73 lines
2.1 KiB
Plaintext
73 lines
2.1 KiB
Plaintext
// 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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