代码
using UnityEngine;
public class FogWithNoise : PostEffectsBase
{
public Shader fogShader;
private Material fogMaterial = null;
public Material material
{
get
{
fogMaterial = CheckShaderAndCreateMaterial(fogShader, fogMaterial);
return fogMaterial;
}
}
private Camera myCamera;
public Camera camera
{
get
{
if (myCamera == null)
{
myCamera = GetComponent<Camera>();
}
return myCamera;
}
}
private Transform myCameraTransform;
public Transform cameraTransform
{
get
{
if (myCameraTransform == null)
{
myCameraTransform = camera.transform;
}
return myCameraTransform;
}
}
[Range(0.1f, 3.0f)]
public float fogDensity = 1.0f;
public Color fogColor = Color.white;
public float fogStart = 0.0f;
public float fogEnd = 2.0f;
public Texture noiseTexture;
[Range(-0.5f, 0.5f)]
public float fogXSpeed = 0.1f;
[Range(-0.5f, 0.5f)]
public float fogYSpeed = 0.1f;
[Range(0.0f, 3.0f)]
public float noiseAmount = 1.0f;
void OnEnable()
{
GetComponent<Camera>().depthTextureMode |= DepthTextureMode.Depth;
}
void OnRenderImage(RenderTexture src, RenderTexture dest)
{
if (material != null)
{
Matrix4x4 frustumCorners = Matrix4x4.identity;
float fov = camera.fieldOfView;
float near = camera.nearClipPlane;
float aspect = camera.aspect;
float halfHeight = near * Mathf.Tan(fov * 0.5f * Mathf.Deg2Rad);
Vector3 toRight = cameraTransform.right * halfHeight * aspect;
Vector3 toTop = cameraTransform.up * halfHeight;
Vector3 topLeft = cameraTransform.forward * near + toTop - toRight;
float scale = topLeft.magnitude / near;
topLeft.Normalize();
topLeft *= scale;
Vector3 topRight = cameraTransform.forward * near + toRight + toTop;
topRight.Normalize();
topRight *= scale;
Vector3 bottomLeft = cameraTransform.forward * near - toTop - toRight;
bottomLeft.Normalize();
bottomLeft *= scale;
Vector3 bottomRight = cameraTransform.forward * near + toRight - toTop;
bottomRight.Normalize();
bottomRight *= scale;
frustumCorners.SetRow(0, bottomLeft);
frustumCorners.SetRow(1, bottomRight);
frustumCorners.SetRow(2, topRight);
frustumCorners.SetRow(3, topLeft);
material.SetMatrix("_FrustumCornersRay", frustumCorners);
material.SetFloat("_FogDensity", fogDensity);
material.SetColor("_FogColor", fogColor);
material.SetFloat("_FogStart", fogStart);
material.SetFloat("_FogEnd", fogEnd);
material.SetTexture("_NoiseTex", noiseTexture);
material.SetFloat("_FogXSpeed", fogXSpeed);
material.SetFloat("_FogYSpeed", fogYSpeed);
material.SetFloat("_NoiseAmount", noiseAmount);
Graphics.Blit(src, dest, material);
}
else
{
Graphics.Blit(src, dest);
}
}
}
shader
Shader "MyShader/FogWithNoise"
{
Properties{
_MainTex("Base (RGB)", 2D) = "white" {}
_FogDensity("Fog Density", Float) = 1.0
_FogColor("Fog Color", Color) = (1, 1, 1, 1)
_FogStart("Fog Start", Float) = 0.0
_FogEnd("Fog End", Float) = 1.0
_NoiseTex("Noise Texture", 2D) = "white" {}
_FogXSpeed("Fog Horizontal Speed", Float) = 0.1
_FogYSpeed("Fog Vertical Speed", Float) = 0.1
_NoiseAmount("Noise Amount", Float) = 1
}
SubShader{
CGINCLUDE
#include "UnityCG.cginc"
float4x4 _FrustumCornersRay;
sampler2D _MainTex;
half4 _MainTex_TexelSize;
sampler2D _CameraDepthTexture;
half _FogDensity;
fixed4 _FogColor;
float _FogStart;
float _FogEnd;
sampler2D _NoiseTex;
half _FogXSpeed;
half _FogYSpeed;
half _NoiseAmount;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 uv_depth : TEXCOORD1;
float4 interpolatedRay : TEXCOORD2;
};
v2f vert(appdata_img v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
o.uv_depth = v.texcoord;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
o.uv_depth.y = 1 - o.uv_depth.y;
#endif
int index = 0;
if (v.texcoord.x < 0.5 && v.texcoord.y < 0.5) {
index = 0;
}
else if (v.texcoord.x > 0.5 && v.texcoord.y < 0.5) {
index = 1;
}
else if (v.texcoord.x > 0.5 && v.texcoord.y > 0.5) {
index = 2;
}
else {
index = 3;
}
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
index = 3 - index;
#endif
o.interpolatedRay = _FrustumCornersRay[index];
return o;
}
fixed4 frag(v2f i) : SV_Target {
float linearDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_depth));
float3 worldPos = _WorldSpaceCameraPos + linearDepth * i.interpolatedRay.xyz;
float2 speed = _Time.y * float2(_FogXSpeed, _FogYSpeed);
float noise = (tex2D(_NoiseTex, i.uv + speed).r - 0.5) * _NoiseAmount;
float fogDensity = (_FogEnd - worldPos.y) / (_FogEnd - _FogStart);
fogDensity = saturate(fogDensity * _FogDensity * (1 + noise));
fixed4 finalColor = tex2D(_MainTex, i.uv);
finalColor.rgb = lerp(finalColor.rgb, _FogColor.rgb, fogDensity);
return finalColor;
}
ENDCG
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
FallBack Off
}
fogDensity用于控制雾的浓度,fogColor用于控制雾的颜色。fogStart用于控制雾效的起始高度,fogEnd用于控制雾效的终止高度。noiseTexture是我们使用的噪声纹理,fogXSpeed和fogYSpeed分别对应了噪声纹理在X和Y方向上的移动速度,以此来模拟雾的飘动效果。noiseAmount用于控制噪声程度,为0 是表示不应用任何噪声,即均匀雾效。
参考 我买的 unity shader 入门精要