Shader "BOXOPHOBIC/Atmospherics/Height Fog Per Object" { Properties { [HideInInspector] _HeightFogPerObject ("_HeightFogPerObject", Float) = 1 [HideInInspector] _IsHeightFogShader ("_IsHeightFogShader", Float) = 1 [HideInInspector] _IsStandardPipeline ("_IsStandardPipeline", Float) = 1 [HideInInspector] _TransparentQueue ("_TransparentQueue", Float) = 3000 [BBanner(Height Fog, Per Object)] _TITLEE ("< TITLEE >", Float) = 1 [BCategory(Custom Alpha Inputs)] _CUSTOM ("[ CUSTOM ]", Float) = 1 _Color ("Color", Vector) = (1,1,1,1) _MainTex ("MainTex", 2D) = "white" {} } //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 _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 } } }