This commit is contained in:
SoulliesOfficial
2026-03-19 14:16:06 -04:00
parent aee62cd637
commit 41f38396f6
464 changed files with 245616 additions and 21368 deletions

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@@ -107,7 +107,7 @@ namespace Dreamteck.Splines
}
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RenderWithCamera(EditorManager.instance.cameraManager.gameCamera.cam);
}
else
{

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// Cristian Pop - https://boxophobic.com/
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
namespace AtmosphericHeightFog
{
public class HeightFogCreate
{
[MenuItem("GameObject/BOXOPHOBIC/Atmospheric Height Fog/Global", false, 7)]
static void CreateGlobalVolume()
{
if (GameObject.Find("Height Fog Global") != null)
{
Debug.Log("[Atmospheric Height Fog] " + "Height Fog Global is already added to your scene!");
return;
}
GameObject go = new GameObject();
go.name = "Height Fog Global";
go.AddComponent<HeightFogGlobal>();
if (Selection.activeGameObject != null)
{
go.transform.parent = Selection.activeGameObject.transform;
}
Selection.activeGameObject = go;
EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
}
[MenuItem("GameObject/BOXOPHOBIC/Atmospheric Height Fog/Override Volume (Box)", false, 7)]
static void CreateOverrideBoxVolume()
{
if (GameObject.Find("Height Fog Global") == null)
{
Debug.Log("[Atmospheric Height Fog] " + "Height Fog Global must be added to the scene first!");
return;
}
GameObject go = new GameObject();
go.name = "Height Fog Override (Box)";
go.AddComponent<BoxCollider>();
go.GetComponent<BoxCollider>().isTrigger = true;
go.AddComponent<HeightFogOverride>();
var sceneCamera = SceneView.lastActiveSceneView.camera;
if (sceneCamera != null)
{
go.transform.position = sceneCamera.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 10f));
}
else
{
go.transform.localPosition = Vector3.zero;
go.transform.localEulerAngles = Vector3.zero;
go.transform.localScale = Vector3.one;
}
if (Selection.activeGameObject != null)
{
go.transform.parent = Selection.activeGameObject.transform;
}
Selection.activeGameObject = go;
EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
}
[MenuItem("GameObject/BOXOPHOBIC/Atmospheric Height Fog/Override Volume (Sphere)", false, 7)]
static void CreateOverrideSphereVolume()
{
if (GameObject.Find("Height Fog Global") == null)
{
Debug.Log("[Atmospheric Height Fog] " + "Height Fog Global must be added to the scene first!");
return;
}
GameObject go = new GameObject();
go.name = "Height Fog Override (Sphere)";
go.AddComponent<SphereCollider>();
go.GetComponent<SphereCollider>().isTrigger = true;
go.AddComponent<HeightFogOverride>();
var sceneCamera = SceneView.lastActiveSceneView.camera;
if (sceneCamera != null)
{
go.transform.position = sceneCamera.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 10f));
}
else
{
go.transform.localPosition = Vector3.zero;
go.transform.localEulerAngles = Vector3.zero;
go.transform.localScale = Vector3.one;
}
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{
go.transform.parent = Selection.activeGameObject.transform;
}
Selection.activeGameObject = go;
EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
}
}
}

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@@ -0,0 +1,46 @@
// Cristian Pop - https://boxophobic.com/
using UnityEditor;
namespace AtmosphericHeightFog
{
[CanEditMultipleObjects]
[CustomEditor(typeof(HeightFogGlobal))]
public class HeightFogGlobalInspector : Editor
{
readonly string[] scriptMode = { "m_Script", "presetMaterial", "presetDay", "presetNight", "timeOfDay" };
readonly string[] presetMode = { "m_Script", "presetDay", "presetNight", "timeOfDay", "categoryFog", "fogIntensity", "fogAxisMode", "fogLayersMode", "fogCameraMode", "fogColorStart", "fogColorEnd", "fogColorDuo", "fogDistanceStart", "fogDistanceEnd", "fogDistanceFalloff", "fogHeightStart", "fogHeightEnd", "fogHeightFalloff", "farDistanceHeight", "farDistanceOffset", "categorySkybox", "skyboxFogIntensity", "skyboxFogHeight", "skyboxFogFalloff", "skyboxFogOffset", "skyboxFogBottom", "skyboxFogFill", "categoryDirectional", "directionalIntensity", "directionalFalloff", "directionalColor", "categoryNoise", "noiseIntensity", "noiseMin", "noiseMax", "noiseScale", "noiseSpeed", "noiseDistanceEnd", "jitterIntensity" };
readonly string[] timeOfDayMode = { "m_Script", "presetMaterial", "categoryFog", "fogIntensity", "fogAxisMode", "fogLayersMode", "fogCameraMode", "fogColorStart", "fogColorEnd", "fogColorDuo", "fogDistanceStart", "fogDistanceEnd", "fogDistanceFalloff", "fogHeightStart", "fogHeightEnd", "fogHeightFalloff", "farDistanceHeight", "farDistanceOffset", "categorySkybox", "skyboxFogIntensity", "skyboxFogHeight", "skyboxFogFalloff", "skyboxFogOffset", "skyboxFogBottom", "skyboxFogFill", "categoryDirectional", "directionalIntensity", "directionalFalloff", "directionalColor", "categoryNoise", "noiseIntensity", "noiseMin", "noiseMax", "noiseScale", "noiseSpeed" ,"noiseDistanceEnd", "jitterIntensity" };
HeightFogGlobal targetScript;
void OnEnable()
{
targetScript = (HeightFogGlobal)target;
}
public override void OnInspectorGUI()
{
DrawInspector();
}
void DrawInspector()
{
string[] exclude = scriptMode;
if (targetScript.fogMode == FogMode.UsePresetSettings)
{
exclude = presetMode;
}
else if (targetScript.fogMode == FogMode.UseTimeOfDay)
{
exclude = timeOfDayMode;
}
serializedObject.Update();
DrawPropertiesExcluding(serializedObject, exclude);
serializedObject.ApplyModifiedProperties();
}
}
}

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@@ -0,0 +1,45 @@
using UnityEditor;
namespace AtmosphericHeightFog
{
[CanEditMultipleObjects]
[CustomEditor(typeof(HeightFogOverride))]
public class HeightFogOverrideInspector : Editor
{
readonly string[] scriptMode = { "m_Script", "presetMaterial", "presetDay", "presetNight", "timeOfDay" };
readonly string[] presetMode = { "m_Script", "presetDay", "presetNight", "timeOfDay", "categoryFog", "fogIntensity", "fogAxisMode", "fogLayersMode", "fogColorStart", "fogColorEnd", "fogColorDuo", "fogDistanceStart", "fogDistanceEnd", "fogDistanceFalloff", "fogHeightStart", "fogHeightEnd", "fogHeightFalloff", "farDistanceHeight", "farDistanceOffset", "categorySkybox", "skyboxFogIntensity", "skyboxFogHeight", "skyboxFogFalloff", "skyboxFogOffset", "skyboxFogBottom", "skyboxFogFill", "categoryDirectional", "directionalIntensity", "directionalFalloff", "directionalColor", "categoryNoise", "noiseIntensity", "noiseMin", "noiseMax", "noiseScale", "noiseSpeed", "noiseDistanceEnd", "categoryAdvanced", "jitterIntensity" };
readonly string[] timeOfDayMode = { "m_Script", "presetMaterial", "categoryFog", "fogIntensity", "fogAxisMode", "fogLayersMode", "fogColorStart", "fogColorEnd", "fogColorDuo", "fogDistanceStart", "fogDistanceEnd", "fogDistanceFalloff", "fogHeightStart", "fogHeightEnd", "fogHeightFalloff", "farDistanceHeight", "farDistanceOffset", "categorySkybox", "skyboxFogIntensity", "skyboxFogHeight", "skyboxFogFalloff", "skyboxFogOffset", "skyboxFogBottom", "skyboxFogFill", "categoryDirectional", "directionalIntensity", "directionalFalloff", "directionalColor", "categoryNoise", "noiseIntensity", "noiseMin", "noiseMax", "noiseScale", "noiseSpeed", "noiseDistanceEnd", "categoryAdvanced", "jitterIntensity" };
HeightFogOverride targetScript;
void OnEnable()
{
targetScript = (HeightFogOverride)target;
}
public override void OnInspectorGUI()
{
DrawInspector();
}
void DrawInspector()
{
string[] exclude = scriptMode;
if (targetScript.fogMode == FogMode.UsePresetSettings)
{
exclude = presetMode;
}
else if (targetScript.fogMode == FogMode.UseTimeOfDay)
{
exclude = timeOfDayMode;
}
serializedObject.Update();
DrawPropertiesExcluding(serializedObject, exclude);
serializedObject.ApplyModifiedProperties();
}
}
}

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//Cristian Pop - https://boxophobic.com/
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using Boxophobic.StyledGUI;
using Boxophobic.Utility;
namespace AtmosphericHeightFog
{
public class MaterialGUI : ShaderGUI
{
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
{
var material0 = materialEditor.target as Material;
var materials = materialEditor.targets;
if (material0.HasProperty("_HeightFogGlobal") == true)
{
StyledGUI.DrawInspectorBanner("Height Fog Global");
GUILayout.Space(5);
EditorGUILayout.HelpBox("Render Queue controlled by the Height Fog script Render Priority value!", MessageType.Info);
GUILayout.Space(5);
GUI.enabled = false;
materialEditor.RenderQueueField();
GUI.enabled = true;
GUILayout.Space(10);
}
else
{
DrawDynamicInspector(material0, materialEditor, props);
}
foreach (Material material in materials)
{
if (material.HasProperty("_HeightFogGlobal") == false)
{
SetBlendProps(material);
}
}
}
void SetBlendProps(Material material)
{
if (material.HasProperty("_FogAxisMode"))
{
var mode = material.GetInt("_FogAxisMode");
if (mode == 0)
{
material.SetVector("_FogAxisOption", new Vector4(1, 0, 0, 0));
}
else if (mode == 1)
{
material.SetVector("_FogAxisOption", new Vector4(0, 1, 0, 0));
}
else if (mode == 2)
{
material.SetVector("_FogAxisOption", new Vector4(0, 0, 1, 0));
}
}
if (material.HasProperty("_FogCameraMode"))
{
var mode = material.GetInt("_FogCameraMode");
if (mode == 0)
{
material.EnableKeyword("AHF_CAMERAMODE_PERSPECTIVE");
material.DisableKeyword("AHF_CAMERAMODE_ORTHOGRAPHIC");
material.DisableKeyword("AHF_CAMERAMODE_BOTH");
}
else if (mode == 1)
{
material.DisableKeyword("AHF_CAMERAMODE_PERSPECTIVE");
material.EnableKeyword("AHF_CAMERAMODE_ORTHOGRAPHIC");
material.DisableKeyword("AHF_CAMERAMODE_BOTH");
}
else if (mode == 2)
{
material.DisableKeyword("AHF_CAMERAMODE_ORTHOGRAPHIC");
material.DisableKeyword("AHF_CAMERAMODE_PERSPECTIVE");
material.EnableKeyword("AHF_CAMERAMODE_BOTH");
}
}
material.EnableKeyword("_SURFACE_TYPE_TRANSPARENT");
material.SetFloat("_AlphaDstBlend", 10);
material.SetFloat("_CullMode", 1);
material.SetFloat("_CullModeForward", 1);
material.SetFloat("_RenderQueueType", 4);
material.SetFloat("_DstBlend", 10);
material.SetFloat("_StencilRefDepth", 1);
material.SetFloat("_StencilWriteMask", 6);
material.SetFloat("_StencilWriteMaskDepth", 9);
material.SetFloat("_StencilWriteMaskGBuffer", 15);
material.SetFloat("_StencilWriteMaskMV", 41);
material.SetFloat("_ZTestDepthEqualForOpaque", 8);
}
void DrawDynamicInspector(Material material, MaterialEditor materialEditor, MaterialProperty[] props)
{
var customPropsList = new List<MaterialProperty>();
for (int i = 0; i < props.Length; i++)
{
var prop = props[i];
if (BoxoUtils.IsShaderGUIPropertyHidden(prop))
continue;
if (prop.name == "unity_Lightmaps")
continue;
if (prop.name == "unity_LightmapsInd")
continue;
if (prop.name == "unity_ShadowMasks")
continue;
//if (material.HasProperty("_ElementMode"))
//{
// if (material.GetInt("_ElementMode") == 1 && prop.name == "_MainColor")
// continue;
//}
customPropsList.Add(prop);
}
//Draw Custom GUI
for (int i = 0; i < customPropsList.Count; i++)
{
var prop = customPropsList[i];
materialEditor.ShaderProperty(customPropsList[i], customPropsList[i].displayName);
}
if (material.HasProperty("_HeightFogStandalone") == true)
{
materialEditor.RenderQueueField();
}
GUILayout.Space(10);
}
}
}

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@@ -0,0 +1,40 @@
using UnityEditor;
using UnityEngine;
namespace AtmosphericHeightFog
{
public static class HeightFogWindows
{
[MenuItem("Window/BOXOPHOBIC/Atmospheric Height Fog/Discord Server", false, 8000)]
public static void Discord()
{
Application.OpenURL("https://discord.com/invite/znxuXET");
}
[MenuItem("Window/BOXOPHOBIC/Atmospheric Height Fog/Publisher Page", false, 8001)]
public static void MoreAssets()
{
Application.OpenURL("https://assetstore.unity.com/publishers/20529");
}
[MenuItem("Window/BOXOPHOBIC/Atmospheric Height Fog/Documentation", false, 8002)]
public static void Documentation()
{
Application.OpenURL("https://docs.google.com/document/d/1pIzIHIZ-cSh2ykODSZCbAPtScJ4Jpuu7lS3rNEHCLbc/edit#");
