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2026-05-08 15:34:53 +08:00

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HLSL

#include_with_pragmas "FogIncludeHLSL.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl"
float _EnviroSkyIntensity;
float3 ApplyFog(float3 sceneColor, float2 uv, float3 wPos, float linearDepth)
{
float4 fog = GetExponentialHeightFog(wPos,linearDepth);
fog.rgb *= _EnviroSkyIntensity * GetCurrentExposureMultiplier();
return ApplyVolumetricLights(fog,sceneColor,uv);
}