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93 lines
2.1 KiB
93 lines
2.1 KiB
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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Shader "Unity Shaders Book/Chapter 13/Fog With Depth Texture" { |
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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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} |
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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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struct v2f { |
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float4 pos : SV_POSITION; |
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half2 uv : TEXCOORD0; |
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half2 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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float fogDensity = (_FogEnd - worldPos.y) / (_FogEnd - _FogStart); |
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fogDensity = saturate(fogDensity * _FogDensity); |
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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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ZTest Always Cull Off ZWrite Off |
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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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