Unity图形学之雾Fog
1.设置雾化:
2.雾化变化曲线:FogMode
(1)线性:
(2)一次指数:
(3)二次指数:
Shader "Custom/FogTest"
{Properties{_Color ("Color", Color) = (1,1,1,1)_MainTex ("Albedo (RGB)", 2D) = "white" {}_FogStart("FogStart",float) = 1_FogEnd("FogEnd",float) = 10}SubShader{Tags { "RenderType"="Opaque" }LOD 200CGPROGRAM// Physically based Standard lighting model, and enable shadows on all light types#pragma surface surf Lambert vertex:MyVertex finalcolor:FinalColor// Use shader model 3.0 target, to get nicer looking lighting#pragma target 3.0sampler2D _MainTex;struct Input{float2 uv_MainTex;float fogData;};fixed4 _Color;float _FogEnd;float _FogStart;void MyVertex(inout appdata_full v,out Input data){//初始化Input变量UNITY_INITIALIZE_OUTPUT(Input,data);//顶点到相机的距离,是一个向量UnityObjectToViewPos(v.vertex)float tempZ = _FogEnd - length(UnityObjectToViewPos(v.vertex).xyz);//计算雾化比例data.fogData = tempZ/(_FogEnd - _FogStart);}void surf (Input IN, inout SurfaceOutput o){// Albedo comes from a texture tinted by colorfixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;o.Albedo = c.rgb;o.Alpha = c.a;}void FinalColor(Input IN,SurfaceOutput o,inout fixed4 color){//color *= float4(1,0,0,1);color = lerp(float4(1,0,0,1),color,IN.fogData);}ENDCG}FallBack "Diffuse"
}