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Height.shader
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Height.shader
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Shader "BASICxSHADER/Fog/Height" {
Properties {
_MinHeight ("Min Height", Float) = 0
_MaxHeight ("Max Height", Float) = 1
}
SubShader {
Pass {
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// Properties
uniform float _MinHeight;
uniform float _MaxHeight;
// Vertex Input
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
// Vertex to Fragment
struct v2f {
float4 pos : SV_POSITION;
float3 normal : NORMAL;
float4 posWorld : TEXCOORD0;
};
//------------------------------------------------------------------------
// Vertex Shader
//------------------------------------------------------------------------
v2f vert(appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = normalize(mul(v.normal, unity_WorldToObject).xyz);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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));
// Fog
float fogCoord = saturate((i.posWorld.y - _MinHeight) / (_MaxHeight - _MinHeight));
// Color
fixed4 color = fixed4(NdotL, NdotL, NdotL, 1.0);
color.rgb = lerp(unity_FogColor.rgb, color.rgb, fogCoord);
return color;
}
ENDCG
}
}
}