}
[MenuItem("Window/BOXOPHOBIC/Atmospheric Height Fog/Changelog", false, 8003)]
public static void Chnagelog()
{
Application.OpenURL("https://docs.google.com/document/d/1pIzIHIZ-cSh2ykODSZCbAPtScJ4Jpuu7lS3rNEHCLbc/edit#heading=h.1rbujejuzjce");
}
[MenuItem("Window/BOXOPHOBIC/Atmospheric Height Fog/Write A Review", false, 9999)]
public static void WriteAReview()
{
Application.OpenURL("https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/atmospheric-height-fog-optimized-fog-shaders-for-consoles-mobile-143825#reviews");
}
}
}

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/*
// Add the following directives to your shader for directional and noise support
#include "Assets/BOXOPHOBIC/Atmospheric Height Fog/Core/Library/AtmosphericHeightFog.cginc"
// Apply Atmospheric Height Fog to transparent shaders like this
// Where finalColor is the shader output color, fogParams.rgb is the fog color and fogParams.a is the fog mask
float4 fogParams = GetAtmosphericHeightFog(IN.worldPos);
return ApplyAtmosphericHeightFog(finalColor, fogParams);
*/
#ifndef ATMOSPHERIC_HEIGHT_FOG_INCLUDED
#define ATMOSPHERIC_HEIGHT_FOG_INCLUDED
half AHF_Enabled;
half4 AHF_FogColorStart;
half4 AHF_FogColorEnd;
half AHF_FogDistanceStart;
half AHF_FogDistanceEnd;
half AHF_FogDistanceFalloff;
half AHF_FogColorDuo;
half4 AHF_DirectionalColor;
half3 AHF_DirectionalDir;
half AHF_DirectionalIntensity;
half AHF_DirectionalFalloff;
half3 AHF_FogAxisOption;
half AHF_FogHeightEnd;
half AHF_FarDistanceHeight;
half AHF_FarDistanceOffset;
half AHF_FogHeightStart;
half AHF_FogHeightFalloff;
half AHF_FogLayersMode;
half AHF_NoiseScale;
half3 AHF_NoiseSpeed;
half AHF_NoiseMin;
half AHF_NoiseMax;
half AHF_NoiseDistanceEnd;
half AHF_NoiseIntensity;
half AHF_FogIntensity;
float4 mod289(float4 x)
{
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float4 perm(float4 x)
{
return mod289(((x * 34.0) + 1.0) * x);
}
float SimpleNoise3D(float3 p)
{
float3 a = floor(p);
float3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
float4 k1 = perm(b.xyxy);
float4 k2 = perm(k1.xyxy + b.zzww);
float4 c = k2 + a.zzzz;
float4 k3 = perm(c);
float4 k4 = perm(c + 1.0);
float4 o1 = frac(k3 * (1.0 / 41.0));
float4 o2 = frac(k4 * (1.0 / 41.0));
float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
// Returns the fog color and alpha based on world position
float4 GetAtmosphericHeightFog(float3 positionWS)
{
float4 finalColor;
float3 WorldPosition = positionWS;
float3 WorldPosition2_g1032 = WorldPosition;
float temp_output_7_0_g1035 = AHF_FogDistanceStart;
float temp_output_155_0_g1032 = saturate(((distance(WorldPosition2_g1032, _WorldSpaceCameraPos) - temp_output_7_0_g1035) / (AHF_FogDistanceEnd - temp_output_7_0_g1035)));
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch467_g1032 = temp_output_155_0_g1032;
#else
float staticSwitch467_g1032 = (1.0 - pow((1.0 - abs(temp_output_155_0_g1032)), AHF_FogDistanceFalloff));
#endif
half FogDistanceMask12_g1032 = staticSwitch467_g1032;
float3 lerpResult258_g1032 = lerp((AHF_FogColorStart).rgb, (AHF_FogColorEnd).rgb, ((FogDistanceMask12_g1032 * FogDistanceMask12_g1032 * FogDistanceMask12_g1032) * AHF_FogColorDuo));
float3 normalizeResult318_g1032 = normalize((WorldPosition2_g1032 - _WorldSpaceCameraPos));
float dotResult145_g1032 = dot(normalizeResult318_g1032, AHF_DirectionalDir);
half Jitter502_g1032 = 0.0;
float temp_output_140_0_g1032 = (saturate(((dotResult145_g1032 + Jitter502_g1032) * 0.5 + 0.5)) * AHF_DirectionalIntensity);
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch470_g1032 = temp_output_140_0_g1032;
#else
float staticSwitch470_g1032 = pow(abs(temp_output_140_0_g1032), AHF_DirectionalFalloff);
#endif
float DirectionalMask30_g1032 = staticSwitch470_g1032;
float3 lerpResult40_g1032 = lerp(lerpResult258_g1032, (AHF_DirectionalColor).rgb, DirectionalMask30_g1032);
#ifdef AHF_DISABLE_DIRECTIONAL
float3 staticSwitch442_g1032 = lerpResult258_g1032;
#else
float3 staticSwitch442_g1032 = lerpResult40_g1032;
#endif
half3 Input_Color6_g1033 = staticSwitch442_g1032;
#ifdef UNITY_COLORSPACE_GAMMA
float3 staticSwitch1_g1033 = Input_Color6_g1033;
#else
float3 staticSwitch1_g1033 = (Input_Color6_g1033 * ((Input_Color6_g1033 * ((Input_Color6_g1033 * 0.305306) + 0.6821711)) + 0.01252288));
#endif
half3 Final_Color462_g1032 = staticSwitch1_g1033;
half3 AHF_FogAxisOption181_g1032 = AHF_FogAxisOption;
float3 break159_g1032 = (WorldPosition2_g1032 * AHF_FogAxisOption181_g1032);
float temp_output_7_0_g1036 = AHF_FogDistanceEnd;
float temp_output_643_0_g1032 = saturate(((distance(WorldPosition2_g1032, _WorldSpaceCameraPos) - temp_output_7_0_g1036) / ((AHF_FogDistanceEnd + AHF_FarDistanceOffset) - temp_output_7_0_g1036)));
half FogDistanceMaskFar645_g1032 = (temp_output_643_0_g1032 * temp_output_643_0_g1032);
float lerpResult690_g1032 = lerp(AHF_FogHeightEnd, (AHF_FogHeightEnd + AHF_FarDistanceHeight), FogDistanceMaskFar645_g1032);
float temp_output_7_0_g1037 = lerpResult690_g1032;
float temp_output_167_0_g1032 = saturate((((break159_g1032.x + break159_g1032.y + break159_g1032.z) - temp_output_7_0_g1037) / (AHF_FogHeightStart - temp_output_7_0_g1037)));
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch468_g1032 = temp_output_167_0_g1032;
#else
float staticSwitch468_g1032 = pow(abs(temp_output_167_0_g1032), AHF_FogHeightFalloff);
#endif
half FogHeightMask16_g1032 = staticSwitch468_g1032;
float lerpResult328_g1032 = lerp((FogDistanceMask12_g1032 * FogHeightMask16_g1032), saturate((FogDistanceMask12_g1032 + FogHeightMask16_g1032)), AHF_FogLayersMode);
float mulTime204_g1032 = _TimeParameters.x * 2.0;
float3 temp_output_197_0_g1032 = ((WorldPosition2_g1032 * (1.0 / AHF_NoiseScale)) + (-AHF_NoiseSpeed * mulTime204_g1032));
float3 p1_g1041 = temp_output_197_0_g1032;
float localSimpleNoise3D1_g1041 = SimpleNoise3D(p1_g1041);
float temp_output_7_0_g1040 = AHF_NoiseMin;
float temp_output_7_0_g1039 = AHF_NoiseDistanceEnd;
half NoiseDistanceMask7_g1032 = saturate(((distance(WorldPosition2_g1032, _WorldSpaceCameraPos) - temp_output_7_0_g1039) / (0.0 - temp_output_7_0_g1039)));
float lerpResult198_g1032 = lerp(1.0, saturate(((localSimpleNoise3D1_g1041 - temp_output_7_0_g1040) / (AHF_NoiseMax - temp_output_7_0_g1040))), (NoiseDistanceMask7_g1032 * AHF_NoiseIntensity));
half NoiseSimplex3D24_g1032 = lerpResult198_g1032;
#ifdef AHF_DISABLE_NOISE3D
float staticSwitch42_g1032 = lerpResult328_g1032;
#else
float staticSwitch42_g1032 = (lerpResult328_g1032 * NoiseSimplex3D24_g1032);
#endif
float temp_output_454_0_g1032 = (staticSwitch42_g1032 * AHF_FogIntensity);
half Final_Alpha463_g1032 = temp_output_454_0_g1032;
float4 appendResult114_g1032 = (float4(Final_Color462_g1032, Final_Alpha463_g1032));
float4 appendResult457_g1032 = (float4(WorldPosition2_g1032, 1.0));
#ifdef AHF_DEBUG_WORLDPOS
float4 staticSwitch456_g1032 = appendResult457_g1032;
#else
float4 staticSwitch456_g1032 = appendResult114_g1032;
#endif
float3 Color = (staticSwitch456_g1032).xyz;
float Alpha = (staticSwitch456_g1032).w;
finalColor = float4(Color, Alpha * AHF_Enabled);
return finalColor;
}
// Applies the fog
float3 ApplyAtmosphericHeightFog(float3 color, float4 fog)
{
return float3(lerp(color.rgb, fog.rgb, fog.a));
}
float4 ApplyAtmosphericHeightFog(float4 color, float4 fog)
{
return float4(lerp(color.rgb, fog.rgb, fog.a), color.a);
}
// Shader Graph Support
void GetAtmosphericHeightFog_half(float3 positionWS, out float4 Out)
{
Out = GetAtmosphericHeightFog(positionWS);
}
void ApplyAtmosphericHeightFog_half(float3 color, float4 fog, out float3 Out)
{
Out = ApplyAtmosphericHeightFog(color, fog);
}
void ApplyAtmosphericHeightFog_float(float4 color, float4 fog, out float4 Out)
{
Out = ApplyAtmosphericHeightFog(color, fog);
}
#endif

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// Made with Amplify Shader Editor v1.9.9.4
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Hidden/BOXOPHOBIC/Atmospherics/Height Fog Global"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[Enum(Perspective,0,Orthographic,1,Both,2)] _FogCameraMode( "Fog Camera Mode", Float ) = 0
[HideInInspector] _HeightFogGlobal( "_HeightFogGlobal", Float ) = 1
[HideInInspector] _IsHeightFogShader( "_IsHeightFogShader", Float ) = 1
[StyledBanner(Height Fog Global)] _Banner( "[ Banner ]", Float ) = 1
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMax( "Tess Max Distance", Float ) = 25
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
[HideInInspector] _QueueControl("_QueueControl", Float) = -1
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 0
[HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Unlit" }
Cull Front
AlphaToMask Off
HLSLINCLUDE
#pragma target 3.0
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible
#if ( SHADER_TARGET > 35 ) && defined( SHADER_API_GLES3 )
#error For WebGL2/GLES3, please set your shader target to 3.5 via SubShader options. URP shaders in ASE use target 4.5 by default.
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
#ifndef ASE_TESS_FUNCS
#define ASE_TESS_FUNCS
float4 FixedTess( float tessValue )
{
return tessValue;
}
float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
{
float3 wpos = mul(o2w,vertex).xyz;
float dist = distance (wpos, cameraPos);
float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
return f;
}
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
{
float4 tess;
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
return tess;
}
float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
{
float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
float len = distance(wpos0, wpos1);
float f = max(len * scParams.y / (edgeLen * dist), 1.0);
return f;
}
float DistanceFromPlane (float3 pos, float4 plane)
{
float d = dot (float4(pos,1.0f), plane);
return d;
}
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
{
float4 planeTest;
planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
return !all (planeTest);
}
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
{
float3 f;
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
return CalcTriEdgeTessFactors (f);
}
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
return tess;
}
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
{
tess = 0.0f;
}
else
{
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
}
return tess;
}
#endif //ASE_TESS_FUNCS
ENDHLSL
Pass
{
Name "Forward"
Tags { "LightMode"="UniversalForwardOnly" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZWrite Off
ZTest Always
ZClip False
Offset 0,0
ColorMask RGBA
HLSLPROGRAM
#define _SURFACE_TYPE_TRANSPARENT 1
#pragma multi_compile_local _RECEIVE_SHADOWS_OFF
#define ASE_VERSION 19904
#define ASE_SRP_VERSION 170200
#define REQUIRE_DEPTH_TEXTURE 1
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS SHADERPASS_UNLIT
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
#define ASE_NEEDS_WORLD_POSITION
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_SCREEN_POSITION
#pragma multi_compile AHF_CAMERAMODE_PERSPECTIVE AHF_CAMERAMODE_ORTHOGRAPHIC AHF_CAMERAMODE_BOTH
//Atmospheric Height Fog Defines
//#define AHF_DISABLE_NOISE3D
//#define AHF_DISABLE_DIRECTIONAL
//#define AHF_DISABLE_SKYBOXFOG
//#define AHF_DISABLE_FALLOFF
//#define AHF_DEBUG_WORLDPOS
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
#define ASE_SV_DEPTH SV_DepthLessEqual
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
#else
#define ASE_SV_DEPTH SV_Depth
#define ASE_SV_POSITION_QUALIFIERS
#endif
struct Attributes
{
float4 positionOS : POSITION;
half3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 positionWSAndFogFactor : TEXCOORD0;
half3 normalWS : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
half _IsHeightFogShader;
half _HeightFogGlobal;
half _Banner;
half _FogCameraMode;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
half4 AHF_FogColorStart;
half4 AHF_FogColorEnd;
half AHF_FogDistanceStart;
half AHF_FogDistanceEnd;
half AHF_FogDistanceFalloff;
