generated from raccoon/vrchat-project-template
Added fog fading
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@@ -25,12 +25,18 @@ Shader "Custom/CloudsShader"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float4 _MainTex_ST;
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half _MainTexScrollX;
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half _MainTexScrollY;
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sampler2D _NoiseTex;
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float4 _NoiseTex_ST;
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half _NoiseTexScrollX;
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half _NoiseTexScrollY;
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@@ -47,15 +53,20 @@ Shader "Custom/CloudsShader"
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float2 uv1 : TEXCOORD0;
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float2 uv2 : TEXCOORD1;
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float4 vertex : SV_POSITION;
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UNITY_FOG_COORDS(2)
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};
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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// Textures scrolling
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o.uv1 = v.uv + float2(_MainTexScrollX, _MainTexScrollY) * _Time.y;
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o.uv2 = v.uv + float2(_NoiseTexScrollX, _NoiseTexScrollY) * _Time.y;
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o.uv1 = TRANSFORM_TEX(v.uv, _MainTex) + float2(_MainTexScrollX, _MainTexScrollY) * _Time.y;
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o.uv2 = TRANSFORM_TEX(v.uv, _NoiseTex) + float2(_NoiseTexScrollX, _NoiseTexScrollY) * _Time.y;
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UNITY_TRANSFER_FOG(o, o.vertex);
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return o;
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}
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@@ -63,7 +74,22 @@ Shader "Custom/CloudsShader"
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{
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fixed4 tex1 = tex2D(_MainTex, i.uv1);
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fixed4 tex2 = tex2D(_NoiseTex, i.uv2);
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return tex1 * tex2 * _Color;
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fixed4 col = tex1 * tex2 * _Color;
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// fixed4 col = _Color;
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fixed4 fog = fixed4(0, 0, 0, 1);
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/*
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// Subtractive fog effect — fade to black
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float dist = distance(_WorldSpaceCameraPos, i.worldPos);
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float fogFactor = 1.0 - exp(-_FogDensity * dist);
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fogFactor = saturate(fogFactor);
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col.rgb *= (1.0 - fogFactor); // Fade to black
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*/
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// Apply the fog
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// UNITY_APPLY_FOG(i.fogCoord, fog);
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//col.rgb -= ; // Fade to black
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return col;
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}
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ENDCG
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}
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