// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "BOXOPHOBIC/Atmospherics/Height Fog Preset" { Properties { [HideInInspector]_IsStandardPipeline("_IsStandardPipeline", Float) = 0 [HideInInspector]_IsHeightFogPreset("_IsHeightFogPreset", Float) = 1 [HideInInspector]_IsHeightFogShader("_IsHeightFogShader", Float) = 1 [StyledBanner(Height Fog Preset)]_TITLE("< TITLE >", Float) = 1 [StyledCategory(Fog)]_FOGG("[ FOGG]", Float) = 1 _FogIntensity("Fog Intensity", Range( 0 , 1)) = 1 [Enum(X Axis,0,Y Axis,1,Z Axis,2)][Space(10)]_FogAxisMode("Fog Axis Mode", Float) = 1 [Enum(Multiply Distance And Height,0,Additive Distance And Height,1)]_FogLayersMode("Fog Layers Mode", Float) = 0 [HideInInspector]_FogAxisOption("_FogAxisOption", Vector) = (0,0,0,0) [HDR][Space(10)]_FogColorStart("Fog Color Start", Color) = (0.4411765,0.722515,1,1) [HDR]_FogColorEnd("Fog Color End", Color) = (0.8862745,1.443137,2,1) _FogColorDuo("Fog Color Duo", Range( 0 , 1)) = 1 [Space(10)]_FogDistanceStart("Fog Distance Start", Float) = -200 _FogDistanceEnd("Fog Distance End", Float) = 200 _FogDistanceFalloff("Fog Distance Falloff", Range( 1 , 8)) = 2 [Space(10)]_FogHeightStart("Fog Height Start", Float) = 0 _FogHeightEnd("Fog Height End", Float) = 200 _FogHeightFalloff("Fog Height Falloff", Range( 1 , 8)) = 2 [StyledCategory(Skybox)]_SKYBOXX("[ SKYBOXX ]", Float) = 1 _SkyboxFogIntensity("Skybox Fog Intensity", Range( 0 , 1)) = 1 _SkyboxFogHeight("Skybox Fog Height", Range( 0 , 1)) = 1 _SkyboxFogFalloff("Skybox Fog Falloff", Range( 1 , 8)) = 1 _SkyboxFogFill("Skybox Fog Fill", Range( 0 , 1)) = 1 [StyledCategory(Directional)]_DIRECTIONALL("[ DIRECTIONALL ]", Float) = 1 [Enum(Off,0,On,1)]_DirectionalMode("Directional Mode", Float) = 1 _DirectionalIntensity("Directional Intensity", Range( 0 , 1)) = 1 _DirectionalFalloff("Directional Falloff", Range( 1 , 8)) = 2 [HDR]_DirectionalColor("Directional Color", Color) = (1,0.7793103,0.5,1) [HideInInspector]_DirectionalDir("Directional Dir", Vector) = (0,0,0,0) [StyledCategory(Noise)]_NOISEE("[ NOISEE ]", Float) = 1 [Enum(Off,0,Procedural 3D,2)]_NoiseMode("Noise Mode", Float) = 2 [HideInInspector]_NoiseModeBlend("_NoiseModeBlend", Float) = 1 _NoiseIntensity("Noise Intensity", Range( 0 , 1)) = 1 _NoiseDistanceEnd("Noise Distance End", Float) = 50 _NoiseScale("Noise Scale", Float) = 30 _NoiseSpeed("Noise Speed", Vector) = (0.5,0,0.5,0) } SubShader { Tags { "RenderType"="Overlay" "Queue"="Overlay" } LOD 0 CGINCLUDE #pragma target 3.0 ENDCG Blend SrcAlpha OneMinusSrcAlpha Cull Off ColorMask RGBA ZWrite Off ZTest Always 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" 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 }; uniform half _FogHeightEnd; uniform half _FogHeightStart; uniform half _NoiseScale; uniform half _NoiseDistanceEnd; uniform half _FogDistanceEnd; uniform half _FogHeightFalloff; uniform half _DirectionalIntensity; uniform half _FogDistanceStart; uniform half _NoiseModeBlend; uniform half _SkyboxFogIntensity; uniform half _FogLayersMode; uniform half _SkyboxFogHeight; uniform half _SkyboxFogFill; uniform half _IsHeightFogPreset; uniform half _FogDistanceFalloff; uniform half _SkyboxFogFalloff; uniform half _DirectionalFalloff; uniform half _NoiseIntensity; uniform half _NoiseMode; uniform half _NOISEE; uniform half4 _FogColorEnd; uniform half _FOGG; uniform half _FogColorDuo; uniform half _SKYBOXX; uniform half _DirectionalMode; uniform half3 _NoiseSpeed; uniform half _IsHeightFogShader; uniform half _TITLE; uniform half _DIRECTIONALL; uniform half4 _DirectionalColor; uniform half _FogIntensity; uniform half _FogAxisMode; uniform half4 _FogColorStart; uniform float4 _FogAxisOption; uniform half3 _DirectionalDir; uniform half _IsStandardPipeline; 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; 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 finalColor = fixed4(1,1,1,1); return finalColor; } ENDCG } } CustomEditor "HeightFogShaderGUI" } /*ASEBEGIN Version=18103 1927;1;1906;1020;3249.694;3596.392;1;True;False Node;AmplifyShaderEditor.RangedFloatNode;627;-3024,-4864;Half;False;Property;_SKYBOXX;[ SKYBOXX ];21;0;Create;True;0;0;True;1;StyledCategory(Skybox);False;1;1;1;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;653;-2816,-3968;Half;False;Property;_FogColorDuo;Fog Color Duo;14;0;Create;True;0;0;True;0;False;1;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.Vector3Node;227;-3328,-2560;Half;False;Property;_NoiseSpeed;Noise Speed;38;0;Create;True;0;0;True;0;False;0.5,0,0.5;0.5,0,0.5;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.RangedFloatNode;640;-3328,-3072;Half;False;Property;_DirectionalMode;Directional 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