Raymarching Cleanup
Removed redundant code from raymarching implementation Moved last remaining raymarching variable (Extinction) to environment settings
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e585a8c3b1
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d61d2f19ed
150 changed files with 187 additions and 8921 deletions
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@ -17,12 +17,12 @@ using static Unity.Mathematics.noise;
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[RequireComponent( typeof( Camera ) )]
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public class VolumeSampling : MonoBehaviour
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{
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public Material VolMaterial;
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//public Material VolMaterial;
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public Transform GridTransform;
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public GameSettings Settings;
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//public int DownsampleBlurMask = 2;
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private Camera _camera;
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private RenderBuffer[] _mrt;
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// private Camera _camera;
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// private RenderBuffer[] _mrt;
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private Texture2D _blurMask;
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private Texture2D _disabledBlurMask;
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private float _flowScroll;
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@ -38,17 +38,13 @@ public class VolumeSampling : MonoBehaviour
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private void Start()
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{
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//Debug.Log($"Supported MRT count: {SystemInfo.supportedRenderTargetCount}");
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_camera = GetComponent<Camera>();
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_mrt = new RenderBuffer[2];
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// _camera = GetComponent<Camera>();
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// _mrt = new RenderBuffer[2];
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//_blurMask = new RenderTexture(Screen.width, Screen.height, 0, GraphicsFormat.R8_UNorm);
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_blurMask = Color.white.ToTexture();
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_disabledBlurMask = Color.black.ToTexture();
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}
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private void OnPreRender()
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{
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}
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//[ImageEffectOpaque]
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void Update()
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{
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@ -97,6 +93,7 @@ public class VolumeSampling : MonoBehaviour
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Shader.SetGlobalFloat("_NebulaFloorBlend", Settings.DefaultEnvironment.Nebula.FloorBlend);
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Shader.SetGlobalFloat("_NebulaPatchBlend", Settings.DefaultEnvironment.Nebula.PatchBlend);
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Shader.SetGlobalFloat("_NebulaLuminance", Settings.DefaultEnvironment.Nebula.Luminance);
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Shader.SetGlobalFloat("_ExtinctionCoefficient", Settings.DefaultEnvironment.Nebula.Extinction);
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Shader.SetGlobalFloat("_TintExponent", Settings.DefaultEnvironment.Nebula.TintExponent);
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Shader.SetGlobalFloat("_TintLodExponent", Settings.DefaultEnvironment.Nebula.TintLodExponent);
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Shader.SetGlobalFloat("_SafetyDistance", Settings.DefaultEnvironment.Nebula.SafetyDistance);
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