half AHF_FogColorDuo;
half4 AHF_DirectionalColor;
half3 AHF_DirectionalDir;
half AHF_JitterIntensity;
half AHF_DirectionalIntensity;
half AHF_DirectionalFalloff;
half3 AHF_FogAxisOption;
half AHF_FogHeightEnd;
half AHF_FarDistanceHeight;
float AHF_FarDistanceOffset;
half AHF_FogHeightStart;
half AHF_FogHeightFalloff;
half AHF_FogLayersMode;
half AHF_NoiseScale;
half3 AHF_NoiseSpeed;
half AHF_NoiseMin;
half AHF_NoiseMax;
half AHF_NoiseDistanceEnd;
half AHF_NoiseIntensity;
half AHF_FogIntensity;
half AHF_SkyboxFogOffset;
half AHF_SkyboxFogHeight;
half AHF_SkyboxFogFalloff;
half AHF_SkyboxFogBottom;
half AHF_SkyboxFogFill;
half AHF_SkyboxFogIntensity;
float4 mod289( float4 x )
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
float4 perm( float4 x )
{
return mod289(((x * 34.0) + 1.0) * x);
}
float SimpleNoise3D( float3 p )
{
float3 a = floor(p);
float3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
float4 k1 = perm(b.xyxy);
float4 k2 = perm(k1.xyxy + b.zzww);
float4 c = k2 + a.zzzz;
float4 k3 = perm(c);
float4 k4 = perm(c + 1.0);
float4 o1 = frac(k3 * (1.0 / 41.0));
float4 o2 = frac(k4 * (1.0 / 41.0));
float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
PackedVaryings VertexFunction( Attributes input )
{
PackedVaryings output = (PackedVaryings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.ase_texcoord2 = input.positionOS;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
input.positionOS.xyz = vertexValue;
#else
input.positionOS.xyz += vertexValue;
#endif
input.normalOS = input.normalOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS );
float fogFactor = 0;
#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
#endif
output.positionCS = vertexInput.positionCS;
output.positionWSAndFogFactor = float4( vertexInput.positionWS, fogFactor );
output.normalWS = normalInput.normalWS;
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
half3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( Attributes input )
{
VertexControl output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
return VertexFunction(output);
}
#else
PackedVaryings vert ( Attributes input )
{
return VertexFunction( input );
}
#endif
half4 frag ( PackedVaryings input
#if defined( ASE_DEPTH_WRITE_ON )
,out float outputDepth : ASE_SV_DEPTH
#endif
#ifdef _WRITE_RENDERING_LAYERS
, out uint outRenderingLayers : SV_Target1
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
#if defined( _SURFACE_TYPE_TRANSPARENT )
const bool isTransparent = true;
#else
const bool isTransparent = false;
#endif
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade( input.positionCS );
#endif
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
float4 shadowCoord = TransformWorldToShadowCoord( input.positionWSAndFogFactor.xyz );
#else
float4 shadowCoord = float4(0, 0, 0, 0);
#endif
float3 PositionWS = input.positionWSAndFogFactor.xyz;
float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
half3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
float4 ShadowCoord = shadowCoord;
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
float4 ScreenPos = ComputeScreenPos( ClipPos );
half3 NormalWS = normalize( input.normalWS );
float depthLinearEye218_g1047 = LinearEyeDepth( SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ), _ZBufferParams );
float4 unityObjectToClipPos224_g1047 = TransformWorldToHClip( TransformObjectToWorld( ( input.ase_texcoord2.xyz ).xyz ) );
float4 computeScreenPos225_g1047 = ComputeScreenPos( unityObjectToClipPos224_g1047 );
half3 WorldPosFromDepth_SRP567_g1047 = ( _WorldSpaceCameraPos - ( depthLinearEye218_g1047 * ( ( _WorldSpaceCameraPos - PositionWS ) / computeScreenPos225_g1047.w ) ) );
float3 objToView587_g1047 = TransformWorldToView( TransformObjectToWorld(input.ase_texcoord2.xyz) );
float depth01_572_g1047 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy );
float lerpResult577_g1047 = lerp( ( 1.0 - depth01_572_g1047 ) , depth01_572_g1047 , saturate( _ProjectionParams.x ));
float lerpResult579_g1047 = lerp( _ProjectionParams.y , _ProjectionParams.z , lerpResult577_g1047);
float3 appendResult582_g1047 = (float3(objToView587_g1047.x , objToView587_g1047.y , -lerpResult579_g1047));
float3 viewToWorld583_g1047 = mul( UNITY_MATRIX_I_V, float4( appendResult582_g1047, 1.0 ) ).xyz;
half3 WorldPosFromDepth_SRP_Ortho584_g1047 = viewToWorld583_g1047;
float3 lerpResult593_g1047 = lerp( WorldPosFromDepth_SRP567_g1047 , WorldPosFromDepth_SRP_Ortho584_g1047 , ( unity_OrthoParams.w + ( _FogCameraMode * 0.0 ) ));
#if defined( AHF_CAMERAMODE_PERSPECTIVE )
float3 staticSwitch589_g1047 = WorldPosFromDepth_SRP567_g1047;
#elif defined( AHF_CAMERAMODE_ORTHOGRAPHIC )
float3 staticSwitch589_g1047 = WorldPosFromDepth_SRP_Ortho584_g1047;
#elif defined( AHF_CAMERAMODE_BOTH )
float3 staticSwitch589_g1047 = lerpResult593_g1047;
#else
float3 staticSwitch589_g1047 = WorldPosFromDepth_SRP567_g1047;
#endif
half3 WorldPosFromDepth253_g1047 = staticSwitch589_g1047;
float3 WorldPosition2_g1047 = WorldPosFromDepth253_g1047;
float temp_output_7_0_g1050 = AHF_FogDistanceStart;
float temp_output_155_0_g1047 = saturate( ( ( distance( WorldPosition2_g1047 , _WorldSpaceCameraPos ) - temp_output_7_0_g1050 ) / ( AHF_FogDistanceEnd - temp_output_7_0_g1050 ) ) );
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch467_g1047 = temp_output_155_0_g1047;
#else
float staticSwitch467_g1047 = ( 1.0 - pow( ( 1.0 - abs( temp_output_155_0_g1047 ) ) , AHF_FogDistanceFalloff ) );
#endif
half FogDistanceMask12_g1047 = staticSwitch467_g1047;
float3 lerpResult258_g1047 = lerp( (AHF_FogColorStart).rgb , (AHF_FogColorEnd).rgb , ( ( FogDistanceMask12_g1047 * FogDistanceMask12_g1047 * FogDistanceMask12_g1047 ) * AHF_FogColorDuo ));
float3 normalizeResult318_g1047 = normalize( ( WorldPosition2_g1047 - _WorldSpaceCameraPos ) );
float dotResult145_g1047 = dot( normalizeResult318_g1047 , AHF_DirectionalDir );
float4 ScreenPos3_g1049 = ScreenPos;
float2 UV13_g1049 = ( ( (ScreenPos3_g1049).xy / (ScreenPos3_g1049).z ) * (_ScaledScreenParams).xy );
float3 Magic14_g1049 = float3( 0.06711056, 0.00583715, 52.98292 );
float dotResult16_g1049 = dot( UV13_g1049 , (Magic14_g1049).xy );
float lerpResult494_g1047 = lerp( 0.0 , frac( ( frac( dotResult16_g1049 ) * (Magic14_g1049).z ) ) , ( AHF_JitterIntensity * 0.1 ));
half Jitter502_g1047 = lerpResult494_g1047;
float temp_output_140_0_g1047 = ( saturate( (( dotResult145_g1047 + Jitter502_g1047 )*0.5 + 0.5) ) * AHF_DirectionalIntensity );
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch470_g1047 = temp_output_140_0_g1047;
#else
float staticSwitch470_g1047 = pow( abs( temp_output_140_0_g1047 ) , AHF_DirectionalFalloff );
#endif
float DirectionalMask30_g1047 = staticSwitch470_g1047;
float3 lerpResult40_g1047 = lerp( lerpResult258_g1047 , (AHF_DirectionalColor).rgb , DirectionalMask30_g1047);
#ifdef AHF_DISABLE_DIRECTIONAL
float3 staticSwitch442_g1047 = lerpResult258_g1047;
#else
float3 staticSwitch442_g1047 = lerpResult40_g1047;
#endif
half3 Input_Color6_g1048 = staticSwitch442_g1047;
#ifdef UNITY_COLORSPACE_GAMMA
float3 staticSwitch1_g1048 = Input_Color6_g1048;
#else
float3 staticSwitch1_g1048 = ( Input_Color6_g1048 * ( ( Input_Color6_g1048 * ( ( Input_Color6_g1048 * 0.305306 ) + 0.6821711 ) ) + 0.01252288 ) );
#endif
float3 temp_output_256_0_g1047 = staticSwitch1_g1048;
half3 Final_Color462_g1047 = temp_output_256_0_g1047;
half3 AHF_FogAxisOption181_g1047 = AHF_FogAxisOption;
float3 break159_g1047 = ( WorldPosition2_g1047 * AHF_FogAxisOption181_g1047 );
float temp_output_7_0_g1051 = AHF_FogDistanceEnd;
float temp_output_643_0_g1047 = saturate( ( ( distance( WorldPosition2_g1047 , _WorldSpaceCameraPos ) - temp_output_7_0_g1051 ) / ( ( AHF_FogDistanceEnd + AHF_FarDistanceOffset ) - temp_output_7_0_g1051 ) ) );
half FogDistanceMaskFar645_g1047 = ( temp_output_643_0_g1047 * temp_output_643_0_g1047 );
float lerpResult690_g1047 = lerp( AHF_FogHeightEnd , ( AHF_FogHeightEnd + AHF_FarDistanceHeight ) , FogDistanceMaskFar645_g1047);
float temp_output_7_0_g1052 = lerpResult690_g1047;
float temp_output_167_0_g1047 = saturate( ( ( ( break159_g1047.x + break159_g1047.y + break159_g1047.z ) - temp_output_7_0_g1052 ) / ( AHF_FogHeightStart - temp_output_7_0_g1052 ) ) );
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch468_g1047 = temp_output_167_0_g1047;
#else
float staticSwitch468_g1047 = pow( abs( temp_output_167_0_g1047 ) , AHF_FogHeightFalloff );
#endif
half FogHeightMask16_g1047 = staticSwitch468_g1047;
float lerpResult328_g1047 = lerp( ( FogDistanceMask12_g1047 * FogHeightMask16_g1047 ) , saturate( ( FogDistanceMask12_g1047 + FogHeightMask16_g1047 ) ) , AHF_FogLayersMode);
float mulTime204_g1047 = _TimeParameters.x * 2.0;
float3 temp_output_197_0_g1047 = ( ( WorldPosition2_g1047 * ( 1.0 / AHF_NoiseScale ) ) + ( -AHF_NoiseSpeed * mulTime204_g1047 ) );
float3 p1_g1056 = temp_output_197_0_g1047;
float localSimpleNoise3D1_g1056 = SimpleNoise3D( p1_g1056 );
float temp_output_7_0_g1055 = AHF_NoiseMin;
float temp_output_7_0_g1054 = AHF_NoiseDistanceEnd;
half NoiseDistanceMask7_g1047 = saturate( ( ( distance( WorldPosition2_g1047 , _WorldSpaceCameraPos ) - temp_output_7_0_g1054 ) / ( 0.0 - temp_output_7_0_g1054 ) ) );
float lerpResult198_g1047 = lerp( 1.0 , saturate( ( ( localSimpleNoise3D1_g1056 - temp_output_7_0_g1055 ) / ( AHF_NoiseMax - temp_output_7_0_g1055 ) ) ) , ( NoiseDistanceMask7_g1047 * AHF_NoiseIntensity ));
half NoiseSimplex3D24_g1047 = lerpResult198_g1047;
#ifdef AHF_DISABLE_NOISE3D
float staticSwitch42_g1047 = lerpResult328_g1047;
#else
float staticSwitch42_g1047 = ( lerpResult328_g1047 * NoiseSimplex3D24_g1047 );
#endif
float temp_output_454_0_g1047 = ( staticSwitch42_g1047 * AHF_FogIntensity );
float3 normalizeResult169_g1047 = normalize( ( WorldPosition2_g1047 - _WorldSpaceCameraPos ) );
float3 break170_g1047 = ( normalizeResult169_g1047 * AHF_FogAxisOption181_g1047 );
float temp_output_449_0_g1047 = ( ( break170_g1047.x + break170_g1047.y + break170_g1047.z ) + -AHF_SkyboxFogOffset );
float temp_output_7_0_g1053 = AHF_SkyboxFogHeight;
float temp_output_176_0_g1047 = saturate( ( ( abs( temp_output_449_0_g1047 ) - temp_output_7_0_g1053 ) / ( 0.0 - temp_output_7_0_g1053 ) ) );
float saferPower309_g1047 = abs( temp_output_176_0_g1047 );
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch469_g1047 = temp_output_176_0_g1047;
#else
float staticSwitch469_g1047 = pow( saferPower309_g1047 , AHF_SkyboxFogFalloff );
#endif
float lerpResult179_g1047 = lerp( saturate( ( staticSwitch469_g1047 + ( AHF_SkyboxFogBottom * step( temp_output_449_0_g1047 , 0.0 ) ) ) ) , 1.0 , AHF_SkyboxFogFill);
half SkyboxFogHeightMask108_g1047 = ( lerpResult179_g1047 * AHF_SkyboxFogIntensity );
float depth01_118_g1047 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy );
#ifdef UNITY_REVERSED_Z
float staticSwitch123_g1047 = depth01_118_g1047;
#else
float staticSwitch123_g1047 = ( 1.0 - depth01_118_g1047 );
#endif
half SkyboxFogMask95_g1047 = ( 1.0 - ceil( staticSwitch123_g1047 ) );
float lerpResult112_g1047 = lerp( temp_output_454_0_g1047 , SkyboxFogHeightMask108_g1047 , SkyboxFogMask95_g1047);
#ifdef AHF_DISABLE_SKYBOXFOG
float staticSwitch455_g1047 = temp_output_454_0_g1047;
#else
float staticSwitch455_g1047 = lerpResult112_g1047;
#endif
half Final_Alpha463_g1047 = staticSwitch455_g1047;
float4 appendResult114_g1047 = (float4(Final_Color462_g1047 , Final_Alpha463_g1047));
float4 appendResult457_g1047 = (float4(WorldPosition2_g1047 , 1.0));
#ifdef AHF_DEBUG_WORLDPOS
float4 staticSwitch456_g1047 = appendResult457_g1047;
#else
float4 staticSwitch456_g1047 = appendResult114_g1047;
#endif
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = (staticSwitch456_g1047).xyz;
float Alpha = (staticSwitch456_g1047).w;
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
#if defined( ASE_DEPTH_WRITE_ON )
float DeviceDepth = input.positionCS.z;
#endif
#if defined( _ALPHATEST_ON )
AlphaDiscard( Alpha, AlphaClipThreshold );
#endif
