#include "UnityCG.cginc" sampler2D _MainTex, _MaskTex, _GrabTexture; float3 _Color, _Color2; float _Elevation; float _Alpha; float _Noise; struct appdata { float4 vertex : POSITION; half2 texcoord: TEXCOORD0; float4 normal: NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; float2 uv: TEXCOORD0; float2 uv1: TEXCOORD1; float2 t: TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; struct v2fMask { float4 pos : SV_POSITION; float2 uv: TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); v.vertex.xyz *= 1.0 + _Elevation; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; o.t = float2(-_Time.x * 0.3, 0); o.uv1 = v.texcoord + o.t; return o; } v2fMask vertMask(appdata v) { v2fMask o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2fMask, o); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; return o; } float4 fragMask(v2fMask i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); // mask fog of war float mask = tex2D (_MaskTex, i.uv).r; clip(0.99 - mask); return float4(1,0,0,1); } float4 frag(v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); // Compute noise operators float c0 = tex2D (_MainTex, i.uv1).r; float2 t2 = i.t * 1.1 + c0 * 0.1; float c1 = tex2D (_MainTex, -i.uv * 2.0 + t2).r; float c = c0 * (1 - c1) + c1; c *= c; // increase contrast float3 rgb = lerp(_Color, _Color2, c) * c; // blend 2 colors rgb = lerp(_Color, rgb, _Noise); // mask fog of war #if defined(WPM_NO_MASK) float mask = 1; #else float mask = tex2D (_MaskTex, i.uv).r; #endif // add sneak factor // float sneak = saturate(0.95 - pow( abs(dot(i.viewDir, i.norm) ) , _Sneak )); // mask += sneak; // avoid showing seams on poles float oy = abs(i.uv.y - 0.5); float seam = 1.0 - saturate((oy - 0.46) / 0.04); rgb *= seam; // final fog color float4 color = fixed4(rgb, mask * _Alpha); return color; }