using RoR2; using UnityEngine.Rendering.PostProcessing; public sealed class RampFogRenderer : PostProcessEffectRenderer { public override void Render(PostProcessRenderContext context) { PropertySheet propertySheet = context.propertySheets.Get(LegacyShaderAPI.Find("Hidden/PostProcess/RampFog")); propertySheet.properties.SetFloat("_FogIntensity", base.settings.fogIntensity); propertySheet.properties.SetFloat("_FogPower", base.settings.fogPower); propertySheet.properties.SetFloat("_FogZero", base.settings.fogZero); propertySheet.properties.SetFloat("_FogOne", base.settings.fogOne); propertySheet.properties.SetFloat("_FogHeightStart", base.settings.fogHeightStart); propertySheet.properties.SetFloat("_FogHeightEnd", base.settings.fogHeightEnd); propertySheet.properties.SetFloat("_FogHeightIntensity", base.settings.fogHeightIntensity); propertySheet.properties.SetColor("_FogColorStart", base.settings.fogColorStart); propertySheet.properties.SetColor("_FogColorMid", base.settings.fogColorMid); propertySheet.properties.SetColor("_FogColorEnd", base.settings.fogColorEnd); propertySheet.properties.SetFloat("_SkyboxStrength", base.settings.skyboxStrength); context.command.BlitFullscreenTriangle(context.source, context.destination, propertySheet, 0); } }