https://github.com/keijiro/KinoFog

lighting box 2.7.2

halfspace fog 相机位于一个位置 这个位置可以在fog volumn里面或者外面  雾开始的地方就是文中的plane

http://www.terathon.com/lengyel/Lengyel-UnifiedFog.pdf

体积雾 global fog unity 及改进-LMLPHP

这个fog volume可以从中间某个位置height 这个平面产生雾 远近浓度通过depth深度计算

体积雾 global fog unity 及改进-LMLPHP

还可以定义雾密度

    // Applies one of standard fog formulas, given fog coordinate (i.e. distance)
half ComputeFogFactor (float coord)
{
float fogFac = 0.0;
if (_SceneFogMode.x == ) // linear
{
// factor = (end-z)/(end-start) = z * (-1/(end-start)) + (end/(end-start))
fogFac = coord * _SceneFogParams.z + _SceneFogParams.w;
}
if (_SceneFogMode.x == ) // exp
{
// factor = exp(-density*z)
fogFac = _SceneFogParams.y * coord; fogFac = exp2(-fogFac);
}
if (_SceneFogMode.x == ) // exp2
{
// factor = exp(-(density*z)^2)
fogFac = _SceneFogParams.x * coord; fogFac = exp2(-fogFac*fogFac);
}
return saturate(fogFac);
} // Distance-based fog
float ComputeDistance (float3 camDir, float zdepth)
{
float dist;
if (_SceneFogMode.y == )
dist = length(camDir);
else
dist = zdepth * _ProjectionParams.z;
// Built-in fog starts at near plane, so match that by
// subtracting the near value. Not a perfect approximation
// if near plane is very large, but good enough.
dist -= _ProjectionParams.y;
return dist;
} float ComputeHalfSpace (float3 wsDir)
{
float3 wpos = _CameraWS + wsDir;
float FH = _HeightParams.x;
float3 C = _CameraWS;
float3 V = wsDir;
float3 P = wpos;
float3 aV = _HeightParams.w * V;
float FdotC = _HeightParams.y;
float k = _HeightParams.z;
float FdotP = P.y-FH;
float FdotV = wsDir.y;
float c1 = k * (FdotP + FdotC);
float c2 = (-*k) * FdotP;
float g = min(c2, 0.0);
g = -length(aV) * (c1 - g * g / abs(FdotV+1.0e-5f));
return g;
}

FdocC = camPos.y-height.value;      height  就是halfplane所定义的高度 plane法线垂直向上

       // Calculate vectors towards frustum corners.
var cam = GetComponent<Camera>();
var camtr = cam.transform;
var camNear = cam.nearClipPlane;
var camFar = cam.farClipPlane; var tanHalfFov = Mathf.Tan(cam.fieldOfView * Mathf.Deg2Rad / );
var toRight = camtr.right * camNear * tanHalfFov * cam.aspect;
var toTop = camtr.up * camNear * tanHalfFov; var v_tl = camtr.forward * camNear - toRight + toTop;
var v_tr = camtr.forward * camNear + toRight + toTop;
var v_br = camtr.forward * camNear + toRight - toTop;
var v_bl = camtr.forward * camNear - toRight - toTop; var v_s = v_tl.magnitude * camFar / camNear; // Draw screen quad.
RenderTexture.active = destination; _material.SetTexture("_MainTex", source);
_material.SetPass(); GL.PushMatrix();
GL.LoadOrtho();
GL.Begin(GL.QUADS); GL.MultiTexCoord2(, , );
GL.MultiTexCoord(, v_bl.normalized * v_s);
GL.Vertex3(, , 0.1f); GL.MultiTexCoord2(, , );
GL.MultiTexCoord(, v_br.normalized * v_s);
GL.Vertex3(, , 0.1f); GL.MultiTexCoord2(, , );
GL.MultiTexCoord(, v_tr.normalized * v_s);
GL.Vertex3(, , 0.1f); GL.MultiTexCoord2(, , );
GL.MultiTexCoord(, v_tl.normalized * v_s);
GL.Vertex3(, , 0.1f); GL.End();
GL.PopMatrix();

这里是用了一个quard我做到用trangle了

要铭记一点 quard 和trangle的插值结果 顶多数据传对了 插值是一样的 没有差别 因为都是线性的 这个问题我想了好几个小时!

uv 和pos肯定是一样的 dir也是一样的 因为也是线性的

这意味着我接下来可以做大面积优化了 好开心

mg你太棒了 这个小故事告诉我们代码要每一行都看懂 不要再像黑盒那样抄了

Vector3 topLeft3 = topLeft*2-bottomLeft;//2

Vector3 bottomRight3 = bottomRight*2 -bottomLeft;//1

Vector3 topRight3= bottomRight3+topLetf3;//0

这里因为scale过到farplane不能在原始那个nearplane的数据直接3x

05-14 01:21
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