// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "UI/Default (Height Fog Support)" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { LOD 0 Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] CompFront [_StencilComp] PassFront [_StencilOp] FailFront Keep ZFailFront Keep CompBack Always PassBack Keep FailBack Keep ZFailBack Keep } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_ALPHACLIP #include "UnityShaderVariables.cginc" #define ASE_NEEDS_FRAG_COLOR #pragma multi_compile AHF_NOISEMODE_OFF AHF_NOISEMODE_PROCEDURAL3D struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 ase_texcoord2 : TEXCOORD2; }; uniform fixed4 _Color; uniform fixed4 _TextureSampleAdd; uniform float4 _ClipRect; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; 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; 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_t IN ) { v2f OUT; UNITY_SETUP_INSTANCE_ID( IN ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); UNITY_TRANSFER_INSTANCE_ID(IN, OUT); OUT.worldPosition = IN.vertex; float3 ase_worldPos = mul(unity_ObjectToWorld, IN.vertex).xyz; OUT.ase_texcoord2.xyz = ase_worldPos; //setting value to unused interpolator channels and avoid initialization warnings OUT.ase_texcoord2.w = 0; OUT.worldPosition.xyz += float3( 0, 0, 0 ) ; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; return OUT; } fixed4 frag(v2f IN ) : SV_Target { float2 uv_MainTex = IN.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 temp_output_4_0 = ( IN.color * ( tex2D( _MainTex, uv_MainTex ) + _TextureSampleAdd ) ); float3 ase_worldPos = IN.ase_texcoord2.xyz; float3 WorldPosition2_g874 = ase_worldPos; float temp_output_7_0_g876 = AHF_FogDistanceStart; half FogDistanceMask12_g874 = pow( abs( saturate( ( ( distance( WorldPosition2_g874 , _WorldSpaceCameraPos ) - temp_output_7_0_g876 ) / ( AHF_FogDistanceEnd - temp_output_7_0_g876 ) ) ) ) , AHF_FogDistanceFalloff ); float3 lerpResult258_g874 = lerp( (AHF_FogColorStart).rgb , (AHF_FogColorEnd).rgb , ( saturate( ( FogDistanceMask12_g874 - 0.5 ) ) * AHF_FogColorDuo )); float3 normalizeResult318_g874 = normalize( ( WorldPosition2_g874 - _WorldSpaceCameraPos ) ); float dotResult145_g874 = dot( normalizeResult318_g874 , AHF_DirectionalDir ); half DirectionalMask30_g874 = pow( abs( ( (dotResult145_g874*0.5 + 0.5) * AHF_DirectionalIntensity ) ) , AHF_DirectionalFalloff ); float3 lerpResult40_g874 = lerp( lerpResult258_g874 , (AHF_DirectionalColor).rgb , DirectionalMask30_g874); float3 temp_output_2_0_g875 = lerpResult40_g874; float3 gammaToLinear3_g875 = GammaToLinearSpace( temp_output_2_0_g875 ); #ifdef UNITY_COLORSPACE_GAMMA float3 staticSwitch1_g875 = temp_output_2_0_g875; #else float3 staticSwitch1_g875 = gammaToLinear3_g875; #endif float3 temp_output_256_0_g874 = staticSwitch1_g875; float3 temp_output_92_86_g873 = temp_output_256_0_g874; half3 AHF_FogAxisOption181_g874 = AHF_FogAxisOption; float3 break159_g874 = ( WorldPosition2_g874 * AHF_FogAxisOption181_g874 ); float temp_output_7_0_g877 = AHF_FogHeightEnd; half FogHeightMask16_g874 = pow( abs( saturate( ( ( ( break159_g874.x + break159_g874.y + break159_g874.z ) - temp_output_7_0_g877 ) / ( AHF_FogHeightStart - temp_output_7_0_g877 ) ) ) ) , AHF_FogHeightFalloff ); float lerpResult328_g874 = lerp( ( FogDistanceMask12_g874 * FogHeightMask16_g874 ) , saturate( ( FogDistanceMask12_g874 + FogHeightMask16_g874 ) ) , AHF_FogLayersMode); float simplePerlin3D193_g874 = snoise( ( ( WorldPosition2_g874 * ( 1.0 / AHF_NoiseScale ) ) + ( -AHF_NoiseSpeed * _Time.y ) ) ); float temp_output_7_0_g879 = AHF_NoiseDistanceEnd; half NoiseDistanceMask7_g874 = saturate( ( ( distance( WorldPosition2_g874 , _WorldSpaceCameraPos ) - temp_output_7_0_g879 ) / ( 0.0 - temp_output_7_0_g879 ) ) ); float lerpResult198_g874 = lerp( 1.0 , (simplePerlin3D193_g874*0.5 + 0.5) , ( NoiseDistanceMask7_g874 * AHF_NoiseIntensity * AHF_NoiseModeBlend )); half NoiseSimplex3D24_g874 = lerpResult198_g874; #if defined(AHF_NOISEMODE_OFF) float staticSwitch42_g874 = lerpResult328_g874; #elif defined(AHF_NOISEMODE_PROCEDURAL3D) float staticSwitch42_g874 = ( lerpResult328_g874 * NoiseSimplex3D24_g874 ); #else float staticSwitch42_g874 = lerpResult328_g874; #endif float temp_output_43_0_g874 = ( staticSwitch42_g874 * AHF_FogIntensity ); float temp_output_92_87_g873 = temp_output_43_0_g874; float3 lerpResult82_g873 = lerp( (temp_output_4_0).rgb , temp_output_92_86_g873 , temp_output_92_87_g873); float4 appendResult9 = (float4(lerpResult82_g873 , (temp_output_4_0).a)); half4 color = appendResult9; #ifdef UNITY_UI_CLIP_RECT color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #endif #ifdef UNITY_UI_ALPHACLIP clip (color.a - 0.001); #endif return color; } ENDCG } } } /*ASEBEGIN Version=18103 1927;1;1906;1020;359.1003;561.1945;1;True;False Node;AmplifyShaderEditor.TemplateShaderPropertyNode;2;-512,0;Inherit;False;0;0;_MainTex;Shader;0;5;SAMPLER2D;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SamplerNode;3;-320,0;Inherit;True;Property;_TextureSample0;Texture Sample 0;0;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.TemplateShaderPropertyNode;11;-320,192;Inherit;False;0;0;_TextureSampleAdd;Pass;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.VertexColorNode;12;-512,-256;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleAddOpNode;10;64,64;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;4;256,-256;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SwizzleNode;6;448,-256;Inherit;False;FLOAT3;0;1;2;3;1;0;COLOR;0,0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.FunctionNode;21;640,-256;Inherit;False;Apply Height Fog;-1;;873;950890317d4f36a48a68d150cdab0168;0;1;81;FLOAT3;0,0,0;False;3;FLOAT3;85;FLOAT3;86;FLOAT;87 Node;AmplifyShaderEditor.SwizzleNode;7;448,-160;Inherit;False;FLOAT;3;1;2;3;1;0;COLOR;0,0,0,0;False;1;FLOAT;0 Node;AmplifyShaderEditor.DynamicAppendNode;9;896,-256;Inherit;False;FLOAT4;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1;1088,-256;Float;False;True;-1;2;;0;4;UI/Default (Height Fog Support);5056123faa0c79b47ab6ad7e8bf059a4;True;Default;0;0;Default;2;True;2;5;False;-1;10;False;-1;0;1;False;-1;0;False;-1;False;False;True;2;False;-1;True;True;True;True;True;0;True;-9;True;True;0;True;-5;255;True;-8;255;True;-7;0;True;-4;0;True;-6;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;2;False;-1;True;0;True;-11;False;True;5;Queue=Transparent=Queue=0;IgnoreProjector=True;RenderType=Transparent=RenderType;PreviewType=Plane;CanUseSpriteAtlas=True;False;0;False;False;False;False;False;False;False;False;False;False;True;2;0;;0;0;Standard;0;0;1;True;False;;0 WireConnection;3;0;2;0 WireConnection;10;0;3;0 WireConnection;10;1;11;0 WireConnection;4;0;12;0 WireConnection;4;1;10;0 WireConnection;6;0;4;0 WireConnection;21;81;6;0 WireConnection;7;0;4;0 WireConnection;9;0;21;85 WireConnection;9;3;7;0 WireConnection;1;0;9;0 ASEEND*/ //CHKSM=49D35CE9F5579F0E10E33D6935C93B9E757590B8