using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace VolumetricFogAndMist2 { public delegate void OnSettingsChanged(); [CreateAssetMenu(menuName = "Volumetric Fog \x8B& Mist/Fog Profile", fileName = "VolumetricFogProfile", order = 1001)] public class VolumetricFogProfile : ScriptableObject { [Header("Rendering")] [Range(1, 16)] public int raymarchQuality = 6; [Tooltip("Determines the minimum step size. Increase to improve performance / decrease to improve accuracy. When increasing this value, you can also increase 'Jittering' amount to improve quality.")] public float raymarchMinStep = 0.1f; public float jittering = 0.5f; [Range(0, 2)] public float dithering = 1f; [Tooltip("The render queue for this renderer. By default, all transparent objects use a render queue of 3000. Use a lower value to render before all transparent objects.")] public int renderQueue = 3100; [Tooltip("Optional sorting layer Id (number) for this renderer. By default 0. Usually used to control the order with other transparent renderers, like Sprite Renderer.")] public int sortingLayerID; [Tooltip("Optional sorting order for this renderer. Used to control the order with other transparent renderers, like Sprite Renderer.")] public int sortingOrder; [Header("Density")] public Texture2D noiseTexture; [Range(0, 3)] public float noiseStrength = 1f; public float noiseScale = 15f; public float noiseFinalMultiplier = 1f; public bool useDetailNoise; public Texture3D detailTexture; public float detailScale = 0.35f; [Range(0, 1f)] public float detailStrength = 0.5f; public float detailOffset = -0.5f; public float density = 1f; [Header("Geometry")] public VolumetricFogShape shape = VolumetricFogShape.Box; [Range(0, 1f)] public float border = 0.05f; public float verticalOffset; [Tooltip("When enabled, makes fog appear at certain distance from a camera")] public float distance; [Range(0, 1)] public float distanceFallOff; [Tooltip("Fits the fog altitude to the terrain heightmap")] public bool terrainFit; public VolumetricFog.HeightmapCaptureResolution terrainFitResolution = VolumetricFog.HeightmapCaptureResolution._128; [Tooltip("Which objects will be included in the heightmap capture. By default all objects are included but you may want to restrict this to just the terrain.")] public LayerMask terrainLayerMask = -1; [Tooltip("The height of fog above terrain surface.")] public float terrainFogHeight = 25f; public float terrainFogMinAltitude = 0f; public float terrainFogMaxAltitude = 150f; [Header("Colors")] public Color albedo = new Color32(227, 227, 227, 255); public bool enableDepthGradient; public Gradient depthGradient; public float depthGradientMaxDistance = 1000f; public bool enableHeightGradient; public Gradient heightGradient; public float brightness = 1f; [Range(0, 2)] public float deepObscurance = 1f; public Color specularColor = new Color(1, 1, 0.8f, 1); [Range(0, 1f)] public float specularThreshold = 0.637f; [Range(0, 1f)] public float specularIntensity = 0.428f; [Header("Animation")] public float turbulence = 0.73f; public Vector3 windDirection = new Vector3(0.02f, 0, 0); [Header("Directional Light")] [Range(0, 64)] public float lightDiffusionPower = 32; [Range(0, 1)] public float lightDiffusionIntensity = 0.4f; public bool receiveShadows; [Range(0, 1)] public float shadowIntensity = 0.5f; public event OnSettingsChanged onSettingsChanged; [NonSerialized] public Texture2D depthGradientTex; [NonSerialized] public Texture2D heightGradientTex; static Color[] depthGradientColors; static Color[] heightGradientColors; private void OnEnable() { if (noiseTexture == null) { noiseTexture = Resources.Load("Textures/NoiseTex256"); } if (detailTexture == null) { detailTexture = Resources.Load("Textures/NoiseTex3D"); } ValidateSettings(); } private void OnValidate() { ValidateSettings(); if (onSettingsChanged != null) { #if UNITY_EDITOR UnityEditor.EditorApplication.delayCall += () => onSettingsChanged(); #endif } } public void ValidateSettings() { distance = Mathf.Max(0, distance); density = Mathf.Max(0, density); noiseScale = Mathf.Max(0.1f, noiseScale); noiseFinalMultiplier = Mathf.Max(0, noiseFinalMultiplier); detailScale = Mathf.Max(0.01f, detailScale); raymarchMinStep = Mathf.Max(0.1f, raymarchMinStep); jittering = Mathf.Max(0, jittering); terrainFogHeight = Mathf.Max(0, terrainFogHeight); if (depthGradient == null) { depthGradient = new