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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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