Added few variations of fog

This commit is contained in:
VladimirPirozhenko 2022-08-28 21:36:22 +03:00
parent 49de54745e
commit d3747cd60e
27 changed files with 2186 additions and 82 deletions

View File

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@ -87,6 +87,7 @@ Material:
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- _Metallic: 0
- _Mode: 0

View File

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@ -0,0 +1,28 @@
using System.Collections;
using UnityEngine;
namespace Assets.Scripts.GameSession
{
public class Fog : ImageFilter
{
[SerializeField] private Color _nearColor;
[SerializeField] private Color _farColor;
[SerializeField] private float _nearValue;
[SerializeField] private float _farValue;
[SerializeField] private float _density;
protected override void Init()
{
}
protected override void Tick()
{
mat.SetColor("_NearColor", _nearColor);
mat.SetColor("_FarColor", _farColor);
mat.SetFloat("_NearValue", _nearValue);
mat.SetFloat("_FarValue", _farValue);
mat.SetFloat("_Density", _density);
}
}
}

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@ -0,0 +1,52 @@
using System.Collections;
using UnityEngine;
public abstract class ImageFilter : MonoBehaviour
{
[SerializeField] private Shader shader;
protected Material mat;
private bool isFilterOn = true;
private void Awake()
{
mat = new Material(shader);
Init();
}
abstract protected void Init();
private void Update()
{
if (Input.GetKeyUp(KeyCode.F))
{
isFilterOn = !isFilterOn;
}
Tick();
}
protected virtual void Tick()
{
}
private void OnRenderImage(RenderTexture src, RenderTexture dst)
{
if (isFilterOn)
{
UseFilter(src, dst);
}
else
{
Graphics.Blit(src, dst);
}
}
protected virtual void UseFilter(RenderTexture src, RenderTexture dst)
{
Graphics.Blit(src, dst, mat);
}
}

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@ -37,7 +37,8 @@ public class Scoreboard : MonoBehaviour, ICommandTranslator
PlayerScoreboardCardData cardData = new PlayerScoreboardCardData(entriesTable.entries[i].Name, entriesTable.entries[i].Score.ToString());
scoreboardCardDatas.Add(cardData);
}
SortScoreboardByHighscore();
SortScoreboardEntriesByHighscore(entries);
SortScoreboardCardsDatasByHighscore(scoreboardCardDatas);
scoreboardView.AddPlayerCards(scoreboardCardDatas);
}
@ -48,22 +49,26 @@ public class Scoreboard : MonoBehaviour, ICommandTranslator
OnEntryAdded?.Invoke(entry);
}
public void SortScoreboardByHighscore()
public void SortScoreboardEntriesByHighscore(List<ScoreboardEntry> entries)
{
entries.Sort((x,y) => y.Score.CompareTo(x.Score));
}
public void SortScoreboardCardsDatasByHighscore(List<PlayerScoreboardCardData> scoreboardCardDatas)
{
scoreboardCardDatas.Sort((x, y) => y.playerScore.CompareTo(x.playerScore));
}
public void AddScoreboardEntry(ScoreboardEntry entry)
{
entries.Add(entry);
OnEntryAdded?.Invoke(entry);
SaveScoreboardEntriesTable();
Debug.Log("SAVED");
}
public void SaveScoreboardEntriesTable()
{
SortScoreboardByHighscore();
SortScoreboardEntriesByHighscore(entries);
ScoreboardEntriesTable scoreboardEntriesTable = new ScoreboardEntriesTable(entries);
string jsonScoreboardEntries = JsonUtility.ToJson(scoreboardEntriesTable);
PlayerPrefs.SetString("ScoreboardEntriesTableTest", jsonScoreboardEntries);

