2022-08-28 21:36:22 +03:00

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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
}
}
}