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS)
ShadowCoord = TransformWorldToShadowCoord( PositionWS );
#endif
InputData inputData = (InputData)0;
inputData.positionWS = PositionWS;
inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w );
inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
inputData.normalWS = NormalWS;
inputData.viewDirectionWS = ViewDirWS;
#if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV);
Color.rgb *= aoFactor.directAmbientOcclusion;
#endif
#ifdef ASE_FOG
inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.positionWSAndFogFactor.w);
#endif
#if defined(_DBUFFER)
ApplyDecalToBaseColor(input.positionCS, Color);
#endif
#ifdef ASE_FOG
#ifdef TERRAIN_SPLAT_ADDPASS
Color.rgb = MixFogColor(Color.rgb, half3(0,0,0), inputData.fogCoord);
#else
Color.rgb = MixFog(Color.rgb, inputData.fogCoord);
#endif
#endif
#if defined( ASE_DEPTH_WRITE_ON )
outputDepth = DeviceDepth;
#endif
#ifdef _WRITE_RENDERING_LAYERS
outRenderingLayers = EncodeMeshRenderingLayer();
#endif
#if defined( ASE_OPAQUE_KEEP_ALPHA )
return half4( Color, Alpha );
#else
return half4( Color, OutputAlpha( Alpha, isTransparent ) );
#endif
}
ENDHLSL
}
}
CustomEditor "AtmosphericHeightFog.MaterialGUI"
FallBack "Hidden/Shader Graph/FallbackError"
Fallback Off
}
/*ASEBEGIN
Version=19904
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Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;879;-3136,-4864;Half;False;Property;_HeightFogGlobal;_HeightFogGlobal;42;1;[HideInInspector];Create;False;0;0;0;True;0;False;1;1;1;1;0;1;FLOAT;0
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WireConnection;1041;2;1050;86
WireConnection;1041;3;1050;87
ASEEND*/
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m_ObjectHideFlags: 0
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m_Name: Height Fog Preset
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- _FogAxisMode: 1
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- _SkyboxFogHeight: 1
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// Made with Amplify Shader Editor v1.9.8.2
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "BOXOPHOBIC/Atmospherics/Height Fog Preset"
{
Properties
{
[HideInInspector] _IsHeightFogPreset( "_IsHeightFogPreset", Float ) = 1
[HideInInspector] _IsHeightFogShader( "_IsHeightFogShader", Float ) = 1
[StyledBanner(Height Fog Preset)] _Banner( "[ Banner ]", Float ) = 1
[StyledCategory(Fog Settings, 5, 10)] _FogCat( "[ FogCat]", Float ) = 1
_FogIntensity( "Fog Intensity", Range( 0, 1 ) ) = 1
[Enum(X Axis,0,Y Axis,1,Z Axis,2)] _FogAxisMode( "Fog Axis Mode", Float ) = 1
[Enum(Multiply Distance And Height,0,Additive Distance And Height,1)] _FogLayersMode( "Fog Layers Mode", Float ) = 0
[Enum(Perspective,0,Orthographic,1,Both,2)] _FogCameraMode( "Fog Camera 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 ) = 0
_FogDistanceEnd( "Fog Distance End", Float ) = 100
_FogDistanceFalloff( "Fog Distance Falloff", Range( 1, 8 ) ) = 2
[Space(10)] _FogHeightStart( "Fog Height Start", Float ) = 0
_FogHeightEnd( "Fog Height End", Float ) = 100
_FogHeightFalloff( "Fog Height Falloff", Range( 1, 8 ) ) = 2
[Space(10)] _FarDistanceHeight( "Far Distance Height", Float ) = 0
_FarDistanceOffset( "Far Distance Offset", Float ) = 0
[StyledCategory(Skybox Settings)] _SkyboxCat( "[ SkyboxCat ]", Float ) = 1
_SkyboxFogIntensity( "Skybox Fog Intensity", Range( 0, 1 ) ) = 1
_SkyboxFogHeight( "Skybox Fog Height", Range( 0, 8 ) ) = 1
_SkyboxFogFalloff( "Skybox Fog Falloff", Range( 1, 8 ) ) = 1
_SkyboxFogOffset( "Skybox Fog Offset", Range( -1, 1 ) ) = 0
_SkyboxFogBottom( "Skybox Fog Bottom", Range( 0, 1 ) ) = 0
_SkyboxFogFill( "Skybox Fog Fill", Range( 0, 1 ) ) = 1
[StyledCategory(Directional Settings)] _DirectionalCat( "[ DirectionalCat ]", Float ) = 1
[HDR] _DirectionalColor( "Directional Color", Color ) = ( 1, 0.7793103, 0.5, 1 )
_DirectionalIntensity( "Directional Intensity", Range( 0, 1 ) ) = 1
_DirectionalFalloff( "Directional Falloff", Range( 1, 8 ) ) = 2
[HideInInspector] _DirectionalDir( "Directional Dir", Vector ) = ( 0, 0, 0, 0 )
[StyledCategory(Noise Settings)] _NoiseCat( "[ NoiseCat ]", Float ) = 1
_NoiseIntensity( "Noise Intensity", Range( 0, 1 ) ) = 1
_NoiseMin( "Noise Min", Float ) = 0
_NoiseMax( "Noise Max", Float ) = 1
_NoiseScale( "Noise Scale", Float ) = 30
[StyledVector(15)] _NoiseSpeed( "Noise Speed", Vector ) = ( 0.5, 0, 0.5, 0 )
[Space(10)] _NoiseDistanceEnd( "Noise Distance End", Float ) = 50
[HideInInspector] _NoiseModeBlend( "_NoiseModeBlend", Float ) = 1
[StyledCategory(Advanced Settings)] _AdvancedCat( "[ AdvancedCat ]", Float ) = 1
_JitterIntensity( "Jitter Intensity", Float ) = 1
}
SubShader
{
Tags { "RenderType"="Overlay" "Queue"="Overlay" }
LOD 0
CGINCLUDE
#pragma target 3.0
ENDCG
Blend SrcAlpha OneMinusSrcAlpha
AlphaToMask Off
Cull Off
ColorMask RGBA
ZWrite Off
ZTest Always
Pass
{
Name "Unlit"
CGPROGRAM
#define ASE_VERSION 19802
#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 _IsHeightFogShader;
uniform half4 _FogColorStart;
uniform half3 _DirectionalDir;
uniform half _FogColorDuo;
uniform half _FogHeightFalloff;
uniform half4 _FogColorEnd;
uniform half _SkyboxFogOffset;
uniform half _SkyboxFogFill;
uniform half _DirectionalIntensity;
uniform half _DirectionalFalloff;
uniform half _NoiseModeBlend;
uniform half4 _DirectionalColor;
uniform half _SkyboxFogIntensity;
uniform half _FogDistanceFalloff;
uniform half _FogHeightStart;
uniform half _SkyboxFogFalloff;
uniform half _IsHeightFogPreset;
uniform half _NoiseIntensity;
uniform half _NoiseScale;
uniform half _FogIntensity;
uniform float4 _FogAxisOption;
uniform half _JitterIntensity;
uniform half _DirectionalCat;
uniform half _NoiseCat;
uniform half _NoiseDistanceEnd;
uniform half3 _NoiseSpeed;
uniform half _NoiseMin;
uniform half _NoiseMax;
uniform half _AdvancedCat;
uniform half _FogAxisMode;
uniform half _FogCameraMode;
uniform half _FogLayersMode;
uniform half _FarDistanceOffset;
uniform half _FarDistanceHeight;
uniform half _SkyboxFogHeight;
uniform half _SkyboxFogBottom;
uniform half _FogDistanceStart;
uniform half _FogDistanceEnd;
uniform half _FogHeightEnd;
uniform half _SkyboxCat;
uniform half _Banner;
uniform half _FogCat;
v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
float3 vertexValue = float3(0, 0, 0);
#if ASE_ABSOLUTE_VERTEX_POS
vertexValue = v.vertex.xyz;
#endif
vertexValue = vertexValue;
#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 "AtmosphericHeightFog.MaterialGUI"
Fallback Off
}
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Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;74;-3072,-3584;Half;False;Property;_FogHeightEnd;Fog Height End;16;0;Create;True;0;0;0;True;0;False;100;200;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;627;-3024,-4864;Half;False;Property;_SkyboxCat;[ SkyboxCat ];20;0;Create;True;0;0;0;True;1;StyledCategory(Skybox Settings);False;1;1;1;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;558;-3328,-4864;Half;False;Property;_Banner;[ Banner ];2;0;Create;True;0;0;0;True;1;StyledBanner(Height Fog Preset);False;1;1;1;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;626;-3168,-4864;Half;False;Property;_FogCat;[ FogCat];3;0;Create;True;0;0;0;True;1;StyledCategory(Fog Settings, 5, 10);False;1;1;1;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;383;-320,-4352;Float;False;True;-1;2;AtmosphericHeightFog.MaterialGUI;0;5;BOXOPHOBIC/Atmospherics/Height Fog Preset;0770190933193b94aaa3065e307002fa;True;Unlit;0;0;Unlit;2;False;True;2;5;False;;10;False;;0;5;False;;10;False;;True;0;False;;0;False;;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;2;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;2;False;;True;7;False;;True;False;0;False;;0;False;;True;2;RenderType=Overlay=RenderType;Queue=Overlay=Queue=0;True;2;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;0;;0;0;Standard;1;Vertex Position,InvertActionOnDeselection;1;0;0;1;True;False;;False;0
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;612;-3326,-4480;Inherit;False;3198.742;100;Props;0;;0.497,1,0,1;0;0
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;557;-3328,-4992;Inherit;False;1022.024;100;Drawers / Settings;0;;1,0.4980392,0,1;0;0
ASEEND*/
//CHKSM=484B4139280918C1932ABD776A25E57FB86A72B2

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fileFormatVersion: 2
guid: a3a3bc8785681554d9558e2ea68f100e
timeCreated: 1567415769
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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// Made with Amplify Shader Editor v1.9.9.4
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "BOXOPHOBIC/Atmospherics/Height Fog Standalone"
{
Properties
{
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[StyledBanner(Height Fog Standalone)] _Banner( "Banner", Float ) = 0
[StyledCategory(Fog Settings, 5, 10)] _FogCat( "[ Fog Cat]", 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
[Enum(Perspective,0,Orthographic,1,Both,2)] _FogCameraMode( "Fog Camera Mode", Float ) = 0
[HDR][Space(10)] _FogColorStart( "Fog Color Start", Color ) = ( 0.4411765, 0.722515, 1, 0 )
[HDR] _FogColorEnd( "Fog Color End", Color ) = ( 0.4411765, 0.722515, 1, 0 )
_FogColorDuo( "Fog Color Duo", Range( 0, 1 ) ) = 1
[Space(10)] _FogDistanceStart( "Fog Distance Start", Float ) = 0
_FogDistanceEnd( "Fog Distance End", Float ) = 100
_FogDistanceFalloff( "Fog Distance Falloff", Range( 1, 8 ) ) = 2
[Space(10)] _FogHeightStart( "Fog Height Start", Float ) = 0
_FogHeightEnd( "Fog Height End", Float ) = 100
_FogHeightFalloff( "Fog Height Falloff", Range( 1, 8 ) ) = 2
[Space(10)] _FarDistanceHeight( "Far Distance Height", Float ) = 0
_FarDistanceOffset( "Far Distance Offset", Float ) = 0
[StyledCategory(Skybox Settings)] _SkyboxCat( "[ Skybox Cat ]", Float ) = 1
_SkyboxFogIntensity( "Skybox Fog Intensity", Range( 0, 1 ) ) = 0
_SkyboxFogHeight( "Skybox Fog Height", Range( 0, 8 ) ) = 1
_SkyboxFogFalloff( "Skybox Fog Falloff", Range( 1, 8 ) ) = 2
_SkyboxFogOffset( "Skybox Fog Offset", Range( -1, 1 ) ) = 0
_SkyboxFogBottom( "Skybox Fog Bottom", Range( 0, 1 ) ) = 0
_SkyboxFogFill( "Skybox Fog Fill", Range( 0, 1 ) ) = 0
[StyledCategory(Directional Settings)] _DirectionalCat( "[ Directional Cat ]", Float ) = 1
[HDR] _DirectionalColor( "Directional Color", Color ) = ( 1, 0.8280286, 0.6084906, 0 )
_DirectionalIntensity( "Directional Intensity", Range( 0, 1 ) ) = 1
_DirectionalFalloff( "Directional Falloff", Range( 1, 8 ) ) = 2
[StyledVector(18)] _DirectionalDir( "Directional Dir", Vector ) = ( 1, 1, 1, 0 )
[StyledCategory(Noise Settings)] _NoiseCat( "[ Noise Cat ]", Float ) = 1
_NoiseIntensity( "Noise Intensity", Range( 0, 1 ) ) = 1
_NoiseMin( "Noise Min", Range( 0, 1 ) ) = 0
_NoiseMax( "Noise Max", Range( 0, 1 ) ) = 1
_NoiseScale( "Noise Scale", Float ) = 30
[StyledVector(18)] _NoiseSpeed( "Noise Speed", Vector ) = ( 0.5, 0.5, 0, 0 )
[Space(10)] _NoiseDistanceEnd( "Noise Distance End", Float ) = 200
[StyledCategory(Advanced Settings)] _AdvancedCat( "[ Advanced Cat ]", Float ) = 1
_JitterIntensity( "Jitter Intensity", Float ) = 0
[HideInInspector] _FogAxisOption( "_FogAxisOption", Vector ) = ( 0, 0, 0, 0 )
[HideInInspector] _HeightFogStandalone( "_HeightFogStandalone", Float ) = 1
[HideInInspector] _IsHeightFogShader( "_IsHeightFogShader", Float ) = 1
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
//_TessMin( "Tess Min Distance", Float ) = 10
//_TessMax( "Tess Max Distance", Float ) = 25
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
[HideInInspector] _QueueControl("_QueueControl", Float) = -1
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 0
[HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Unlit" }
Cull Front
AlphaToMask Off
HLSLINCLUDE
#pragma target 3.0
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible
#if ( SHADER_TARGET > 35 ) && defined( SHADER_API_GLES3 )
#error For WebGL2/GLES3, please set your shader target to 3.5 via SubShader options. URP shaders in ASE use target 4.5 by default.
