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100 lines
2.6 KiB
Plaintext
100 lines
2.6 KiB
Plaintext
Shader "NLS/VerticalFogWithTexture"
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{
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Properties
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{
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_Color1("Fog Color (1)", Color) = (1, 1, 1, 1)
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_Color2("Fog Color (2)", Color) = (1, 1, 1, 1)
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//width of the edge effect
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_DepthFactor("Depth Factor", Range(0,5)) = 1.0
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_FogTexture1("Fog Texture (1)", 2D) = "white" {}
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_FogTexture2("Fog Texture (2)", 2D) = "white" {}
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//x and y control the speed of fog from R channel in the u and v direction
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//z and w control the speed of fog from G channel in the u and v direction
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_FogAnimationSpeed ("Fog Speed", Vector) = (0,0,0,0)
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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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sampler2D _FogTexture1;
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float4 _FogTexture1_ST;
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sampler2D _FogTexture2;
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float4 _FogTexture2_ST;
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float4 _Color1;
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float4 _Color2;
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float _DepthFactor;
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float4 _FogAnimationSpeed;
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struct vertexInput
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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 vertexOutput
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{
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float4 pos : SV_POSITION;
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float4 screenPos : TEXCOORD1;
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float4 animteduv : TEXCOORD2;
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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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float2 newUV1 = TRANSFORM_TEX(input.uv, _FogTexture1);
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float2 newUV2 = TRANSFORM_TEX(input.uv, _FogTexture2);
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// compute depth (screenPos is a float4)
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output.screenPos = ComputeScreenPos(output.pos);
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output.animteduv.xy = newUV1 + float2(_FogAnimationSpeed.xy)*_Time.x;
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output.animteduv.zw = newUV2 + float2(_FogAnimationSpeed.zw)*_Time.x;
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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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// sample fog texture with offsetted uv
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float4 fogTexA = tex2D(_FogTexture1, input.animteduv.xy);
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float4 fogTexB = tex2D(_FogTexture2, input.animteduv.zw);
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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 =lerp(_Color2,_Color1, (fogTexA.r * fogTexB.r));
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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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} |