82 lines
2.8 KiB
GLSL
82 lines
2.8 KiB
GLSL
Shader "Hidden/INabStudio/BetterFog" {
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Properties {
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_FogColor ("_FogColor", Vector) = (0.8301887,0.8301887,0.8301887,0)
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UseRadialDistance ("Use Radial Distance", Float) = 0
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_Height ("_Height", Float) = 4
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_HeightDensity ("_HeightDensity", Float) = 0.5
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_DistanceFogOffset ("Distance Fog Offset", Float) = 0
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_SceneFogParams ("_SceneFogParams", Vector) = (0,0,0,0)
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_SkyboxFill ("_SkyboxFill", Range(0, 1)) = 0
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_EnergyLoss ("_EnergyLoss", Float) = 0
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_FogIntensity ("_FogIntensity", Range(0, 1)) = 1
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_FogType ("FogType", Float) = 0
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_HeightFogType ("_HeightFogType", Float) = 1
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[Toggle(_USEGRADIENT_ON)] _UseGradient ("UseGradient", Float) = 0
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[Toggle(_USEDISTANCEFOG_ON)] _UseDistanceFog ("UseDistanceFog", Float) = 0
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_Scale1 ("_Scale1", Float) = 0.05
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[Toggle(_USENOISE_ON)] _UseNoise ("UseNoise", Float) = 0
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[Toggle(_USEHEIGHTFOG_ON)] _UseHeightFog ("UseHeightFog", Float) = 0
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[Toggle(_USESKYBOXHEIGHTFOG_ON)] _UseSkyboxHeightFog ("UseSkyboxHeightFog", Float) = 0
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[Toggle(_USESUNLIGHT_ON)] _UseSunLight ("UseSunLight", Float) = 0
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_GradientEnd ("GradientEnd", Float) = 100
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_GradientStart ("GradientStart", Float) = 0
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_SunColor ("_SunColor", Vector) = (0.9019608,0.8478336,0.8,0)
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_SkyboxFogHardness ("_SkyboxFogHardness", Range(0, 1)) = 0.692782
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_SkyboxFogIntesity ("_SkyboxFogIntesity", Float) = 1
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_SkyboxFogOffset ("_SkyboxFogOffset", Range(-1, 1)) = 0.13
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_SunIntensity ("_SunIntensity", Float) = 1
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_SunPower ("_SunPower", Float) = 2
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_GradientTexture ("GradientTexture", 2D) = "white" {}
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_NoiseTimeScale1 ("_NoiseTimeScale1", Float) = 1
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_NoiseSpeed1 ("_NoiseSpeed1", Vector) = (0,0,0,0)
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_Lerp1 ("_Lerp1", Float) = 0.4
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_NoiseDistanceEnd ("_NoiseDistanceEnd", Float) = 0.4
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_NoiseIntensity ("_NoiseIntensity", Float) = 1
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_NoiseEndHardness ("_NoiseEndHardness", Float) = 6
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_UseNoiseHeight ("_UseNoiseHeight", Float) = 0
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_UseNoiseDistance ("_UseNoiseDistance", Float) = 0
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[Toggle(_USEFOGOFFSET_ON)] _UseFogOffset ("UseFogOffset", Float) = 0
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[Toggle(_USECUSTOMDEPTH_ON)] _UseCustomDepth ("UseCustomDepth", Float) = 0
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[HideInInspector] _texcoord ("", 2D) = "white" {}
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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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//CustomEditor "ASEMaterialInspector"
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} |