#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); }