unity-shader-tutorial-fog

buildin效果图

urp效果图

Fog.shader

Fog.shader
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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
// 自定义雾效插值器
float fogFactor : TEXCOORD1;
#endif // _CALCMODE_MANUAL

#if _CALCMODE_BUILD
float fogCoord : TEXCOORD1;
#endif // _CALCMODE_BUILD
};

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
// 手动计算雾效插值器的值
float z = length(_WorldSpaceCameraPos - worldPos);
#if defined(FOG_LINEAR)
// (end-z)/(end-start) = z *(-1/(end-start)) +(end/(end-start))
o.fogFactor = z * unity_FogParams.z + unity_FogParams.w;
#elif defined(FOG_EXP)
// exp2(-density *z)
o.fogFactor = exp2(-unity_FogParams.y * z);
#elif defined(FOG_EXP2)
// exp2(-(density*z)^2)
float density = unity_FogParams.x * z;
o.fogFactor = exp2(-density * density);
#endif
#endif // _CALCMODE_MANUAL

#if _CALCMODE_BUILD
o.fogCoord = ComputeFogFactor(o.positionCS.z);
#endif // _CALCMODE_BUILD

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 // _CALCMODE_MANUAL

#if _CALCMODE_BUILD
c.rgb = MixFog(c.rgb, i.fogCoord);
#endif // _CALCMODE_BUILD

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; // 自定义雾效插值器
#endif // _CALCMODE_MANUAL

#if _CALCMODE_BUILD
// 相当于是在雾效开启时定义一个float类型的变量fogCoord
UNITY_FOG_COORDS(1)
#endif // _CALCMODE_BUILD
};

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); // mul(UNITY_MATRIX_VP, worldPos);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);

#if _CALCMODE_MANUAL
// 手动计算雾效插值器的值
float z = length(_WorldSpaceCameraPos - worldPos);
#if defined(FOG_LINEAR)
// (end-z)/(end-start) = z *(-1/(end-start)) +(end/(end-start))
o.fogFactor = z * unity_FogParams.z + unity_FogParams.w;
#elif defined(FOG_EXP)
// exp2(-density *z)
o.fogFactor = exp2(-unity_FogParams.y * z);
#elif defined(FOG_EXP2)
// exp2(-(density*z)^2)
float density = unity_FogParams.x * z;
o.fogFactor = exp2(-density * density);
#endif
#endif // _CALCMODE_MANUAL

#if _CALCMODE_BUILD
UNITY_TRANSFER_FOG(o, o.positionCS);
#endif // _CALCMODE_BUILD

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 // _CALCMODE_MANUAL

#if _CALCMODE_BUILD
UNITY_APPLY_FOG(i.fogCoord, c);
#endif // _CALCMODE_BUILD

return c;
}
ENDCG
}
}
}