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							- using System.Collections;
 
- using System.Collections.Generic;
 
- using UnityEngine;
 
- public class DepthFog : MonoBehaviour
 
- {
 
-     Camera Cam;
 
-     Material fogmat;
 
-     public float StartDistance;
 
-     public float EndDistance;
 
-     public float Height;
 
-     public Color FogCol;
 
-     void Awake()
 
-     {
 
-         fogmat = new Material(Shader.Find("Hidden/DepthFog"));
 
-         Cam = this.GetComponent<Camera>();
 
-     }
 
-     // Update is called once per frame
 
-     void Update()
 
-     {
 
-         
 
-     }
 
-     private void OnRenderImage(RenderTexture source, RenderTexture destination)
 
-     {
 
-         if (fogmat == null|| Cam==null) return;
 
-         Shader.SetGlobalFloat("_StartDistance", StartDistance);
 
-         Shader.SetGlobalFloat("_EndDistance", EndDistance);
 
-         Shader.SetGlobalFloat("_Height", Height);
 
-         Shader.SetGlobalColor("_FogCol", FogCol);
 
-         Matrix4x4 vp = GL.GetGPUProjectionMatrix(Cam.projectionMatrix, false) * Cam.worldToCameraMatrix;
 
-         vp = vp.inverse;
 
-         Shader.SetGlobalMatrix("_InvVP", vp);
 
-         Graphics.Blit(source, destination, fogmat);
 
-     }
 
- }
 
 
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