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
#ifndef ASE_TESS_FUNCS
#define ASE_TESS_FUNCS
float4 FixedTess( float tessValue )
{
return tessValue;
}
float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
{
float3 wpos = mul(o2w,vertex).xyz;
float dist = distance (wpos, cameraPos);
float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
return f;
}
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
{
float4 tess;
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
return tess;
}
float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
{
float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
float len = distance(wpos0, wpos1);
float f = max(len * scParams.y / (edgeLen * dist), 1.0);
return f;
}
float DistanceFromPlane (float3 pos, float4 plane)
{
float d = dot (float4(pos,1.0f), plane);
return d;
}
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
{
float4 planeTest;
planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
return !all (planeTest);
}
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
{
float3 f;
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
return CalcTriEdgeTessFactors (f);
}
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
return tess;
}
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
{
tess = 0.0f;
}
else
{
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
}
return tess;
}
#endif //ASE_TESS_FUNCS
ENDHLSL
Pass
{
Name "Forward"
Tags { "LightMode"="UniversalForwardOnly" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZWrite Off
ZTest Always
ZClip False
Offset 0,0
ColorMask RGBA
HLSLPROGRAM
#pragma multi_compile_local _RECEIVE_SHADOWS_OFF
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_VERSION 19904
#define ASE_SRP_VERSION 170200
#define REQUIRE_DEPTH_TEXTURE 1
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS SHADERPASS_UNLIT
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
#define ASE_NEEDS_WORLD_POSITION
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_SCREEN_POSITION
#pragma multi_compile_local AHF_CAMERAMODE_PERSPECTIVE AHF_CAMERAMODE_ORTHOGRAPHIC AHF_CAMERAMODE_BOTH
//Atmospheric Height Fog Defines
//#define AHF_DISABLE_NOISE3D
//#define AHF_DISABLE_DIRECTIONAL
//#define AHF_DISABLE_SKYBOXFOG
//#define AHF_DISABLE_FALLOFF
//#define AHF_DEBUG_WORLDPOS
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
#define ASE_SV_DEPTH SV_DepthLessEqual
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
#else
#define ASE_SV_DEPTH SV_Depth
#define ASE_SV_POSITION_QUALIFIERS
#endif
struct Attributes
{
float4 positionOS : POSITION;
half3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 positionWSAndFogFactor : TEXCOORD0;
half3 normalWS : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
half4 _DirectionalColor;
half4 _FogColorStart;
half4 _FogColorEnd;
half3 _NoiseSpeed;
half3 _DirectionalDir;
half3 _FogAxisOption;
half _SkyboxFogOffset;
half _FogIntensity;
half _NoiseIntensity;
half _NoiseDistanceEnd;
half _FarDistanceHeight;
half _SkyboxFogFalloff;
half _NoiseMax;
half _NoiseMin;
half _SkyboxFogBottom;
half _NoiseScale;
half _FogLayersMode;
half _FogHeightFalloff;
half _FogHeightStart;
float _FarDistanceOffset;
half _SkyboxFogHeight;
half _FogHeightEnd;
float _Banner;
half _SkyboxFogFill;
half _HeightFogStandalone;
half _IsHeightFogShader;
half _FogCameraMode;
half _FogDistanceStart;
half _FogDistanceEnd;
half _FogDistanceFalloff;
half _FogColorDuo;
half _JitterIntensity;
half _DirectionalIntensity;
half _DirectionalFalloff;
half _FogCat;
half _SkyboxCat;
half _DirectionalCat;
half _NoiseCat;
half _AdvancedCat;
half _FogAxisMode;
half _SkyboxFogIntensity;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
float4 mod289( float4 x )
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
float4 perm( float4 x )
{
return mod289(((x * 34.0) + 1.0) * x);
}
float SimpleNoise3D( float3 p )
{
float3 a = floor(p);
float3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
float4 k1 = perm(b.xyxy);
float4 k2 = perm(k1.xyxy + b.zzww);
float4 c = k2 + a.zzzz;
float4 k3 = perm(c);
float4 k4 = perm(c + 1.0);
float4 o1 = frac(k3 * (1.0 / 41.0));
float4 o2 = frac(k4 * (1.0 / 41.0));
float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
PackedVaryings VertexFunction( Attributes input )
{
PackedVaryings output = (PackedVaryings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.ase_texcoord2 = input.positionOS;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
input.positionOS.xyz = vertexValue;
#else
input.positionOS.xyz += vertexValue;
#endif
input.normalOS = input.normalOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS );
float fogFactor = 0;
#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
#endif
output.positionCS = vertexInput.positionCS;
output.positionWSAndFogFactor = float4( vertexInput.positionWS, fogFactor );
output.normalWS = normalInput.normalWS;
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
half3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( Attributes input )
{
VertexControl output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
return VertexFunction(output);
}
#else
PackedVaryings vert ( Attributes input )
{
return VertexFunction( input );
}
#endif
half4 frag ( PackedVaryings input
#if defined( ASE_DEPTH_WRITE_ON )
,out float outputDepth : ASE_SV_DEPTH
#endif
#ifdef _WRITE_RENDERING_LAYERS
, out uint outRenderingLayers : SV_Target1
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
#if defined( _SURFACE_TYPE_TRANSPARENT )
const bool isTransparent = true;
#else
const bool isTransparent = false;
#endif
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade( input.positionCS );
#endif
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
float4 shadowCoord = TransformWorldToShadowCoord( input.positionWSAndFogFactor.xyz );
#else
float4 shadowCoord = float4(0, 0, 0, 0);
#endif
float3 PositionWS = input.positionWSAndFogFactor.xyz;
float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
half3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
float4 ShadowCoord = shadowCoord;
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
float4 ScreenPos = ComputeScreenPos( ClipPos );
half3 NormalWS = normalize( input.normalWS );
float depthLinearEye218_g1067 = LinearEyeDepth( SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ), _ZBufferParams );
float4 unityObjectToClipPos224_g1067 = TransformWorldToHClip( TransformObjectToWorld( ( input.ase_texcoord2.xyz ).xyz ) );
float4 computeScreenPos225_g1067 = ComputeScreenPos( unityObjectToClipPos224_g1067 );
half3 WorldPosFromDepth_SRP567_g1067 = ( _WorldSpaceCameraPos - ( depthLinearEye218_g1067 * ( ( _WorldSpaceCameraPos - PositionWS ) / computeScreenPos225_g1067.w ) ) );
float3 objToView587_g1067 = TransformWorldToView( TransformObjectToWorld(input.ase_texcoord2.xyz) );
float depth01_572_g1067 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy );
float lerpResult577_g1067 = lerp( ( 1.0 - depth01_572_g1067 ) , depth01_572_g1067 , saturate( _ProjectionParams.x ));
float lerpResult579_g1067 = lerp( _ProjectionParams.y , _ProjectionParams.z , lerpResult577_g1067);
float3 appendResult582_g1067 = (float3(objToView587_g1067.x , objToView587_g1067.y , -lerpResult579_g1067));
float3 viewToWorld583_g1067 = mul( UNITY_MATRIX_I_V, float4( appendResult582_g1067, 1.0 ) ).xyz;
half3 WorldPosFromDepth_SRP_Ortho584_g1067 = viewToWorld583_g1067;
float3 lerpResult593_g1067 = lerp( WorldPosFromDepth_SRP567_g1067 , WorldPosFromDepth_SRP_Ortho584_g1067 , ( unity_OrthoParams.w + ( _FogCameraMode * 0.0 ) ));
#if defined( AHF_CAMERAMODE_PERSPECTIVE )
float3 staticSwitch598_g1067 = WorldPosFromDepth_SRP567_g1067;
#elif defined( AHF_CAMERAMODE_ORTHOGRAPHIC )
float3 staticSwitch598_g1067 = WorldPosFromDepth_SRP_Ortho584_g1067;
#elif defined( AHF_CAMERAMODE_BOTH )
float3 staticSwitch598_g1067 = lerpResult593_g1067;
#else
float3 staticSwitch598_g1067 = WorldPosFromDepth_SRP567_g1067;
#endif
half3 WorldPosFromDepth253_g1067 = staticSwitch598_g1067;
float3 WorldPosition2_g1067 = WorldPosFromDepth253_g1067;
float temp_output_7_0_g1070 = _FogDistanceStart;
float temp_output_155_0_g1067 = saturate( ( ( distance( WorldPosition2_g1067 , _WorldSpaceCameraPos ) - temp_output_7_0_g1070 ) / ( _FogDistanceEnd - temp_output_7_0_g1070 ) ) );
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch467_g1067 = temp_output_155_0_g1067;
#else
float staticSwitch467_g1067 = ( 1.0 - pow( ( 1.0 - abs( temp_output_155_0_g1067 ) ) , _FogDistanceFalloff ) );
#endif
half FogDistanceMask12_g1067 = staticSwitch467_g1067;
float3 lerpResult258_g1067 = lerp( (_FogColorStart).rgb , (_FogColorEnd).rgb , ( ( FogDistanceMask12_g1067 * FogDistanceMask12_g1067 * FogDistanceMask12_g1067 ) * _FogColorDuo ));
float3 normalizeResult318_g1067 = normalize( ( WorldPosition2_g1067 - _WorldSpaceCameraPos ) );
float dotResult145_g1067 = dot( normalizeResult318_g1067 , _DirectionalDir );
float4 ScreenPos3_g1069 = ScreenPos;
float2 UV13_g1069 = ( ( (ScreenPos3_g1069).xy / (ScreenPos3_g1069).z ) * (_ScaledScreenParams).xy );
float3 Magic14_g1069 = float3( 0.06711056, 0.00583715, 52.98292 );
float dotResult16_g1069 = dot( UV13_g1069 , (Magic14_g1069).xy );
float lerpResult494_g1067 = lerp( 0.0 , frac( ( frac( dotResult16_g1069 ) * (Magic14_g1069).z ) ) , ( _JitterIntensity * 0.1 ));
half Jitter502_g1067 = lerpResult494_g1067;
float temp_output_140_0_g1067 = ( saturate( (( dotResult145_g1067 + Jitter502_g1067 )*0.5 + 0.5) ) * _DirectionalIntensity );
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch470_g1067 = temp_output_140_0_g1067;
#else
float staticSwitch470_g1067 = pow( abs( temp_output_140_0_g1067 ) , _DirectionalFalloff );
#endif
float DirectionalMask30_g1067 = staticSwitch470_g1067;
float3 lerpResult40_g1067 = lerp( lerpResult258_g1067 , (_DirectionalColor).rgb , DirectionalMask30_g1067);
#ifdef AHF_DISABLE_DIRECTIONAL
float3 staticSwitch442_g1067 = lerpResult258_g1067;
#else
float3 staticSwitch442_g1067 = lerpResult40_g1067;
#endif
half3 Input_Color6_g1068 = staticSwitch442_g1067;
#ifdef UNITY_COLORSPACE_GAMMA
float3 staticSwitch1_g1068 = Input_Color6_g1068;
#else
float3 staticSwitch1_g1068 = ( Input_Color6_g1068 * ( ( Input_Color6_g1068 * ( ( Input_Color6_g1068 * 0.305306 ) + 0.6821711 ) ) + 0.01252288 ) );
#endif
float3 temp_output_256_0_g1067 = staticSwitch1_g1068;
half Drawers696_g1067 = ( _FogCat + _SkyboxCat + _DirectionalCat + _NoiseCat + _AdvancedCat );
#ifdef AHF_DUMMY
float3 staticSwitch702_g1067 = ( temp_output_256_0_g1067 + Drawers696_g1067 );
#else
float3 staticSwitch702_g1067 = temp_output_256_0_g1067;
#endif
half3 Final_Color462_g1067 = staticSwitch702_g1067;
half3 AHF_FogAxisOption181_g1067 = ( _FogAxisOption + ( _FogAxisMode * 0.0 ) );
float3 break159_g1067 = ( WorldPosition2_g1067 * AHF_FogAxisOption181_g1067 );
float temp_output_7_0_g1071 = _FogDistanceEnd;
float temp_output_643_0_g1067 = saturate( ( ( distance( WorldPosition2_g1067 , _WorldSpaceCameraPos ) - temp_output_7_0_g1071 ) / ( ( _FogDistanceEnd + _FarDistanceOffset ) - temp_output_7_0_g1071 ) ) );
half FogDistanceMaskFar645_g1067 = ( temp_output_643_0_g1067 * temp_output_643_0_g1067 );
float lerpResult614_g1067 = lerp( _FogHeightEnd , ( _FogHeightEnd + _FarDistanceHeight ) , FogDistanceMaskFar645_g1067);
float temp_output_7_0_g1072 = lerpResult614_g1067;
float temp_output_167_0_g1067 = saturate( ( ( ( break159_g1067.x + break159_g1067.y + break159_g1067.z ) - temp_output_7_0_g1072 ) / ( _FogHeightStart - temp_output_7_0_g1072 ) ) );
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch468_g1067 = temp_output_167_0_g1067;
#else
float staticSwitch468_g1067 = pow( abs( temp_output_167_0_g1067 ) , _FogHeightFalloff );
#endif
half FogHeightMask16_g1067 = staticSwitch468_g1067;
float lerpResult328_g1067 = lerp( ( FogDistanceMask12_g1067 * FogHeightMask16_g1067 ) , saturate( ( FogDistanceMask12_g1067 + FogHeightMask16_g1067 ) ) , _FogLayersMode);
float mulTime204_g1067 = _TimeParameters.x * 2.0;
float3 temp_output_197_0_g1067 = ( ( WorldPosition2_g1067 * ( 1.0 / _NoiseScale ) ) + ( -_NoiseSpeed * mulTime204_g1067 ) );
float3 p1_g1076 = temp_output_197_0_g1067;
float localSimpleNoise3D1_g1076 = SimpleNoise3D( p1_g1076 );
float temp_output_7_0_g1075 = _NoiseMin;
float temp_output_7_0_g1074 = _NoiseDistanceEnd;
half NoiseDistanceMask7_g1067 = saturate( ( ( distance( WorldPosition2_g1067 , _WorldSpaceCameraPos ) - temp_output_7_0_g1074 ) / ( 0.0 - temp_output_7_0_g1074 ) ) );
float lerpResult198_g1067 = lerp( 1.0 , saturate( ( ( localSimpleNoise3D1_g1076 - temp_output_7_0_g1075 ) / ( _NoiseMax - temp_output_7_0_g1075 ) ) ) , ( NoiseDistanceMask7_g1067 * _NoiseIntensity ));
half NoiseSimplex3D24_g1067 = lerpResult198_g1067;
#ifdef AHF_DISABLE_NOISE3D
float staticSwitch42_g1067 = lerpResult328_g1067;
#else
float staticSwitch42_g1067 = ( lerpResult328_g1067 * NoiseSimplex3D24_g1067 );
