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SnowShow 2025-04-22 16:00:45 +08:00
parent 6a89900d73
commit aa42605995
1059 changed files with 213657 additions and 0 deletions

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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;
}
if (Selection.activeGameObject != null)
{
go.transform.parent = Selection.activeGameObject.transform;
}
Selection.activeGameObject = go;
EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
}
}
}

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// 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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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 static UnityEditor.SceneView;
public class HeightFogShaderGUI : 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");
}
}
}
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 (prop.flags == MaterialProperty.PropFlags.HideInInspector)
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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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 directive
#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(i.worldPos);
return ApplyAtmosphericHeightFog(finalColor, fogParams);
*/
#ifndef ATMOSPHERIC_HEIGHT_FOG_INCLUDED
#define ATMOSPHERIC_HEIGHT_FOG_INCLUDED
//UnityCG is causing issues in shader graph
//#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
uniform half AHF_Enabled;
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;
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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);
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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_g1 = WorldPosition;
float temp_output_7_0_g1022 = AHF_FogDistanceStart;
float temp_output_155_0_g1 = saturate(((distance(WorldPosition2_g1, _WorldSpaceCameraPos) - temp_output_7_0_g1022) / (AHF_FogDistanceEnd - temp_output_7_0_g1022)));
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch467_g1 = temp_output_155_0_g1;
#else
float staticSwitch467_g1 = (1.0 - pow((1.0 - abs(temp_output_155_0_g1)), AHF_FogDistanceFalloff));
#endif
half FogDistanceMask12_g1 = staticSwitch467_g1;
float3 lerpResult258_g1 = lerp((AHF_FogColorStart).rgb, (AHF_FogColorEnd).rgb, ((FogDistanceMask12_g1 * FogDistanceMask12_g1 * FogDistanceMask12_g1) * AHF_FogColorDuo));
float3 normalizeResult318_g1 = normalize((WorldPosition2_g1 - _WorldSpaceCameraPos));
float dotResult145_g1 = dot(normalizeResult318_g1, AHF_DirectionalDir);
half Jitter502_g1 = 0.0;
float temp_output_140_0_g1 = (saturate(((dotResult145_g1 + Jitter502_g1) * 0.5 + 0.5)) * AHF_DirectionalIntensity);
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch470_g1 = temp_output_140_0_g1;
#else
float staticSwitch470_g1 = pow(abs(temp_output_140_0_g1), AHF_DirectionalFalloff);
#endif
float DirectionalMask30_g1 = staticSwitch470_g1;
float3 lerpResult40_g1 = lerp(lerpResult258_g1, (AHF_DirectionalColor).rgb, DirectionalMask30_g1);
#ifdef AHF_DISABLE_DIRECTIONAL
float3 staticSwitch442_g1 = lerpResult258_g1;
#else
float3 staticSwitch442_g1 = lerpResult40_g1;
#endif
half3 Input_Color6_g1012 = staticSwitch442_g1;
#ifdef UNITY_COLORSPACE_GAMMA
float3 staticSwitch1_g1012 = Input_Color6_g1012;
#else
float3 staticSwitch1_g1012 = (Input_Color6_g1012 * ((Input_Color6_g1012 * ((Input_Color6_g1012 * 0.305306) + 0.6821711)) + 0.01252288));
#endif
half3 Final_Color462_g1 = staticSwitch1_g1012;
half3 AHF_FogAxisOption181_g1 = AHF_FogAxisOption;
float3 break159_g1 = (WorldPosition2_g1 * AHF_FogAxisOption181_g1);
float temp_output_7_0_g1024 = AHF_FogDistanceEnd;
float temp_output_643_0_g1 = saturate(((distance(WorldPosition2_g1, _WorldSpaceCameraPos) - temp_output_7_0_g1024) / ((AHF_FogDistanceEnd + AHF_FarDistanceOffset) - temp_output_7_0_g1024)));
half FogDistanceMaskFar645_g1 = (temp_output_643_0_g1 * temp_output_643_0_g1);
float lerpResult690_g1 = lerp(AHF_FogHeightEnd, (AHF_FogHeightEnd + AHF_FarDistanceHeight), FogDistanceMaskFar645_g1);
float temp_output_7_0_g1025 = lerpResult690_g1;
float temp_output_167_0_g1 = saturate((((break159_g1.x + break159_g1.y + break159_g1.z) - temp_output_7_0_g1025) / (AHF_FogHeightStart - temp_output_7_0_g1025)));
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch468_g1 = temp_output_167_0_g1;
#else
float staticSwitch468_g1 = pow(abs(temp_output_167_0_g1), AHF_FogHeightFalloff);
#endif
half FogHeightMask16_g1 = staticSwitch468_g1;
float lerpResult328_g1 = lerp((FogDistanceMask12_g1 * FogHeightMask16_g1), saturate((FogDistanceMask12_g1 + FogHeightMask16_g1)), AHF_FogLayersMode);
float mulTime204_g1 = _Time.y * 2.0;
float3 temp_output_197_0_g1 = ((WorldPosition2_g1 * (1.0 / AHF_NoiseScale)) + (-AHF_NoiseSpeed * mulTime204_g1));
float3 p1_g1029 = temp_output_197_0_g1;
float localSimpleNoise3D1_g1029 = SimpleNoise3D(p1_g1029);
float temp_output_7_0_g1028 = AHF_NoiseMin;
float temp_output_7_0_g1027 = AHF_NoiseDistanceEnd;
half NoiseDistanceMask7_g1 = saturate(((distance(WorldPosition2_g1, _WorldSpaceCameraPos) - temp_output_7_0_g1027) / (0.0 - temp_output_7_0_g1027)));
float lerpResult198_g1 = lerp(1.0, saturate(((localSimpleNoise3D1_g1029 - temp_output_7_0_g1028) / (AHF_NoiseMax - temp_output_7_0_g1028))), (NoiseDistanceMask7_g1 * AHF_NoiseIntensity));
half NoiseSimplex3D24_g1 = lerpResult198_g1;
#ifdef AHF_DISABLE_NOISE3D
float staticSwitch42_g1 = lerpResult328_g1;
#else
float staticSwitch42_g1 = (lerpResult328_g1 * NoiseSimplex3D24_g1);
#endif
float temp_output_454_0_g1 = (staticSwitch42_g1 * AHF_FogIntensity);
half Final_Alpha463_g1 = temp_output_454_0_g1;
float4 appendResult114_g1 = (float4(Final_Color462_g1, Final_Alpha463_g1));
float4 appendResult457_g1 = (float4(WorldPosition2_g1, 1.0));
