// 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 } } }