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@cs-altshift
Created January 19, 2023 15:25
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Simple Fog (URP)
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
}
}
}
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class TestRendererFeature : ScriptableRendererFeature
{
private TestRenderPass testRenderPass;
public Material fogMaterial;
public Color fogColor;
class TestRenderPass : ScriptableRenderPass
{
private Material mat;
private Color color;
private RenderTargetIdentifier source;
private readonly int temporaryRTId = Shader.PropertyToID("_TempRT");
public TestRenderPass(Material _mat, Color _color) {
mat = _mat;
color = _color;
}
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) {
source = renderingData.cameraData.renderer.cameraColorTarget;
}
public override void Execute(ScriptableRenderContext _context, ref RenderingData _renderingData) {
CommandBuffer cmd = CommandBufferPool.Get(name: "TestRenderPass");
RenderTextureDescriptor descriptor = _renderingData.cameraData.cameraTargetDescriptor;
descriptor.depthBufferBits = 0;
cmd.GetTemporaryRT(temporaryRTId, descriptor, FilterMode.Bilinear);
RenderTargetIdentifier rtIdentifier = new RenderTargetIdentifier(temporaryRTId);
cmd.CopyTexture(source, rtIdentifier);
mat.SetColor("_FogColor", color);
cmd.Blit(rtIdentifier, source, mat);
cmd.ReleaseTemporaryRT(temporaryRTId);
_context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
public override void Create() {
testRenderPass = new TestRenderPass(fogMaterial, fogColor);
testRenderPass.renderPassEvent = RenderPassEvent.AfterRenderingSkybox;
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) {
if (fogMaterial != null) {
renderer.EnqueuePass(testRenderPass);
}
}
}
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