#ifdef AHF_DEBUG_WORLDPOS
float4 staticSwitch456_g1 = appendResult457_g1;
#else
float4 staticSwitch456_g1 = appendResult114_g1;
#endif
finalColor = float4(staticSwitch456_g1.xyz, staticSwitch456_g1.w * 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);
}
#endif

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// Made with Amplify Shader Editor v1.9.1.9
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Hidden/BOXOPHOBIC/Atmospherics/Height Fog Global"
{
Properties
{
[StyledCategory(Fog Settings, false, _HeightFogStandalone, 10, 10)]_FogCat("[ Fog Cat]", Float) = 1
[StyledCategory(Skybox Settings, false, _HeightFogStandalone, 10, 10)]_SkyboxCat("[ Skybox Cat ]", Float) = 1
[StyledCategory(Directional Settings, false, _HeightFogStandalone, 10, 10)]_DirectionalCat("[ Directional Cat ]", Float) = 1
[StyledCategory(Noise Settings, false, _HeightFogStandalone, 10, 10)]_NoiseCat("[ Noise Cat ]", Float) = 1
[StyledCategory(Advanced Settings, false, _HeightFogStandalone, 10, 10)]_AdvancedCat("[ Advanced Cat ]", Float) = 1
[HideInInspector]_HeightFogGlobal("_HeightFogGlobal", Float) = 1
[HideInInspector]_IsHeightFogShader("_IsHeightFogShader", Float) = 1
[ASEEnd][StyledBanner(Height Fog Global)]_Banner("[ Banner ]", Float) = 1
}
SubShader
{
Tags { "RenderType"="Overlay" "Queue"="Overlay" }
LOD 0
CGINCLUDE
#pragma target 3.0
ENDCG
Blend SrcAlpha OneMinusSrcAlpha
AlphaToMask Off
Cull Front
ColorMask RGBA
ZWrite Off
ZTest Always
ZClip False
Stencil
{
Ref 222
Comp NotEqual
Pass Zero
Fail Keep
ZFail Keep
}
Pass
{
Name "Unlit"
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
//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
{
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
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform half _IsHeightFogShader;
uniform half _HeightFogGlobal;
uniform half _Banner;
uniform half _FogCat;
uniform half _SkyboxCat;
uniform half _AdvancedCat;
uniform half _NoiseCat;
uniform half _DirectionalCat;
uniform half4 AHF_FogColorStart;
uniform half4 AHF_FogColorEnd;
UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
uniform float4 _CameraDepthTexture_TexelSize;
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_JitterIntensity;
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;
uniform half AHF_SkyboxFogOffset;
uniform half AHF_SkyboxFogHeight;
uniform half AHF_SkyboxFogFalloff;
uniform half AHF_SkyboxFogBottom;
uniform half AHF_SkyboxFogFill;
uniform 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);
}
float2 UnStereo( float2 UV )
{
#if UNITY_SINGLE_PASS_STEREO
float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex];
UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
#endif
return UV;
}
v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
float4 ase_clipPos = UnityObjectToClipPos(v.vertex);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord1 = screenPos;
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
float4 screenPos = i.ase_texcoord1;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float2 UV235_g1292 = ase_screenPosNorm.xy;
float2 localUnStereo235_g1292 = UnStereo( UV235_g1292 );
float2 break248_g1292 = localUnStereo235_g1292;
float clampDepth227_g1292 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy );
#ifdef UNITY_REVERSED_Z
float staticSwitch250_g1292 = ( 1.0 - clampDepth227_g1292 );
#else
float staticSwitch250_g1292 = clampDepth227_g1292;
#endif
float3 appendResult244_g1292 = (float3(break248_g1292.x , break248_g1292.y , staticSwitch250_g1292));
float4 appendResult220_g1292 = (float4((appendResult244_g1292*2.0 + -1.0) , 1.0));
float4 break229_g1292 = mul( unity_CameraInvProjection, appendResult220_g1292 );
float3 appendResult237_g1292 = (float3(break229_g1292.x , break229_g1292.y , break229_g1292.z));
float4 appendResult233_g1292 = (float4(( ( appendResult237_g1292 / break229_g1292.w ) * half3(1,1,-1) ) , 1.0));
float4 break245_g1292 = mul( unity_CameraToWorld, appendResult233_g1292 );
float3 appendResult239_g1292 = (float3(break245_g1292.x , break245_g1292.y , break245_g1292.z));
half3 WorldPosFromDepth_Birp566_g1292 = appendResult239_g1292;
half3 WorldPosFromDepth253_g1292 = WorldPosFromDepth_Birp566_g1292;
float3 WorldPosition2_g1292 = WorldPosFromDepth253_g1292;
float temp_output_7_0_g1295 = AHF_FogDistanceStart;
float temp_output_155_0_g1292 = saturate( ( ( distance( WorldPosition2_g1292 , _WorldSpaceCameraPos ) - temp_output_7_0_g1295 ) / ( AHF_FogDistanceEnd - temp_output_7_0_g1295 ) ) );
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch467_g1292 = temp_output_155_0_g1292;
#else
float staticSwitch467_g1292 = ( 1.0 - pow( ( 1.0 - abs( temp_output_155_0_g1292 ) ) , AHF_FogDistanceFalloff ) );
#endif
half FogDistanceMask12_g1292 = staticSwitch467_g1292;
float3 lerpResult258_g1292 = lerp( (AHF_FogColorStart).rgb , (AHF_FogColorEnd).rgb , ( ( FogDistanceMask12_g1292 * FogDistanceMask12_g1292 * FogDistanceMask12_g1292 ) * AHF_FogColorDuo ));
float3 normalizeResult318_g1292 = normalize( ( WorldPosition2_g1292 - _WorldSpaceCameraPos ) );
float dotResult145_g1292 = dot( normalizeResult318_g1292 , AHF_DirectionalDir );
float4 ScreenPos3_g1294 = screenPos;
float2 UV13_g1294 = ( ( (ScreenPos3_g1294).xy / (ScreenPos3_g1294).z ) * (_ScreenParams).xy );
float3 Magic14_g1294 = float3(0.06711056,0.00583715,52.98292);
float dotResult16_g1294 = dot( UV13_g1294 , (Magic14_g1294).xy );
float lerpResult494_g1292 = lerp( 0.0 , frac( ( frac( dotResult16_g1294 ) * (Magic14_g1294).z ) ) , ( AHF_JitterIntensity * 0.1 ));
half Jitter502_g1292 = lerpResult494_g1292;
float temp_output_140_0_g1292 = ( saturate( (( dotResult145_g1292 + Jitter502_g1292 )*0.5 + 0.5) ) * AHF_DirectionalIntensity );
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch470_g1292 = temp_output_140_0_g1292;
