2021-09-09 20:42:29 -04:00

37 lines
1.9 KiB
C#

using System;
using System.Diagnostics;
namespace UnityEngine.Rendering.HighDefinition
{
// Deprecated, kept for migration
abstract class AtmosphericScattering : VolumeComponent
{
// Fog Color
public FogColorParameter colorMode = new FogColorParameter(FogColorMode.SkyColor);
[Tooltip("Specifies the constant color of the fog.")]
public ColorParameter color = new ColorParameter(Color.grey, hdr: true, showAlpha: false, showEyeDropper: true);
[Tooltip("Specifies the tint of the fog.")]
public ColorParameter tint = new ColorParameter(Color.white, hdr: true, showAlpha: false, showEyeDropper: true);
[Tooltip("Controls the overall density of the fog. Acts as a global multiplier.")]
public ClampedFloatParameter density = new ClampedFloatParameter(1.0f, 0.0f, 1.0f);
[Tooltip("Sets the maximum fog distance HDRP uses when it shades the skybox or the Far Clipping Plane of the Camera.")]
public MinFloatParameter maxFogDistance = new MinFloatParameter(5000.0f, 0.0f);
[Tooltip("Controls the maximum mip map HDRP uses for mip fog (0 is the lowest mip and 1 is the highest mip).")]
public ClampedFloatParameter mipFogMaxMip = new ClampedFloatParameter(0.5f, 0.0f, 1.0f);
[Tooltip("Sets the distance at which HDRP uses the minimum mip image of the blurred sky texture as the fog color.")]
public MinFloatParameter mipFogNear = new MinFloatParameter(0.0f, 0.0f);
[Tooltip("Sets the distance at which HDRP uses the maximum mip image of the blurred sky texture as the fog color.")]
public MinFloatParameter mipFogFar = new MinFloatParameter(1000.0f, 0.0f);
internal abstract void PushShaderParameters(HDCamera hdCamera, CommandBuffer cmd);
}
// Deprecated, kept for migration
internal enum FogType
{
None = 0,
Exponential = 2,
Volumetric = 3,
}
}