-
Notifications
You must be signed in to change notification settings - Fork 6
/
Depth.shader
63 lines (53 loc) · 1.73 KB
/
Depth.shader
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
Shader "BASICxSHADER/Fog/Depth" {
SubShader {
Pass {
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// Vertex Input
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
// Vertex to Fragment
struct v2f {
float4 pos : SV_POSITION;
float3 normal : NORMAL;
float fogCoord : TEXCOORD0;
};
//------------------------------------------------------------------------
// Vertex Shader
//------------------------------------------------------------------------
v2f vert(appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = normalize(mul(v.normal, unity_WorldToObject).xyz);
// Fog
#if defined(UNITY_REVERSED_Z)
float depth = max((1.0 - o.pos.z / _ProjectionParams.y) * _ProjectionParams.z, 0);
#else
float depth = o.pos.z;
#endif
float density = depth * unity_FogParams.x;
o.fogCoord = exp2(-density * density);
return o;
}
//------------------------------------------------------------------------
// Fragment Shader
//------------------------------------------------------------------------
fixed4 frag(v2f i) : SV_Target {
// Vector
half3 normal = normalize(i.normal);
half3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
// Dot
half NdotL = saturate(dot(normal, lightDir));
// Color
fixed4 color = fixed4(NdotL, NdotL, NdotL, 1.0);
color.rgb = lerp(unity_FogColor.rgb, color.rgb, i.fogCoord);
return color;
}
ENDCG
}
}
}