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65 lines
1.2 KiB
65 lines
1.2 KiB
3 years ago
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Shader "Unlit/TestFogShader"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_FogAlpha("Fog Alpha",Range(0.0,1.0))= 1.0
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_FogColor("Fog Color",COLOR) = (1,1,1,1)
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" "Queue"="Transparent" }
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LOD 100
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Pass
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{
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Cull Off
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 srcVertex : TEXCOORD1;
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float4 scrPos : TEXCOORD2;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _FogAlpha;
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fixed4 _FogColor;
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v2f vert (appdata v)
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{
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v2f o;
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o.srcVertex = v.vertex;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.scrPos = ComputeScreenPos(o.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// sample the texture
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fixed4 col = tex2D(_MainTex, i.uv);
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fixed4 colAlpha = fixed4(col.rgb,clamp(col.a*abs(i.scrPos.y),0.0,1.0));
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return colAlpha*_FogAlpha*_FogColor;
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}
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ENDCG
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}
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}
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}
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