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