Gradient(); depthGradient.colorKeys = new GradientColorKey[] { new GradientColorKey(Color.white, 0), new GradientColorKey(Color.white, 1) }; } depthGradientMaxDistance = Mathf.Max(0, depthGradientMaxDistance); if (enableDepthGradient) { const int DEPTH_GRADIENT_TEX_SIZE = 32; bool requiresUpdate = false; if (depthGradientTex == null) { depthGradientTex = new Texture2D(DEPTH_GRADIENT_TEX_SIZE, 1, TextureFormat.RGBA32, false); requiresUpdate = true; } if (depthGradientColors == null || depthGradientColors.Length != DEPTH_GRADIENT_TEX_SIZE) { depthGradientColors = new Color[DEPTH_GRADIENT_TEX_SIZE]; requiresUpdate = true; } for (int k = 0; k < DEPTH_GRADIENT_TEX_SIZE; k++) { float t = (float)k / DEPTH_GRADIENT_TEX_SIZE; Color color = depthGradient.Evaluate(t); if (color != depthGradientColors[k]) { depthGradientColors[k] = color; requiresUpdate = true; } } if (requiresUpdate) { depthGradientTex.SetPixels(depthGradientColors); depthGradientTex.Apply(); } } if (enableHeightGradient) { const int HEIGHT_GRADIENT_TEX_SIZE = 32; bool requiresUpdate = false; if (heightGradientTex == null) { heightGradientTex = new Texture2D(HEIGHT_GRADIENT_TEX_SIZE, 1, TextureFormat.RGBA32, false); requiresUpdate = true; } if (heightGradientColors == null || heightGradientColors.Length != HEIGHT_GRADIENT_TEX_SIZE) { heightGradientColors = new Color[HEIGHT_GRADIENT_TEX_SIZE]; requiresUpdate = true; } for (int k = 0; k < HEIGHT_GRADIENT_TEX_SIZE; k++) { float t = (float)k / HEIGHT_GRADIENT_TEX_SIZE; Color color = heightGradient.Evaluate(t); if (color != heightGradientColors[k]) { heightGradientColors[k] = color; requiresUpdate = true; } } if (requiresUpdate) { heightGradientTex.SetPixels(heightGradientColors); heightGradientTex.Apply(); } } } public void Lerp(VolumetricFogProfile p1, VolumetricFogProfile p2, float t) { float t0 = 1f - t; raymarchQuality = (int)(p1.raymarchQuality * t0 + p2.raymarchQuality * t); raymarchMinStep = p1.raymarchMinStep * t0 + p2.raymarchMinStep * t; jittering = p1.jittering * t0 + p2.jittering * t; dithering = p1.dithering * t0 + p2.dithering * t; renderQueue = t < 0.5f ? p1.renderQueue : p2.renderQueue; sortingLayerID = t < 0.5f ? p1.sortingLayerID : p2.sortingLayerID; sortingOrder = t < 0.5f ? p1.sortingOrder : p2.sortingOrder; noiseStrength = p1.noiseStrength * t0 + p2.noiseStrength * t; noiseScale = p1.noiseScale * t0 + p2.noiseScale * t; noiseFinalMultiplier = p1.noiseFinalMultiplier * t0 + p2.noiseFinalMultiplier * t; noiseTexture = t < 0.5f ? p1.noiseTexture : p2.noiseTexture; useDetailNoise = t < 0.5f ? p1.useDetailNoise : p2.useDetailNoise; detailTexture = t < 0.5f ? p1.detailTexture : p2.detailTexture; detailScale = p1.detailScale * t0 + p2.detailScale * t; detailStrength = p1.detailStrength * t0 + p2.detailStrength * t; detailOffset = p1.detailOffset * t0 + p2.detailOffset * t; density = p1.density * t0 + p2.density * t; shape = t < 0.5f ? p1.shape : p2.shape; border = p1.border * t0 + p2.border * t; verticalOffset = p1.verticalOffset * t0 + p2.verticalOffset * t; distance = p1.distance * t0 + p2.distance * t; distanceFallOff = p1.distanceFallOff * t0 + p2.distanceFallOff * t; albedo = p1.albedo * t0 + p2.albedo * t; brightness = p1.brightness * t0 + p2.brightness * t; deepObscurance = p1.deepObscurance * t0 + p2.deepObscurance * t; specularColor = p1.specularColor * t0 + p2.specularColor * t; specularThreshold = p1.specularThreshold * t0 + p2.specularThreshold * t; specularIntensity = p1.specularIntensity * t0 + p2.specularIntensity * t; turbulence = p1.turbulence * t0 + p2.turbulence * t; windDirection = p1.windDirection * t0 + p2.windDirection * t; lightDiffusionPower = p1.lightDiffusionPower * t0 + p2.lightDiffusionPower * t; lightDiffusionIntensity = p1.lightDiffusionIntensity * t0 + p2.lightDiffusionIntensity * t; receiveShadows = t < 0.5f ? p1.receiveShadows : p2.receiveShadows; shadowIntensity = p1.shadowIntensity * t0 + p2.shadowIntensity * t; terrainFit = t < 0.5f ? p1.terrainFit : p2.terrainFit; terrainFitResolution = t < 0.5 ? p1.terrainFitResolution : p2.terrainFitResolution; terrainFogHeight = p1.terrainFogHeight * t0 + p2.terrainFogHeight * t; terrainFogMinAltitude = p1.terrainFogMinAltitude * t0 + p2.terrainFogMinAltitude * t; terrainFogMaxAltitude = p1.terrainFogMaxAltitude * t0 + p2.terrainFogMaxAltitude * t; terrainLayerMask = t < 0.5f ? p1.terrainLayerMask : p2.terrainLayerMask; } } }