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64 lines
1.2 KiB
64 lines
1.2 KiB
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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