| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263 | 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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