#ifndef WMELON_FOG #define WMELON_FOG half3 FogDepthLinearHalf(half fogNear, half fogFar, half3 worldPos, sampler2D fogTexture, half3 color) { half fogStrength = saturate((length(worldPos - _WorldSpaceCameraPos) - fogNear) / (fogFar - fogNear)); half4 screenPos = ComputeScreenPos(TransformWorldToHClip(half4(worldPos, 0))); half3 fogColor = tex2D(fogTexture, screenPos.rg / screenPos.w); return lerp(color, fogColor, fogStrength); } half3 FogDepthLinearHalf(half fogNear, half fogFar, half3 worldPos, half3 fogColor, half3 color) { half fogStrength = saturate((length(worldPos - _WorldSpaceCameraPos) - fogNear) / (fogFar - fogNear)); return lerp(color, fogColor, fogStrength); } #endif