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Screen Space Multi-Coloured Fog - Unity Shader
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Shader "BitshiftProductions/ColouredFog" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_ColorLookUp("Fog Colour Look Up", 2D) = "white"{} | |
_FogSpread("Fog Spread", Float) = 10.0 | |
} | |
SubShader | |
{ | |
Cull Off ZWrite Off ZTest Always | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
float4 scrPos : TEXCOORD1; | |
}; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.scrPos = ComputeScreenPos(o.vertex); | |
o.uv = v.uv; | |
return o; | |
} | |
sampler2D _MainTex; | |
sampler2D _CameraDepthTexture; | |
sampler1D _ColorLookUp; | |
half _FogSpread; | |
#define IF(a, b, c) lerp(b, c, step((fixed) (a), 0)); | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed3 col = tex2D(_MainTex, i.uv); | |
float zsample = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv); | |
float depth = Linear01Depth(zsample); | |
depth = clamp(depth * _FogSpread, 0, 1) * IF(depth < 1.0, 1, 0); | |
col *= tex1D(_ColorLookUp, depth); | |
return fixed4(col,1.0); | |
} | |
ENDCG | |
} | |
} | |
} |
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using UnityEngine; | |
[ExecuteInEditMode, ImageEffectAllowedInSceneView, RequireComponent(typeof(Camera))] | |
public class ScreenSpaceColouredFog: MonoBehaviour | |
{ | |
public Material mat; | |
private void OnRenderImage(RenderTexture src, RenderTexture dest) | |
{ | |
Graphics.Blit(src, dest, mat); | |
} | |
} |
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