| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566 | Shader "Enviro 3/Sample/TransparentSurface"{	Properties	{		_Color ("Color", Color) = (1,1,1,1)		_MainTex ("Albedo (RGB)", 2D) = "white" {}		_Glossiness ("Smoothness", Range(0,1)) = 0.5		_Metallic ("Metallic", Range(0,1)) = 0.0	} 	SubShader 	{		Tags {"Queue" = "Transparent" "RenderType"="Transparent" }		LOD 200   		CGPROGRAM		#include "Assets/Enviro 3 - Sky and Weather/Resources/Shader/Includes/FogInclude.cginc"		#pragma surface surf Standard fullforwardshadows alpha finalcolor:ApplyFog		#pragma target 3.0		  		sampler2D _MainTex;		sampler2D _CameraDepthTexture; 		struct Input {			float2 uv_MainTex;			float4 screenPos;			float3 worldPos;		}; 		void ApplyFog(Input IN, SurfaceOutputStandard o, inout fixed4 color)		{ 				//Get ScreenPosition				float3 uvscreen = IN.screenPos.xyz/IN.screenPos.w;				// Calculate Linear Depth				half linear01Depth = Linear01Depth(uvscreen.z);				//get World Position				float3 wPos = IN.worldPos.xyz;				// Calculate Fog and apply volume lighting tex				float3 fogClr = ApplyFogAndVolumetricLights(color.rgb,uvscreen.xy, wPos, linear01Depth);				#if _ALPHAPREMULTIPLY_ON					fogClr.rgb *= o.Alpha;				#endif				#ifndef UNITY_PASS_FORWARDADD					color.rgb = fogClr.rgb;				#endif		}		half _Glossiness;		half _Metallic;		fixed4 _Color; 		void surf (Input IN, inout SurfaceOutputStandard o)		{			fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;			o.Albedo = c.rgb;			o.Metallic = _Metallic;			o.Smoothness = _Glossiness;			o.Alpha = c.a;		}		ENDCG	}	FallBack "Standard"}
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