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| Shader "Custom/HlslFog" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Base (RGB)", 2D) = "white" { } | |
| _FogColor ("Fog Color (RGB)", Color) = (0.5, 0.5, 0.5, 1.0) | |
| _FogStart ("Fog Start", Float) = 0.0 | |
| _FogEnd ("Fog End", Float) = 10.0 | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType" = "Opaque" } | |
| Fog | |
| { | |
| Mode off | |
| } | |
| Pass | |
| { | |
| CGPROGRAM | |
| #pragma vertex vert | |
| #pragma fragment frag | |
| sampler2D _MainTex; | |
| float4 _FogColor; | |
| float _FogStart; | |
| float _FogEnd; | |
| struct appdata | |
| { | |
| float4 vertex: POSITION; | |
| float4 texcoord: TEXCOORD0; | |
| }; | |
| struct v2f | |
| { | |
| float4 pos: SV_POSITION; | |
| float4 uv: TEXCOORD0; | |
| float fog: TEXCOORD1; | |
| }; | |
| v2f vert(appdata v) | |
| { | |
| v2f o; | |
| o.pos = UnityObjectToClipPos(v.vertex); | |
| o.uv = v.texcoord; | |
| float fogz = mul(UNITY_MATRIX_MV, v.vertex).z; | |
| o.fog = saturate((fogz + _FogStart) / (_FogStart - _FogEnd)); | |
| return o; | |
| } | |
| half4 frag(v2f i): COLOR | |
| { | |
| return tex2D(_MainTex, i.uv.xy) + lerp(0, _FogColor, i.fog); | |
| } | |
| ENDCG | |
| } | |
| } | |
| } |
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