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CrowdControl/Assets/3rd/VerticalFog/Shader/VerticalFogWithTexture.shader

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Shader "NLS/VerticalFogWithTexture"
{
Properties
{
_Color1("Fog Color (1)", Color) = (1, 1, 1, 1)
_Color2("Fog Color (2)", Color) = (1, 1, 1, 1)
//width of the edge effect
_DepthFactor("Depth Factor", Range(0,5)) = 1.0
_FogTexture1("Fog Texture (1)", 2D) = "white" {}
_FogTexture2("Fog Texture (2)", 2D) = "white" {}
//x and y control the speed of fog from R channel in the u and v direction
//z and w control the speed of fog from G channel in the u and v direction
_FogAnimationSpeed ("Fog Speed", Vector) = (0,0,0,0)
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
LOD 100
Pass
{
ZWrite Off
//Regular alpha blending
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
// required to use ComputeScreenPos()
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment frag
// Unity built-in - NOT required in Properties
sampler2D _CameraDepthTexture;
sampler2D _FogTexture1;
float4 _FogTexture1_ST;
sampler2D _FogTexture2;
float4 _FogTexture2_ST;
float4 _Color1;
float4 _Color2;
float _DepthFactor;
float4 _FogAnimationSpeed;
struct vertexInput
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct vertexOutput
{
float4 pos : SV_POSITION;
float4 screenPos : TEXCOORD1;
float4 animteduv : TEXCOORD2;
};
vertexOutput vert(vertexInput input)
{
vertexOutput output;
// convert obj-space position to camera clip space
output.pos = UnityObjectToClipPos(input.vertex);
float2 newUV1 = TRANSFORM_TEX(input.uv, _FogTexture1);
float2 newUV2 = TRANSFORM_TEX(input.uv, _FogTexture2);
// compute depth (screenPos is a float4)
output.screenPos = ComputeScreenPos(output.pos);
output.animteduv.xy = newUV1 + float2(_FogAnimationSpeed.xy)*_Time.x;
output.animteduv.zw = newUV2 + float2(_FogAnimationSpeed.zw)*_Time.x;
return output;
}
float4 frag(vertexOutput input) : COLOR
{
// sample camera depth texture
float4 depthSample = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, input.screenPos);
float depth = LinearEyeDepth(depthSample).r;
// sample fog texture with offsetted uv
float4 fogTexA = tex2D(_FogTexture1, input.animteduv.xy);
float4 fogTexB = tex2D(_FogTexture2, input.animteduv.zw);
// caculate depth value
float foamLine = saturate(_DepthFactor * (depth - input.screenPos.w));
// recolor fog with predefined colors
float4 col =lerp(_Color2,_Color1, (fogTexA.r * fogTexB.r));
//change fog's transparency based on edge value
col.a = foamLine;
return col;
}
ENDCG
}
}
}