AwesomeRunner/Assets/Shaders/CustomFogCube.shader
2022-08-28 21:36:22 +03:00

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Shader "Mobile/CustomFogCube"
{
Properties
{
_FogStart("Fog Start", float) = 0 //îáúÿâëÿåì íàøè íîâûå ïåðåìåííûå äëÿ òóìàíà
_FogEnd("Fog End", float) = 50
}
SubShader
{
Tags{ "RenderType" = "Opaque" }
Fog{ Mode off }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ LIGHTMAP_ON
#include "UnityCG.cginc"
half _FogStart; //îïðåäåëÿåì íîâûå ïåðåìåííûå â ðàìêàõ CGPROGRAM
half _FogEnd;
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float4 uv : TEXCOORD1;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD1;
half fog : TEXCOORD2; //äîáàâëÿåì íîâóþ ïåðåìåííóþ äëÿ ðàñ÷åòà ðàññòîÿíèÿ îòîáðàæåíèÿ òóìàíà è ïîñëåäóþùåé ïåðåäà÷è â fragment ôóíêöèþ
float4 color : COLOR;
half3 viewDir : TEXCOORD3;
};
v2f vert(appdata v)
{
v2f o;
o.color = v.color;
o.pos = UnityObjectToClipPos(v.vertex);
//lightmaps
o.uv.xy = v.uv.xy * unity_LightmapST.xy + unity_LightmapST.zw;
//fog âûñ÷èòûâàåì ïîëîæåíèå òóìàíà â çàâèñèìîñòè îò çàäàííûõ çíà÷åíèé
half fogz = UnityObjectToViewPos(v.vertex).z;
o.fog = saturate((fogz + _FogStart) / (_FogStart - _FogEnd));
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.viewDir = -(normalize(UnityWorldSpaceViewDir(worldPos)));
return o;
}
half4 frag(v2f i) : COLOR
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 c = i.color * 0.5;
//lightmaps
#ifdef LIGHTMAP_ON
fixed4 lm = UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv.xy);
c.rgb *= lm.rgb * 4;
#endif
//fog çàìåíÿåì ïëàâíî öâåò ïîâåðõíîñòè íà öâåò êóáîìàïû (îí æå íàø òóìàí). Êóáîìàïó íóæíî çàäàòü â íàñòðîéêàõ îñâåùåíèå (Lighting > Scene > Environment Reflection > Source = Custom > Cubemap = Âàøà êóáîìàïà)
half4 fogCube = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, i.viewDir);
return lerp(c, fogCube, i.fog);
}
ENDCG
}
}
Fallback "Mobile/VertexLit"
}