EscapeShooter/My project/Assets/Project Files/Game/Shaders/Includes/Fog.hlsl

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700 B
HLSL

#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