize();
76             bottomRight *= camScale;
77
78             Vector3 bottomLeft = (camtr.forward * camNear - toRight - toTop);
79             bottomLeft.Normalize();
80             bottomLeft *= camScale;
81
82             frustumCorners.SetRow (
0, topLeft);
83             frustumCorners.SetRow (
1, topRight);
84             frustumCorners.SetRow (
2, bottomRight);
85             frustumCorners.SetRow (
3, bottomLeft);
86
87             
var camPos= camtr.position;
88             
float FdotC = camPos.y-height;
89             
float paramK = (FdotC <= 0.0f ? 1.0f : 0.0f);
90             
float excludeDepth = (excludeFarPixels ? 1.0f : 2.0f);
91             fogMaterial.SetMatrix (
"_FrustumCornersWS", frustumCorners);
92             fogMaterial.SetVector (
"_CameraWS", camPos);
93             fogMaterial.SetVector (
"_HeightParams", new Vector4 (height, FdotC, paramK, heightDensity*0.5f));
94             fogMaterial.SetVector (
"_DistanceParams", new Vector4 (-Mathf.Max(startDistance,0.0f), excludeDepth, 0, 0));
95
96             
var sceneMode= RenderSettings.fogMode;
97             
var sceneDensity= RenderSettings.fogDensity;
98             
var sceneStart= RenderSettings.fogStartDistance;
99             
var sceneEnd= RenderSettings.fogEndDistance;
100             Vector4 sceneParams;
101             
bool linear = (sceneMode == FogMode.Linear);
102             
float diff = linear ? sceneEnd - sceneStart : 0.0f;
103             
float invDiff = Mathf.Abs(diff) > 0.0001f ? 1.0f / diff : 0.0f;
104             sceneParams.x = sceneDensity *
1.2011224087f; // density / sqrt(ln(2)), used by Exp2 fog mode
105             sceneParams.y = sceneDensity *
1.4426950408f; // density / ln(2), used by Exp fog mode
106             sceneParams.z = linear ? -invDiff :
0.0f;
107             sceneParams.w = linear ? sceneEnd * invDiff :
0.0f;
108             fogMaterial.SetVector (
"_SceneFogParams", sceneParams);
109             fogMaterial.SetVector (
"_SceneFogMode", new Vector4((int)sceneMode, useRadialDistance ? 1 : 0, 0, 0));
110
111             
int pass = 0;
112             
if (distanceFog && heightFog)
113                 pass =
0; // distance + height
114             
else if (distanceFog)
115                 pass =
1; // distance only
116             
else
117                 pass =
2; // height only
118             CustomGraphicsBlit (source, destination, fogMaterial, pass);
119         }
120
121         
static void CustomGraphicsBlit (RenderTexture source, RenderTexture dest, Material fxMaterial, int passNr)
122         {
123             RenderTexture.active = dest;
124
125             fxMaterial.SetTexture (
"_MainTex", source);
126
127             GL.PushMatrix ();
128             GL.LoadOrtho ();
129
130             fxMaterial.SetPass (passNr);
131
132             GL.Begin (GL.QUADS);
133
134             GL.MultiTexCoord2 (
0, 0.0f, 0.0f);
135             GL.Vertex3 (
0.0f, 0.0f, 3.0f); // BL
136
137             GL.MultiTexCoord2 (
0, 1.0f, 0.0f);
138             GL.Vertex3 (
1.0f, 0.0f, 2.0f); // BR
139
140             GL.MultiTexCoord2 (
0, 1.0f, 1.0f);
141             GL.Vertex3 (
1.0f, 1.0f, 1.0f); // TR
142
143             GL.MultiTexCoord2 (
0, 0.0f, 1.0f);
144             GL.Vertex3 (
0.0f, 1.0f, 0.0f); // TL
145
146             GL.End ();
147             GL.PopMatrix ();
148         }
149     }
150 }


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