Shader "Hidden/EnviroHeightFogURP" { Properties { _MainTex ("Texture", any) = "white" {} } SubShader { Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"} Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile __ UNITY_COLORSPACE_GAMMA #pragma multi_compile __ ENVIROURP #if defined (ENVIROURP) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" #include_with_pragmas "../Includes/FogIncludeHLSL.hlsl" struct appdata { uint vertex : SV_VertexID; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; float4 position : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 pos = GetFullScreenTriangleVertexPosition(v.vertex); float2 uv = GetFullScreenTriangleTexCoord(v.vertex); o.position = pos; o.uv = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv); return o; } float4x4 _LeftWorldFromView; float4x4 _RightWorldFromView; float4x4 _LeftViewFromScreen; float4x4 _RightViewFromScreen; TEXTURE2D_X(_MainTex); SAMPLER(sampler_MainTex); TEXTURE2D_X_FLOAT(_CameraDepthTexture); SAMPLER (sampler_CameraDepthTexture); void InverseProjectDepth (float depth, float2 texcoord, out float3 worldPos) { float4x4 proj, eyeToWorld; if (unity_StereoEyeIndex == 0) { proj = _LeftViewFromScreen; eyeToWorld = _LeftWorldFromView; } else { proj = _RightViewFromScreen; eyeToWorld = _RightWorldFromView; } #if !UNITY_UV_STARTS_AT_TOP //texcoord.y = 1 - texcoord.y; #endif float2 uvClip = texcoord * 2.0 - 1.0; float clipDepth = depth; // Fix for OpenGl Core thanks to Lars Bertram clipDepth = (UNITY_NEAR_CLIP_VALUE < 0) ? clipDepth * 2 - 1 : clipDepth; float4 clipPos = float4(uvClip, clipDepth, 1.0); float4 viewPos = mul(proj, clipPos); // inverse projection by clip position viewPos /= viewPos.w; // perspective division worldPos = mul(eyeToWorld, viewPos).xyz; } float4 frag (v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); float depth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture, i.uv); float linearDepth = Linear01Depth(depth, _ZBufferParams); float3 worldPos; InverseProjectDepth(depth, i.uv.xy, worldPos); float4 col = SAMPLE_TEXTURE2D_X(_MainTex, sampler_MainTex, i.uv); float4 fog = GetExponentialHeightFog(worldPos,linearDepth); //this is not correct but LinearToGamma does produce even worse results.. #if defined(UNITY_COLORSPACE_GAMMA) fog.rgb *= 1.5; #endif float3 final = ApplyVolumetricLights(fog,col.rgb, i.uv); return float4(final.rgb,col.a); } #else 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 = v.vertex; o.uv = v.uv; return o; } sampler2D _MainTex; float4 frag (v2f i) : SV_Target { float4 col = tex2D(_MainTex, i.uv); // just invert the colors col.rgb = 1 - col.rgb; return col; } #endif ENDHLSL } } }