66 lines
1.9 KiB
Plaintext
66 lines
1.9 KiB
Plaintext
Shader "Hidden/PostProcessing/DeferredFog"
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{
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HLSLINCLUDE
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#pragma multi_compile __ FOG_LINEAR FOG_EXP FOG_EXP2
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/Fog.hlsl"
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TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
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TEXTURE2D_SAMPLER2D(_CameraDepthTexture, sampler_CameraDepthTexture);
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#define SKYBOX_THREASHOLD_VALUE 0.9999
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float4 Frag(VaryingsDefault i) : SV_Target
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{
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half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
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float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoordStereo);
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depth = Linear01Depth(depth);
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float dist = ComputeFogDistance(depth);
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half fog = 1.0 - ComputeFog(dist);
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return lerp(color, _FogColor, fog);
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}
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float4 FragExcludeSkybox(VaryingsDefault i) : SV_Target
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{
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half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
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float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoordStereo);
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depth = Linear01Depth(depth);
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float skybox = depth < SKYBOX_THREASHOLD_VALUE;
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float dist = ComputeFogDistance(depth);
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half fog = 1.0 - ComputeFog(dist);
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return lerp(color, _FogColor, fog * skybox);
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}
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ENDHLSL
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag
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ENDHLSL
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}
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragExcludeSkybox
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ENDHLSL
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}
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}
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}
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