Time of Day
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God ray camera component. More...
Public Types | |
enum | BlendModeType { Screen, Add } |
Methods to blend the god rays with the image. | |
Public Types inherited from TOD_ImageEffect | |
enum | ResolutionType { Low, Normal, High } |
Image effect resolutions. | |
Public Attributes | |
Shader | GodRayShader = null |
Shader | ScreenClearShader = null |
Shader | SkyMaskShader = null |
bool | UseDepthTexture = true |
Whether or not to use the depth buffer. If enabled, requires the target platform to allow the camera to create a depth texture. Unity always creates this depth texture if deferred lighting is enabled. Otherwise this script will enable it for the camera it is attached to. If disabled, requires all shaders writing to the depth buffer to also write to the frame buffer alpha channel. Only the frame buffer alpha channel will then be used to check for ray blockers in the image effect. | |
BlendModeType | BlendMode = BlendModeType.Screen |
The god ray rendering blend mode. | |
float | Intensity = 1 |
The intensity of the god rays. | |
ResolutionType | Resolution = ResolutionType.Normal |
The god ray rendering resolution. | |
int | BlurIterations = 2 |
The number of blur iterations to be performed. | |
float | BlurRadius = 2 |
The radius to blur filter applied to the god rays. | |
float | MaxRadius = 0.5f |
The maximum radius of the god rays. | |
Public Attributes inherited from TOD_ImageEffect | |
TOD_Sky | sky = null |
Sky dome reference inspector variable. Will automatically be searched in the scene if not set in the inspector. | |
God ray camera component.
Based on SunShafts from the Unity Standard Assets. Extended to get the god ray color from TOD_Sky and properly handle transparent meshes like clouds.