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CrowdControl/Assets/Top Down/Standard Assets/Image Effects (Pro Only)/GlobalFog.js

131 lines
3.8 KiB
JavaScript

1 month ago
#pragma strict
@script ExecuteInEditMode
@script RequireComponent (Camera)
@script AddComponentMenu ("Image Effects/Global Fog")
class GlobalFog extends PostEffectsBase {
enum FogMode {
AbsoluteYAndDistance = 0,
AbsoluteY = 1,
Distance = 2,
RelativeYAndDistance = 3,
}
public var fogMode : FogMode = FogMode.AbsoluteYAndDistance;
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 startDistance : float = 200.0f;
public var globalDensity : float = 1.0f;
public var heightScale : float = 100.0f;
public var height : float = 0.0f;
public var globalFogColor : Color = Color.grey;
public var fogShader : Shader;
private var fogMaterial : Material = null;
function OnDisable()
{
if (fogMaterial)
DestroyImmediate(fogMaterial);
}
function CheckResources () : boolean {
CheckSupport (true);
fogMaterial = CheckShaderAndCreateMaterial (fogShader, fogMaterial);
if(!isSupported)
ReportAutoDisable ();
return isSupported;
}
function OnRenderImage (source : RenderTexture, destination : RenderTexture) {
if(CheckResources()==false) {
Graphics.Blit (source, destination);
return;
}
CAMERA_NEAR = camera.nearClipPlane;
CAMERA_FAR = camera.farClipPlane;
CAMERA_FOV = camera.fieldOfView;
CAMERA_ASPECT_RATIO = camera.aspect;
var frustumCorners : Matrix4x4 = Matrix4x4.identity;
var vec : Vector4;
var corner : Vector3;
var fovWHalf : float = CAMERA_FOV * 0.5f;
var toRight : Vector3 = camera.transform.right * CAMERA_NEAR * Mathf.Tan (fovWHalf * Mathf.Deg2Rad) * CAMERA_ASPECT_RATIO;
var toTop : Vector3 = camera.transform.up * CAMERA_NEAR * Mathf.Tan (fovWHalf * Mathf.Deg2Rad);
var topLeft : Vector3 = (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 = (camera.transform.forward * CAMERA_NEAR + toRight + toTop);
topRight.Normalize();
topRight *= CAMERA_SCALE;
var bottomRight : Vector3 = (camera.transform.forward * CAMERA_NEAR + toRight - toTop);
bottomRight.Normalize();
bottomRight *= CAMERA_SCALE;
var bottomLeft : Vector3 = (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);
fogMaterial.SetMatrix ("_FrustumCornersWS", frustumCorners);
fogMaterial.SetVector ("_CameraWS", camera.transform.position);
fogMaterial.SetVector ("_StartDistance", Vector4 (1.0f / startDistance, (CAMERA_SCALE-startDistance)));
fogMaterial.SetVector ("_Y", Vector4 (height, 1.0f / heightScale));
fogMaterial.SetFloat ("_GlobalDensity", globalDensity * 0.01f);
fogMaterial.SetColor ("_FogColor", globalFogColor);
CustomGraphicsBlit (source, destination, fogMaterial, fogMode);
}
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 ();
}
}