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Question by Aeronwen · Jan 03, 2018 at 04:14 PM · fogshader writingcustom shader

How do I add Fog to this shader?

Hi, I found code for this depth fade shader for water, but it doesn't have the capability for fog. How would I go about adding fog to the custom shader as when I tried there were multiple errors, any help would be greatly appreciated.

Here is the code that I used.

 Shader "Custom/Depth Fade" {
     Properties {
         _Color ("Color", Color) = (1,1,1,1)
         _Depth ("Depth Fade", Float) = 1.0
         _Fix ("Depth Distance", Float) = -0.09
 
     }
     SubShader {
         Tags { "RenderType"="Transparent" "Queue"="Transparent" }
         LOD 200
        
         ZWrite Off
  
         Pass
         {
             Blend SrcAlpha OneMinusSrcAlpha
            
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #pragma multi_compile_fog
             
  
             #include "UnityCG.cginc"
  
             sampler2D _CameraDepthTexture;
  
             half _Depth;
             half _Fix;
  
             fixed4 _Color;
 
             
  
             struct v2f
             {
                 float4 pos : SV_POSITION;
                 float4 uv : TEXCOORD0;
                 
                 //float3 worldNorm : TEXCOORD1;
                 //float3 viewDir : TEXCOORD2;
             };
  
             v2f vert (appdata_base v)
             {
                 v2f o;
                 o.pos = UnityObjectToClipPos (v.vertex);
                 o.uv = ComputeScreenPos (o.pos);
 
                 //o.worldNorm = UnityObjectToWorldNormal (v.normal);
                 //o.viewDir = WorldSpaceViewDir (v.vertex);
                 return o;
             }
  
             half4 frag (v2f i) : SV_Target
             {
                 float2 uv = i.uv.xy / i.uv.w;
  
                 //float rim = saturate (dot (normalize (i.viewDir), i.worldNorm));
  
                 half lin = LinearEyeDepth (tex2D (_CameraDepthTexture, uv).r);
                 half dist = i.uv.w - _Fix;
                 half depth = lin - dist;
  
                 //return lerp (half4 (1,1,1,0), _Color, saturate (depth * _Depth * rim));
                 return lerp (half4 (1,0,0,0), _Color, saturate (depth * _Depth));
 
                 
                 
             }
 
             ENDCG
         }
     }
     FallBack "Diffuse"
 }
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