Add camp fog
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Assets/Materials/CampFog.mat
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Assets/Materials/CampFog.mat
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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- _Glossiness: 0.5
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- _Intensity: 2.5
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _FogColor: {r: 1, g: 1, b: 0.6084906, a: 1}
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Assets/Materials/CampFog.mat.meta
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Assets/Materials/CampFog.mat.meta
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Load Diff
13
Assets/Scripts/CampfireFog.cs
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Assets/Scripts/CampfireFog.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class CampfireFog : MonoBehaviour {
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public GameObject Player;
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public Material FogMaterial;
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void Update() {
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FogMaterial.SetFloat("_Transparency", Mathf.Min(Mathf.Sqrt(Mathf.Max((transform.position - Player.transform.position).magnitude - 15, 0)) / 100, 0.15f));
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}
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}
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Assets/Scripts/CampfireFog.cs.meta
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Assets/Scripts/CampfireFog.cs.meta
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Assets/Shaders.meta
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Assets/Shaders.meta
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72
Assets/Shaders/CampFog.shader
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Assets/Shaders/CampFog.shader
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Unlit/CampFog"
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{
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Properties
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{
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_FogColor ("Color", Color) = (1, 0, 0, 1)
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_Intensity ("Intensity", Float) = 2.5
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_Transparency ("Transparency", Float) = 1
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "RenderType"="Transparent" }
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LOD 100
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float4 screenpos : TEXCOORD1;
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float4 center : TEXCOORD2;
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float4 orig : TEXCOORD3;
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};
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float4 _FogColor;
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float _Intensity;
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float _Transparency;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos (v.vertex);
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o.orig = v.vertex;
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o.screenpos = ComputeScreenPos(o.vertex);
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o.center = ComputeScreenPos (UnityObjectToClipPos(fixed3(0, 0, 0)));
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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float2 pos = (i.screenpos.xy/i.screenpos.w);
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float2 center = (i.center.xy/i.center.w);
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float2 distance = center - pos;
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if (_ScreenParams.y > _ScreenParams.x) {
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distance.y /= (_ScreenParams.x / _ScreenParams.y);
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} else {
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distance.x /= (_ScreenParams.y / _ScreenParams.x);
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}
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float value = length(distance) / length(unity_ObjectToWorld[0].xyz);
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value = 1 - value * i.center.w * _Intensity;
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fixed4 col = fixed4(_FogColor.xyz * value, value * _Transparency);
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return col;
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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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Assets/Shaders/CampFog.shader.meta
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Assets/Shaders/CampFog.shader.meta
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