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| 1 | +// similar to height fog effect, but starts fading from camera.Y distance (with some offset) |
| 2 | +// modified standard shader, with custom lighting pass to make faded part completely black |
| 3 | + |
| 4 | +Shader "UnityLibrary/Standard/Fade/VerticalCameraDistance" |
| 5 | +{ |
| 6 | + Properties |
| 7 | + { |
| 8 | + _Color("Color", Color) = (1,1,1,1) |
| 9 | + _MainTex("Albedo (RGB)", 2D) = "white" {} |
| 10 | + //_BumpMap("Normalmap", 2D) = "bump" {} |
| 11 | + _Glossiness("Smoothness", Range(0,1)) = 0.5 |
| 12 | + _Metallic("Metallic", Range(0,1)) = 0.0 |
| 13 | + _FadeToColor("FadeToColor", Color) = (0,0,0,1) |
| 14 | + _FadeStartY("FadeStartFromCameraY", Float) = -2 |
| 15 | + _FadeEndY("FadeEndFromCameraY", Float) = -4 |
| 16 | + } |
| 17 | + |
| 18 | + SubShader |
| 19 | + { |
| 20 | + Tags { "RenderType" = "Opaque" } |
| 21 | + LOD 200 |
| 22 | + |
| 23 | + CGPROGRAM |
| 24 | + |
| 25 | +// #pragma surface surf Standard fullforwardshadows vertex:vert |
| 26 | + #pragma surface surf Custom fullforwardshadows // vertex:vert |
| 27 | + #include "UnityPBSLighting.cginc" |
| 28 | + |
| 29 | + struct appdata { |
| 30 | + float4 vertex : POSITION; |
| 31 | + float4 tangent : TANGENT; |
| 32 | + float3 normal : NORMAL; |
| 33 | + float2 texcoord : TEXCOORD0; |
| 34 | + float2 texcoord1 : TEXCOORD1; |
| 35 | + float2 texcoord2 : TEXCOORD2; |
| 36 | + }; |
| 37 | + |
| 38 | + struct Input { |
| 39 | + float2 uv_MainTex; |
| 40 | + //float2 uv_BumpMap; |
| 41 | + float3 worldPos; |
| 42 | + }; |
| 43 | + |
| 44 | + // Metallic workflow |
| 45 | + // modified from UnityPBSLighting.cginc |
| 46 | + struct SurfaceOutputStandardCustom |
| 47 | + { |
| 48 | + fixed3 Albedo; // base (diffuse or specular) color |
| 49 | + float3 Normal; // tangent space normal, if written |
| 50 | + half3 Emission; |
| 51 | + half Metallic; // 0=non-metal, 1=metal |
| 52 | + half Smoothness; // 0=rough, 1=smooth |
| 53 | + half Occlusion; // occlusion (default 1) |
| 54 | + fixed Alpha; // alpha for transparencies |
| 55 | + float Fader; // test |
| 56 | + }; |
| 57 | + |
| 58 | + sampler2D _MainTex; |
| 59 | + //sampler2D _BumpMap; |
| 60 | + |
| 61 | + half _Glossiness; |
| 62 | + half _Metallic; |
| 63 | + fixed4 _Color; |
| 64 | + fixed4 _FadeToColor; |
| 65 | + float _FadeStartY; |
| 66 | + float _FadeEndY; |
| 67 | + |
| 68 | + float remap(float source, float sourceFrom, float sourceTo, float targetFrom, float targetTo) |
| 69 | + { |
| 70 | + return targetFrom + (source - sourceFrom)*(targetTo - targetFrom) / (sourceTo - sourceFrom); |
| 71 | + } |
| 72 | + |
| 73 | + // from UnityPBSLighting.cginc |
| 74 | + inline half4 LightingCustom(SurfaceOutputStandardCustom s, float3 viewDir, UnityGI gi) |
| 75 | + { |
| 76 | + s.Normal = normalize(s.Normal); |
| 77 | + |
| 78 | + half oneMinusReflectivity; |
| 79 | + half3 specColor; |
| 80 | + s.Albedo = DiffuseAndSpecularFromMetallic(s.Albedo, s.Metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity); |
| 81 | + |
| 82 | + // shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha) |
| 83 | + // this is necessary to handle transparency in physically correct way - only diffuse component gets affected by alpha |
| 84 | + half outputAlpha; |
| 85 | + s.Albedo = PreMultiplyAlpha(s.Albedo, s.Alpha, oneMinusReflectivity, /*out*/ outputAlpha); |
| 86 | + |
| 87 | + half4 c = UNITY_BRDF_PBS(s.Albedo, specColor, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, gi.light, gi.indirect); |
| 88 | + c.a = outputAlpha; |
| 89 | + |
| 90 | + // make it black if outside range |
| 91 | + return c*(1 - s.Fader); |
| 92 | + } |
| 93 | + |
| 94 | + inline void LightingCustom_GI(SurfaceOutputStandardCustom s,UnityGIInput data,inout UnityGI gi) |
| 95 | + { |
| 96 | + #if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS |
| 97 | + gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal); |
| 98 | + #else |
| 99 | + Unity_GlossyEnvironmentData g = UnityGlossyEnvironmentSetup(s.Smoothness, data.worldViewDir, s.Normal, lerp(unity_ColorSpaceDielectricSpec.rgb, s.Albedo, s.Metallic)); |
| 100 | + gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal, g); |
| 101 | + #endif |
| 102 | + } |
| 103 | + |
| 104 | + void surf(Input IN, inout SurfaceOutputStandardCustom o) |
| 105 | + { |
| 106 | + fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; |
| 107 | + |
| 108 | + // fade |
| 109 | + float fadeStartY = _WorldSpaceCameraPos.y + _FadeStartY; |
| 110 | + float fadeEndY = _WorldSpaceCameraPos.y + _FadeEndY; |
| 111 | + float pixelY = clamp(IN.worldPos.y, fadeEndY, fadeStartY); |
| 112 | + float distanceY = remap(pixelY, fadeStartY, fadeEndY, 0, 1); |
| 113 | + c.rgb = lerp(c.rgb, _FadeToColor, distanceY); |
| 114 | + |
| 115 | + o.Fader = distanceY; |
| 116 | + o.Albedo = c.rgb; |
| 117 | + // Metallic and smoothness come from slider variables |
| 118 | + o.Metallic = _Metallic; |
| 119 | + o.Smoothness = _Glossiness; |
| 120 | + //o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); |
| 121 | + o.Alpha = c.a; |
| 122 | + |
| 123 | + } |
| 124 | + ENDCG |
| 125 | + } |
| 126 | + FallBack "Diffuse" |
| 127 | +} |
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