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https://github.com/maxartz15/VolumetricLighting.git
synced 2024-11-24 16:45:49 +01:00
Remove the unused dir shadowmap stuff.
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9589c93f77
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@ -44,10 +44,6 @@ public class VolumetricFog : MonoBehaviour
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RenderTexture m_VolumeScatter;
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RenderTexture m_VolumeScatter;
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Vector3i m_VolumeResolution = new Vector3i(160, 90, 128);
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Vector3i m_VolumeResolution = new Vector3i(160, 90, 128);
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Camera m_Camera;
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Camera m_Camera;
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Camera m_ShadowmapCamera;
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RenderTexture m_Shadowmap;
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RenderTexture m_ShadowmapBlurred;
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int m_ShadowmapRes = 1024;
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// Density
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// Density
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public float m_ConstantFog = 0;
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public float m_ConstantFog = 0;
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@ -71,18 +67,6 @@ public class VolumetricFog : MonoBehaviour
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public float m_AmbientLightIntensity = 0.0f;
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public float m_AmbientLightIntensity = 0.0f;
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public Color m_AmbientLightColor = Color.white;
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public Color m_AmbientLightColor = Color.white;
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[HideInInspector]
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public bool m_BlurShadowmap = false;
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[HideInInspector]
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[Range(0, 2)]
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public int m_ShadowmapDownsample = 1;
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[HideInInspector]
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[Range(0.0f, 10.0f)]
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public float m_BlurSize = 3.0f;
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[HideInInspector]
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[Range(1, 4)]
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public int m_BlurIterations = 2;
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struct Vector3i
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struct Vector3i
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{
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{
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public int x, y, z;
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public int x, y, z;
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@ -459,7 +443,6 @@ public class VolumetricFog : MonoBehaviour
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m_InjectLightingAndDensity.SetFloat("_Intensity", m_GlobalIntensityMult);
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m_InjectLightingAndDensity.SetFloat("_Intensity", m_GlobalIntensityMult);
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m_InjectLightingAndDensity.SetFloat("_Anisotropy", m_Anisotropy);
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m_InjectLightingAndDensity.SetFloat("_Anisotropy", m_Anisotropy);
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m_InjectLightingAndDensity.SetTexture(kernel, "_VolumeInject", m_VolumeInject);
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m_InjectLightingAndDensity.SetTexture(kernel, "_VolumeInject", m_VolumeInject);
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m_InjectLightingAndDensity.SetTexture(kernel, "_Shadowmap", m_BlurShadowmap ? m_ShadowmapBlurred : (m_Shadowmap != null ? m_Shadowmap : (Texture)Texture2D.whiteTexture));
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m_InjectLightingAndDensity.SetTexture(kernel, "_Noise", m_Noise);
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m_InjectLightingAndDensity.SetTexture(kernel, "_Noise", m_Noise);
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if (m_fogParams == null || m_fogParams.Length != 4)
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if (m_fogParams == null || m_fogParams.Length != 4)
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@ -510,8 +493,6 @@ public class VolumetricFog : MonoBehaviour
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m_Scatter.SetTexture(0, "_VolumeInject", m_VolumeInject);
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m_Scatter.SetTexture(0, "_VolumeInject", m_VolumeInject);
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m_Scatter.SetTexture(0, "_VolumeScatter", m_VolumeScatter);
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m_Scatter.SetTexture(0, "_VolumeScatter", m_VolumeScatter);
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m_Scatter.Dispatch(0, m_VolumeResolution.x/m_ScatterNumThreads.x, m_VolumeResolution.y/m_ScatterNumThreads.y, 1);
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m_Scatter.Dispatch(0, m_VolumeResolution.x/m_ScatterNumThreads.x, m_VolumeResolution.y/m_ScatterNumThreads.y, 1);
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ReleaseTempResources();
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}
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}
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void DebugDisplay(RenderTexture src, RenderTexture dest)
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void DebugDisplay(RenderTexture src, RenderTexture dest)
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@ -520,8 +501,6 @@ public class VolumetricFog : MonoBehaviour
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m_DebugMaterial.SetTexture("_VolumeInject", m_VolumeInject);
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m_DebugMaterial.SetTexture("_VolumeInject", m_VolumeInject);
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m_DebugMaterial.SetTexture("_VolumeScatter", m_VolumeScatter);
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m_DebugMaterial.SetTexture("_VolumeScatter", m_VolumeScatter);
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m_DebugMaterial.SetTexture("_Shadowmap", m_Shadowmap);
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m_DebugMaterial.SetTexture("_ShadowmapBlurred", m_ShadowmapBlurred);
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m_DebugMaterial.SetFloat("_Z", m_Z);
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m_DebugMaterial.SetFloat("_Z", m_Z);
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m_DebugMaterial.SetTexture("_MainTex", src);
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m_DebugMaterial.SetTexture("_MainTex", src);
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@ -634,11 +613,6 @@ public class VolumetricFog : MonoBehaviour
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void InitResources ()
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void InitResources ()
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{
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{
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// Shadowmap
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m_Shadowmap = RenderTexture.GetTemporary(m_ShadowmapRes, m_ShadowmapRes, 24, RenderTextureFormat.RFloat);
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m_Shadowmap.filterMode = FilterMode.Bilinear;
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m_Shadowmap.wrapMode = TextureWrapMode.Clamp;
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// Volume
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// Volume
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InitVolume(ref m_VolumeInject);
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InitVolume(ref m_VolumeInject);
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InitVolume(ref m_VolumeScatter);
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InitVolume(ref m_VolumeScatter);
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@ -689,12 +663,6 @@ public class VolumetricFog : MonoBehaviour
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rt = null;
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rt = null;
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}
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}
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void ReleaseTempResources()
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{
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ReleaseTemporary(ref m_Shadowmap);
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ReleaseTemporary(ref m_ShadowmapBlurred);
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}
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void InitMaterial(ref Material material, Shader shader)
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void InitMaterial(ref Material material, Shader shader)
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{
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{
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if (material)
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if (material)
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@ -11,8 +11,6 @@
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#endif
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#endif
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RWTexture3D<half4> _VolumeInject;
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RWTexture3D<half4> _VolumeInject;
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Texture2D _Shadowmap;
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SamplerState sampler_Shadowmap;
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float4 _FrustumRays[4];
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float4 _FrustumRays[4];
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float4 _CameraPos;
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float4 _CameraPos;
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float4 _FrustumRaysLight[4];
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float4 _FrustumRaysLight[4];
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