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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 200
        CGPROGRAM
        // 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 3.0
        sampler2D _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 color
            fixed4 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"
}

;