From bef0dce786eb3714018b85637664426d6dc85d3f Mon Sep 17 00:00:00 2001 From: raccoon Date: Sat, 17 May 2025 03:57:13 +0500 Subject: [PATCH] Added fog fading --- .../materials/environment/CloudsShader.shader | 32 +++++++++++++++++-- 1 file changed, 29 insertions(+), 3 deletions(-) diff --git a/Assets/dbl-world/materials/environment/CloudsShader.shader b/Assets/dbl-world/materials/environment/CloudsShader.shader index 604e686..97807ee 100644 --- a/Assets/dbl-world/materials/environment/CloudsShader.shader +++ b/Assets/dbl-world/materials/environment/CloudsShader.shader @@ -25,12 +25,18 @@ Shader "Custom/CloudsShader" CGPROGRAM #pragma vertex vert #pragma fragment frag + // make fog work + #pragma multi_compile_fog + + #include "UnityCG.cginc" sampler2D _MainTex; + float4 _MainTex_ST; half _MainTexScrollX; half _MainTexScrollY; sampler2D _NoiseTex; + float4 _NoiseTex_ST; half _NoiseTexScrollX; half _NoiseTexScrollY; @@ -47,15 +53,20 @@ Shader "Custom/CloudsShader" float2 uv1 : TEXCOORD0; float2 uv2 : TEXCOORD1; float4 vertex : SV_POSITION; + UNITY_FOG_COORDS(2) }; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); + // Textures scrolling - o.uv1 = v.uv + float2(_MainTexScrollX, _MainTexScrollY) * _Time.y; - o.uv2 = v.uv + float2(_NoiseTexScrollX, _NoiseTexScrollY) * _Time.y; + o.uv1 = TRANSFORM_TEX(v.uv, _MainTex) + float2(_MainTexScrollX, _MainTexScrollY) * _Time.y; + o.uv2 = TRANSFORM_TEX(v.uv, _NoiseTex) + float2(_NoiseTexScrollX, _NoiseTexScrollY) * _Time.y; + + UNITY_TRANSFER_FOG(o, o.vertex); + return o; } @@ -63,7 +74,22 @@ Shader "Custom/CloudsShader" { fixed4 tex1 = tex2D(_MainTex, i.uv1); fixed4 tex2 = tex2D(_NoiseTex, i.uv2); - return tex1 * tex2 * _Color; + fixed4 col = tex1 * tex2 * _Color; + // fixed4 col = _Color; + fixed4 fog = fixed4(0, 0, 0, 1); +/* + // Subtractive fog effect — fade to black + float dist = distance(_WorldSpaceCameraPos, i.worldPos); + float fogFactor = 1.0 - exp(-_FogDensity * dist); + fogFactor = saturate(fogFactor); + + col.rgb *= (1.0 - fogFactor); // Fade to black +*/ + // Apply the fog + // UNITY_APPLY_FOG(i.fogCoord, fog); + //col.rgb -= ; // Fade to black + + return col; } ENDCG }