#else
float staticSwitch470_g1292 = pow( abs( temp_output_140_0_g1292 ) , AHF_DirectionalFalloff );
#endif
float DirectionalMask30_g1292 = staticSwitch470_g1292;
float3 lerpResult40_g1292 = lerp( lerpResult258_g1292 , (AHF_DirectionalColor).rgb , DirectionalMask30_g1292);
#ifdef AHF_DISABLE_DIRECTIONAL
float3 staticSwitch442_g1292 = lerpResult258_g1292;
#else
float3 staticSwitch442_g1292 = lerpResult40_g1292;
#endif
half3 Input_Color6_g1293 = staticSwitch442_g1292;
#ifdef UNITY_COLORSPACE_GAMMA
float3 staticSwitch1_g1293 = Input_Color6_g1293;
#else
float3 staticSwitch1_g1293 = ( Input_Color6_g1293 * ( ( Input_Color6_g1293 * ( ( Input_Color6_g1293 * 0.305306 ) + 0.6821711 ) ) + 0.01252288 ) );
#endif
half3 Final_Color462_g1292 = staticSwitch1_g1293;
half3 AHF_FogAxisOption181_g1292 = AHF_FogAxisOption;
float3 break159_g1292 = ( WorldPosition2_g1292 * AHF_FogAxisOption181_g1292 );
float temp_output_7_0_g1296 = AHF_FogDistanceEnd;
float temp_output_643_0_g1292 = saturate( ( ( distance( WorldPosition2_g1292 , _WorldSpaceCameraPos ) - temp_output_7_0_g1296 ) / ( ( AHF_FogDistanceEnd + AHF_FarDistanceOffset ) - temp_output_7_0_g1296 ) ) );
half FogDistanceMaskFar645_g1292 = ( temp_output_643_0_g1292 * temp_output_643_0_g1292 );
float lerpResult690_g1292 = lerp( AHF_FogHeightEnd , ( AHF_FogHeightEnd + AHF_FarDistanceHeight ) , FogDistanceMaskFar645_g1292);
float temp_output_7_0_g1297 = lerpResult690_g1292;
float temp_output_167_0_g1292 = saturate( ( ( ( break159_g1292.x + break159_g1292.y + break159_g1292.z ) - temp_output_7_0_g1297 ) / ( AHF_FogHeightStart - temp_output_7_0_g1297 ) ) );
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch468_g1292 = temp_output_167_0_g1292;
#else
float staticSwitch468_g1292 = pow( abs( temp_output_167_0_g1292 ) , AHF_FogHeightFalloff );
#endif
half FogHeightMask16_g1292 = staticSwitch468_g1292;
float lerpResult328_g1292 = lerp( ( FogDistanceMask12_g1292 * FogHeightMask16_g1292 ) , saturate( ( FogDistanceMask12_g1292 + FogHeightMask16_g1292 ) ) , AHF_FogLayersMode);
float mulTime204_g1292 = _Time.y * 2.0;
float3 temp_output_197_0_g1292 = ( ( WorldPosition2_g1292 * ( 1.0 / AHF_NoiseScale ) ) + ( -AHF_NoiseSpeed * mulTime204_g1292 ) );
float3 p1_g1301 = temp_output_197_0_g1292;
float localSimpleNoise3D1_g1301 = SimpleNoise3D( p1_g1301 );
float temp_output_7_0_g1300 = AHF_NoiseMin;
float temp_output_7_0_g1299 = AHF_NoiseDistanceEnd;
half NoiseDistanceMask7_g1292 = saturate( ( ( distance( WorldPosition2_g1292 , _WorldSpaceCameraPos ) - temp_output_7_0_g1299 ) / ( 0.0 - temp_output_7_0_g1299 ) ) );
float lerpResult198_g1292 = lerp( 1.0 , saturate( ( ( localSimpleNoise3D1_g1301 - temp_output_7_0_g1300 ) / ( AHF_NoiseMax - temp_output_7_0_g1300 ) ) ) , ( NoiseDistanceMask7_g1292 * AHF_NoiseIntensity ));
half NoiseSimplex3D24_g1292 = lerpResult198_g1292;
#ifdef AHF_DISABLE_NOISE3D
float staticSwitch42_g1292 = lerpResult328_g1292;
#else
float staticSwitch42_g1292 = ( lerpResult328_g1292 * NoiseSimplex3D24_g1292 );
#endif
float temp_output_454_0_g1292 = ( staticSwitch42_g1292 * AHF_FogIntensity );
float3 normalizeResult169_g1292 = normalize( ( WorldPosition2_g1292 - _WorldSpaceCameraPos ) );
float3 break170_g1292 = ( normalizeResult169_g1292 * AHF_FogAxisOption181_g1292 );
float temp_output_449_0_g1292 = ( ( break170_g1292.x + break170_g1292.y + break170_g1292.z ) + -AHF_SkyboxFogOffset );
float temp_output_7_0_g1298 = AHF_SkyboxFogHeight;
float temp_output_176_0_g1292 = saturate( ( ( abs( temp_output_449_0_g1292 ) - temp_output_7_0_g1298 ) / ( 0.0 - temp_output_7_0_g1298 ) ) );
float saferPower309_g1292 = abs( temp_output_176_0_g1292 );
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch469_g1292 = temp_output_176_0_g1292;
#else
float staticSwitch469_g1292 = pow( saferPower309_g1292 , AHF_SkyboxFogFalloff );
#endif
float lerpResult179_g1292 = lerp( saturate( ( staticSwitch469_g1292 + ( AHF_SkyboxFogBottom * step( temp_output_449_0_g1292 , 0.0 ) ) ) ) , 1.0 , AHF_SkyboxFogFill);
half SkyboxFogHeightMask108_g1292 = ( lerpResult179_g1292 * AHF_SkyboxFogIntensity );
float clampDepth118_g1292 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy );
#ifdef UNITY_REVERSED_Z
float staticSwitch123_g1292 = clampDepth118_g1292;
#else
float staticSwitch123_g1292 = ( 1.0 - clampDepth118_g1292 );
#endif
half SkyboxFogMask95_g1292 = ( 1.0 - ceil( staticSwitch123_g1292 ) );
float lerpResult112_g1292 = lerp( temp_output_454_0_g1292 , SkyboxFogHeightMask108_g1292 , SkyboxFogMask95_g1292);
#ifdef AHF_DISABLE_SKYBOXFOG
float staticSwitch455_g1292 = temp_output_454_0_g1292;
#else
float staticSwitch455_g1292 = lerpResult112_g1292;
#endif
half Final_Alpha463_g1292 = staticSwitch455_g1292;
float4 appendResult114_g1292 = (float4(Final_Color462_g1292 , Final_Alpha463_g1292));
float4 appendResult457_g1292 = (float4(WorldPosition2_g1292 , 1.0));
#ifdef AHF_DEBUG_WORLDPOS
float4 staticSwitch456_g1292 = appendResult457_g1292;
#else
float4 staticSwitch456_g1292 = appendResult114_g1292;
#endif
finalColor = staticSwitch456_g1292;
return finalColor;
}
ENDCG
}
}
CustomEditor "HeightFogShaderGUI"
Fallback Off
}
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serializedVersion: 6
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Height Fog Preset
m_Shader: {fileID: 4800000, guid: a3a3bc8785681554d9558e2ea68f100e, type: 3}
m_ShaderKeywords:
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stringTagMap: {}
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m_SavedProperties:
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m_Floats:
- _AdvancedCat: 1
- _Banner: 1
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- _DirectionalCat: 1
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- _DirectionalFalloff: 2
