Files
Fishing2/Assets/ThirdParty/LuxWater/FogShaders/PostProcessingStack_1/Fog.__shader
2025-05-10 12:49:47 +08:00

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Shader "Hidden/Post FX/Fog"
{
Properties
{
_MainTex("Main Texture", 2D) = "white" {}
}
CGINCLUDE
#pragma multi_compile __ FOG_LINEAR FOG_EXP FOG_EXP2
#include "UnityCG.cginc"
#include "Common.cginc"
// Start: LuxWater
#pragma multi_compile __ LUXWATER_DEFERREDFOG
#if defined(LUXWATER_DEFERREDFOG)
sampler2D _UnderWaterMask;
float4 _LuxUnderWaterDeferredFogParams; // x: IsInsideWatervolume?, y: BelowWaterSurface shift, z: EdgeBlend
#endif
// End: LuxWater
#define SKYBOX_THREASHOLD_VALUE 0.9999
struct Varyings
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
Varyings VertFog(AttributesDefault v)
{
Varyings o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
return o;
}
sampler2D _CameraDepthTexture;
half4 _FogColor;
float _Density;
float _Start;
float _End;
half ComputeFog(float z)
{
half fog = 0.0;
#if FOG_LINEAR
fog = (_End - z) / (_End - _Start);
#elif FOG_EXP
fog = exp2(-_Density * z);
#else // FOG_EXP2
fog = _Density * z;
fog = exp2(-fog * fog);
#endif
return saturate(fog);
}
float ComputeDistance(float depth)
{
float dist = depth * _ProjectionParams.z;
dist -= _ProjectionParams.y;
return dist;
}
half4 FragFog(Varyings i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv);
depth = Linear01Depth(depth);
float dist = ComputeDistance(depth);
half fog = 1.0 - ComputeFog(dist);
// Start: LuxWater
#if defined(LUXWATER_DEFERREDFOG)
half4 fogMask = tex2D(_UnderWaterMask, UnityStereoTransformScreenSpaceTex(i.texcoordStereo));
float watersurfacefrombelow = DecodeFloatRG(fogMask.ba);
// Get distance and lower it a bit in order to handle edge blending artifacts (edge blended parts would not get ANY fog)
float ldist = (watersurfacefrombelow - depth) + _LuxUnderWaterDeferredFogParams.y * _ProjectionParams.w;
// Fade fog from above water to below water
float fogFactor = saturate ( 1.0 + _ProjectionParams.z * _LuxUnderWaterDeferredFogParams.z * ldist ); // 0.125
// Clamp above result to where water is actually rendered
fogFactor = (fogMask.r == 1) ? fogFactor : 1.0;
// Mask fog on underwarter parts - only if we are inside a volume (bool... :( )
if(_LuxUnderWaterDeferredFogParams.x) {
fogFactor *= saturate( 1.0 - fogMask.g * 8.0);
if (ldist < -_ProjectionParams.w * 4 && fogMask.r == 0 && fogMask.g < 1.0) {
fogFactor = 1.0;
}
}
// Tweak fog factor
fog *= fogFactor;
#endif
// End: LuxWater
return lerp(color, _FogColor, fog);
}
half4 FragFogExcludeSkybox(Varyings i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv);
depth = Linear01Depth(depth);
float skybox = depth < SKYBOX_THREASHOLD_VALUE;
float dist = ComputeDistance(depth);
half fog = 1.0 - ComputeFog(dist);
// Start: LuxWater
#if defined(LUXWATER_DEFERREDFOG)
half4 fogMask = tex2D(_UnderWaterMask, UnityStereoTransformScreenSpaceTex(i.texcoordStereo));
float watersurfacefrombelow = DecodeFloatRG(fogMask.ba);
// Get distance and lower it a bit in order to handle edge blending artifacts (edge blended parts would not get ANY fog)
float ldist = (watersurfacefrombelow - depth) + _LuxUnderWaterDeferredFogParams.y * _ProjectionParams.w;
// Fade fog from above water to below water
float fogFactor = saturate ( 1.0 + _ProjectionParams.z * _LuxUnderWaterDeferredFogParams.z * ldist ); // 0.125
// Clamp above result to where water is actually rendered
fogFactor = (fogMask.r == 1) ? fogFactor : 1.0;
// Mask fog on underwarter parts - only if we are inside a volume (bool... :( )
if(_LuxUnderWaterDeferredFogParams.x) {
fogFactor *= saturate( 1.0 - fogMask.g * 8.0);
if (ldist < -_ProjectionParams.w * 4 && fogMask.r == 0 && fogMask.g < 1.0) {
fogFactor = 1.0;
}
}
// Tweak fog factor
fog *= fogFactor;
#endif
// End: LuxWater
return lerp(color, _FogColor, fog * skybox);
}
ENDCG
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex VertFog
#pragma fragment FragFog
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex VertFog
#pragma fragment FragFogExcludeSkybox
ENDCG
}
}
}