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102 lines
2.5 KiB
102 lines
2.5 KiB
3 years ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Unity Shaders Book/Chapter 15/Fog With Noise" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_FogDensity ("Fog Density", Float) = 1.0
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_FogColor ("Fog Color", Color) = (1, 1, 1, 1)
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_FogStart ("Fog Start", Float) = 0.0
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_FogEnd ("Fog End", Float) = 1.0
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_NoiseTex ("Noise Texture", 2D) = "white" {}
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_FogXSpeed ("Fog Horizontal Speed", Float) = 0.1
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_FogYSpeed ("Fog Vertical Speed", Float) = 0.1
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_NoiseAmount ("Noise Amount", Float) = 1
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}
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SubShader {
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CGINCLUDE
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#include "UnityCG.cginc"
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float4x4 _FrustumCornersRay;
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sampler2D _MainTex;
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half4 _MainTex_TexelSize;
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sampler2D _CameraDepthTexture;
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half _FogDensity;
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fixed4 _FogColor;
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float _FogStart;
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float _FogEnd;
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sampler2D _NoiseTex;
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half _FogXSpeed;
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half _FogYSpeed;
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half _NoiseAmount;
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float2 uv_depth : TEXCOORD1;
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float4 interpolatedRay : TEXCOORD2;
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};
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v2f vert(appdata_img v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord;
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o.uv_depth = v.texcoord;
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0)
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o.uv_depth.y = 1 - o.uv_depth.y;
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#endif
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int index = 0;
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if (v.texcoord.x < 0.5 && v.texcoord.y < 0.5) {
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index = 0;
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} else if (v.texcoord.x > 0.5 && v.texcoord.y < 0.5) {
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index = 1;
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} else if (v.texcoord.x > 0.5 && v.texcoord.y > 0.5) {
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index = 2;
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} else {
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index = 3;
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}
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0)
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index = 3 - index;
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#endif
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o.interpolatedRay = _FrustumCornersRay[index];
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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float linearDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_depth));
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float3 worldPos = _WorldSpaceCameraPos + linearDepth * i.interpolatedRay.xyz;
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float2 speed = _Time.y * float2(_FogXSpeed, _FogYSpeed);
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float noise = (tex2D(_NoiseTex, i.uv + speed).r - 0.5) * _NoiseAmount;
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float fogDensity = (_FogEnd - worldPos.y) / (_FogEnd - _FogStart);
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fogDensity = saturate(fogDensity * _FogDensity * (1 + noise));
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fixed4 finalColor = tex2D(_MainTex, i.uv);
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finalColor.rgb = lerp(finalColor.rgb, _FogColor.rgb, fogDensity);
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return finalColor;
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}
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ENDCG
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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ENDCG
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}
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}
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FallBack Off
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}
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