- _DirectionalIntensity: 1
- _DirectionalMode: 1
- _DirectionalModeBlend: 0
- _FOGG: 1
- _FogAxisMode: 1
- _FogCat: 1
- _FogColorDuo: 0
- _FogDistanceEnd: 100
- _FogDistanceFalloff: 1
- _FogDistanceStart: -100
- _FogHeightEnd: 200
- _FogHeightFalloff: 1
- _FogHeightStart: 0
- _FogIntensity: 1
- _FogLayersMode: 0
- _IsHeightFogPreset: 1
- _IsHeightFogShader: 1
- _IsStandardPipeline: 0
- _JitterIntensity: 1
- _NOISEE: 1
- _NoiseCat: 1
- _NoiseDistanceEnd: 200
- _NoiseIntensity: 1
- _NoiseMode: 2
- _NoiseModeBlend: 0
- _NoiseScale: 30
- _SKYBOXX: 1
- _SkyboxCat: 1
- _SkyboxFogBottom: 0
- _SkyboxFogFalloff: 1
- _SkyboxFogFill: 1
- _SkyboxFogHeight: 1
- _SkyboxFogIntensity: 1
- _SkyboxFogOffset: 0
- _TITLE: 1
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// Made with Amplify Shader Editor v1.9.1.5
// 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)]_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
[ASEEnd]_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
ZClip False
Pass
{
Name "Unlit"
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 worldPos : TEXCOORD0;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform half _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 half _FogDistanceStart;
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 _Banner;
uniform half _FogCat;
uniform half _SkyboxCat;
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 _FogDistanceEnd;
uniform half _FogHeightEnd;
uniform half _FarDistanceOffset;
uniform half _FarDistanceHeight;
uniform half _SkyboxFogHeight;
uniform half _SkyboxFogBottom;
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 "HeightFogShaderGUI"
Fallback Off
}
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Node;AmplifyShaderEditor.RangedFloatNode;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;626;-3168,-4864;Half;False;Property;_FogCat;[ FogCat];3;0;Create;True;0;0;0;True;1;StyledCategory(Fog Settings);False;1;1;1;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;628;-2848,-4864;Half;False;Property;_DirectionalCat;[ DirectionalCat ];27;0;Create;True;0;0;0;True;1;StyledCategory(Directional Settings);False;1;1;1;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;664;-3136,-4224;Half;False;Property;_FogCameraMode;Fog Camera Mode;7;1;[Enum];Create;True;0;3;Perspective;0;Orthographic;1;Both;2;0;True;0;False;0;1;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;659;-1904,-3328;Half;False;Property;_SkyboxFogBottom;Skybox Fog Bottom;25;0;Create;True;0;0;0;True;0;False;0;0;0;1;0;1;FLOAT;0
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//CHKSM=3446A7817C66393008326ED784959EB3B7A142A9

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guid: a3a3bc8785681554d9558e2ea68f100e
timeCreated: 1567415769
licenseType: Store
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// Made with Amplify Shader Editor v1.9.1.9
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "BOXOPHOBIC/Atmospherics/Height Fog Standalone"
{
Properties
{
[StyledBanner(Height Fog Standalone)]_Banner("Banner", Float) = 0
[StyledCategory(Fog Settings, false, _HeightFogStandalone, 10, 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
[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, false, _HeightFogStandalone, 10, 10)]_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, false, _HeightFogStandalone, 10, 10)]_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, false, _HeightFogStandalone, 10, 10)]_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, false, _HeightFogStandalone, 10, 10)]_AdvancedCat("[ Advanced Cat ]", Float) = 1
[ASEEnd]_JitterIntensity("Jitter Intensity", Float) = 0
[HideInInspector]_FogAxisOption("_FogAxisOption", Vector) = (0,0,0,0)
[HideInInspector]_HeightFogStandalone("_HeightFogStandalone", Float) = 1
[HideInInspector]_IsHeightFogShader("_IsHeightFogShader", Float) = 1
}
SubShader
{
Tags { "RenderType"="Overlay" "Queue"="Overlay" }
LOD 0
CGINCLUDE
#pragma target 3.0
ENDCG
Blend SrcAlpha OneMinusSrcAlpha
AlphaToMask Off
Cull Front
ColorMask RGBA
ZWrite Off
ZTest Always
Pass
{
Name "Unlit"
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
//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
{
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
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform float _Banner;
uniform half _IsHeightFogShader;
uniform half _HeightFogStandalone;
uniform half _FogCat;
uniform half _SkyboxCat;
uniform half _AdvancedCat;
uniform half _NoiseCat;
uniform half _DirectionalCat;
uniform half4 _FogColorStart;
uniform half4 _FogColorEnd;
UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
uniform float4 _CameraDepthTexture_TexelSize;
uniform half _FogDistanceStart;
uniform half _FogDistanceEnd;
uniform half _FogDistanceFalloff;
uniform half _FogColorDuo;
uniform half4 _DirectionalColor;
uniform half3 _DirectionalDir;
uniform half _JitterIntensity;
uniform half _DirectionalIntensity;
uniform half _DirectionalFalloff;
uniform half3 _FogAxisOption;
uniform half _FogAxisMode;
uniform half _FogHeightEnd;
uniform half _FarDistanceHeight;
uniform float _FarDistanceOffset;
uniform half _FogHeightStart;
uniform half _FogHeightFalloff;
uniform half _FogLayersMode;
uniform half _NoiseScale;
uniform half3 _NoiseSpeed;
uniform half _NoiseMin;
uniform half _NoiseMax;
uniform half _NoiseDistanceEnd;
uniform half _NoiseIntensity;
uniform half _FogIntensity;
uniform half _SkyboxFogOffset;
uniform half _SkyboxFogHeight;
uniform half _SkyboxFogFalloff;
uniform half _SkyboxFogBottom;
uniform half _SkyboxFogFill;
uniform half _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);
}
float2 UnStereo( float2 UV )
{
#if UNITY_SINGLE_PASS_STEREO
float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex];
UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
#endif
return UV;
}
v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
float4 ase_clipPos = UnityObjectToClipPos(v.vertex);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord1 = screenPos;
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
float4 screenPos = i.ase_texcoord1;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float2 UV235_g1043 = ase_screenPosNorm.xy;
float2 localUnStereo235_g1043 = UnStereo( UV235_g1043 );
float2 break248_g1043 = localUnStereo235_g1043;
float clampDepth227_g1043 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy );
#ifdef UNITY_REVERSED_Z
float staticSwitch250_g1043 = ( 1.0 - clampDepth227_g1043 );
#else
float staticSwitch250_g1043 = clampDepth227_g1043;
#endif
float3 appendResult244_g1043 = (float3(break248_g1043.x , break248_g1043.y , staticSwitch250_g1043));
float4 appendResult220_g1043 = (float4((appendResult244_g1043*2.0 + -1.0) , 1.0));
float4 break229_g1043 = mul( unity_CameraInvProjection, appendResult220_g1043 );
float3 appendResult237_g1043 = (float3(break229_g1043.x , break229_g1043.y , break229_g1043.z));
float4 appendResult233_g1043 = (float4(( ( appendResult237_g1043 / break229_g1043.w ) * half3(1,1,-1) ) , 1.0));
float4 break245_g1043 = mul( unity_CameraToWorld, appendResult233_g1043 );
float3 appendResult239_g1043 = (float3(break245_g1043.x , break245_g1043.y , break245_g1043.z));
half3 WorldPosFromDepth_Birp566_g1043 = appendResult239_g1043;
half3 WorldPosFromDepth253_g1043 = WorldPosFromDepth_Birp566_g1043;
float3 WorldPosition2_g1043 = WorldPosFromDepth253_g1043;
float temp_output_7_0_g1046 = _FogDistanceStart;
float temp_output_155_0_g1043 = saturate( ( ( distance( WorldPosition2_g1043 , _WorldSpaceCameraPos ) - temp_output_7_0_g1046 ) / ( _FogDistanceEnd - temp_output_7_0_g1046 ) ) );
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch467_g1043 = temp_output_155_0_g1043;
#else
float staticSwitch467_g1043 = ( 1.0 - pow( ( 1.0 - abs( temp_output_155_0_g1043 ) ) , _FogDistanceFalloff ) );
#endif
half FogDistanceMask12_g1043 = staticSwitch467_g1043;
float3 lerpResult258_g1043 = lerp( (_FogColorStart).rgb , (_FogColorEnd).rgb , ( ( FogDistanceMask12_g1043 * FogDistanceMask12_g1043 * FogDistanceMask12_g1043 ) * _FogColorDuo ));
float3 normalizeResult318_g1043 = normalize( ( WorldPosition2_g1043 - _WorldSpaceCameraPos ) );
float dotResult145_g1043 = dot( normalizeResult318_g1043 , _DirectionalDir );
float4 ScreenPos3_g1045 = screenPos;
float2 UV13_g1045 = ( ( (ScreenPos3_g1045).xy / (ScreenPos3_g1045).z ) * (_ScreenParams).xy );
float3 Magic14_g1045 = float3(0.06711056,0.00583715,52.98292);
float dotResult16_g1045 = dot( UV13_g1045 , (Magic14_g1045).xy );
float lerpResult494_g1043 = lerp( 0.0 , frac( ( frac( dotResult16_g1045 ) * (Magic14_g1045).z ) ) , ( _JitterIntensity * 0.1 ));
half Jitter502_g1043 = lerpResult494_g1043;
float temp_output_140_0_g1043 = ( saturate( (( dotResult145_g1043 + Jitter502_g1043 )*0.5 + 0.5) ) * _DirectionalIntensity );
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch470_g1043 = temp_output_140_0_g1043;
#else
float staticSwitch470_g1043 = pow( abs( temp_output_140_0_g1043 ) , _DirectionalFalloff );
#endif
float DirectionalMask30_g1043 = staticSwitch470_g1043;
float3 lerpResult40_g1043 = lerp( lerpResult258_g1043 , (_DirectionalColor).rgb , DirectionalMask30_g1043);
#ifdef AHF_DISABLE_DIRECTIONAL
float3 staticSwitch442_g1043 = lerpResult258_g1043;
#else
float3 staticSwitch442_g1043 = lerpResult40_g1043;
#endif
half3 Input_Color6_g1044 = staticSwitch442_g1043;
#ifdef UNITY_COLORSPACE_GAMMA
float3 staticSwitch1_g1044 = Input_Color6_g1044;
#else
float3 staticSwitch1_g1044 = ( Input_Color6_g1044 * ( ( Input_Color6_g1044 * ( ( Input_Color6_g1044 * 0.305306 ) + 0.6821711 ) ) + 0.01252288 ) );
#endif
half3 Final_Color462_g1043 = staticSwitch1_g1044;
half3 AHF_FogAxisOption181_g1043 = ( _FogAxisOption + ( _FogAxisMode * 0.0 ) );
float3 break159_g1043 = ( WorldPosition2_g1043 * AHF_FogAxisOption181_g1043 );
float temp_output_7_0_g1047 = _FogDistanceEnd;
float temp_output_643_0_g1043 = saturate( ( ( distance( WorldPosition2_g1043 , _WorldSpaceCameraPos ) - temp_output_7_0_g1047 ) / ( ( _FogDistanceEnd + _FarDistanceOffset ) - temp_output_7_0_g1047 ) ) );
half FogDistanceMaskFar645_g1043 = ( temp_output_643_0_g1043 * temp_output_643_0_g1043 );
float lerpResult614_g1043 = lerp( _FogHeightEnd , ( _FogHeightEnd + _FarDistanceHeight ) , FogDistanceMaskFar645_g1043);
float temp_output_7_0_g1048 = lerpResult614_g1043;
float temp_output_167_0_g1043 = saturate( ( ( ( break159_g1043.x + break159_g1043.y + break159_g1043.z ) - temp_output_7_0_g1048 ) / ( _FogHeightStart - temp_output_7_0_g1048 ) ) );
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch468_g1043 = temp_output_167_0_g1043;
#else
float staticSwitch468_g1043 = pow( abs( temp_output_167_0_g1043 ) , _FogHeightFalloff );
#endif
half FogHeightMask16_g1043 = staticSwitch468_g1043;
float lerpResult328_g1043 = lerp( ( FogDistanceMask12_g1043 * FogHeightMask16_g1043 ) , saturate( ( FogDistanceMask12_g1043 + FogHeightMask16_g1043 ) ) , _FogLayersMode);
float mulTime204_g1043 = _Time.y * 2.0;
float3 temp_output_197_0_g1043 = ( ( WorldPosition2_g1043 * ( 1.0 / _NoiseScale ) ) + ( -_NoiseSpeed * mulTime204_g1043 ) );
float3 p1_g1052 = temp_output_197_0_g1043;
float localSimpleNoise3D1_g1052 = SimpleNoise3D( p1_g1052 );
float temp_output_7_0_g1051 = _NoiseMin;
float temp_output_7_0_g1050 = _NoiseDistanceEnd;
half NoiseDistanceMask7_g1043 = saturate( ( ( distance( WorldPosition2_g1043 , _WorldSpaceCameraPos ) - temp_output_7_0_g1050 ) / ( 0.0 - temp_output_7_0_g1050 ) ) );
