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							- Shader "Hidden/DepthFog"
 
- {
 
-     Properties
 
-     {
 
-         _MainTex ("Texture", 2D) = "white" {}
 
-     }
 
-     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 vertex : SV_POSITION;
 
-             };
 
-             v2f vert (appdata v)
 
-             {
 
-                 v2f o;
 
-                 o.vertex = UnityObjectToClipPos(v.vertex);
 
-                 o.uv = v.uv;
 
-                 return o;
 
-             }
 
-             sampler2D _MainTex;
 
-             sampler2D _CameraDepthTexture;
 
-             float _StartDistance,_EndDistance,_Height;
 
-             fixed4 _FogCol;
 
-             float4x4 _InvVP;
 
-             fixed4 frag (v2f i) : SV_Target
 
-             {
 
-                 fixed4 col = tex2D(_MainTex, i.uv);
 
-                 float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv);
 
-                 float4 proj = float4(i.uv.xy*2-1, depth, 1);
 
-                 float4 worldPos = mul(_InvVP, proj);
 
-                 worldPos.xyz /= worldPos.w;
 
-                 float ditance = length(worldPos.xyz - _WorldSpaceCameraPos.xyz);
 
-                 fixed fogFactor = smoothstep(_StartDistance, _EndDistance, ditance);
 
-                 fixed fogFactorHeigh = 1 - smoothstep(0, _Height, worldPos.y);
 
-                 fogFactor *= fogFactorHeigh;
 
-                 fixed3 finalCol = lerp(col.rgb, _FogCol, fogFactor* _FogCol.a);
 
-                 return fixed4(finalCol,1);
 
-             }
 
-             ENDCG
 
-         }
 
-     }
 
- }
 
 
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