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path: root/UnityEngine.PostProcessing/FogComponent.cs
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using UnityEngine.Rendering;

namespace UnityEngine.PostProcessing;

public sealed class FogComponent : PostProcessingComponentCommandBuffer<FogModel>
{
	private static class Uniforms
	{
		internal static readonly int _FogColor = Shader.PropertyToID("_FogColor");

		internal static readonly int _Density = Shader.PropertyToID("_Density");

		internal static readonly int _Start = Shader.PropertyToID("_Start");

		internal static readonly int _End = Shader.PropertyToID("_End");

		internal static readonly int _TempRT = Shader.PropertyToID("_TempRT");
	}

	private const string k_ShaderString = "Hidden/Post FX/Fog";

	public override bool active => base.model.enabled && context.isGBufferAvailable && RenderSettings.fog && !context.interrupted;

	public override string GetName()
	{
		return "Fog";
	}

	public override DepthTextureMode GetCameraFlags()
	{
		return DepthTextureMode.Depth;
	}

	public override CameraEvent GetCameraEvent()
	{
		return CameraEvent.AfterImageEffectsOpaque;
	}

	public override void PopulateCommandBuffer(CommandBuffer cb)
	{
		FogModel.Settings settings = base.model.settings;
		Material material = context.materialFactory.Get("Hidden/Post FX/Fog");
		material.shaderKeywords = null;
		Color value = ((!GraphicsUtils.isLinearColorSpace) ? RenderSettings.fogColor : RenderSettings.fogColor.linear);
		material.SetColor(Uniforms._FogColor, value);
		material.SetFloat(Uniforms._Density, RenderSettings.fogDensity);
		material.SetFloat(Uniforms._Start, RenderSettings.fogStartDistance);
		material.SetFloat(Uniforms._End, RenderSettings.fogEndDistance);
		switch (RenderSettings.fogMode)
		{
		case FogMode.Linear:
			material.EnableKeyword("FOG_LINEAR");
			break;
		case FogMode.Exponential:
			material.EnableKeyword("FOG_EXP");
			break;
		case FogMode.ExponentialSquared:
			material.EnableKeyword("FOG_EXP2");
			break;
		}
		RenderTextureFormat format = ((!context.isHdr) ? RenderTextureFormat.Default : RenderTextureFormat.DefaultHDR);
		cb.GetTemporaryRT(Uniforms._TempRT, context.width, context.height, 24, FilterMode.Bilinear, format);
		cb.Blit(BuiltinRenderTextureType.CameraTarget, Uniforms._TempRT);
		cb.Blit(Uniforms._TempRT, BuiltinRenderTextureType.CameraTarget, material, settings.excludeSkybox ? 1 : 0);
		cb.ReleaseTemporaryRT(Uniforms._TempRT);
	}
}