float lerpResult198_g1043 = lerp( 1.0 , saturate( ( ( localSimpleNoise3D1_g1052 - temp_output_7_0_g1051 ) / ( _NoiseMax - temp_output_7_0_g1051 ) ) ) , ( NoiseDistanceMask7_g1043 * _NoiseIntensity ));
half NoiseSimplex3D24_g1043 = lerpResult198_g1043;
#ifdef AHF_DISABLE_NOISE3D
float staticSwitch42_g1043 = lerpResult328_g1043;
#else
float staticSwitch42_g1043 = ( lerpResult328_g1043 * NoiseSimplex3D24_g1043 );
#endif
float temp_output_454_0_g1043 = ( staticSwitch42_g1043 * _FogIntensity );
float3 normalizeResult169_g1043 = normalize( ( WorldPosition2_g1043 - _WorldSpaceCameraPos ) );
float3 break170_g1043 = ( normalizeResult169_g1043 * AHF_FogAxisOption181_g1043 );
float temp_output_449_0_g1043 = ( ( break170_g1043.x + break170_g1043.y + break170_g1043.z ) + -_SkyboxFogOffset );
float temp_output_7_0_g1049 = _SkyboxFogHeight;
float temp_output_176_0_g1043 = saturate( ( ( abs( temp_output_449_0_g1043 ) - temp_output_7_0_g1049 ) / ( 0.0 - temp_output_7_0_g1049 ) ) );
float saferPower309_g1043 = abs( temp_output_176_0_g1043 );
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch469_g1043 = temp_output_176_0_g1043;
#else
float staticSwitch469_g1043 = pow( saferPower309_g1043 , _SkyboxFogFalloff );
#endif
float lerpResult179_g1043 = lerp( saturate( ( staticSwitch469_g1043 + ( _SkyboxFogBottom * step( temp_output_449_0_g1043 , 0.0 ) ) ) ) , 1.0 , _SkyboxFogFill);
half SkyboxFogHeightMask108_g1043 = ( lerpResult179_g1043 * _SkyboxFogIntensity );
float clampDepth118_g1043 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy );
#ifdef UNITY_REVERSED_Z
float staticSwitch123_g1043 = clampDepth118_g1043;
#else
float staticSwitch123_g1043 = ( 1.0 - clampDepth118_g1043 );
#endif
half SkyboxFogMask95_g1043 = ( 1.0 - ceil( staticSwitch123_g1043 ) );
float lerpResult112_g1043 = lerp( temp_output_454_0_g1043 , SkyboxFogHeightMask108_g1043 , SkyboxFogMask95_g1043);
#ifdef AHF_DISABLE_SKYBOXFOG
float staticSwitch455_g1043 = temp_output_454_0_g1043;
#else
float staticSwitch455_g1043 = lerpResult112_g1043;
#endif
half Final_Alpha463_g1043 = staticSwitch455_g1043;
float4 appendResult114_g1043 = (float4(Final_Color462_g1043 , Final_Alpha463_g1043));
float4 appendResult457_g1043 = (float4(WorldPosition2_g1043 , 1.0));
#ifdef AHF_DEBUG_WORLDPOS
float4 staticSwitch456_g1043 = appendResult457_g1043;
#else
float4 staticSwitch456_g1043 = appendResult114_g1043;
#endif
finalColor = staticSwitch456_g1043;
return finalColor;
}
ENDCG
}
}
CustomEditor "HeightFogShaderGUI"
Fallback Off
}
/*ASEBEGIN
Version=19109
Node;AmplifyShaderEditor.RangedFloatNode;1093;-3328,-4736;Inherit;False;Property;_Banner;Banner;0;0;Create;True;0;0;0;True;1;StyledBanner(Height Fog Standalone);False;0;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1106;-2880,-4736;Half;False;Property;_IsHeightFogShader;_IsHeightFogShader;44;1;[HideInInspector];Create;False;0;0;0;True;0;False;1;1;1;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;383;-3072,-4608;Float;False;True;-1;2;HeightFogShaderGUI;0;5;BOXOPHOBIC/Atmospherics/Height Fog Standalone;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;1;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;222;False;;255;False;;255;False;;6;False;;2;False;;0;False;;0;False;;7;False;;1;False;;1;False;;1;False;;False;True;2;False;;True;7;False;;True;False;0;False;;1000;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;1105;-3328,-4864;Inherit;False;919.8825;100;Drawers;0;;1,0.475862,0,1;0;0
Node;AmplifyShaderEditor.RangedFloatNode;1107;-3136,-4736;Half;False;Property;_HeightFogStandalone;_HeightFogStandalone;43;1;[HideInInspector];Create;False;0;0;0;True;0;False;1;1;1;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.FunctionNode;1154;-3328,-4608;Inherit;False;Base;1;;1043;13c50910e5b86de4097e1181ba121e0e;36,360,1,376,1,380,1,372,1,384,1,476,1,450,1,382,1,370,1,378,1,386,1,555,1,557,1,388,1,550,1,374,1,347,1,351,1,685,1,339,1,392,1,355,1,116,1,364,1,361,1,366,1,597,1,343,1,354,1,99,1,500,1,603,1,681,1,345,1,368,1,349,1;0;3;FLOAT4;113;FLOAT3;86;FLOAT;87
WireConnection;383;0;1154;113
ASEEND*/
//CHKSM=2AA2D03ED06F1BAEA546B5984F84E4BF6861D99F

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{
"name": "Boxophobic.AtmosphericHeightFog.Runtime",
"rootNamespace": "",
"references": [
"GUID:825ad574da7360d4e8aea558f272972e"
],
"includePlatforms": [],
"excludePlatforms": [],
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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,
}
}

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licenseType: Store
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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";
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;
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 float volumeDistanceFade = 3;
public Color volumeGizmoColor = Color.white;
[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, 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()
{
GetCamera();
if (mainCamera == 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 camPos = mainCamera.transform.position;
Vector3 closestPos = volumeCollider.ClosestPoint(camPos);
float dist = Vector3.Distance(camPos, 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 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", 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);
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// Made with Amplify Shader Editor v1.9.1.9
// 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
[StyledCategory(Fog Settings, false, _HeightFogStandalone, 10, 10)]_FogCat("[ Fog Cat]", Float) = 1
[StyledCategory(Skybox Settings, false, _HeightFogStandalone, 10, 10)]_SkyboxCat("[ Skybox Cat ]", Float) = 1
[StyledCategory(Directional Settings, false, _HeightFogStandalone, 10, 10)]_DirectionalCat("[ Directional Cat ]", Float) = 1
