// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Hidden/BOXOPHOBIC/Atmospherics/Height Fog Global" { Properties { [HideInInspector]_IsStandardPipeline("_IsStandardPipeline", Float) = 0 [HideInInspector]_HeightFogGlobal("_HeightFogGlobal", Float) = 1 [HideInInspector]_IsHeightFogShader("_IsHeightFogShader", Float) = 1 [HideInInspector]_TransparentQueue("_TransparentQueue", Int) = 3000 [StyledBanner(Height Fog Global)]_TITLE("< TITLE >", Float) = 1 } SubShader { Tags { "RenderType"="Overlay" "Queue"="Overlay" } LOD 0 CGINCLUDE #pragma target 3.0 ENDCG Blend SrcAlpha OneMinusSrcAlpha Cull Front ColorMask RGBA ZWrite Off ZTest Always Stencil { Ref 222 Comp NotEqual Pass Zero } Pass { Name "Unlit" //Tags { "LightMode"="ForwardBase" "PreviewType"="Skybox" } CGPROGRAM #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX //only defining to not throw compilation error over Unity 5.5 #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) #endif #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing #include "UnityCG.cginc" #include "UnityShaderVariables.cginc" #pragma multi_compile AHF_NOISEMODE_OFF AHF_NOISEMODE_PROCEDURAL3D struct appdata { float4 vertex : POSITION; float4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; #ifdef ASE_NEEDS_FRAG_WORLD_POSITION float3 worldPos : TEXCOORD0; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 ase_texcoord1 : TEXCOORD1; }; uniform half _IsHeightFogShader; uniform half _TITLE; uniform half _HeightFogGlobal; uniform int _TransparentQueue; uniform half _IsStandardPipeline; uniform half4 AHF_FogColorStart; uniform half4 AHF_FogColorEnd; UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); uniform float4 _CameraDepthTexture_TexelSize; uniform half AHF_FogDistanceStart; uniform half AHF_FogDistanceEnd; uniform half AHF_FogDistanceFalloff; uniform half AHF_FogColorDuo; uniform half4 AHF_DirectionalColor; uniform half3 AHF_DirectionalDir; uniform half AHF_DirectionalIntensity; uniform half AHF_DirectionalFalloff; uniform half3 AHF_FogAxisOption; uniform half AHF_FogHeightEnd; uniform half AHF_FogHeightStart; uniform half AHF_FogHeightFalloff; uniform half AHF_FogLayersMode; uniform half AHF_NoiseScale; uniform half3 AHF_NoiseSpeed; uniform half AHF_NoiseDistanceEnd; uniform half AHF_NoiseIntensity; uniform half AHF_NoiseModeBlend; uniform half AHF_SkyboxFogHeight; uniform half AHF_SkyboxFogFalloff; uniform half AHF_SkyboxFogFill; uniform half AHF_SkyboxFogIntensity; uniform half AHF_FogIntensity; float2 UnStereo( float2 UV ) { #if UNITY_SINGLE_PASS_STEREO float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex]; UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy; #endif return UV; } float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); } float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } float snoise( float3 v ) { const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); float3 i = floor( v + dot( v, C.yyy ) ); float3 x0 = v - i + dot( i, C.xxx ); float3 g = step( x0.yzx, x0.xyz ); float3 l = 1.0 - g; float3 i1 = min( g.xyz, l.zxy ); float3 i2 = max( g.xyz, l.zxy ); float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; i = mod3D289( i); float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7) float4 x_ = floor( j / 7.0 ); float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N) float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 h = 1.0 - abs( x ) - abs( y ); float4 b0 = float4( x.xy, y.xy ); float4 b1 = float4( x.zw, y.zw ); float4 s0 = floor( b0 ) * 2.0 + 1.0; float4 s1 = floor( b1 ) * 2.0 + 1.0; float4 sh = -step( h, 0.0 ); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3( a0.xy, h.x ); float3 g1 = float3( a0.zw, h.y ); float3 g2 = float3( a1.xy, h.z ); float3 g3 = float3( a1.zw, h.w ); float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) ); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); m = m* m; m = m* m; float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) ); return 42.0 * dot( m, px); } v2f vert ( appdata v ) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_TRANSFER_INSTANCE_ID(v, o); float3 temp_cast_0 = (( _IsStandardPipeline * 0.0 )).xxx; float4 ase_clipPos = UnityObjectToClipPos(v.vertex); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord1 = screenPos; float3 vertexValue = float3(0, 0, 0); #if ASE_ABSOLUTE_VERTEX_POS vertexValue = v.vertex.xyz; #endif vertexValue = temp_cast_0; #if ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif o.vertex = UnityObjectToClipPos(v.vertex); #ifdef ASE_NEEDS_FRAG_WORLD_POSITION o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; #endif return o; } fixed4 frag (v2f i ) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); fixed4 finalColor; #ifdef ASE_NEEDS_FRAG_WORLD_POSITION float3 WorldPosition = i.worldPos; #endif float4 screenPos = i.ase_texcoord1; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float2 UV235_g1045 = ase_screenPosNorm.xy; float2 localUnStereo235_g1045 = UnStereo( UV235_g1045 ); float2 break248_g1045 = localUnStereo235_g1045; float clampDepth227_g1045 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy ); #ifdef UNITY_REVERSED_Z float staticSwitch250_g1045 = ( 1.0 - clampDepth227_g1045 ); #else float staticSwitch250_g1045 = clampDepth227_g1045; #endif float3 appendResult244_g1045 = (float3(break248_g1045.x , break248_g1045.y , staticSwitch250_g1045)); float4 appendResult220_g1045 = (float4((appendResult244_g1045*2.0 + -1.0) , 1.0)); float4 break229_g1045 = mul( unity_CameraInvProjection, appendResult220_g1045 ); float3 appendResult237_g1045 = (float3(break229_g1045.x , break229_g1045.y , break229_g1045.z)); float4 appendResult233_g1045 = (float4(( ( appendResult237_g1045 / break229_g1045.w ) * half3(1,1,-1) ) , 1.0)); float4 break245_g1045 = mul( unity_CameraToWorld, appendResult233_g1045 ); float3 appendResult239_g1045 = (float3(break245_g1045.x , break245_g1045.y , break245_g1045.z)); float3 WorldPositionFromDepth253_g1045 = appendResult239_g1045; float3 WorldPosition2_g1045 = WorldPositionFromDepth253_g1045; float temp_output_7_0_g1047 = AHF_FogDistanceStart; half FogDistanceMask12_g1045 = pow( abs( saturate( ( ( distance( WorldPosition2_g1045 , _WorldSpaceCameraPos ) - temp_output_7_0_g1047 ) / ( AHF_FogDistanceEnd - temp_output_7_0_g1047 ) ) ) ) , AHF_FogDistanceFalloff ); float3 lerpResult258_g1045 = lerp( (AHF_FogColorStart).rgb , (AHF_FogColorEnd).rgb , ( saturate( ( FogDistanceMask12_g1045 - 0.5 ) ) * AHF_FogColorDuo )); float3 normalizeResult318_g1045 = normalize( ( WorldPosition2_g1045 - _WorldSpaceCameraPos ) ); float