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path: root/Assets/BOXOPHOBIC/Atmospheric Height Fog/Core/Resources/Height Fog Preset.shader
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// 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"
	
	
}
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//CHKSM=9EFA234C1F1A493196CE52E9554310373041C300