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78 lines
1.6 KiB
Plaintext
78 lines
1.6 KiB
Plaintext
Shader "NLS/SimpleVerticalFog"
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{
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Properties
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{
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_Color("Fog Color", Color) = (1, 1, 1, 1)
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_DepthFactor("Depth Factor", Range(0,5)) = 1.0
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "RenderType"="Transparent" }
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LOD 100
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Pass
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{
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ZWrite Off
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//Regular alpha blending
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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// required to use ComputeScreenPos()
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#include "UnityCG.cginc"
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#pragma vertex vert
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#pragma fragment frag
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// Unity built-in - NOT required in Properties
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sampler2D _CameraDepthTexture;
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float4 _Color;
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float _DepthFactor;
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struct vertexInput
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{
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float4 vertex : POSITION;
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};
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struct vertexOutput
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{
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float4 pos : SV_POSITION;
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float4 screenPos : TEXCOORD1;
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};
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vertexOutput vert(vertexInput input)
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{
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vertexOutput output;
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// convert obj-space position to camera clip space
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output.pos = UnityObjectToClipPos(input.vertex);
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// compute depth (screenPos is a float4)
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output.screenPos = ComputeScreenPos(output.pos);
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return output;
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}
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float4 frag(vertexOutput input) : COLOR
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{
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// sample camera depth texture
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float4 depthSample = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, input.screenPos);
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float depth = LinearEyeDepth(depthSample).r;
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// caculate depth value
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float foamLine = saturate(_DepthFactor * (depth - input.screenPos.w));
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// recolor fog with predefined colors
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float4 col =_Color;
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//change fog's transparency based on edge value
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col.a = foamLine;
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return col;
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}
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ENDCG
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}
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}
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} |