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UltimateFishing/Assets/Resources/shaders/volumetricfog.shader
2026-02-21 16:45:37 +08:00

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Shader "VolumetricFogAndMist/VolumetricFog" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_NoiseTex ("Noise (RGB)", 2D) = "white" {}
_FogAlpha ("Alpha", Range(0, 1)) = 1
_FogDistance ("Distance", Vector) = (0,1,1000,0)
_FogData ("Fog Data", Vector) = (0,1,1,1)
_Color ("Fog Color", Vector) = (0.9,0.9,0.9,1)
_FogSkyColor ("Sky Color", Vector) = (0.9,0.9,0.9,0.8)
_FogSkyData ("Sky Haze Data", Vector) = (50,0,0.3,0.999)
_FogWindDir ("Wind Direction", Vector) = (1,0,0,1)
_FogStepping ("Fog andStepping", Vector) = (0.0833333,1,0.0005,1)
_FogVoidPosition ("Fog Void Position", Vector) = (0,0,0,1)
_FogVoidData ("Fog Void Data", Vector) = (0,0,0,1)
_FogAreaPosition ("Fog Area Position", Vector) = (0,0,0,1)
_FogAreaData ("Fog Area Data", Vector) = (0,0,0,1)
_FogOfWarCenter ("Fog Of War Center", Vector) = (0,0,0,1)
_FogOfWarCenterAdjusted ("Fog Of War Center Adj", Vector) = (0,0,0,1)
_FogOfWarSize ("Fog Of War Size", Vector) = (1,1,1,1)
_FogOfWar ("Fog of War Mask", 2D) = "white" {}
_SunPosition ("Sun Position", Vector) = (0,0,0,1)
_SunDir ("Sun Direction", Vector) = (0,0,0,1)
_SunColor ("Sun Color", Vector) = (1,1,1,1)
_ClipDir ("Camera View Dir", Vector) = (0,0,1,1)
_Jitter ("Jittering", Float) = 0
_PointLightInsideAtten ("Point Light Inside Atten", Float) = 5
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
float4x4 unity_ObjectToWorld;
float4x4 unity_MatrixVP;
float4 _MainTex_ST;
struct Vertex_Stage_Input
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct Vertex_Stage_Output
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
float4 _Color;
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color;
}
ENDHLSL
}
}
}