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VerticalFogIntersection.shader
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VerticalFogIntersection.shader
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Shader "Custom/VerticalFogIntersection"
{
Properties
{
_Color("Main Color", Color) = (1, 1, 1, .5)
_IntersectionThresholdMax("Intersection Threshold Max", float) = 1
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 scrPos : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _CameraDepthTexture;
float4 _Color;
float4 _IntersectionColor;
float _IntersectionThresholdMax;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.scrPos = ComputeScreenPos(o.vertex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
half4 frag(v2f i) : SV_TARGET
{
float depth = LinearEyeDepth(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.scrPos)));
float diff = saturate(_IntersectionThresholdMax * (depth - i.scrPos.w));
fixed4 col = lerp(fixed4(_Color.rgb, 0.0), _Color, diff * diff * diff * (diff * (6 * diff - 15) + 10));
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}