#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 (); } }