https://github.com/keijiro/KinoFog
lighting box 2.7.2
halfspace fog 相机位于一个位置 这个位置可以在fog volumn里面或者外面 雾开始的地方就是文中的plane
http://www.terathon.com/lengyel/Lengyel-UnifiedFog.pdf
这个fog volume可以从中间某个位置height 这个平面产生雾 远近浓度通过depth深度计算
还可以定义雾密度
// Applies one of standard fog formulas, given fog coordinate (i.e. distance) half ComputeFogFactor (float coord) { float fogFac = 0.0; if (_SceneFogMode.x == 1) // linear { // factor = (end-z)/(end-start) = z * (-1/(end-start)) + (end/(end-start)) fogFac = coord * _SceneFogParams.z + _SceneFogParams.w; } if (_SceneFogMode.x == 2) // exp { // factor = exp(-density*z) fogFac = _SceneFogParams.y * coord; fogFac = exp2(-fogFac); } if (_SceneFogMode.x == 3) // exp2 { // factor = exp(-(density*z)^2) fogFac = _SceneFogParams.x * coord; fogFac = exp2(-fogFac*fogFac); } return saturate(fogFac); } // Distance-based fog float ComputeDistance (float3 camDir, float zdepth) { float dist; if (_SceneFogMode.y == 1) dist = length(camDir); else dist = zdepth * _ProjectionParams.z; // Built-in fog starts at near plane, so match that by // subtracting the near value. Not a perfect approximation // if near plane is very large, but good enough. dist -= _ProjectionParams.y; return dist; } float ComputeHalfSpace (float3 wsDir) { float3 wpos = _CameraWS + wsDir; float FH = _HeightParams.x; float3 C = _CameraWS; float3 V = wsDir; float3 P = wpos; float3 aV = _HeightParams.w * V; float FdotC = _HeightParams.y; float k = _HeightParams.z; float FdotP = P.y-FH; float FdotV = wsDir.y; float c1 = k * (FdotP + FdotC); float c2 = (1-2*k) * FdotP; float g = min(c2, 0.0); g = -length(aV) * (c1 - g * g / abs(FdotV+1.0e-5f)); return g; }
FdocC = camPos.y-height.value; height 就是halfplane所定义的高度 plane法线垂直向上