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