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Question by
Paum380 · Sep 14, 2021 at 03:05 PM ·
shadersshader programmingshaderlabshader writing
How i get unity linear fog start and end values in shaderlab.
I'm making a vertical fog shader, and I'd like to use the values used in the linear fog settings, I got the color, but the start and end value I couldn't find.
This is a simplified version of my shader:
Shader "Custom/HeightFog"
{
Properties
{
_MainTex("Texture",2D) = "white" {}
}
SubShader
{
Tags{ "RenderType" = "Opaque" }
LOD 100
Pass
{
Tags{ "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 normal : TEXCOORD1;
float3 world_pos : TEXCOORD2;
};
float4 _MainTex_ST;
sampler2D _MainTex;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.normal = mul(unity_ObjectToWorld, v.normal);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.world_pos = mul(unity_ObjectToWorld, v.vertex); // vertex pos in world space
return o;
}
float invLerp(float a, float b, float t)
{
return clamp((t - a) / (b - a), 0, 1);
}
fixed3 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
col = lerp(col,unity_FogColor, invLerp(-4/*Fog Start Value*/, -5/*Fog End Value*/, i.world_pos.y));
return col;
}
ENDCG
}
}
}
Comment
Best Answer
Answer by Namey5 · Sep 15, 2021 at 03:31 AM
The fog density parameters are encoded in the unity_FogParams variable for more efficient use;
https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html
As listed here, the linear parameters are encoded as:
unity_FogParams.z = –1.0 / (end - start);
unity_FogParams.w = end / (end - start);
Which we can use directly to get the same effect as an inverse-lerp:
// This;
invLerp (fogStart, fogEnd, i.worldPos.y);
// Is equivalent to;
1.0 - saturate (i.worldPos.y * unity_FogParams.z + unity_FogParams.w);
The start and end points seem to be backwards, I would imagine because of how Unity handles fog blending, so just clamp between [0,1] (saturate ()) and flip (1 - x).