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MetalGear2D.Unity/Assets/Standard Assets/Image Effects (Pro Only)/GlobalFog.js
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2025-05-13 05:19:58 +03:00
#pragma strict
@script ExecuteInEditMode
@script RequireComponent (Camera)
@script AddComponentMenu ("Image Effects/Rendering/Global Fog")
class GlobalFog extends PostEffectsBase {
private var CAMERA_NEAR : float = 0.5f;
private var CAMERA_FAR : float = 50.0f;
private var CAMERA_FOV : float = 60.0f;
private var CAMERA_ASPECT_RATIO : float = 1.333333f;
public var distanceFog : boolean = true;
public var heightFog : boolean = true;
public var height : float = 1.0f;
@Range(0.001f,10.0f)
public var heightDensity : float = 2.0f;
public var startDistance : float = 0.0f;
public var fogShader : Shader;
private var fogMaterial : Material = null;
function CheckResources () : boolean {
CheckSupport (true);
fogMaterial = CheckShaderAndCreateMaterial (fogShader, fogMaterial);
if(!isSupported)
ReportAutoDisable ();
return isSupported;
}
@ImageEffectOpaque
function OnRenderImage (source : RenderTexture, destination : RenderTexture) {
if (CheckResources()==false || (!distanceFog && !heightFog))
{
Graphics.Blit (source, destination);
return;
}
CAMERA_NEAR = GetComponent(Camera).nearClipPlane;
CAMERA_FAR = GetComponent(Camera).farClipPlane;
CAMERA_FOV = GetComponent(Camera).fieldOfView;
CAMERA_ASPECT_RATIO = GetComponent(Camera).aspect;
var frustumCorners : Matrix4x4 = Matrix4x4.identity;
var vec : Vector4;
var corner : Vector3;
var fovWHalf : float = CAMERA_FOV * 0.5f;
var toRight : Vector3 = GetComponent(Camera).transform.right * CAMERA_NEAR * Mathf.Tan (fovWHalf * Mathf.Deg2Rad) * CAMERA_ASPECT_RATIO;
var toTop : Vector3 = GetComponent(Camera).transform.up * CAMERA_NEAR * Mathf.Tan (fovWHalf * Mathf.Deg2Rad);
var topLeft : Vector3 = (GetComponent(Camera).transform.forward * CAMERA_NEAR - toRight + toTop);
var CAMERA_SCALE : float = topLeft.magnitude * CAMERA_FAR/CAMERA_NEAR;
topLeft.Normalize();
topLeft *= CAMERA_SCALE;
var topRight : Vector3 = (GetComponent(Camera).transform.forward * CAMERA_NEAR + toRight + toTop);
topRight.Normalize();
topRight *= CAMERA_SCALE;
var bottomRight : Vector3 = (GetComponent(Camera).transform.forward * CAMERA_NEAR + toRight - toTop);
bottomRight.Normalize();
bottomRight *= CAMERA_SCALE;
var bottomLeft : Vector3 = (GetComponent(Camera).transform.forward * CAMERA_NEAR - toRight - toTop);
bottomLeft.Normalize();
bottomLeft *= CAMERA_SCALE;
frustumCorners.SetRow (0, topLeft);
frustumCorners.SetRow (1, topRight);
frustumCorners.SetRow (2, bottomRight);
frustumCorners.SetRow (3, bottomLeft);
var camPos = GetComponent(Camera).transform.position;
var FdotC : float = camPos.y-height;
var paramK : float = (FdotC <= 0.0f ? 1.0f : 0.0f);
fogMaterial.SetMatrix ("_FrustumCornersWS", frustumCorners);
fogMaterial.SetVector ("_CameraWS", camPos);
fogMaterial.SetVector ("_HeightParams", Vector4 (height, FdotC, paramK, heightDensity*0.5f));
fogMaterial.SetVector ("_DistanceParams", Vector4 (-Mathf.Max(startDistance,0.0f), 0, 0, 0));
var sceneMode = RenderSettings.fogMode;
var sceneDensity = RenderSettings.fogDensity;
var sceneStart = RenderSettings.fogStartDistance;
var sceneEnd = RenderSettings.fogEndDistance;
var sceneParams : Vector4;
var linear : boolean = (sceneMode == UnityEngine.FogMode.Linear);
var diff : float = linear ? sceneEnd - sceneStart : 0.0f;
var invDiff : float = 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;
fogMaterial.SetVector ("_SceneFogParams", sceneParams);
fogMaterial.SetInt ("_SceneFogMode", sceneMode);
var pass : int = 0;
if (distanceFog && heightFog)
pass = 0; // distance + height
else if (distanceFog)
pass = 1; // distance only
else
pass = 2; // height only
CustomGraphicsBlit (source, destination, fogMaterial, pass);
}
static function CustomGraphicsBlit (source : RenderTexture, dest : RenderTexture, fxMaterial : Material, passNr : int) {
RenderTexture.active = dest;
fxMaterial.SetTexture ("_MainTex", source);
GL.PushMatrix ();
GL.LoadOrtho ();
fxMaterial.SetPass (passNr);
GL.Begin (GL.QUADS);
GL.MultiTexCoord2 (0, 0.0f, 0.0f);
GL.Vertex3 (0.0f, 0.0f, 3.0f); // BL
GL.MultiTexCoord2 (0, 1.0f, 0.0f);
GL.Vertex3 (1.0f, 0.0f, 2.0f); // BR
GL.MultiTexCoord2 (0, 1.0f, 1.0f);
GL.Vertex3 (1.0f, 1.0f, 1.0f); // TR
GL.MultiTexCoord2 (0, 0.0f, 1.0f);
GL.Vertex3 (0.0f, 1.0f, 0.0); // TL
GL.End ();
GL.PopMatrix ();
}
}