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Simple Fog Shader
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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); | |
} | |
} |
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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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