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@cs-altshift
Last active April 7, 2023 06:02
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Simple Fog Shader
using UnityEngine;
[RequireComponent(typeof(Camera))]
public class FogComponent : MonoBehaviour
{
public Shader myFogShader;
public Color fogColor = Color.red;
private Material myFogMaterial;
// Start is called before the first frame update
void Start()
{
GetComponent<Camera>().depthTextureMode = DepthTextureMode.Depth;
myFogMaterial = new Material(myFogShader);
myFogMaterial.hideFlags = HideFlags.HideAndDontSave;
}
private void OnRenderImage(RenderTexture src, RenderTexture dest) {
myFogMaterial.SetColor("_FogColor", fogColor);
Graphics.Blit(src, dest, myFogMaterial);
}
}
Shader "Hidden/FogShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
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;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
sampler _CameraDepthTexture;
float3 _FogColor;
fixed4 frag (v2f i) : SV_Target
{
float4 depthColor = tex2D(_CameraDepthTexture, i.uv);
float linearDepth = Linear01Depth(depthColor.r);
float fogDensity = linearDepth;
float4 mainTexColor = tex2D(_MainTex, i.uv);
float4 outColor = mainTexColor;
outColor.rgb = lerp(mainTexColor.rgb, _FogColor, fogDensity);
return outColor;
}
ENDCG
}
}
}
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