/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at https://mozilla.org/MPL/2.0/. */ using System; using UnityEngine; using Unity.Mathematics; using UnityEngine.Experimental.Rendering; using UnityEngine.Serialization; using static Unity.Mathematics.math; using static Unity.Mathematics.noise; /// /// Drives the volume render. /// [ExecuteInEditMode] [RequireComponent( typeof( Camera ) )] public class VolumeSampling : MonoBehaviour { //public Material VolMaterial; public Transform GridTransform; public GameSettings Settings; //public int DownsampleBlurMask = 2; // private Camera _camera; // private RenderBuffer[] _mrt; private Texture2D _blurMask; private Texture2D _disabledBlurMask; private float _flowScroll; public RenderTexture NebulaSurfaceHeight; public RenderTexture NebulaPatchHeight; public RenderTexture NebulaPatch; public RenderTexture NebulaTint; public bool EnableDepth { get; set; } = true; private void Start() { //Debug.Log($"Supported MRT count: {SystemInfo.supportedRenderTargetCount}"); // _camera = GetComponent(); // _mrt = new RenderBuffer[2]; //_blurMask = new RenderTexture(Screen.width, Screen.height, 0, GraphicsFormat.R8_UNorm); _blurMask = Color.white.ToTexture(); _disabledBlurMask = Color.black.ToTexture(); } //[ImageEffectOpaque] void Update() { // // check for no shader / shader compile error // if( VolMaterial == null ) // { // Graphics.Blit(source, destination); // return; // } // // Shader needs to know the position and scale of cameras used to render input textures if(GridTransform != null) Shader.SetGlobalVector("_GridTransform", new Vector4(GridTransform.position.x,GridTransform.position.z,GridTransform.localScale.x)); // // Shader needs this matrix to generate world space rays // Shader.SetGlobalMatrix("_CamProj", (Camera.current.projectionMatrix * Camera.current.worldToCameraMatrix).inverse); // Shader.SetGlobalMatrix("_CamInvProj", (Camera.current.projectionMatrix * Camera.current.worldToCameraMatrix).inverse); // _mrt[0] = destination.colorBuffer; // _mrt[1] = _blurMask.colorBuffer; // // // Blit with a MRT. // Graphics.SetRenderTarget(_mrt, source.depthBuffer); // // Graphics.Blit( source, VolMaterial, 0 ); //Graphics.Blit(rt1, destination); if(EnableDepth) Shader.SetGlobalTexture("_DoFBlurTex", _blurMask); else Shader.SetGlobalTexture("_DoFBlurTex", _disabledBlurMask); Shader.SetGlobalTexture("_NebulaSurfaceHeight", NebulaSurfaceHeight); Shader.SetGlobalTexture("_NebulaPatchHeight", NebulaPatchHeight); Shader.SetGlobalTexture("_NebulaPatch", NebulaPatch); Shader.SetGlobalTexture("_NebulaTint", NebulaTint); Shader.SetGlobalFloat("_NebulaFillDensity", Settings.DefaultEnvironment.Nebula.FillDensity); Shader.SetGlobalFloat("_NebulaFillDistance", Settings.DefaultEnvironment.Nebula.FillDistance); Shader.SetGlobalFloat("_NebulaFillExponent", Settings.DefaultEnvironment.Nebula.FillExponent); Shader.SetGlobalFloat("_NebulaFillOffset", Settings.DefaultEnvironment.Nebula.FillOffset); Shader.SetGlobalFloat("_NebulaFloorDensity", Settings.DefaultEnvironment.Nebula.FloorDensity); Shader.SetGlobalFloat("_NebulaPatchDensity", Settings.DefaultEnvironment.Nebula.PatchDensity); Shader.SetGlobalFloat("_NebulaFloorOffset", Settings.DefaultEnvironment.Nebula.FloorOffset); Shader.SetGlobalFloat("_NebulaFloorBlend", Settings.DefaultEnvironment.Nebula.FloorBlend); Shader.SetGlobalFloat("_NebulaPatchBlend", Settings.DefaultEnvironment.Nebula.PatchBlend); Shader.SetGlobalFloat("_NebulaLuminance", Settings.DefaultEnvironment.Nebula.Luminance); Shader.SetGlobalFloat("_ExtinctionCoefficient", Settings.DefaultEnvironment.Nebula.Extinction); Shader.SetGlobalFloat("_TintExponent", Settings.DefaultEnvironment.Nebula.TintExponent); Shader.SetGlobalFloat("_TintLodExponent", Settings.DefaultEnvironment.Nebula.TintLodExponent); Shader.SetGlobalFloat("_SafetyDistance", Settings.DefaultEnvironment.Nebula.SafetyDistance); Shader.SetGlobalFloat("_NoiseScale", Settings.DefaultEnvironment.Noise.Scale); Shader.SetGlobalFloat("_NoiseExponent", Settings.DefaultEnvironment.Noise.Exponent); Shader.SetGlobalFloat("_NoiseAmplitude", Settings.DefaultEnvironment.Noise.Amplitude); Shader.SetGlobalFloat("_NoiseSpeed", Settings.DefaultEnvironment.Noise.Speed); Shader.SetGlobalFloat("_FlowScale", Settings.DefaultEnvironment.Flow.Scale); Shader.SetGlobalFloat("_FlowAmplitude", Settings.DefaultEnvironment.Flow.Amplitude); _flowScroll += Settings.DefaultEnvironment.Flow.ScrollSpeed * Time.deltaTime; Shader.SetGlobalFloat("_FlowScroll", _flowScroll); Shader.SetGlobalFloat("_FlowSpeed", Settings.DefaultEnvironment.Flow.Speed); } }