dotResult145_g1045 = dot( normalizeResult318_g1045 , AHF_DirectionalDir ); half DirectionalMask30_g1045 = pow( abs( ( (dotResult145_g1045*0.5 + 0.5) * AHF_DirectionalIntensity ) ) , AHF_DirectionalFalloff ); float3 lerpResult40_g1045 = lerp( lerpResult258_g1045 , (AHF_DirectionalColor).rgb , DirectionalMask30_g1045); float3 temp_output_2_0_g1046 = lerpResult40_g1045; float3 gammaToLinear3_g1046 = GammaToLinearSpace( temp_output_2_0_g1046 ); #ifdef UNITY_COLORSPACE_GAMMA float3 staticSwitch1_g1046 = temp_output_2_0_g1046; #else float3 staticSwitch1_g1046 = gammaToLinear3_g1046; #endif float3 temp_output_256_0_g1045 = staticSwitch1_g1046; half3 AHF_FogAxisOption181_g1045 = AHF_FogAxisOption; float3 break159_g1045 = ( WorldPosition2_g1045 * AHF_FogAxisOption181_g1045 ); float temp_output_7_0_g1048 = AHF_FogHeightEnd; half FogHeightMask16_g1045 = pow( abs( saturate( ( ( ( break159_g1045.x + break159_g1045.y + break159_g1045.z ) - temp_output_7_0_g1048 ) / ( AHF_FogHeightStart - temp_output_7_0_g1048 ) ) ) ) , AHF_FogHeightFalloff ); float lerpResult328_g1045 = lerp( ( FogDistanceMask12_g1045 * FogHeightMask16_g1045 ) , saturate( ( FogDistanceMask12_g1045 + FogHeightMask16_g1045 ) ) , AHF_FogLayersMode); float simplePerlin3D193_g1045 = snoise( ( ( WorldPosition2_g1045 * ( 1.0 / AHF_NoiseScale ) ) + ( -AHF_NoiseSpeed * _Time.y ) ) ); float temp_output_7_0_g1050 = AHF_NoiseDistanceEnd; half NoiseDistanceMask7_g1045 = saturate( ( ( distance( WorldPosition2_g1045 , _WorldSpaceCameraPos ) - temp_output_7_0_g1050 ) / ( 0.0 - temp_output_7_0_g1050 ) ) ); float lerpResult198_g1045 = lerp( 1.0 , (simplePerlin3D193_g1045*0.5 + 0.5) , ( NoiseDistanceMask7_g1045 * AHF_NoiseIntensity * AHF_NoiseModeBlend )); half NoiseSimplex3D24_g1045 = lerpResult198_g1045; #if defined(AHF_NOISEMODE_OFF) float staticSwitch42_g1045 = lerpResult328_g1045; #elif defined(AHF_NOISEMODE_PROCEDURAL3D) float staticSwitch42_g1045 = ( lerpResult328_g1045 * NoiseSimplex3D24_g1045 ); #else float staticSwitch42_g1045 = lerpResult328_g1045; #endif float3 normalizeResult169_g1045 = normalize( WorldPosition2_g1045 ); float3 break170_g1045 = ( normalizeResult169_g1045 * AHF_FogAxisOption181_g1045 ); float temp_output_7_0_g1049 = AHF_SkyboxFogHeight; float saferPower309_g1045 = max( abs( saturate( ( ( abs( ( break170_g1045.x + break170_g1045.y + break170_g1045.z ) ) - temp_output_7_0_g1049 ) / ( 0.0 - temp_output_7_0_g1049 ) ) ) ) , 0.0001 ); float lerpResult179_g1045 = lerp( pow( saferPower309_g1045 , AHF_SkyboxFogFalloff ) , 1.0 , AHF_SkyboxFogFill); half SkyboxFogHeightMask108_g1045 = ( lerpResult179_g1045 * AHF_SkyboxFogIntensity ); float clampDepth118_g1045 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy ); #ifdef UNITY_REVERSED_Z float staticSwitch123_g1045 = clampDepth118_g1045; #else float staticSwitch123_g1045 = ( 1.0 - clampDepth118_g1045 ); #endif half SkyboxMask95_g1045 = ( 1.0 - ceil( staticSwitch123_g1045 ) ); float lerpResult112_g1045 = lerp( staticSwitch42_g1045 , SkyboxFogHeightMask108_g1045 , SkyboxMask95_g1045); float temp_output_43_0_g1045 = ( lerpResult112_g1045 * AHF_FogIntensity ); float4 appendResult114_g1045 = (float4(temp_output_256_0_g1045 , temp_output_43_0_g1045)); finalColor = appendResult114_g1045; 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