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- Shader "Sprites/Default with Fog"
- {
- Properties
- {
- [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
- _Color ("Tint", Color) = (1,1,1,1)
- [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
- [HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1)
- [HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1)
- [PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
- [PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
- }
- SubShader
- {
- Tags
- {
- "Queue"="Transparent"
- "IgnoreProjector"="True"
- "RenderType"="Transparent"
- "PreviewType"="Plane"
- "CanUseSpriteAtlas"="True"
- }
- Cull Off
- Lighting Off
- ZWrite Off
- Blend One OneMinusSrcAlpha
- Pass
- {
- CGPROGRAM
- #pragma vertex SpriteVertFog
- #pragma fragment SpriteFragFog
- #pragma target 2.0
- #pragma multi_compile_instancing
- #pragma multi_compile _ PIXELSNAP_ON
- #pragma multi_compile _ ETC1_EXTERNAL_ALPHA
- #pragma multi_compile_fog
- #include "UnitySprites.cginc"
- struct v2f_fog
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- UNITY_FOG_COORDS(1)
- UNITY_VERTEX_OUTPUT_STEREO
- };
- v2f_fog SpriteVertFog(appdata_t IN)
- {
- v2f_fog OUT;
- UNITY_SETUP_INSTANCE_ID (IN);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
- #ifdef UNITY_INSTANCING_ENABLED
- IN.vertex.xy *= _Flip.xy;
- #endif
- OUT.vertex = UnityObjectToClipPos(IN.vertex);
- OUT.texcoord = IN.texcoord;
- OUT.color = IN.color * _Color * _RendererColor;
- #ifdef PIXELSNAP_ON
- OUT.vertex = UnityPixelSnap (OUT.vertex);
- #endif
- UNITY_TRANSFER_FOG(OUT, OUT.vertex);
- return OUT;
- }
- fixed4 SpriteFragFog(v2f_fog IN) : SV_Target
- {
- fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
- // apply fog
- UNITY_APPLY_FOG(IN.fogCoord, c);
- c.rgb *= c.a;
- return c;
- }
- ENDCG
- }
- }
- }
- (THIS IS THE SHADER CODE FOR MAKING FOG AFFECT SPRITES IN UNITY DO NOT COPY THIS SPECIFIC LINE OF TEXT OR YOU WILL GET ERRORS, HOWEVER THE ACTUAL CODE IS SAFE TO COPY)
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