Shader "Hidden/Fog" { Properties { _MainTex ("Texture", 2D) = "white" {} _NearColor("Near color", Color) = (0.75, 0.35, 0, 1) _FarColor("Far color", Color) = (1, 1, 1, 1) _NearValue("Near value", Float) = 1 _FarValue("Far value", Float) = 1000 _Density("Density", Float) = 1000 } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 screenPos : TEXCOORD1; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; o.screenPos = ComputeScreenPos(o.vertex); COMPUTE_EYEDEPTH(o.screenPos.z); return o; } sampler2D _MainTex; UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); //sampler2D _CameraDepthTexture; fixed4 _NearColor; fixed4 _FarColor; float _NearValue; float _FarValue; float _Density; fixed4 frag (v2f i) : SV_Target { float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos))); float depth = sceneZ - i.screenPos.z; //fixed4 col = _FarColor; fixed4 colTex = tex2D(_MainTex, i.uv); fixed4 col = tex2D(_CameraDepthTexture, i.uv); // float depth = UNITY_SAMPLE_DEPTH(col); // depth = Linear01Depth(depth); fixed depthFading = saturate((abs(pow(depth, _NearValue))) / _FarValue); //colTex *= depthFading; float fogFactor = saturate(1.0 - (_FarValue - depth) / (_FarValue - _NearValue)); //return colTex; // float fogFactor = _FarValue - depth / _FarValue - _NearValue; //color.rgb = lerp(color.rgb return lerp(colTex, _FarColor, fogFactor); } ENDCG } } }