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 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198
| Shader "HHF/Tutorial/Fog" { Properties { _MainTex("Texture", 2D) = "white" {} [KeywordEnum(Manual, Build)]_CalcMode("CalcMode",int) = 0 }
SubShader { Tags { "RenderPipeline"="UniversalPipeline" }
Pass { HLSLPROGRAM #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #pragma shader_feature _CALCMODE_MANUAL _CALCMODE_BUILD #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 positionCS : SV_Position; float2 uv:TEXCOORD;
#if _CALCMODE_MANUAL float fogFactor : TEXCOORD1; #endif
#if _CALCMODE_BUILD float fogCoord : TEXCOORD1; #endif };
CBUFFER_START(UnityPerMaterial) float4 _MainTex_ST; CBUFFER_END
TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex);
v2f vert(appdata v) { v2f o = (v2f)0; float3 worldPos = TransformObjectToWorld(v.vertex.xyz); o.positionCS = TransformWorldToHClip(worldPos); o.uv = TRANSFORM_TEX(v.uv,_MainTex);
#if _CALCMODE_MANUAL float z = length(_WorldSpaceCameraPos - worldPos); #if defined(FOG_LINEAR) o.fogFactor = z * unity_FogParams.z + unity_FogParams.w; #elif defined(FOG_EXP) o.fogFactor = exp2(-unity_FogParams.y * z); #elif defined(FOG_EXP2) float density = unity_FogParams.x * z; o.fogFactor = exp2(-density * density); #endif #endif
#if _CALCMODE_BUILD o.fogCoord = ComputeFogFactor(o.positionCS.z); #endif
return o; }
half4 frag(v2f i) : SV_TARGET { half4 c;
half4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); c = mainTex;
#if _CALCMODE_MANUAL #if defined(FOG_LINEAR) || defined(FOG_EXP) ||defined(FOG_EXP2) c *= lerp(unity_FogColor, c,i.fogFactor); #endif #endif
#if _CALCMODE_BUILD c.rgb = MixFog(c.rgb, i.fogCoord); #endif
return c; }
ENDHLSL } }
SubShader { Tags { "RenderType"="Opaque" }
Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #pragma shader_feature _CALCMODE_MANUAL _CALCMODE_BUILD
#include "UnityCG.cginc"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; };
struct v2f { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0;
#if _CALCMODE_MANUAL float fogFactor : TEXCOORD1; #endif
#if _CALCMODE_BUILD UNITY_FOG_COORDS(1) #endif };
sampler2D _MainTex; float4 _MainTex_ST;
v2f vert (appdata v) { v2f o = (v2f)0; float3 worldPos = mul(unity_ObjectToWorld, v.vertex); o.positionCS = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); #if _CALCMODE_MANUAL float z = length(_WorldSpaceCameraPos - worldPos); #if defined(FOG_LINEAR) o.fogFactor = z * unity_FogParams.z + unity_FogParams.w; #elif defined(FOG_EXP) o.fogFactor = exp2(-unity_FogParams.y * z); #elif defined(FOG_EXP2) float density = unity_FogParams.x * z; o.fogFactor = exp2(-density * density); #endif #endif
#if _CALCMODE_BUILD UNITY_TRANSFER_FOG(o, o.positionCS); #endif
return o; }
fixed4 frag(v2f i) : SV_Target { fixed4 c = 0; fixed4 mainTex = tex2D(_MainTex, i.uv); c = mainTex;
#if _CALCMODE_MANUAL #if defined(FOG_LINEAR) || defined(FOG_EXP) ||defined(FOG_EXP2) c *= lerp(unity_FogColor, c,i.fogFactor); #endif #endif
#if _CALCMODE_BUILD UNITY_APPLY_FOG(i.fogCoord, c); #endif
return c; } ENDCG } } }
|