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@ -0,0 +1,140 @@

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Linq;
using System.IO;
public class CubemapTextureBuilder : EditorWindow
{
[MenuItem("Tools/Cubemap Builder")]
public static void OpenWindow()
{
GetWindow<CubemapTextureBuilder>();
}
Texture2D[] textures = new Texture2D[6];
string[] labels = new string[] {
"Right", "Left",
"Top", "Bottom",
"Front", "Back"
};
TextureFormat[] HDRFormats = new TextureFormat[] {
TextureFormat.ASTC_HDR_10x10 ,
TextureFormat.ASTC_HDR_12x12 ,
TextureFormat.ASTC_HDR_4x4 ,
TextureFormat.ASTC_HDR_5x5 ,
TextureFormat.ASTC_HDR_6x6 ,
TextureFormat.ASTC_HDR_8x8 ,
TextureFormat.BC6H ,
TextureFormat.RGBAFloat ,
TextureFormat.RGBAHalf
};
Vector2Int[] placementRects = new Vector2Int[]
{
new Vector2Int(2, 1),
new Vector2Int(0, 1),
new Vector2Int(1, 2),
new Vector2Int(1, 0),
new Vector2Int(1, 1),
new Vector2Int(3, 1),
};
private void OnGUI()
{
for (int i = 0; i < 6; i++)
{
textures[i] = EditorGUILayout.ObjectField(labels[i], textures[i], typeof(Texture2D), false) as Texture2D;
}
if (GUILayout.Button("Build Cubemap"))
{
// Missing Texture
if (textures.Any(t => t == null))
{
EditorUtility.DisplayDialog("Cubemap Builder Error", "One or more texture is missing.", "Ok");
return;
}
// Get size
var size = textures[0].width;
// Not all of the same size or square
if (textures.Any(t => (t.width != size) || (t.height != size)))
{
EditorUtility.DisplayDialog("Cubemap Builder Error", "All the textures need to be the same size and square.", "Ok");
return;
}
var isHDR = HDRFormats.Any(f => f == textures[0].format);
var texturePaths = textures.Select(t => AssetDatabase.GetAssetPath(t)).ToArray();
// Should be ok, ask for the file path.
var path = EditorUtility.SaveFilePanel("Save Cubemap", Path.GetDirectoryName(texturePaths[0]), "Cubemap", isHDR ? "exr" : "png");
if (string.IsNullOrEmpty(path)) return;
// Save the readable flag to restore it afterwards
var readableFlags = textures.Select(t => t.isReadable).ToArray();
// Get the importer and mark the textures as readable
var importers = texturePaths.Select(p => TextureImporter.GetAtPath(p) as TextureImporter).ToArray();
foreach (var importer in importers)
{
importer.isReadable = true;
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{
cubeTexture.SetPixels(placementRects[i].x * size, placementRects[i].y * size, size, size, textures[i].GetPixels(0));
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cubeTexture.Apply(false);
// Save the texture to the specified path, and destroy the temporary object
var bytes = isHDR ? cubeTexture.EncodeToEXR() : cubeTexture.EncodeToPNG();
File.WriteAllBytes(path, bytes);
DestroyImmediate(cubeTexture);
// Reset the read flags, and reimport everything
for (var i = 0; i < 6; i++)
{
importers[i].isReadable = readableFlags[i];
}
path = path.Remove(0, Application.dataPath.Length - 6);
AssetDatabase.ImportAsset(path);
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cubeImporter.textureShape = TextureImporterShape.TextureCube;
cubeImporter.sRGBTexture = false;
cubeImporter.generateCubemap = TextureImporterGenerateCubemap.FullCubemap;
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Shader "Mobile/CustomFogCube"
{
Properties
{
_FogStart("Fog Start", float) = 0 //îáúÿâëÿåì íàøè íîâûå ïåðåìåííûå äëÿ òóìàíà
_FogEnd("Fog End", float) = 50
}
SubShader
{
Tags{ "RenderType" = "Opaque" }
Fog{ Mode off }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ LIGHTMAP_ON
#include "UnityCG.cginc"
half _FogStart; //îïðåäåëÿåì íîâûå ïåðåìåííûå â ðàìêàõ CGPROGRAM
half _FogEnd;
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float4 uv : TEXCOORD1;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD1;
half fog : TEXCOORD2; //äîáàâëÿåì íîâóþ ïåðåìåííóþ äëÿ ðàñ÷åòà ðàññòîÿíèÿ îòîáðàæåíèÿ òóìàíà è ïîñëåäóþùåé ïåðåäà÷è â fragment ôóíêöèþ
float4 color : COLOR;
half3 viewDir : TEXCOORD3;
};
v2f vert(appdata v)
{
v2f o;
o.color = v.color;
o.pos = UnityObjectToClipPos(v.vertex);
//lightmaps
o.uv.xy = v.uv.xy * unity_LightmapST.xy + unity_LightmapST.zw;
//fog âûñ÷èòûâàåì ïîëîæåíèå òóìàíà â çàâèñèìîñòè îò çàäàííûõ çíà÷åíèé
half fogz = UnityObjectToViewPos(v.vertex).z;
o.fog = saturate((fogz + _FogStart) / (_FogStart - _FogEnd));
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.viewDir = -(normalize(UnityWorldSpaceViewDir(worldPos)));
return o;
}
half4 frag(v2f i) : COLOR
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 c = i.color * 0.5;
//lightmaps
#ifdef LIGHTMAP_ON
fixed4 lm = UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv.xy);
c.rgb *= lm.rgb * 4;
#endif
//fog çàìåíÿåì ïëàâíî öâåò ïîâåðõíîñòè íà öâåò êóáîìàïû (îí æå íàø òóìàí). Êóáîìàïó íóæíî çàäàòü â íàñòðîéêàõ îñâåùåíèå (Lighting > Scene > Environment Reflection > Source = Custom > Cubemap = Âàøà êóáîìàïà)
half4 fogCube = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, i.viewDir);
return lerp(c, fogCube, i.fog);
}
ENDCG
}
}
Fallback "Mobile/VertexLit"
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Shader "Hidden/Fog"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_NearColor("Near color", Color) = (0.75, 0.35, 0, 1)
_FarColor("Far color", Color) = (1, 1, 1, 1)
_NearValue("Near value", Float) = 1
_FarValue("Far value", Float) = 1000
_Density("Density", Float) = 1000
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 screenPos : TEXCOORD1;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
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o.uv = v.uv;
o.screenPos = ComputeScreenPos(o.vertex);
COMPUTE_EYEDEPTH(o.screenPos.z);
return o;
}
sampler2D _MainTex;
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
//sampler2D _CameraDepthTexture;
fixed4 _NearColor;
fixed4 _FarColor;
float _NearValue;
float _FarValue;
float _Density;
fixed4 frag (v2f i) : SV_Target
{
float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)));
float depth = sceneZ - i.screenPos.z;
//fixed4 col = _FarColor;
fixed4 colTex = tex2D(_MainTex, i.uv);
fixed4 col = tex2D(_CameraDepthTexture, i.uv);
// float depth = UNITY_SAMPLE_DEPTH(col);
// depth = Linear01Depth(depth);
fixed depthFading = saturate((abs(pow(depth, _NearValue))) / _FarValue);
//colTex *= depthFading;
float fogFactor = saturate(1.0 - (_FarValue - depth) / (_FarValue - _NearValue));
//return colTex;
// float fogFactor = _FarValue - depth / _FarValue - _NearValue;
//color.rgb = lerp(color.rgb
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}
ENDCG
}
}
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