// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "BOXOPHOBIC/Atmospherics/Height Fog Per Object" { Properties { [HideInInspector]_HeightFogPerObject("_HeightFogPerObject", Float) = 1 [HideInInspector]_IsStandardPipeline("_IsStandardPipeline", Float) = 0 [HideInInspector]_IsHeightFogShader("_IsHeightFogShader", Float) = 1 [HideInInspector]_TransparentQueue("_TransparentQueue", Int) = 3000 [StyledBanner(Height Fog Per Object)]_TITLEE("< TITLEE >", Float) = 1 [StyledCategory(Custom Alpha Inputs)]_CUSTOM("[ CUSTOM ]", Float) = 1 _Color("Color", Color) = (1,1,1,1) _MainTex("MainTex", 2D) = "white" {} } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } LOD 0 CGINCLUDE #pragma target 3.0 ENDCG Blend SrcAlpha OneMinusSrcAlpha , One One Cull Back ColorMask RGBA ZWrite Off ZTest LEqual Pass { Name "Unlit" //Tags { "LightMode"="ForwardBase" } 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" #define ASE_NEEDS_FRAG_WORLD_POSITION #pragma multi_compile AHF_NOISEMODE_OFF AHF_NOISEMODE_PROCEDURAL3D struct appdata { float4 vertex : POSITION; float4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID float4 ase_texcoord : TEXCOORD0; }; 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 _CUSTOM; uniform half _HeightFogPerObject; uniform half _IsHeightFogShader; uniform half _TITLEE; uniform int _TransparentQueue; uniform half _IsStandardPipeline; uniform half4 AHF_FogColorStart; uniform half4 AHF_FogColorEnd; 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_FogIntensity; uniform half4 _Color; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; 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); int CustomVertexOffset918 = 0; float3 temp_cast_0 = (( CustomVertexOffset918 + ( _IsStandardPipeline * 0.0 ) )).xxx; o.ase_texcoord1.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord1.zw = 0; 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 float3 WorldPosition2_g771 = WorldPosition; float temp_output_7_0_g860 = AHF_FogDistanceStart; half FogDistanceMask12_g771 = pow( abs( saturate( ( ( distance( WorldPosition2_g771 , _WorldSpaceCameraPos ) - temp_output_7_0_g860 ) / ( AHF_FogDistanceEnd - temp_output_7_0_g860 ) ) ) ) , AHF_FogDistanceFalloff ); float3 lerpResult258_g771 = lerp( (AHF_FogColorStart).rgb , (AHF_FogColorEnd).rgb , ( saturate( ( FogDistanceMask12_g771 - 0.5 ) ) * AHF_FogColorDuo )); float3 normalizeResult318_g771 = normalize( ( WorldPosition2_g771 - _WorldSpaceCameraPos ) ); float dotResult145_g771 = dot( normalizeResult318_g771 , AHF_DirectionalDir ); half DirectionalMask30_g771 = pow( abs( ( (dotResult145_g771*0.5 + 0.5) * AHF_DirectionalIntensity ) ) , AHF_DirectionalFalloff ); float3 lerpResult40_g771 = lerp( lerpResult258_g771 , (AHF_DirectionalColor).rgb , DirectionalMask30_g771); float3 temp_output_2_0_g859 = lerpResult40_g771; float3 gammaToLinear3_g859 = GammaToLinearSpace( temp_output_2_0_g859 ); #ifdef UNITY_COLORSPACE_GAMMA float3 staticSwitch1_g859 = temp_output_2_0_g859; #else float3 staticSwitch1_g859 = gammaToLinear3_g859; #endif float3 temp_output_256_0_g771 = staticSwitch1_g859; half3 AHF_FogAxisOption181_g771 = AHF_FogAxisOption; float3 break159_g771 = ( WorldPosition2_g771 * AHF_FogAxisOption181_g771 ); float temp_output_7_0_g861 = AHF_FogHeightEnd; half FogHeightMask16_g771 = pow( abs( saturate( ( ( ( break159_g771.x + break159_g771.y + break159_g771.z ) - temp_output_7_0_g861 ) / ( AHF_FogHeightStart - temp_output_7_0_g861 ) ) ) ) , AHF_FogHeightFalloff ); float lerpResult328_g771 = lerp( ( FogDistanceMask12_g771 * FogHeightMask16_g771 ) , saturate( ( FogDistanceMask12_g771 + FogHeightMask16_g771 ) ) , AHF_FogLayersMode); float simplePerlin3D193_g771 = snoise( ( ( WorldPosition2_g771 * ( 1.0 / AHF_NoiseScale ) ) + ( -AHF_NoiseSpeed * _Time.y ) ) ); float temp_output_7_0_g863 = AHF_NoiseDistanceEnd; half NoiseDistanceMask7_g771 = saturate( ( ( distance( WorldPosition2_g771 , _WorldSpaceCameraPos ) - temp_output_7_0_g863 ) / ( 0.0 - temp_output_7_0_g863 ) ) ); float lerpResult198_g771 = lerp( 1.0 , (simplePerlin3D193_g771*0.5 + 0.5) , ( NoiseDistanceMask7_g771 * AHF_NoiseIntensity * AHF_NoiseModeBlend )); half NoiseSimplex3D24_g771 = lerpResult198_g771; #if defined(AHF_NOISEMODE_OFF) float staticSwitch42_g771 = lerpResult328_g771; #elif defined(AHF_NOISEMODE_PROCEDURAL3D) float staticSwitch42_g771 = ( lerpResult328_g771 * NoiseSimplex3D24_g771 ); #else float staticSwitch42_g771 = lerpResult328_g771; #endif float temp_output_43_0_g771 = ( staticSwitch42_g771 * AHF_FogIntensity ); float2 uv0_MainTex = i.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw; float temp_output_1_0_g753 = tex2D( _MainTex, uv0_MainTex ).a; float temp_output_7_0_g752 = AHF_FogDistanceStart; float lerpResult3_g753 = lerp( temp_output_1_0_g753 , ceil( temp_output_1_0_g753 ) , saturate( ( ( distance( WorldPosition , _WorldSpaceCameraPos ) - temp_output_7_0_g752 ) / ( AHF_FogDistanceEnd - temp_output_7_0_g752 ) ) )); half CustomAlphaInputs897 = ( _Color.a * lerpResult3_g753 ); float4 appendResult384 = (float4(temp_output_256_0_g771 , ( temp_output_43_0_g771 * CustomAlphaInputs897 ))); finalColor = appendResult384; return finalColor; } ENDCG } } } /*ASEBEGIN Version=18103 1927;1;1906;1020;4148.027;3949.353;1;True;False Node;AmplifyShaderEditor.WorldPosInputsNode;943;-3328,-3584;Float;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 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