#endif
float temp_output_454_0_g1067 = ( staticSwitch42_g1067 * _FogIntensity );
float3 normalizeResult169_g1067 = normalize( ( WorldPosition2_g1067 - _WorldSpaceCameraPos ) );
float3 break170_g1067 = ( normalizeResult169_g1067 * AHF_FogAxisOption181_g1067 );
float temp_output_449_0_g1067 = ( ( break170_g1067.x + break170_g1067.y + break170_g1067.z ) + -_SkyboxFogOffset );
float temp_output_7_0_g1073 = _SkyboxFogHeight;
float temp_output_176_0_g1067 = saturate( ( ( abs( temp_output_449_0_g1067 ) - temp_output_7_0_g1073 ) / ( 0.0 - temp_output_7_0_g1073 ) ) );
float saferPower309_g1067 = abs( temp_output_176_0_g1067 );
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch469_g1067 = temp_output_176_0_g1067;
#else
float staticSwitch469_g1067 = pow( saferPower309_g1067 , _SkyboxFogFalloff );
#endif
float lerpResult179_g1067 = lerp( saturate( ( staticSwitch469_g1067 + ( _SkyboxFogBottom * step( temp_output_449_0_g1067 , 0.0 ) ) ) ) , 1.0 , _SkyboxFogFill);
half SkyboxFogHeightMask108_g1067 = ( lerpResult179_g1067 * _SkyboxFogIntensity );
float depth01_118_g1067 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy );
#ifdef UNITY_REVERSED_Z
float staticSwitch123_g1067 = depth01_118_g1067;
#else
float staticSwitch123_g1067 = ( 1.0 - depth01_118_g1067 );
#endif
half SkyboxFogMask95_g1067 = ( 1.0 - ceil( staticSwitch123_g1067 ) );
float lerpResult112_g1067 = lerp( temp_output_454_0_g1067 , SkyboxFogHeightMask108_g1067 , SkyboxFogMask95_g1067);
#ifdef AHF_DISABLE_SKYBOXFOG
float staticSwitch455_g1067 = temp_output_454_0_g1067;
#else
float staticSwitch455_g1067 = lerpResult112_g1067;
#endif
#ifdef AHF_DUMMY
float staticSwitch705_g1067 = ( staticSwitch455_g1067 + Drawers696_g1067 );
#else
float staticSwitch705_g1067 = staticSwitch455_g1067;
#endif
half Final_Alpha463_g1067 = staticSwitch705_g1067;
float4 appendResult114_g1067 = (float4(Final_Color462_g1067 , Final_Alpha463_g1067));
float4 appendResult457_g1067 = (float4(WorldPosition2_g1067 , 1.0));
#ifdef AHF_DEBUG_WORLDPOS
float4 staticSwitch456_g1067 = appendResult457_g1067;
#else
float4 staticSwitch456_g1067 = appendResult114_g1067;
#endif
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = (staticSwitch456_g1067).xyz;
float Alpha = (staticSwitch456_g1067).w;
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
#if defined( ASE_DEPTH_WRITE_ON )
float DeviceDepth = input.positionCS.z;
#endif
#if defined( _ALPHATEST_ON )
AlphaDiscard( Alpha, AlphaClipThreshold );
#endif
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS)
ShadowCoord = TransformWorldToShadowCoord( PositionWS );
#endif
InputData inputData = (InputData)0;
inputData.positionWS = PositionWS;
inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w );
inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
inputData.normalWS = NormalWS;
inputData.viewDirectionWS = ViewDirWS;
#if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV);
Color.rgb *= aoFactor.directAmbientOcclusion;
#endif
#ifdef ASE_FOG
inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.positionWSAndFogFactor.w);
#endif
#if defined(_DBUFFER)
ApplyDecalToBaseColor(input.positionCS, Color);
#endif
#ifdef ASE_FOG
#ifdef TERRAIN_SPLAT_ADDPASS
Color.rgb = MixFogColor(Color.rgb, half3(0,0,0), inputData.fogCoord);
#else
Color.rgb = MixFog(Color.rgb, inputData.fogCoord);
#endif
#endif
#if defined( ASE_DEPTH_WRITE_ON )
outputDepth = DeviceDepth;
#endif
#ifdef _WRITE_RENDERING_LAYERS
outRenderingLayers = EncodeMeshRenderingLayer();
#endif
#if defined( ASE_OPAQUE_KEEP_ALPHA )
return half4( Color, Alpha );
#else
return half4( Color, OutputAlpha( Alpha, isTransparent ) );
#endif
}
ENDHLSL
}
}
CustomEditor "AtmosphericHeightFog.MaterialGUI"
FallBack "Hidden/Shader Graph/FallbackError"
Fallback Off
}
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{
"name": "Boxophobic.AtmosphericHeightFog.Runtime",
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// Cristian Pop - https://boxophobic.com/
namespace AtmosphericHeightFog
{
public enum FogMode
{
UseScriptSettings = 10,
UsePresetSettings = 15,
UseTimeOfDay = 20,
}
public enum FogRendering
{
RenderAsGlobalOverlay = 10,
AffectMaterialsOnly = 20,
}
public enum FogAxisMode
{
XAxis = 0,
YAxis = 1,
ZAxis = 2,
}
public enum FogCameraMode
{
Perspective = 0,
Orthographic = 1,
Both = 2,
}
public enum FogLayersMode
{
MultiplyDistanceAndHeight = 10,
AdditiveDistanceAndHeight = 20,
}
public enum FogTriggerMode
{
UseSceneCameraInEditMode = 10,
AlwaysUseTriggerPoint = 20,
}
}

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// Cristian Pop - https://boxophobic.com/
using UnityEngine;
using Boxophobic.StyledGUI;
using UnityEngine.Serialization;
namespace AtmosphericHeightFog
{
[RequireComponent(typeof(MeshRenderer))]
[RequireComponent(typeof(MeshFilter))]
[ExecuteInEditMode]
public class HeightFogGlobal : StyledMonoBehaviour
{
[StyledBanner(0.55f, 0.75f, 1f, "Height Fog Global", "", "https://docs.google.com/document/d/1pIzIHIZ-cSh2ykODSZCbAPtScJ4Jpuu7lS3rNEHCLbc/edit#heading=h.kfvqsi6kusw4")]
public bool styledBanner;
[StyledCategory("Render Settings", 5, 10)]
public bool categoryRender;
public FogRendering renderMode = FogRendering.RenderAsGlobalOverlay;
[StyledCategory("Scene Settings")]
public bool categoryScene;
public Camera mainCamera;
public Light mainDirectional;
[StyledCategory("Preset Settings")]
public bool categoryMode;
public FogMode fogMode = FogMode.UseScriptSettings;
[StyledMessage("Info", "The Preset feature requires a material using the BOXOPHOBIC > Atmospherics > Fog Preset shader.", 10, 0)]
public bool messagePreset = false;
[StyledMessage("Info", "The Time Of Day feature works by interpolating two Fog Preset materials using the BOXOPHOBIC > Atmospherics > Fog Preset shader. Please note that not all material properties can be interpolated properly!", 10, 0)]
public bool messageTimeOfDay = false;
[Space(10)]
public Material presetMaterial;
[Space(10)]
public Material presetDay;
public Material presetNight;
[Space(10)]
[Range(0, 1)]
public float timeOfDay = 0;
[StyledCategory("Fog Settings")]
public bool categoryFog;
[Range(0, 1)]
public float fogIntensity = 1;
[Space(10)]
public FogAxisMode fogAxisMode = FogAxisMode.YAxis;
public FogLayersMode fogLayersMode = FogLayersMode.MultiplyDistanceAndHeight;
public FogCameraMode fogCameraMode = FogCameraMode.Perspective;
[Space(10)]
[FormerlySerializedAs("fogColor")]
[ColorUsage(false, true)]
public Color fogColorStart = new Color(0.5f, 0.75f, 1.0f, 1.0f);
[ColorUsage(false, true)]
public Color fogColorEnd = new Color(0.75f, 1f, 1.25f, 1.0f);
[Range(0f, 1f)]
public float fogColorDuo = 0;
[Space(10)]
public float fogDistanceStart = 0;
public float fogDistanceEnd = 100;
[Range(1, 8)]
public float fogDistanceFalloff = 1;
[Space(10)]
public float fogHeightStart = 0;
public float fogHeightEnd = 100;
[Range(1f, 8f)]
public float fogHeightFalloff = 1;
[Space(10)]
public float farDistanceHeight = 0;
public float farDistanceOffset = 0;
[StyledCategory("Skybox Settings")]
public bool categorySkybox;
[Range(0, 1)]
public float skyboxFogIntensity = 1;
[Range(0, 8)]
public float skyboxFogHeight = 1;
[Range(1, 8)]
public float skyboxFogFalloff = 1;
[Range(-1, 1)]
public float skyboxFogOffset = 0;
[Range(0, 1)]
public float skyboxFogBottom = 0;
[Range(0, 1)]
public float skyboxFogFill = 0;
[StyledCategory("Directional Settings")]
public bool categoryDirectional;
[Range(0, 1)]
public float directionalIntensity = 1;
[Range(1, 8)]
public float directionalFalloff = 1;
[ColorUsage(false, true)]
public Color directionalColor = new Color(1f, 0.75f, 0.5f, 1f);
[StyledCategory("Noise Settings")]
public bool categoryNoise;
[Range(0, 1)]
public float noiseIntensity = 1;
[Range(0, 1)]
public float noiseMin = 0;
[Range(0, 1)]
public float noiseMax = 1;
public float noiseScale = 30;
public Vector3 noiseSpeed = new Vector3(0.5f, 0f, 0.5f);
[Space(10)]
public float noiseDistanceEnd = 200;
[StyledCategory("Advanced Settings")]
public bool categoryAdvanced;
public float jitterIntensity = 0;
public int renderPriority = 1;
[Space(10)]
public bool manualPositionAndScale = false;
[StyledSpace(5)]
public bool styledSpace0;
Material localMaterial;
Material blendMaterial;
Material globalMaterial;
Material missingMaterial;
Material currentMaterial;
MeshRenderer meshRenderer;
[HideInInspector]
public Material overrideMaterial;
[HideInInspector]
public float overrideCamToVolumeDistance = 1f;
[HideInInspector]
public float overrideVolumeDistanceFade = 0f;
[HideInInspector]
public int version = 0;
void OnEnable()
{
gameObject.name = "Height Fog Global";
if (!manualPositionAndScale)
{
gameObject.transform.position = Vector3.zero;
gameObject.transform.rotation = Quaternion.identity;
}
GetCamera();
GetDirectional();
if (mainCamera != null)
{
if (mainCamera.depthTextureMode != DepthTextureMode.Depth || mainCamera.depthTextureMode != DepthTextureMode.DepthNormals)
{
mainCamera.depthTextureMode = DepthTextureMode.Depth;
}
}
else
{
Debug.Log("[Atmospheric Height Fog] Camera not found! Make sure you have a camera in the scene or your camera has the MainCamera tag!");
}
var sphereMesh = Resources.GetBuiltinResource<Mesh>("Sphere.fbx");
gameObject.GetComponent<MeshFilter>().sharedMesh = sphereMesh;
localMaterial = new Material(Shader.Find("BOXOPHOBIC/Atmospherics/Height Fog Preset"));
localMaterial.name = "Local";
overrideMaterial = new Material(localMaterial);
overrideMaterial.name = "Override";
blendMaterial = new Material(localMaterial);
blendMaterial.name = "Blend";
globalMaterial = new Material(Shader.Find("Hidden/BOXOPHOBIC/Atmospherics/Height Fog Global"));
globalMaterial.name = "Height Fog Global";
// Set HDRP Settings
globalMaterial.EnableKeyword("_SURFACE_TYPE_TRANSPARENT");
globalMaterial.SetFloat("_AlphaDstBlend", 10);
globalMaterial.SetFloat("_CullMode", 1);
globalMaterial.SetFloat("_CullModeForward", 1);
globalMaterial.SetFloat("_RenderQueueType", 4);
globalMaterial.SetFloat("_DstBlend", 10);
globalMaterial.SetFloat("_StencilRefDepth", 1);
globalMaterial.SetFloat("_StencilWriteMask", 6);
globalMaterial.SetFloat("_StencilWriteMaskDepth", 9);
globalMaterial.SetFloat("_StencilWriteMaskGBuffer", 15);
globalMaterial.SetFloat("_StencilWriteMaskMV", 41);
globalMaterial.SetFloat("_ZTestDepthEqualForOpaque", 8);
missingMaterial = Resources.Load<Material>("Height Fog Preset");
meshRenderer = gameObject.GetComponent<MeshRenderer>();
meshRenderer.sharedMaterial = globalMaterial;
meshRenderer.enabled = true;
Shader.SetGlobalFloat("AHF_Enabled", 1);
}
void OnDisable()
{
gameObject.GetComponent<MeshRenderer>().enabled = false;
Shader.SetGlobalFloat("AHF_Enabled", 0);
}
void Update()
{
if (mainCamera == null)
{
Debug.Log("[Atmospheric Height Fog] " + "Make sure you set scene camera tag to Main Camera for the fog to work!");
return;
}
if (!manualPositionAndScale)
{
SetFogSphereSize();
SetFogSpherePosition();
}
if (renderMode == FogRendering.RenderAsGlobalOverlay)
{
meshRenderer.enabled = true;
}
else
{
meshRenderer.enabled = false;
}
currentMaterial = localMaterial;
if (fogMode == FogMode.UseScriptSettings)
{
SetLocalMaterial();
messageTimeOfDay = false;
messagePreset = false;
}
else if (fogMode == FogMode.UsePresetSettings)
{
if (presetMaterial != null && presetMaterial.HasProperty("_IsHeightFogPreset"))
{
currentMaterial = presetMaterial;
messagePreset = false;
}
else
{
currentMaterial = missingMaterial;
messagePreset = true;
}
messageTimeOfDay = false;
}
else if (fogMode == FogMode.UseTimeOfDay)
{
if (presetDay != null && presetDay.HasProperty("_IsHeightFogPreset") && presetNight != null && presetNight.HasProperty("_IsHeightFogPreset"))
{
currentMaterial.Lerp(presetDay, presetNight, timeOfDay);
messageTimeOfDay = false;
}
else
{
currentMaterial = missingMaterial;
messageTimeOfDay = true;
}
messagePreset = false;
}
if (mainDirectional != null)
{
currentMaterial.SetVector("_DirectionalDir", -mainDirectional.transform.forward);
}
else
{
currentMaterial.SetVector("_DirectionalDir", Vector4.zero);
}
if (overrideCamToVolumeDistance > overrideVolumeDistanceFade)
{
blendMaterial.CopyPropertiesFromMaterial(currentMaterial);
}
else if (overrideCamToVolumeDistance < overrideVolumeDistanceFade)
{
var lerp = 1 - (overrideCamToVolumeDistance / overrideVolumeDistanceFade);
blendMaterial.Lerp(currentMaterial, overrideMaterial, lerp);
}
SetGlobalMaterials();
SetRenderQueue();
}
void GetCamera()
{
if (mainCamera == null)
{
mainCamera = Camera.main;
}
}
void GetDirectional()
{
if (mainDirectional == null)
{
#if UNITY_2023_1_OR_NEWER
var allLights = FindObjectsByType<Light>(FindObjectsSortMode.None);
#else
var allLights = FindObjectsOfType<Light>();
#endif
var intensity = 0.0f;
for (int i = 0; i < allLights.Length; i++)
{
if (allLights[i].type == LightType.Directional)
{
if (allLights[i].intensity > intensity)
{
mainDirectional = allLights[i];
}
}
}
}
}
