Dir light test

This commit is contained in:
max
2022-04-03 17:47:44 +02:00
parent 20c2847d23
commit f153209bbc
6 changed files with 91 additions and 58 deletions

View File

@ -79,7 +79,7 @@ public partial class FogLight : LightOverride
if (temp == null || temp.Length != downsampleSteps - 1)
temp = new int[downsampleSteps - 1];
for (int i = 0, currentRes = startRes/2; i < downsampleSteps; i++)
for (int i = 0, currentRes = startRes / 2; i < downsampleSteps; i++)
{
m_BufGrabShadowmap.SetGlobalVector("_TexelSize", new Vector4(0.5f/currentRes, 0.5f/currentRes, 0, 0));
@ -113,10 +113,17 @@ public partial class FogLight : LightOverride
currentRes /= 2;
}
//var directionalShadowmapBlurred = Shader.PropertyToID("_DirectionalShadowmapBlurred");
//m_BufGrabShadowmap.GetTemporaryRT(directionalShadowmapBlurred, 1024, 1024, 0, FilterMode.Bilinear, RenderTextureFormat.RFloat, RenderTextureReadWrite.Linear);
//m_BufGrabShadowmap.Blit(shadowmap, m_Shadowmap);
//m_BufGrabShadowmap.SetGlobalTexture(directionalShadowmapBlurred, directionalShadowmapBlurred);
RenderTexture blur = RenderTexture.GetTemporary(targetRes, targetRes, 0, format, RenderTextureReadWrite.Linear);
m_BufGrabShadowmap.SetGlobalVector("_TexelSize", new Vector4(1.0f / targetRes, 1.0f / targetRes, 0, 0));
m_BufGrabShadowmap.SetGlobalFloat("_BlurSize", m_BlurSize);
for (int i = 0; i < m_BlurIterations; i++)
{
m_BufGrabShadowmap.Blit(m_Shadowmap, blur, m_BlurShadowmapMaterial, 2);
m_BufGrabShadowmap.Blit(blur, m_Shadowmap, m_BlurShadowmapMaterial, 3);
}
blur.Release();
}
private Vector4 GetZParams()

View File

@ -74,6 +74,13 @@ public class VolumetricFog : MonoBehaviour
[Range(0.0f, 1.0f)]
public float m_Z = 1.0f;
[SerializeField]
private float m_dirLightOffset;
[SerializeField]
private float m_vsmBias;
[SerializeField]
private float m_dirBias;
struct PointLightParams
{
public Vector3 pos;
@ -292,7 +299,9 @@ public class VolumetricFog : MonoBehaviour
m_dirLightDir[1] = dir.y;
m_dirLightDir[2] = dir.z;
m_InjectLightingAndDensity.SetFloats("_DirLightDir", m_dirLightDir);
m_InjectLightingAndDensity.SetFloat("_DirLightOffset", m_dirLightOffset);
m_InjectLightingAndDensity.SetFloat("_VSMBias", m_vsmBias);
m_InjectLightingAndDensity.SetFloat("_DirBias", m_dirBias);
}
float[] m_fogParams;