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