Files
UltimateFishing2020/Assets/Resources/height fog preset.shader
2026-03-04 10:03:45 +08:00

69 lines
2.3 KiB
GLSL

Shader "BOXOPHOBIC/Atmospherics/Height Fog Preset" {
Properties {
[HideInInspector] _HeightFogPreset ("_HeightFogPreset", Float) = 1
[HideInInspector] _IsHeightFogShader ("_IsHeightFogShader", Float) = 1
[HideInInspector] _IsStandardPipeline ("_IsStandardPipeline", Float) = 1
[BBanner(Height Fog, Preset)] _TITLE ("< TITLE >", Float) = 1
[BCategory(Fog)] _FOGG ("[ FOGG]", Float) = 1
_FogIntensity ("Fog Intensity", Range(0, 1)) = 1
[Space(10)] _FogColor ("Fog Color", Vector) = (0.4411765,0.722515,1,1)
_FogDistanceStart ("Fog Distance Start", Float) = 0
_FogDistanceEnd ("Fog Distance End", Float) = 30
_FogHeightStart ("Fog Height Start", Float) = 0
_FogHeightEnd ("Fog Height End", Float) = 5
[BCategory(Skybox)] _SKYBOXX ("[ SKYBOXX ]", Float) = 1
_SkyboxFogHeight ("Skybox Fog Height", Range(0, 1)) = 1
_SkyboxFogFill ("Skybox Fog Fill", Range(0, 1)) = 0
[BCategory(Directional)] _DIRECTIONALL ("[ DIRECTIONALL ]", Float) = 1
[Enum(Off,0,On,1)] _DirectionalMode ("Directional Mode", Float) = 1
[HideInInspector] _DirectionalModeBlend ("_DirectionalModeBlend", Float) = 1
_DirectionalIntensity ("Directional Intensity", Range(0, 1)) = 1
_DirectionalColor ("Directional Color", Vector) = (1,0.7793103,0.5,1)
[BCategory(Noise)] _NOISEE ("[ NOISEE ]", Float) = 1
[Enum(Off,0,Procedural 3D,2)] _NoiseMode ("Noise Mode", Float) = 2
[HideInInspector] _NoiseModeBlend ("_NoiseModeBlend", Float) = 1
_NoiseIntensity ("Noise Intensity", Range(0, 1)) = 0.5
_NoiseDistanceEnd ("Noise Distance End", Float) = 30
_NoiseScale ("Noise Scale", Float) = 10
_NoiseSpeed ("Noise Speed", Vector) = (0.5,0.5,0,0)
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
float4x4 unity_ObjectToWorld;
float4x4 unity_MatrixVP;
struct Vertex_Stage_Input
{
float4 pos : POSITION;
};
struct Vertex_Stage_Output
{
float4 pos : SV_POSITION;
};
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
float4 frag(Vertex_Stage_Output input) : SV_TARGET
{
return float4(1.0, 1.0, 1.0, 1.0); // RGBA
}
ENDHLSL
}
}
}