见这篇文章Unity Shader-深度相关知识总结与效果实现(LinearDepth,Reverse Z,世界坐标重建,软粒子,高度雾,运动模糊,扫描线效果)_puppet_master的专栏-CSDN博客_shader深度
核心Shader代码
Shader "Universal Render Pipeline/Dejavu/HeightFog"
{
Properties
{
_MainTex("Base (RGB)", 2D) = "white" {}
[HDR]_FogColor("_FogColor (default = 1,1,1,1)", color) = (1,1,1,1)
}
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
half4 _FogColor;
float _FogStartHeight;
float _FogHeight;
float _FogIntensity;
CBUFFER_END
//TEXTURE2D(_MainTex);
//SAMPLER(sampler_MainTex);
sampler2D _MainTex;
TEXTURE2D(_CameraDepthTexture);
SAMPLER(sampler_CameraDepthTexture);
struct appdata {
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 viewRayWorld : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
//vertex shader
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
float sceneRawDepth = 1;
#if defined(UNITY_REVERSED_Z)
sceneRawDepth = 1 - sceneRawDepth;
#endif
float3 worldPos = ComputeWorldSpacePosition(v.uv, sceneRawDepth, UNITY_MATRIX_I_VP);
o.viewRayWorld = worldPos - _WorldSpaceCameraPos.xyz;
o.uv = v.uv;
return o;
}
//fragment shader
float4 frag(v2f i) : SV_Target
{
float sceneRawDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.uv);
float linear01Depth = Linear01Depth(sceneRawDepth, _ZBufferParams);
float3 worldPos = _WorldSpaceCameraPos.xyz + ( linear01Depth) * i.viewRayWorld;
float blendParam = saturate((_FogStartHeight - worldPos.y) / _FogHeight);
blendParam = max(linear01Depth * _FogHeight, blendParam);
half4 screenCol = tex2D(_MainTex, i.uv);
return lerp(screenCol, _FogColor, blendParam * _FogIntensity);
}
ENDHLSL
//开始SubShader
SubShader
{
//Tags {"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
Tags{ "RenderPipeline" = "UniversalPipeline" "RenderType" = "Overlay" "Queue" = "Transparent-499" "DisableBatching" = "True" }
LOD 100
ZTest Always Cull Off ZWrite Off
Blend one zero
Pass
{
Name "HeightFog"
//后处理效果一般都是这几个状态
//使用上面定义的vertex和fragment shader
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDHLSL
}
}
//后处理效果一般不给fallback,如果不支持,不显示后处理即可
}
实现效果
工程链接
GitHub - Dejavu0709/StudyForShader 中的HeightFog文件夹



