雾效果后处理 - Shader

  • 脚本
using System;
using UnityEngine;

namespace DefaultNamespace
{
    
    
    public class FogWithDepthTexture : PostEffectBase
    {
    
    
        [SerializeField]
        private Shader _fogShader;
        private Material _fogMaterial;
        private Camera _camera;

        [Range(0f, 1f)]
        public float fogDensity = 1.0f;
        public Color fogColor = Color.white;
        public float fogStart = 0f;
        public float fogEnd = 2f;
        
        public Material FogMaterial
        {
    
    
            get
            {
    
    
                _fogMaterial = CheckShaderAndCreateMaterial(_fogShader, _fogMaterial);
                return _fogMaterial;
            }
        }

        public Camera MyCamera
        {
    
    
            get
            {
    
    
                if (_camera == null)
                    _camera = GetComponent<Camera>();
                return _camera;
            }
        }

        private void OnEnable()
        {
    
    
            MyCamera.depthTextureMode |= DepthTextureMode.Depth;
        }

        private void OnRenderImage(RenderTexture src, RenderTexture dest)
        {
    
    
            if (FogMaterial != null)
            {
    
    
                float fov = MyCamera.fieldOfView;
                float near = MyCamera.nearClipPlane;
                float aspect = MyCamera.aspect;

                float halfHeight = near * Mathf.Tan(fov * 0.5f * Mathf.Deg2Rad);
                var cameraTransform = MyCamera.transform;
                Vector3 toTop = cameraTransform.up * halfHeight;
                Vector3 toRight = cameraTransform.right * halfHeight * aspect;
                
                Vector3 f = cameraTransform.forward * near;
                Vector3 topLeft = f + toTop - toRight;
                float scale = topLeft.magnitude / near;
                topLeft = topLeft.normalized * scale;
                Vector3 topRight = (f + toTop + toRight).normalized * scale;
                Vector3 bottomLeft = (f - toTop - toRight).normalized * scale;
                Vector3 bottomRight = (f - toTop + toRight).normalized * scale;
                
                Matrix4x4 frustumCorners = Matrix4x4.identity;
                frustumCorners.SetRow(0, bottomLeft);
                frustumCorners.SetRow(1, bottomRight);
                frustumCorners.SetRow(2, topLeft);
                frustumCorners.SetRow(3, topRight);
                
                FogMaterial.SetMatrix("_FrustumCornersRay", frustumCorners);
                FogMaterial.SetFloat("_FogDensity", fogDensity);
                FogMaterial.SetColor("_FogColor", fogColor);
                FogMaterial.SetFloat("_FogStart", fogStart);
                FogMaterial.SetFloat("_FogEnd", fogEnd);
                
                Graphics.Blit(src, dest, FogMaterial);
            }
            else
            {
    
    
                Graphics.Blit(src, dest);
            }
        }
    }
}
  • shader
Shader "Hidden/FogWithDepthTexture"
{
    
    
    Properties
    {
    
    
        _MainTex ("Texture", 2D) = "white" {
    
    }
        _FogDensity ("Fog Density", Float) = 1.0
		_FogColor ("Fog Color", Color) = (1, 1, 1, 1)
		_FogStart ("Fog Start", Float) = 0.0
		_FogEnd ("Fog End", Float) = 1.0
    }
    SubShader
    {
    
    
        CGINCLUDE
        
        #include "UnityCG.cginc"

        float4x4 _FrustumCornersRay;
        sampler2D _MainTex;
        half4 _MainTex_TexelSize;
        sampler2D _CameraDepthTexture;
        half _FogDensity;
        fixed4 _FogColor;
        float _FogStart;
        float _FogEnd;

        struct a2v
        {
    
    
            float4 vertex : POSITION;
            float2 uv : TEXCOORD0;
        };

        struct v2f
        {
    
    
            float4 pos : SV_POSITION;
            float2 uv : TEXCOORD0;
            float2 uv_depth : TEXCOORD1;
            float4 interpolatedRay : TEXCOORD2;
        };

        v2f vert (a2v v)
        {
    
    
            v2f o;
            o.pos = UnityObjectToClipPos(v.vertex);
            o.uv = v.uv.xy;
            o.uv_depth = v.uv.xy;

            #if UNITY_UV_STARTS_AT_TOP
            if (_MainTex_TexelSize.y < 0)
                o.uv_depth.y = 1 - o.uv_depth.y;
            #endif

            int index = 0;
			if (v.uv.x < 0.5 && v.uv.y < 0.5) {
    
    
				index = 0;
			} else if (v.uv.x > 0.5 && v.uv.y < 0.5) {
    
    
				index = 1;
			} else if (v.uv.x > 0.5 && v.uv.y > 0.5) {
    
    
				index = 3;
			} else {
    
    
				index = 2;
			}

            #if UNITY_UV_STARTS_AT_TOP
            if (_MainTex_TexelSize.y < 0)
                index = 3 - index;
            #endif
            
            o.interpolatedRay = _FrustumCornersRay[index];
            return o;
        }

        fixed4 frag (v2f i) : SV_Target
        {
    
    
            float linerDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_depth));
            float3 worldPos = _WorldSpaceCameraPos + linerDepth * i.interpolatedRay.xyz;

            float fogDensity = (_FogEnd - worldPos.y) / (_FogEnd - _FogStart);
            fogDensity = saturate(fogDensity * _FogDensity);
            fixed4 color = tex2D(_MainTex, i.uv);
            color.rgb = lerp(color.rgb, _FogColor.rgb, fogDensity);

            return color;
        }
        
        ENDCG

        Pass
        {
    
    
            Cull Off ZWrite Off ZTest Always
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            ENDCG
        }
    }
}

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转载自blog.csdn.net/m0_52361859/article/details/128268423
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