Files
UltimateFishing2020/Assets/Shader/Hidden_INabStudio_BetterFog.shader
2026-03-04 10:03:45 +08:00

82 lines
2.8 KiB
GLSL

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