-
Notifications
You must be signed in to change notification settings - Fork 13
/
Copy pathpostFog.shader
90 lines (74 loc) · 2.22 KB
/
postFog.shader
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
Shader "LX/postFog"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags
{
"RenderType"="Opaque"
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 direction:TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _CameraDepthTexture;
float _FogEnd;
float _FogStart;
fixed4 _FogColor;
float4x4 _Directions;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
int index = 0;
if (v.uv.x < 0.5 && v.uv.y < 0.5)
{
index = 0;
}
else if (v.uv.x > 0.5 && v.uv.y < 0.5)
{
index = 1;
}
else if (v.uv.x > 0.5 && v.uv.y > 0.5)
{
index = 2;
}
else
{
index = 3;
}
o.direction = _Directions[index];
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float linearDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv));
float3 worldPos = _WorldSpaceCameraPos + linearDepth * i.direction;
float fogDensity = saturate((_FogEnd - worldPos.y) / (_FogEnd - _FogStart));
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 finalColor = lerp(col, _FogColor, fogDensity);
return finalColor;
}
ENDCG
}
}
}