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[Unity] Post Process Height Fog
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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 | |
} | |
} | |
} |
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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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