void SetLocalMaterial()
{
localMaterial.SetFloat("_FogIntensity", fogIntensity);
localMaterial.SetColor("_FogColorStart", fogColorStart);
localMaterial.SetColor("_FogColorEnd", fogColorEnd);
localMaterial.SetFloat("_FogColorDuo", fogColorDuo);
localMaterial.SetFloat("_FogDistanceStart", fogDistanceStart);
localMaterial.SetFloat("_FogDistanceEnd", fogDistanceEnd);
localMaterial.SetFloat("_FogDistanceFalloff", fogDistanceFalloff);
localMaterial.SetFloat("_FogHeightStart", fogHeightStart);
localMaterial.SetFloat("_FogHeightEnd", fogHeightEnd);
localMaterial.SetFloat("_FogHeightFalloff", fogHeightFalloff);
localMaterial.SetFloat("_FarDistanceHeight", farDistanceHeight);
localMaterial.SetFloat("_FarDistanceOffset", farDistanceOffset);
localMaterial.SetFloat("_SkyboxFogIntensity", skyboxFogIntensity);
localMaterial.SetFloat("_SkyboxFogHeight", skyboxFogHeight);
localMaterial.SetFloat("_SkyboxFogFalloff", skyboxFogFalloff);
localMaterial.SetFloat("_SkyboxFogOffset", skyboxFogOffset);
localMaterial.SetFloat("_SkyboxFogBottom", skyboxFogBottom);
localMaterial.SetFloat("_SkyboxFogFill", skyboxFogFill);
localMaterial.SetFloat("_DirectionalIntensity", directionalIntensity);
localMaterial.SetFloat("_DirectionalFalloff", directionalFalloff);
localMaterial.SetColor("_DirectionalColor", directionalColor);
localMaterial.SetFloat("_NoiseIntensity", noiseIntensity);
localMaterial.SetFloat("_NoiseMin", noiseMin);
localMaterial.SetFloat("_NoiseMax", noiseMax);
localMaterial.SetFloat("_NoiseScale", noiseScale);
localMaterial.SetVector("_NoiseSpeed", noiseSpeed);
localMaterial.SetFloat("_NoiseDistanceEnd", noiseDistanceEnd);
localMaterial.SetFloat("_JitterIntensity", jitterIntensity);
if (fogAxisMode == FogAxisMode.XAxis)
{
localMaterial.SetVector("_FogAxisOption", new Vector4(1, 0, 0, 0));
}
else if (fogAxisMode == FogAxisMode.YAxis)
{
localMaterial.SetVector("_FogAxisOption", new Vector4(0, 1, 0, 0));
}
else if (fogAxisMode == FogAxisMode.ZAxis)
{
localMaterial.SetVector("_FogAxisOption", new Vector4(0, 0, 1, 0));
}
if (fogLayersMode == FogLayersMode.MultiplyDistanceAndHeight)
{
localMaterial.SetFloat("_FogLayersMode", 0.0f);
}
else
{
localMaterial.SetFloat("_FogLayersMode", 1.0f);
}
if (fogCameraMode == FogCameraMode.Perspective)
{
localMaterial.SetFloat("_FogCameraMode", 0.0f);
}
else if (fogCameraMode == FogCameraMode.Orthographic)
{
localMaterial.SetFloat("_FogCameraMode", 1.0f);
}
else if (fogCameraMode == FogCameraMode.Both)
{
localMaterial.SetFloat("_FogCameraMode", 2.0f);
}
}
void SetGlobalMaterials()
{
if (blendMaterial.HasProperty("_IsHeightFogPreset") == false)
{
return;
}
Shader.SetGlobalFloat("AHF_FogIntensity", blendMaterial.GetFloat("_FogIntensity"));
Shader.SetGlobalVector("AHF_FogAxisOption", blendMaterial.GetVector("_FogAxisOption"));
Shader.SetGlobalFloat("AHF_FogLayersMode", blendMaterial.GetFloat("_FogLayersMode"));
Shader.SetGlobalColor("AHF_FogColorStart", blendMaterial.GetColor("_FogColorStart"));
Shader.SetGlobalColor("AHF_FogColorEnd", blendMaterial.GetColor("_FogColorEnd"));
Shader.SetGlobalFloat("AHF_FogColorDuo", blendMaterial.GetFloat("_FogColorDuo"));
Shader.SetGlobalFloat("AHF_FogDistanceStart", blendMaterial.GetFloat("_FogDistanceStart"));
Shader.SetGlobalFloat("AHF_FogDistanceEnd", blendMaterial.GetFloat("_FogDistanceEnd"));
Shader.SetGlobalFloat("AHF_FogDistanceFalloff", blendMaterial.GetFloat("_FogDistanceFalloff"));
Shader.SetGlobalFloat("AHF_FogHeightStart", blendMaterial.GetFloat("_FogHeightStart"));
Shader.SetGlobalFloat("AHF_FogHeightEnd", blendMaterial.GetFloat("_FogHeightEnd"));
Shader.SetGlobalFloat("AHF_FogHeightFalloff", blendMaterial.GetFloat("_FogHeightFalloff"));
Shader.SetGlobalFloat("AHF_FarDistanceHeight", blendMaterial.GetFloat("_FarDistanceHeight"));
Shader.SetGlobalFloat("AHF_FarDistanceOffset", blendMaterial.GetFloat("_FarDistanceOffset"));
Shader.SetGlobalFloat("AHF_SkyboxFogIntensity", blendMaterial.GetFloat("_SkyboxFogIntensity"));
Shader.SetGlobalFloat("AHF_SkyboxFogHeight", blendMaterial.GetFloat("_SkyboxFogHeight"));
Shader.SetGlobalFloat("AHF_SkyboxFogFalloff", blendMaterial.GetFloat("_SkyboxFogFalloff"));
Shader.SetGlobalFloat("AHF_SkyboxFogOffset", blendMaterial.GetFloat("_SkyboxFogOffset"));
Shader.SetGlobalFloat("AHF_SkyboxFogBottom", blendMaterial.GetFloat("_SkyboxFogBottom"));
Shader.SetGlobalFloat("AHF_SkyboxFogFill", blendMaterial.GetFloat("_SkyboxFogFill"));
Shader.SetGlobalVector("AHF_DirectionalDir", blendMaterial.GetVector("_DirectionalDir"));
Shader.SetGlobalFloat("AHF_DirectionalIntensity", blendMaterial.GetFloat("_DirectionalIntensity"));
Shader.SetGlobalFloat("AHF_DirectionalFalloff", blendMaterial.GetFloat("_DirectionalFalloff"));
Shader.SetGlobalColor("AHF_DirectionalColor", blendMaterial.GetColor("_DirectionalColor"));
Shader.SetGlobalFloat("AHF_NoiseIntensity", blendMaterial.GetFloat("_NoiseIntensity"));
Shader.SetGlobalFloat("AHF_NoiseMin", blendMaterial.GetFloat("_NoiseMin"));
Shader.SetGlobalFloat("AHF_NoiseMax", blendMaterial.GetFloat("_NoiseMax"));
Shader.SetGlobalFloat("AHF_NoiseScale", blendMaterial.GetFloat("_NoiseScale"));
Shader.SetGlobalVector("AHF_NoiseSpeed", blendMaterial.GetVector("_NoiseSpeed"));
Shader.SetGlobalFloat("AHF_NoiseDistanceEnd", blendMaterial.GetFloat("_NoiseDistanceEnd"));
Shader.SetGlobalFloat("AHF_JitterIntensity", blendMaterial.GetFloat("_JitterIntensity"));
var cameraMode = blendMaterial.GetInt("_FogCameraMode");
if (cameraMode == 0)
{
Shader.EnableKeyword("AHF_CAMERAMODE_PERSPECTIVE");
Shader.DisableKeyword("AHF_CAMERAMODE_ORTHOGRAPHIC");
Shader.DisableKeyword("AHF_CAMERAMODE_BOTH");
}
else if (cameraMode == 1)
{
Shader.DisableKeyword("AHF_CAMERAMODE_PERSPECTIVE");
Shader.EnableKeyword("AHF_CAMERAMODE_ORTHOGRAPHIC");
Shader.DisableKeyword("AHF_CAMERAMODE_BOTH");
}
else if (cameraMode == 2)
{
Shader.DisableKeyword("AHF_CAMERAMODE_ORTHOGRAPHIC");
Shader.DisableKeyword("AHF_CAMERAMODE_PERSPECTIVE");
Shader.EnableKeyword("AHF_CAMERAMODE_BOTH");
}
}
void SetFogSphereSize()
{
var cameraFar = mainCamera.farClipPlane - 1;
gameObject.transform.localScale = new Vector3(cameraFar, cameraFar, cameraFar);
}
void SetFogSpherePosition()
{
transform.position = mainCamera.transform.position;
}
void SetRenderQueue()
{
globalMaterial.renderQueue = 3000 + renderPriority;
}
}
}

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// Cristian Pop - https://boxophobic.com/
using UnityEngine;
using Boxophobic.StyledGUI;
using UnityEngine.Serialization;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace AtmosphericHeightFog
{
[ExecuteInEditMode]
[HelpURL("https://docs.google.com/document/d/1pIzIHIZ-cSh2ykODSZCbAPtScJ4Jpuu7lS3rNEHCLbc/edit#heading=h.hd5jt8lucuqq")]
public class HeightFogOverride : StyledMonoBehaviour
{
[StyledBanner(0.55f, 0.75f, 1f, "Height Fog Override", "", "https://docs.google.com/document/d/1pIzIHIZ-cSh2ykODSZCbAPtScJ4Jpuu7lS3rNEHCLbc/edit#heading=h.hd5jt8lucuqq")]
public bool styledBanner;
[StyledMessage("Info", "The Height Fog Global object is missing from your scene! Please add it before using the Height Fog Override component!", 5, 0)]
public bool messageNoHeightFogGlobal = false;
[StyledCategory("Volume Settings", 5, 10)]
public bool categoryVolume;
public FogTriggerMode volumeTriggerMode = FogTriggerMode.UseSceneCameraInEditMode;
public Transform volumeTriggerPoint;
public float volumeDistanceFade = 3;
public Color volumeGizmoColor = Color.white;
[StyledCategory("Scene Settings")]
public bool categoryScene;
public Light mainDirectional;
[StyledCategory("Preset Settings")]
public bool categoryMode;
public FogMode fogMode = FogMode.UseScriptSettings;
[StyledMessage("Info", "The Preset feature requires a material using the BOXOPHOBIC > Atmospherics > Fog Preset shader.", 10, 0)]
public bool messagePreset = false;
[StyledMessage("Info", "The Time Of Day feature works by interpolating two Fog Preset materials using the BOXOPHOBIC > Atmospherics > Fog Preset shader. Please note that not all material properties can be interpolated properly!", 10, 0)]
public bool messageTimeOfDay = false;
[Space(10)]
public Material presetMaterial;
[Space(10)]
public Material presetDay;
public Material presetNight;
[Space(10)]
[Range(0, 1)]
public float timeOfDay = 0;
[StyledCategory("Fog Settings")]
public bool categoryFog;
[Range(0, 1)]
public float fogIntensity = 1;
[Space(10)]
public FogAxisMode fogAxisMode = FogAxisMode.YAxis;
public FogLayersMode fogLayersMode = FogLayersMode.MultiplyDistanceAndHeight;
public FogCameraMode fogCameraMode = FogCameraMode.Perspective;
[Space(10)]
[FormerlySerializedAs("fogColor")]
[ColorUsage(false, true)]
public Color fogColorStart = new Color(0.5f, 0.75f, 0.0f, 1.0f);
[ColorUsage(false, true)]
public Color fogColorEnd = new Color(0.75f, 1f, 0.0f, 1.0f);
[Range(0, 1)]
public float fogColorDuo = 0;
[Space(10)]
public float fogDistanceStart = -100;
public float fogDistanceEnd = 100;
[Range(1, 8)]
public float fogDistanceFalloff = 1;
[Space(10)]
public float fogHeightStart = 0;
public float fogHeightEnd = 100;
[Range(1f, 8f)]
public float fogHeightFalloff = 1;
[Space(10)]
public float farDistanceHeight = 0;
public float farDistanceOffset = 0;
[StyledCategory("Skybox Settings")]
public bool categorySkybox;
[Range(0, 1)]
public float skyboxFogIntensity = 1;
[Range(0, 1)]
public float skyboxFogHeight = 1;
[Range(1, 8)]
public float skyboxFogFalloff = 1;
[Range(-1, 1)]
public float skyboxFogOffset = 0;
[Range(0, 1)]
public float skyboxFogBottom = 0;
[Range(0, 1)]
public float skyboxFogFill = 0;
[StyledCategory("Directional Settings")]
public bool categoryDirectional;
[Range(0, 1)]
public float directionalIntensity = 1;
[Range(1, 8)]
public float directionalFalloff = 1;
[ColorUsage(false, true)]
public Color directionalColor = new Color(1f, 0.75f, 0.5f, 1f);
[StyledCategory("Noise Settings")]
public bool categoryNoise;
[Range(0, 1)]
public float noiseIntensity = 1;
[Range(0, 1)]
public float noiseMin = 0;
[Range(0, 1)]
public float noiseMax = 1;
public float noiseScale = 30;
public Vector3 noiseSpeed = new Vector3(0.5f, 0f, 0.5f);
[Space(10)]
public float noiseDistanceEnd = 200;
[StyledCategory("Advanced Settings")]
public bool categoryAdvanced;
public float jitterIntensity = 0;
[StyledSpace(5)]
public bool styledSpace0;
Material localMaterial;
Material missingMaterial;
Material currentMaterial;
Collider volumeCollider;
HeightFogGlobal globalFog = null;
bool distanceSent = false;
[HideInInspector]
public int version = 0;
void Start()
{
volumeCollider = GetComponent<Collider>();
if (volumeCollider == null)
{
Debug.Log("[Atmospheric Height Fog] Please create override volumes from the GameObject menu > BOXOPHOBIC > Atmospheric Height Fog > Override!");
DestroyImmediate(this);
}
if (GameObject.Find("Height Fog Global") != null)
{
GameObject globalFogGO = GameObject.Find("Height Fog Global");
globalFog = globalFogGO.GetComponent<HeightFogGlobal>();
messageNoHeightFogGlobal = false;
}
else
{
messageNoHeightFogGlobal = true;
}
GetDirectional();
localMaterial = new Material(Shader.Find("BOXOPHOBIC/Atmospherics/Height Fog Preset"));
localMaterial.name = "Local";
missingMaterial = Resources.Load<Material>("Height Fog Preset");
SetLocalMaterial();
}
void OnDisable()
{
if (globalFog != null)
{
globalFog.overrideCamToVolumeDistance = 1;
globalFog.overrideVolumeDistanceFade = 0;
}
}
void OnDestroy()
{
if (globalFog != null)
{
globalFog.overrideCamToVolumeDistance = 1;
globalFog.overrideVolumeDistanceFade = 0;
}
}
void Update()
{
GetCameraAsTriggerPoint();
if (volumeTriggerPoint == null || globalFog == null)
{
return;
}
currentMaterial = localMaterial;
if (fogMode == FogMode.UseScriptSettings)
{
SetLocalMaterial();
messageTimeOfDay = false;
messagePreset = false;
}
else if (fogMode == FogMode.UsePresetSettings)
{
if (presetMaterial != null && presetMaterial.HasProperty("_IsHeightFogPreset"))
{
currentMaterial = presetMaterial;
messagePreset = false;
}
else
{
currentMaterial = missingMaterial;
messagePreset = true;
}
messageTimeOfDay = false;
}
else if (fogMode == FogMode.UseTimeOfDay)
{
if (presetDay != null && presetDay.HasProperty("_IsHeightFogPreset") && presetNight != null && presetNight.HasProperty("_IsHeightFogPreset"))
{
currentMaterial.Lerp(presetDay, presetNight, timeOfDay);
messageTimeOfDay = false;
}
else
{
currentMaterial = missingMaterial;
messageTimeOfDay = true;
}
messagePreset = false;
}
if (mainDirectional != null)
{
currentMaterial.SetVector("_DirectionalDir", -mainDirectional.transform.forward);
}
else
{
currentMaterial.SetVector("_DirectionalDir", Vector4.zero);
}
Vector3 triggerPoint = volumeTriggerPoint.position;
#if UNITY_EDITOR
if (!Application.isPlaying && volumeTriggerMode == FogTriggerMode.UseSceneCameraInEditMode)
{
if (SceneView.lastActiveSceneView != null)
{
triggerPoint = SceneView.lastActiveSceneView.camera.transform.position;
}
}
#endif
