PostEffectsBase.CS
using UnityEngine; using System.Collections; [ExecuteInEditMode] [RequireComponent (typeof(Camera))] public class PostEffectsBase : MonoBehaviour { // Called when start protected void CheckResources() { bool isSupported = CheckSupport(); if (isSupported == false) { NotSupported(); } } // Called in CheckResources to check support on this platform protected bool CheckSupport() { if (SystemInfo.supportsImageEffects == false || SystemInfo.supportsRenderTextures == false) { Debug.LogWarning("This platform does not support image effects or render textures."); return false; } return true; } // Called when the platform doesn't support this effect protected void NotSupported() { enabled = false; } protected void Start() { CheckResources(); } // Called when need to create the material used by this effect protected Material CheckShaderAndCreateMaterial(Shader shader, Material material) { if (shader == null) { return null; } if (shader.isSupported && material && material.shader == shader) return material; if (!shader.isSupported) { return null; } else { material = new Material(shader); material.hideFlags = HideFlags.DontSave; if (material) return material; else return null; } } }
FogWithNoise.CS
using UnityEngine; using System.Collections; public class FogWithNoise : PostEffectsBase { public Shader fogShader; private Material fogMaterial = null; public Material material { get { fogMaterial = CheckShaderAndCreateMaterial(fogShader, fogMaterial); return fogMaterial; } } private Camera myCamera; public Camera camera { get { if (myCamera == null) { myCamera = GetComponent<Camera>(); } return myCamera; } } private Transform myCameraTransform; public Transform cameraTransform { get { if (myCameraTransform == null) { myCameraTransform = camera.transform; } return myCameraTransform; } } [Range(0.1f, 3.0f)] public float fogDensity = 1.0f; public Color fogColor = Color.white; public float fogStart = 0.0f; public float fogEnd = 2.0f; public Texture noiseTexture; [Range(-0.5f, 0.5f)] public float fogXSpeed = 0.1f; [Range(-0.5f, 0.5f)] public float fogYSpeed = 0.1f; [Range(0.0f, 3.0f)] public float noiseAmount = 1.0f; void OnEnable() { GetComponent<Camera>().depthTextureMode |= DepthTextureMode.Depth; } void OnRenderImage (RenderTexture src, RenderTexture dest) { if (material != null) { Matrix4x4 frustumCorners = Matrix4x4.identity; float fov = camera.fieldOfView; float near = camera.nearClipPlane; float aspect = camera.aspect; float halfHeight = near * Mathf.Tan(fov * 0.5f * Mathf.Deg2Rad); Vector3 toRight = cameraTransform.right * halfHeight * aspect; Vector3 toTop = cameraTransform.up * halfHeight; Vector3 topLeft = cameraTransform.forward * near + toTop - toRight; float scale = topLeft.magnitude / near; topLeft.Normalize(); topLeft *= scale; Vector3 topRight = cameraTransform.forward * near + toRight + toTop; topRight.Normalize(); topRight *= scale; Vector3 bottomLeft = cameraTransform.forward * near - toTop - toRight; bottomLeft.Normalize(); bottomLeft *= scale; Vector3 bottomRight = cameraTransform.forward * near + toRight - toTop; bottomRight.Normalize(); bottomRight *= scale; frustumCorners.SetRow(0, bottomLeft); frustumCorners.SetRow(1, bottomRight); frustumCorners.SetRow(2, topRight); frustumCorners.SetRow(3, topLeft); material.SetMatrix("_FrustumCornersRay", frustumCorners); material.SetFloat("_FogDensity", fogDensity); material.SetColor("_FogColor", fogColor); material.SetFloat("_FogStart", fogStart); material.SetFloat("_FogEnd", fogEnd); material.SetTexture("_NoiseTex", noiseTexture); material.SetFloat("_FogXSpeed", fogXSpeed); material.SetFloat("_FogYSpeed", fogYSpeed); material.SetFloat("_NoiseAmount", noiseAmount); Graphics.Blit (src, dest, material); } else { Graphics.Blit(src, dest); } } }
内置渲染管线
Shader "SunY/C15-FogWithNoise" { Properties { _MainTex("Main Tex", 2D) = "white"{} _FogDensity("Fog Density", float) = 1.0 _FogColor("Fog Color", Color) = (1, 1, 1, 1) _FogStart("Fog Start", float) = 0 _FogEnd("Fog End", float) = 1 _NoiseTex("Noise Texture", 2D) = "white"{} _FogXSpeed("Fog Horizontal Speed", float) = 0.1 _FogYSpeed("Fog Vertical Speed", float) = 0.1 _NoiseAmount("Noise Amount", float) = 1 } SubShader { CGINCLUDE #include "UnityCG.cginc" float4x4 _FrustumCornersRay; sampler2D _MainTex; half4 _MainTex_TexelSize; sampler2D _CameraDepthTexture; half _FogDensity; fixed4 _FogColor; float _FogStart; float _FogEnd; sampler2D _NoiseTex; half _FogXSpeed; half _FogYSpeed; half _NoiseAmount; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float2 uv_depth : TEXCOORD1; float4 interpolatedRay : TEXCOORD2; }; v2f vert(appdata_img v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; o.uv_depth = v.texcoord; #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.texcoord.x < 0.5 && v.texcoord.y < 0.5) { index = 0; } else if(v.texcoord.x > 0.5 && v.texcoord.y < 0.5) { index = 1; } else if(v.texcoord.x > 0.5 && v.texcoord.y > 0.5) { index = 2; } else { index = 3; } #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 linearDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_depth)); float3 worldPos = _WorldSpaceCameraPos + linearDepth * i.interpolatedRay.xyz; float2 speed = _Time.y * float2(_FogXSpeed, _FogYSpeed); float noise = (tex2D(_NoiseTex, i.uv + speed).r - 0.5) * _NoiseAmount; float fogDensity = (_FogEnd - worldPos.y) / (_FogEnd - _FogStart); fogDensity = saturate(fogDensity * _FogDensity * (1 + noise)); fixed4 finalColor = tex2D(_MainTex, i.uv); finalColor.rgb = lerp(finalColor.rgb, _FogColor.rgb, fogDensity); return finalColor; } ENDCG Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } FallBack Off }
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