上海虹口龙之梦项目
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Unlit alpha-blended shader.
// - no lighting
// - no lightmap support
// - no per-material color
Shader "Azure[Sky]/BuiltIn/Unlit/Transparent"
{
Properties
{
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_fog
#include "UnityCG.cginc"
// Azure[Sky] Start: Including the file that contains the methods and functions needed to apply the fog.
#include "Assets/Azure[Sky] Dynamic Skybox/Shaders/Transparent/AzureFogCore.cginc"
// Azure[Sky] End.
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
// Azure[Sky] Start: Adding the extra TEXCOORD to store the vertex world position.
float3 worldPos : TEXCOORD2;
// Azure[Sky] End.
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
// Azure[Sky] Start: Calculating the vertex world position and storing in the extra TEXCOORD.
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
// Azure[Sky] End.
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
UNITY_APPLY_FOG(i.fogCoord, col);
// Azure[Sky] Start: Applying the fog in the output color of the fragment shader.
col = ApplyAzureFog(col, i.worldPos);
// Azure[Sky] End:
return col;
}
ENDCG
}
}
}