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