mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-29 16:37:59 +01:00
110 lines
2.5 KiB
Text
110 lines
2.5 KiB
Text
|
Shader "Hidden/Post FX/Fog"
|
||
|
{
|
||
|
Properties
|
||
|
{
|
||
|
_MainTex("Main Texture", 2D) = "white" {}
|
||
|
}
|
||
|
|
||
|
CGINCLUDE
|
||
|
|
||
|
#pragma multi_compile __ FOG_LINEAR FOG_EXP FOG_EXP2
|
||
|
#include "UnityCG.cginc"
|
||
|
#include "Common.cginc"
|
||
|
|
||
|
#define SKYBOX_THREASHOLD_VALUE 0.9999
|
||
|
|
||
|
struct Varyings
|
||
|
{
|
||
|
float2 uv : TEXCOORD0;
|
||
|
float4 vertex : SV_POSITION;
|
||
|
};
|
||
|
|
||
|
Varyings VertFog(AttributesDefault v)
|
||
|
{
|
||
|
Varyings o;
|
||
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
||
|
o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
sampler2D _CameraDepthTexture;
|
||
|
|
||
|
half4 _FogColor;
|
||
|
float _Density;
|
||
|
float _Start;
|
||
|
float _End;
|
||
|
|
||
|
half ComputeFog(float z)
|
||
|
{
|
||
|
half fog = 0.0;
|
||
|
#if FOG_LINEAR
|
||
|
fog = (_End - z) / (_End - _Start);
|
||
|
#elif FOG_EXP
|
||
|
fog = exp2(-_Density * z);
|
||
|
#else // FOG_EXP2
|
||
|
fog = _Density * z;
|
||
|
fog = exp2(-fog * fog);
|
||
|
#endif
|
||
|
return saturate(fog);
|
||
|
}
|
||
|
|
||
|
float ComputeDistance(float depth)
|
||
|
{
|
||
|
float dist = depth * _ProjectionParams.z;
|
||
|
dist -= _ProjectionParams.y;
|
||
|
return dist;
|
||
|
}
|
||
|
|
||
|
half4 FragFog(Varyings i) : SV_Target
|
||
|
{
|
||
|
half4 color = tex2D(_MainTex, i.uv);
|
||
|
|
||
|
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv);
|
||
|
depth = Linear01Depth(depth);
|
||
|
float dist = ComputeDistance(depth);
|
||
|
half fog = 1.0 - ComputeFog(dist);
|
||
|
|
||
|
return lerp(color, _FogColor, fog);
|
||
|
}
|
||
|
|
||
|
half4 FragFogExcludeSkybox(Varyings i) : SV_Target
|
||
|
{
|
||
|
half4 color = tex2D(_MainTex, i.uv);
|
||
|
|
||
|
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv);
|
||
|
depth = Linear01Depth(depth);
|
||
|
float skybox = depth < SKYBOX_THREASHOLD_VALUE;
|
||
|
float dist = ComputeDistance(depth);
|
||
|
half fog = 1.0 - ComputeFog(dist);
|
||
|
|
||
|
return lerp(color, _FogColor, fog * skybox);
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
|
||
|
SubShader
|
||
|
{
|
||
|
Cull Off ZWrite Off ZTest Always
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
CGPROGRAM
|
||
|
|
||
|
#pragma vertex VertFog
|
||
|
#pragma fragment FragFog
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
CGPROGRAM
|
||
|
|
||
|
#pragma vertex VertFog
|
||
|
#pragma fragment FragFogExcludeSkybox
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
}
|