贺州人民医院电子沙盘
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using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
[AddComponentMenu("azure[Sky]/Fog Scattering")]
public class AzureFog : MonoBehaviour
{
public Material fogMaterial;
//=======================================================================================================
//-------------------------------------------------------------------------------------------------------
// [ImageEffectOpaque]
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
//-------------------------------------------------------------------------------------------------------
GetComponent<Camera>().depthTextureMode |= DepthTextureMode.Depth;
if (fogMaterial==null)
{
Graphics.Blit (source, destination);
#if UNITY_EDITOR
Debug.Log("Warning. Apply the <b>Fog Material</b> to ('Fog Scattering Image Effect') script in the Main Camera Inspector");
#endif
return;
}
//-------------------------------------------------------------------------------------------------------
Camera cam = GetComponent<Camera>();
float CAMERA_NEAR = cam.nearClipPlane;
float CAMERA_FAR = cam.farClipPlane;
float CAMERA_FOV = cam.fieldOfView;
float CAMERA_ASPECT_RATIO = cam.aspect;
Matrix4x4 frustumCorners = Matrix4x4.identity;
float fovWHalf = CAMERA_FOV * 0.5f;
Vector3 toRight = GetComponent<Camera>().transform.right * CAMERA_NEAR * Mathf.Tan (fovWHalf * Mathf.Deg2Rad) * CAMERA_ASPECT_RATIO;
Vector3 toTop = GetComponent<Camera>().transform.up * CAMERA_NEAR * Mathf.Tan (fovWHalf * Mathf.Deg2Rad);
Vector3 topLeft = (GetComponent<Camera>().transform.forward * CAMERA_NEAR - toRight + toTop);
float CAMERA_SCALE = topLeft.magnitude * CAMERA_FAR/CAMERA_NEAR;
topLeft.Normalize();
topLeft *= CAMERA_SCALE;
Vector3 topRight = (cam.transform.forward * CAMERA_NEAR + toRight + toTop);
topRight.Normalize();
topRight *= CAMERA_SCALE;
Vector3 bottomRight = (cam.transform.forward * CAMERA_NEAR + toRight - toTop);
bottomRight.Normalize();
bottomRight *= CAMERA_SCALE;
Vector3 bottomLeft = (cam.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 ("_FrustumCorners", frustumCorners);
CustomGraphicsBlit(source, destination, fogMaterial, 0);
}
//-------------------------------------------------------------------------------------------------------
static void CustomGraphicsBlit(RenderTexture source, RenderTexture dest, Material fxMaterial, int passNr)
{
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, 0.0f); // TL
GL.End ();
GL.PopMatrix ();
}
}