Vector3 closestPos = volumeCollider.ClosestPoint(triggerPoint);
float dist = Vector3.Distance(triggerPoint, closestPos);
if (dist > volumeDistanceFade && distanceSent == false)
{
globalFog.overrideCamToVolumeDistance = Mathf.Infinity;
distanceSent = true;
}
else if (dist < volumeDistanceFade)
{
globalFog.overrideMaterial = currentMaterial;
globalFog.overrideCamToVolumeDistance = dist;
globalFog.overrideVolumeDistanceFade = volumeDistanceFade;
distanceSent = false;
}
}
void OnDrawGizmos()
{
if (volumeCollider == null)
{
return;
}
var color = volumeGizmoColor;
var mul = 1.0f;
if (volumeCollider.GetType() == typeof(BoxCollider))
{
var col = GetComponent<BoxCollider>();
Gizmos.color = new Color(color.r * mul, color.g * mul, color.b * mul, color.a);
Gizmos.DrawWireCube(transform.position, new Vector3(transform.lossyScale.x * col.size.x, transform.lossyScale.y * col.size.y, transform.lossyScale.z * col.size.z));
Gizmos.color = new Color(color.r * mul, color.g * mul, color.b * mul, color.a * 0.5f);
Gizmos.DrawWireCube(transform.position, new Vector3(transform.lossyScale.x * col.size.x + (volumeDistanceFade * 2), transform.lossyScale.y * col.size.y + (volumeDistanceFade * 2), transform.lossyScale.z * col.size.z + (volumeDistanceFade * 2)));
}
else
{
var col = GetComponent<SphereCollider>();
var scale = Mathf.Max(Mathf.Max(gameObject.transform.localScale.x, gameObject.transform.localScale.y), gameObject.transform.localScale.z);
Gizmos.color = new Color(color.r * mul, color.g * mul, color.b * mul, color.a);
Gizmos.DrawWireSphere(transform.position, col.radius * scale);
Gizmos.color = new Color(color.r * mul, color.g * mul, color.b * mul, color.a * 0.5f);
Gizmos.DrawWireSphere(transform.position, col.radius * scale + volumeDistanceFade);
}
}
void GetCameraAsTriggerPoint()
{
if (volumeTriggerPoint == null)
{
volumeTriggerPoint = Camera.main.transform;
}
}
void GetDirectional()
{
if (mainDirectional == null)
{
#if UNITY_2023_1_OR_NEWER
var allLights = FindObjectsByType<Light>(FindObjectsSortMode.None);
#else
var allLights = FindObjectsOfType<Light>();
#endif
var intensity = 0.0f;
for (int i = 0; i < allLights.Length; i++)
{
if (allLights[i].type == LightType.Directional)
{
if (allLights[i].intensity > intensity)
{
mainDirectional = allLights[i];
}
}
}
}
}
void SetLocalMaterial()
{
localMaterial.SetFloat("_FogIntensity", fogIntensity);
localMaterial.SetColor("_FogColorStart", fogColorStart);
localMaterial.SetColor("_FogColorEnd", fogColorEnd);
localMaterial.SetFloat("_FogColorDuo", fogColorDuo);
localMaterial.SetFloat("_FogDistanceStart", fogDistanceStart);
localMaterial.SetFloat("_FogDistanceEnd", fogDistanceEnd);
localMaterial.SetFloat("_FogDistanceFalloff", fogDistanceFalloff);
localMaterial.SetFloat("_FogHeightStart", fogHeightStart);
localMaterial.SetFloat("_FogHeightEnd", fogHeightEnd);
localMaterial.SetFloat("_FogHeightFalloff", fogHeightFalloff);
localMaterial.SetFloat("_FarDistanceHeight", farDistanceHeight);
localMaterial.SetFloat("_FarDistanceOffset", farDistanceOffset);
localMaterial.SetFloat("_SkyboxFogIntensity", skyboxFogIntensity);
localMaterial.SetFloat("_SkyboxFogHeight", skyboxFogHeight);
localMaterial.SetFloat("_SkyboxFogFalloff", skyboxFogFalloff);
localMaterial.SetFloat("_SkyboxFogOffset", skyboxFogOffset);
localMaterial.SetFloat("_SkyboxFogBottom", skyboxFogFill);
localMaterial.SetFloat("_SkyboxFogFill", skyboxFogFill);
localMaterial.SetFloat("_DirectionalIntensity", directionalIntensity);
localMaterial.SetFloat("_DirectionalFalloff", directionalFalloff);
localMaterial.SetColor("_DirectionalColor", directionalColor);
localMaterial.SetFloat("_NoiseIntensity", noiseIntensity);
localMaterial.SetFloat("_NoiseMin", noiseMin);
localMaterial.SetFloat("_NoiseMax", noiseMax);
localMaterial.SetFloat("_NoiseScale", noiseScale);
localMaterial.SetVector("_NoiseSpeed", noiseSpeed);
localMaterial.SetFloat("_NoiseDistanceEnd", noiseDistanceEnd);
localMaterial.SetFloat("_JitterIntensity", jitterIntensity);
if (fogAxisMode == FogAxisMode.XAxis)
{
localMaterial.SetVector("_FogAxisOption", new Vector4(1, 0, 0, 0));
}
else if (fogAxisMode == FogAxisMode.YAxis)
{
localMaterial.SetVector("_FogAxisOption", new Vector4(0, 1, 0, 0));
}
else if (fogAxisMode == FogAxisMode.ZAxis)
{
localMaterial.SetVector("_FogAxisOption", new Vector4(0, 0, 1, 0));
}
if (fogLayersMode == FogLayersMode.MultiplyDistanceAndHeight)
{
localMaterial.SetFloat("_FogLayersMode", 0.0f);
}
else
{
localMaterial.SetFloat("_FogLayersMode", 1.0f);
}
if (fogCameraMode == FogCameraMode.Perspective)
{
localMaterial.SetFloat("_FogCameraMode", 0.0f);
}
else if (fogCameraMode == FogCameraMode.Orthographic)
{
localMaterial.SetFloat("_FogCameraMode", 1.0f);
}
else if (fogCameraMode == FogCameraMode.Both)
{
localMaterial.SetFloat("_FogCameraMode", 2.0f);
}
}
}
}

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// Made with Amplify Shader Editor v1.9.8.2
// 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
#define ASE_VERSION 19802
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
#include "UnityShaderVariables.cginc"
#define ASE_NEEDS_FRAG_COLOR
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
//Atmospheric Height Fog Defines
//#define AHF_DISABLE_NOISE3D
//#define AHF_DISABLE_DIRECTIONAL
//#define AHF_DISABLE_SKYBOXFOG
//#define AHF_DISABLE_FALLOFF
//#define AHF_DEBUG_WORLDPOS
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;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float4 mask : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
float4 ase_texcoord3 : TEXCOORD3;
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
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_FarDistanceHeight;
uniform float AHF_FarDistanceOffset;
uniform half AHF_FogHeightStart;
uniform half AHF_FogHeightFalloff;
uniform half AHF_FogLayersMode;
uniform half AHF_NoiseScale;
uniform half3 AHF_NoiseSpeed;
uniform half AHF_NoiseMin;
uniform half AHF_NoiseMax;
uniform half AHF_NoiseDistanceEnd;
uniform half AHF_NoiseIntensity;
uniform half AHF_FogIntensity;
float4 mod289( float4 x )
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
float4 perm( float4 x )
{
return mod289(((x * 34.0) + 1.0) * x);
}
float SimpleNoise3D( float3 p )
{
float3 a = floor(p);
float3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
float4 k1 = perm(b.xyxy);
float4 k2 = perm(k1.xyxy + b.zzww);
float4 c = k2 + a.zzzz;
float4 k3 = perm(c);
float4 k4 = perm(c + 1.0);
float4 o1 = frac(k3 * (1.0 / 41.0));
float4 o2 = frac(k4 * (1.0 / 41.0));
float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
v2f vert(appdata_t v )
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz;
OUT.ase_texcoord3.xyz = ase_positionWS;
//setting value to unused interpolator channels and avoid initialization warnings
OUT.ase_texcoord3.w = 0;
v.vertex.xyz += float3( 0, 0, 0 ) ;
float4 vPosition = UnityObjectToClipPos(v.vertex);
OUT.worldPosition = v.vertex;
OUT.vertex = vPosition;
float2 pixelSize = vPosition.w;
pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
OUT.texcoord = v.texcoord;
OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN ) : SV_Target
{
//Round up the alpha color coming from the interpolator (to 1.0/256.0 steps)
//The incoming alpha could have numerical instability, which makes it very sensible to
//HDR color transparency blend, when it blends with the world's texture.
const half alphaPrecision = half(0xff);
const half invAlphaPrecision = half(1.0/alphaPrecision);
IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision;
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_positionWS = IN.ase_texcoord3.xyz;
float3 WorldPosition2_g1022 = ase_positionWS;
float temp_output_7_0_g1025 = AHF_FogDistanceStart;
float temp_output_155_0_g1022 = saturate( ( ( distance( WorldPosition2_g1022 , _WorldSpaceCameraPos ) - temp_output_7_0_g1025 ) / ( AHF_FogDistanceEnd - temp_output_7_0_g1025 ) ) );
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch467_g1022 = temp_output_155_0_g1022;
#else
float staticSwitch467_g1022 = ( 1.0 - pow( ( 1.0 - abs( temp_output_155_0_g1022 ) ) , AHF_FogDistanceFalloff ) );
#endif
half FogDistanceMask12_g1022 = staticSwitch467_g1022;
float3 lerpResult258_g1022 = lerp( (AHF_FogColorStart).rgb , (AHF_FogColorEnd).rgb , ( ( FogDistanceMask12_g1022 * FogDistanceMask12_g1022 * FogDistanceMask12_g1022 ) * AHF_FogColorDuo ));
float3 normalizeResult318_g1022 = normalize( ( WorldPosition2_g1022 - _WorldSpaceCameraPos ) );
float dotResult145_g1022 = dot( normalizeResult318_g1022 , AHF_DirectionalDir );
half Jitter502_g1022 = 0.0;
float temp_output_140_0_g1022 = ( saturate( (( dotResult145_g1022 + Jitter502_g1022 )*0.5 + 0.5) ) * AHF_DirectionalIntensity );
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch470_g1022 = temp_output_140_0_g1022;
#else
float staticSwitch470_g1022 = pow( abs( temp_output_140_0_g1022 ) , AHF_DirectionalFalloff );
#endif
float DirectionalMask30_g1022 = staticSwitch470_g1022;
float3 lerpResult40_g1022 = lerp( lerpResult258_g1022 , (AHF_DirectionalColor).rgb , DirectionalMask30_g1022);
#ifdef AHF_DISABLE_DIRECTIONAL
float3 staticSwitch442_g1022 = lerpResult258_g1022;
#else
float3 staticSwitch442_g1022 = lerpResult40_g1022;
#endif
half3 Input_Color6_g1023 = staticSwitch442_g1022;
#ifdef UNITY_COLORSPACE_GAMMA
float3 staticSwitch1_g1023 = Input_Color6_g1023;
#else
float3 staticSwitch1_g1023 = ( Input_Color6_g1023 * ( ( Input_Color6_g1023 * ( ( Input_Color6_g1023 * 0.305306 ) + 0.6821711 ) ) + 0.01252288 ) );
#endif
float3 temp_output_256_0_g1022 = staticSwitch1_g1023;
half3 Final_Color462_g1022 = temp_output_256_0_g1022;
half3 AHF_FogAxisOption181_g1022 = AHF_FogAxisOption;
float3 break159_g1022 = ( WorldPosition2_g1022 * AHF_FogAxisOption181_g1022 );
float temp_output_7_0_g1026 = AHF_FogDistanceEnd;
float temp_output_643_0_g1022 = saturate( ( ( distance( WorldPosition2_g1022 , _WorldSpaceCameraPos ) - temp_output_7_0_g1026 ) / ( ( AHF_FogDistanceEnd + AHF_FarDistanceOffset ) - temp_output_7_0_g1026 ) ) );
half FogDistanceMaskFar645_g1022 = ( temp_output_643_0_g1022 * temp_output_643_0_g1022 );
float lerpResult690_g1022 = lerp( AHF_FogHeightEnd , ( AHF_FogHeightEnd + AHF_FarDistanceHeight ) , FogDistanceMaskFar645_g1022);
float temp_output_7_0_g1027 = lerpResult690_g1022;
float temp_output_167_0_g1022 = saturate( ( ( ( break159_g1022.x + break159_g1022.y + break159_g1022.z ) - temp_output_7_0_g1027 ) / ( AHF_FogHeightStart - temp_output_7_0_g1027 ) ) );
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch468_g1022 = temp_output_167_0_g1022;
#else
float staticSwitch468_g1022 = pow( abs( temp_output_167_0_g1022 ) , AHF_FogHeightFalloff );
#endif
half FogHeightMask16_g1022 = staticSwitch468_g1022;
float lerpResult328_g1022 = lerp( ( FogDistanceMask12_g1022 * FogHeightMask16_g1022 ) , saturate( ( FogDistanceMask12_g1022 + FogHeightMask16_g1022 ) ) , AHF_FogLayersMode);
float mulTime204_g1022 = _Time.y * 2.0;
float3 temp_output_197_0_g1022 = ( ( WorldPosition2_g1022 * ( 1.0 / AHF_NoiseScale ) ) + ( -AHF_NoiseSpeed * mulTime204_g1022 ) );
float3 p1_g1031 = temp_output_197_0_g1022;
float localSimpleNoise3D1_g1031 = SimpleNoise3D( p1_g1031 );
float temp_output_7_0_g1030 = AHF_NoiseMin;
float temp_output_7_0_g1029 = AHF_NoiseDistanceEnd;
half NoiseDistanceMask7_g1022 = saturate( ( ( distance( WorldPosition2_g1022 , _WorldSpaceCameraPos ) - temp_output_7_0_g1029 ) / ( 0.0 - temp_output_7_0_g1029 ) ) );
float lerpResult198_g1022 = lerp( 1.0 , saturate( ( ( localSimpleNoise3D1_g1031 - temp_output_7_0_g1030 ) / ( AHF_NoiseMax - temp_output_7_0_g1030 ) ) ) , ( NoiseDistanceMask7_g1022 * AHF_NoiseIntensity ));
half NoiseSimplex3D24_g1022 = lerpResult198_g1022;
#ifdef AHF_DISABLE_NOISE3D
float staticSwitch42_g1022 = lerpResult328_g1022;
#else
float staticSwitch42_g1022 = ( lerpResult328_g1022 * NoiseSimplex3D24_g1022 );
#endif
float temp_output_454_0_g1022 = ( staticSwitch42_g1022 * AHF_FogIntensity );
half Final_Alpha463_g1022 = temp_output_454_0_g1022;
float4 appendResult114_g1022 = (float4(Final_Color462_g1022 , Final_Alpha463_g1022));
float4 appendResult457_g1022 = (float4(WorldPosition2_g1022 , 1.0));
#ifdef AHF_DEBUG_WORLDPOS
float4 staticSwitch456_g1022 = appendResult457_g1022;
#else
float4 staticSwitch456_g1022 = appendResult114_g1022;
#endif
float3 temp_output_96_86_g930 = (staticSwitch456_g1022).xyz;
float temp_output_96_87_g930 = (staticSwitch456_g1022).w;
float3 lerpResult82_g930 = lerp( (temp_output_4_0).rgb , temp_output_96_86_g930 , temp_output_96_87_g930);
float4 appendResult9 = (float4(lerpResult82_g930 , (temp_output_4_0).a));
half4 color = appendResult9;
#ifdef UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color.a *= m.x * m.y;
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
color.rgb *= color.a;
return color;
}
ENDCG
}
}
Fallback Off
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