
{
Properties
{
_Color ("Fog Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float3 _Color;
float rand(float2 p)
{
return frac(sin(dot(p,float2(12.9898,78.233)))*43758.5453);
}
float noise(float2 x){
float2 i=floor(x);
float2 f=frac(x);
float a=rand(i);
float b=rand(i+float2(1.0,0.0));
float c=rand(i+float2(0.0,1.0));
float d=rand(i+float2(1.0,1.0));
float2 u=f*f*f*(f*(f*6-15)+10);
float x1=lerp(a,b,u.x);
float x2=lerp(c,d,u.x);
return lerp(x1,x2,u.y);
}
float fbm(float2 x){
float scale=3;
float res=0;
float w=4;
for(int i=0;i<5;++i){ //5:代表雾效叠加层数
res+=noise(x*w);
w*=1.5;
}
return res;
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 col = tex2D(_MainTex, i.uv).rgb;
//float rb=fbm(i.uv); //噪声函数
float rb=fbm(i.uv + _Time.x); //加个时间参数
float3 col_fog = rb*_Color;
float3 col_out = lerp(col,col_fog,0.08);
return fixed4(col_out,1);
}
ENDCG
}
}
}
csharp
在这里插入代码片