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FogNoise.shader
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FogNoise.shader
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Shader "LX/FogNoise"
{
Properties
{
_NoiseTex ("NoiseTex", 2D) = "white" {}
_MainTex ("Texture", 2D) = "white" {}
_FogColor ("FogColor", Color) =(1,1,1,1)
_FogDensity ("FogDensity", float) =1
_FogStart ("FogStart", float) =0
_FogEnd ("FogEnd", float) =1
}
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform float3 rayTopLeft;
uniform float3 rayTopRight;
uniform float3 rayBottomLeft;
uniform float3 rayBottomRight;
uniform sampler2D _CameraDepthTexture;
uniform sampler2D _NoiseTex;
uniform float4 _FogColor;
uniform float _FogStart;
uniform float _FogEnd;
uniform float _FogDensity;
uniform float2 _NoiseSpeed;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 ray:TEXCOORD01;
};
float3 uvToRay(fixed2 uv)
{
if (uv.x < 0.5 && uv.y < 0.5)
{
return rayBottomLeft;
}
else if (uv.x < 0.5 && uv.y > 0.5)
{
return rayTopLeft;
}
else if (uv.x > 0.5 && uv.y > 0.5)
{
return rayTopRight;
}
else if (uv.x > 0.5 && uv.y < 0.5)
{
return rayBottomRight;
}
return fixed3(0, 0, 0);
}
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
//给四个顶点分别赋值一个方向,片元所对应的方向则通过自动插值得到
o.ray = uvToRay(v.uv);
return o;
}
sampler2D _MainTex;
float4 _MainTex_TexelSize;
fixed4 frag(v2f i) : SV_Target
{
half rayLength = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv));
fixed4 col = tex2D(_MainTex, i.uv);
//还原世界坐标
float3 worldPos = _WorldSpaceCameraPos + i.ray * rayLength;
float fogDensity = (saturate((worldPos.y - _FogStart) / (_FogEnd - _FogStart))) * _FogDensity;
float noise = tex2D(_NoiseTex, i.uv + _Time.y * _NoiseSpeed * _MainTex_TexelSize.xy);
fogDensity *= noise;
return (1 - fogDensity) * col + fogDensity * _FogColor;
}
ENDCG
}
}
}