[StyledCategory(Noise Settings, false, _HeightFogStandalone, 10, 10)]_NoiseCat("[ Noise Cat ]", Float) = 1
[ASEEnd][StyledCategory(Advanced Settings, false, _HeightFogStandalone, 10, 10)]_AdvancedCat("[ Advanced Cat ]", Float) = 1
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
SubShader
{
LOD 0
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
Stencil
{
Ref [_Stencil]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
CompFront [_StencilComp]
PassFront [_StencilOp]
FailFront Keep
ZFailFront Keep
CompBack Always
PassBack Keep
FailBack Keep
ZFailBack Keep
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
#include "UnityShaderVariables.cginc"
#define ASE_NEEDS_FRAG_COLOR
//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 half _FogCat;
uniform half _SkyboxCat;
uniform half _AdvancedCat;
uniform half _NoiseCat;
uniform half _DirectionalCat;
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_worldPos = mul(unity_ObjectToWorld, float4( (v.vertex).xyz, 1 )).xyz;
OUT.ase_texcoord3.xyz = ase_worldPos;
//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_worldPos = IN.ase_texcoord3.xyz;
float3 WorldPosition2_g1022 = ase_worldPos;
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
half3 Final_Color462_g1022 = staticSwitch1_g1023;
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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// Made with Amplify Shader Editor v1.9.1.9
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Custom/My Transparent Shader"
{
Properties
{
[StyledCategory(Fog Settings, false, _HeightFogStandalone, 10, 10)]_FogCat("[ Fog Cat]", Float) = 1
[StyledCategory(Skybox Settings, false, _HeightFogStandalone, 10, 10)]_SkyboxCat("[ Skybox Cat ]", Float) = 1
[StyledCategory(Directional Settings, false, _HeightFogStandalone, 10, 10)]_DirectionalCat("[ Directional Cat ]", Float) = 1
[StyledCategory(Noise Settings, false, _HeightFogStandalone, 10, 10)]_NoiseCat("[ Noise Cat ]", Float) = 1
[StyledCategory(Advanced Settings, false, _HeightFogStandalone, 10, 10)]_AdvancedCat("[ Advanced Cat ]", Float) = 1
[HDR]_Color("Color", Color) = (1,0,0,0)
[Space(10)]_NoiseIntensity("Noise Intensity", Range( 0 , 0.2)) = 0
_NoiseScale("Noise Scale", Float) = 6
_NoiseSpeed("Noise Speed", Vector) = (0.5,0.5,0,0)
_VertexIntensity("Vertex Intensity", Range( 0 , 0.2)) = 0
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True" "IsEmissive" = "true" }
Cull Back
GrabPass{ }
CGPROGRAM
#include "UnityShaderVariables.cginc"
#pragma target 3.0
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
#define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex);
#else
#define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex)
#endif
//Atmospheric Height Fog Defines
//#define AHF_DISABLE_NOISE3D
//#define AHF_DISABLE_DIRECTIONAL
//#define AHF_DISABLE_SKYBOXFOG
//#define AHF_DISABLE_FALLOFF
//#define AHF_DEBUG_WORLDPOS
#pragma surface surf Unlit alpha:fade keepalpha noshadow novertexlights nolightmap nodynlightmap nodirlightmap nofog nometa vertex:vertexDataFunc
struct Input
{
float3 worldPos;
float4 screenPos;
float3 worldNormal;
};
uniform half _FogCat;
uniform half _SkyboxCat;
uniform half _AdvancedCat;
uniform half _NoiseCat;
uniform half _DirectionalCat;
uniform half _NoiseScale;
uniform half3 _NoiseSpeed;
uniform float _VertexIntensity;
uniform float4 _Color;
ASE_DECLARE_SCREENSPACE_TEXTURE( _GrabTexture )
uniform float _NoiseIntensity;
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);
}
float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; }
float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; }
float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); }
float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; }
float snoise( float3 v )
{
const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 );
float3 i = floor( v + dot( v, C.yyy ) );
float3 x0 = v - i + dot( i, C.xxx );
float3 g = step( x0.yzx, x0.xyz );
float3 l = 1.0 - g;
float3 i1 = min( g.xyz, l.zxy );
float3 i2 = max( g.xyz, l.zxy );
float3 x1 = x0 - i1 + C.xxx;
float3 x2 = x0 - i2 + C.yyy;
float3 x3 = x0 - 0.5;
i = mod3D289( i);
float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) );
float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7)
float4 x_ = floor( j / 7.0 );
float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0;
float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0;
float4 h = 1.0 - abs( x ) - abs( y );
float4 b0 = float4( x.xy, y.xy );
float4 b1 = float4( x.zw, y.zw );
float4 s0 = floor( b0 ) * 2.0 + 1.0;
float4 s1 = floor( b1 ) * 2.0 + 1.0;
float4 sh = -step( h, 0.0 );
float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
float3 g0 = float3( a0.xy, h.x );
float3 g1 = float3( a0.zw, h.y );
float3 g2 = float3( a1.xy, h.z );
float3 g3 = float3( a1.zw, h.w );
float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) );
g0 *= norm.x;
g1 *= norm.y;
g2 *= norm.z;
g3 *= norm.w;
float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
m = m* m;
m = m* m;
float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) );
return 42.0 * dot( m, px);
}
inline float4 ASE_ComputeGrabScreenPos( float4 pos )
{
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
float4 o = pos;
o.y = pos.w * 0.5f;
o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
return o;
}
void vertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
float3 ase_worldPos = mul( unity_ObjectToWorld, v.vertex );
float simplePerlin3D27 = snoise( ( ( ase_worldPos * _NoiseScale ) + ( -_NoiseSpeed * _Time.y ) ) );
float3 ase_vertexNormal = v.normal.xyz;
v.vertex.xyz += ( ( simplePerlin3D27 * _VertexIntensity ) * ase_vertexNormal );
v.vertex.w = 1;
}
inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
{
