66 lines
2.2 KiB
Plaintext
66 lines
2.2 KiB
Plaintext
Shader "DynamicFog/Fog Of War" {
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Properties {
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_MainTex ("Base (RGBA)", 2D) = "white" {}
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_NoiseTex ("Noise (RGB)", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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_Speed ("Speed", Range(0,0.1)) = 0.002
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_Direction ("Direction", Vector) = (1,1,0)
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_Scale1 ("Scale 1", Range(1, 10)) = 8
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_Scale2 ("Scale 2", Range(1, 100)) = 2
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_FogOfWarData ("Data", Vector) = (0,0,2000,2000)
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}
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SubShader {
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Tags { "Queue"="Transparent" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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LOD 200
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma target 3.0
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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sampler2D _NoiseTex;
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float _Speed, _Scale1, _Scale2;
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half4 _FogOfWarData;
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float3 _Direction;
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fixed4 _Color;
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struct appdata {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 pos : SV_POSITION;
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float3 worldPos: TEXCOORD0;
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float2 uv: TEXCOORD1;
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float2 uv2: TEXCOORD2;
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};
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v2f vert(appdata v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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float2 ndir = normalize(_Direction.xy);
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o.uv = (v.texcoord + _Time.yy * _Speed * _Direction.xy) * _Scale1;
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o.uv2 = (v.texcoord + _Time.yy * _Speed * _Direction.xy * 3.5) * _Scale2;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target {
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half2 fogTexCoord = (i.worldPos.xz - _FogOfWarData.xy) / _FogOfWarData.zw + 0.5.xx;
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fixed fogAlpha = tex2D (_MainTex, fogTexCoord).a;
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fixed4 fog1 = tex2D(_NoiseTex, i.uv);
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fixed4 fog2 = tex2D(_NoiseTex, i.uv2);
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fixed4 fog = (fog1 + fog2) * 0.5;
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return fixed4(fog.rgb * _Color.rgb, fogAlpha);
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}
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ENDCG
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}
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}
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}
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