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[Unity] Post Process Height Fog
Shader "PostProcess/HeightFog"
{
Properties
{
[HideInInspector] _MainTex ("Texture", 2D) = "white" {}
_FogColor ("FogColor", Color) = (1,1,1,1)
_FogDensity ("FogDensity", Range(0,1)) = 0.2
_FogHeight ("FogHeight", float) = 5.0
}
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
sampler2D _CameraDepthTexture;
float4x4 _Matrix_Inv_VP;
float4 _FogColor;
float _FogDensity;
float _FogHeight;
// https://github.com/hiryma/UnitySamples/blob/master/Fog/Assets/Shaders/Fog.cginc
float calcFogHeightUniform(float3 objectPosition, float3 cameraPosition, float fogDensity, float fogEndHeight)
{
float3 camToObj = cameraPosition - objectPosition;
float t;
if (objectPosition.y < fogEndHeight) // 物が霧の中にある
{
if (cameraPosition.y > fogEndHeight) // カメラは霧の外にある
{
t = (fogEndHeight - objectPosition.y) / camToObj.y;
}
else // カメラも霧の中にある
{
t = 1.0;
}
}
else // 物が霧の外にいる
{
if (cameraPosition.y < fogEndHeight) // カメラは霧の中にいる
{
t = (cameraPosition.y - fogEndHeight) / camToObj.y;
}
else // カメラも霧の外にいる
{
t = 0.0;
}
}
float distance = length(camToObj) * t;
float fog = exp(-distance * fogDensity);
return fog;
}
fixed4 frag (v2f i) : SV_Target
{
float4 mainColor = tex2D(_MainTex, i.uv);
// depth texutre から world position を復元する
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv);
float4 vpos = float4(i.uv * 2.0 - 1.0, depth, 1) * _ProjectionParams.z;
vpos.y *= -1.0;
float4 wpos = mul(_Matrix_Inv_VP, vpos);
wpos /= wpos.w;
float fog = calcFogHeightUniform(wpos.xyz, _WorldSpaceCameraPos, _FogDensity, _FogHeight);
return lerp(_FogColor, mainColor, fog);
}
ENDCG
}
}
}
using UnityEngine;
public class PostProcessHeightFog : MonoBehaviour
{
[SerializeField] private Camera camera;
[SerializeField] private Material material;
private void Start()
{
camera.depthTextureMode = camera.depthTextureMode | DepthTextureMode.Depth;
}
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
Matrix4x4 v = camera.worldToCameraMatrix;
Matrix4x4 p = GL.GetGPUProjectionMatrix(camera.projectionMatrix, true);
Matrix4x4 invVP = Matrix4x4.Inverse(p * v);
material.SetMatrix("_Matrix_Inv_VP", invVP);
Graphics.Blit(source, destination, material);
}
}
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