return half4 ( 0, 0, 0, s.Alpha );
}
void surf( Input i , inout SurfaceOutput o )
{
float3 ase_worldPos = i.worldPos;
float simplePerlin3D27 = snoise( ( ( ase_worldPos * _NoiseScale ) + ( -_NoiseSpeed * _Time.y ) ) );
float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ase_screenPos );
float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
float4 screenColor22 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_GrabTexture,( ( _NoiseIntensity * simplePerlin3D27 ) + ase_grabScreenPosNorm ).xy);
float3 WorldPosition2_g1049 = ase_worldPos;
float temp_output_7_0_g1052 = AHF_FogDistanceStart;
float temp_output_155_0_g1049 = saturate( ( ( distance( WorldPosition2_g1049 , _WorldSpaceCameraPos ) - temp_output_7_0_g1052 ) / ( AHF_FogDistanceEnd - temp_output_7_0_g1052 ) ) );
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch467_g1049 = temp_output_155_0_g1049;
#else
float staticSwitch467_g1049 = ( 1.0 - pow( ( 1.0 - abs( temp_output_155_0_g1049 ) ) , AHF_FogDistanceFalloff ) );
#endif
half FogDistanceMask12_g1049 = staticSwitch467_g1049;
float3 lerpResult258_g1049 = lerp( (AHF_FogColorStart).rgb , (AHF_FogColorEnd).rgb , ( ( FogDistanceMask12_g1049 * FogDistanceMask12_g1049 * FogDistanceMask12_g1049 ) * AHF_FogColorDuo ));
float3 normalizeResult318_g1049 = normalize( ( WorldPosition2_g1049 - _WorldSpaceCameraPos ) );
float dotResult145_g1049 = dot( normalizeResult318_g1049 , AHF_DirectionalDir );
half Jitter502_g1049 = 0.0;
float temp_output_140_0_g1049 = ( saturate( (( dotResult145_g1049 + Jitter502_g1049 )*0.5 + 0.5) ) * AHF_DirectionalIntensity );
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch470_g1049 = temp_output_140_0_g1049;
#else
float staticSwitch470_g1049 = pow( abs( temp_output_140_0_g1049 ) , AHF_DirectionalFalloff );
#endif
float DirectionalMask30_g1049 = staticSwitch470_g1049;
float3 lerpResult40_g1049 = lerp( lerpResult258_g1049 , (AHF_DirectionalColor).rgb , DirectionalMask30_g1049);
#ifdef AHF_DISABLE_DIRECTIONAL
float3 staticSwitch442_g1049 = lerpResult258_g1049;
#else
float3 staticSwitch442_g1049 = lerpResult40_g1049;
#endif
half3 Input_Color6_g1050 = staticSwitch442_g1049;
#ifdef UNITY_COLORSPACE_GAMMA
float3 staticSwitch1_g1050 = Input_Color6_g1050;
#else
float3 staticSwitch1_g1050 = ( Input_Color6_g1050 * ( ( Input_Color6_g1050 * ( ( Input_Color6_g1050 * 0.305306 ) + 0.6821711 ) ) + 0.01252288 ) );
#endif
half3 Final_Color462_g1049 = staticSwitch1_g1050;
half3 AHF_FogAxisOption181_g1049 = AHF_FogAxisOption;
float3 break159_g1049 = ( WorldPosition2_g1049 * AHF_FogAxisOption181_g1049 );
float temp_output_7_0_g1053 = AHF_FogDistanceEnd;
float temp_output_643_0_g1049 = saturate( ( ( distance( WorldPosition2_g1049 , _WorldSpaceCameraPos ) - temp_output_7_0_g1053 ) / ( ( AHF_FogDistanceEnd + AHF_FarDistanceOffset ) - temp_output_7_0_g1053 ) ) );
half FogDistanceMaskFar645_g1049 = ( temp_output_643_0_g1049 * temp_output_643_0_g1049 );
float lerpResult690_g1049 = lerp( AHF_FogHeightEnd , ( AHF_FogHeightEnd + AHF_FarDistanceHeight ) , FogDistanceMaskFar645_g1049);
float temp_output_7_0_g1054 = lerpResult690_g1049;
float temp_output_167_0_g1049 = saturate( ( ( ( break159_g1049.x + break159_g1049.y + break159_g1049.z ) - temp_output_7_0_g1054 ) / ( AHF_FogHeightStart - temp_output_7_0_g1054 ) ) );
#ifdef AHF_DISABLE_FALLOFF
float staticSwitch468_g1049 = temp_output_167_0_g1049;
#else
float staticSwitch468_g1049 = pow( abs( temp_output_167_0_g1049 ) , AHF_FogHeightFalloff );
#endif
half FogHeightMask16_g1049 = staticSwitch468_g1049;
float lerpResult328_g1049 = lerp( ( FogDistanceMask12_g1049 * FogHeightMask16_g1049 ) , saturate( ( FogDistanceMask12_g1049 + FogHeightMask16_g1049 ) ) , AHF_FogLayersMode);
float mulTime204_g1049 = _Time.y * 2.0;
float3 temp_output_197_0_g1049 = ( ( WorldPosition2_g1049 * ( 1.0 / AHF_NoiseScale ) ) + ( -AHF_NoiseSpeed * mulTime204_g1049 ) );
float3 p1_g1058 = temp_output_197_0_g1049;
float localSimpleNoise3D1_g1058 = SimpleNoise3D( p1_g1058 );
float temp_output_7_0_g1057 = AHF_NoiseMin;
float temp_output_7_0_g1056 = AHF_NoiseDistanceEnd;
half NoiseDistanceMask7_g1049 = saturate( ( ( distance( WorldPosition2_g1049 , _WorldSpaceCameraPos ) - temp_output_7_0_g1056 ) / ( 0.0 - temp_output_7_0_g1056 ) ) );
float lerpResult198_g1049 = lerp( 1.0 , saturate( ( ( localSimpleNoise3D1_g1058 - temp_output_7_0_g1057 ) / ( AHF_NoiseMax - temp_output_7_0_g1057 ) ) ) , ( NoiseDistanceMask7_g1049 * AHF_NoiseIntensity ));
half NoiseSimplex3D24_g1049 = lerpResult198_g1049;
#ifdef AHF_DISABLE_NOISE3D
float staticSwitch42_g1049 = lerpResult328_g1049;
#else
float staticSwitch42_g1049 = ( lerpResult328_g1049 * NoiseSimplex3D24_g1049 );
#endif
float temp_output_454_0_g1049 = ( staticSwitch42_g1049 * AHF_FogIntensity );
half Final_Alpha463_g1049 = temp_output_454_0_g1049;
float4 appendResult114_g1049 = (float4(Final_Color462_g1049 , Final_Alpha463_g1049));
float4 appendResult457_g1049 = (float4(WorldPosition2_g1049 , 1.0));
#ifdef AHF_DEBUG_WORLDPOS
float4 staticSwitch456_g1049 = appendResult457_g1049;
#else
float4 staticSwitch456_g1049 = appendResult114_g1049;
#endif
float3 temp_output_96_86_g1048 = (staticSwitch456_g1049).xyz;
float temp_output_96_87_g1048 = (staticSwitch456_g1049).w;
float3 lerpResult82_g1048 = lerp( saturate( ( _Color * screenColor22 ) ).rgb , temp_output_96_86_g1048 , temp_output_96_87_g1048);
o.Emission = lerpResult82_g1048;
float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
float3 ase_worldNormal = i.worldNormal;
float fresnelNdotV79 = dot( ase_worldNormal, ase_worldViewDir );
float fresnelNode79 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV79, 5.0 ) );
o.Alpha = saturate( ( 1.0 - fresnelNode79 ) );
}
ENDCG
}
}
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