VolumetricLighting/Assets/VolumetricFog/Shaders/ApplyToOpaque.shader

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2016-11-01 13:25:56 +01:00
Shader "Hidden/ApplyToOpaque" {
2022-04-03 17:47:44 +02:00
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
Blend Off
CGPROGRAM
#pragma target 3.0
#include "UnityCG.cginc"
#include "VolumetricFog.cginc"
#pragma vertex vert
#pragma fragment frag
sampler2D _CameraDepthTexture;
sampler2D _MainTex;
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata_img v)
{
v2f o;
o.pos = v.vertex;
o.pos.xy = o.pos.xy * 2 - 1;
o.uv = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP
if (_ProjectionParams.x < 0)
o.uv.y = 1 - o.uv.y;
#endif
return o;
}
half4 frag(v2f i) : SV_Target
{
//return half4(i.uv, 0, 1);
half linear01Depth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv));
half4 fog = Fog(linear01Depth, i.uv);
return tex2D(_MainTex, i.uv) * fog.a + fog;
}
ENDCG
}
}
}