如何统一向此着色器添加雾气

如何解决如何统一向此着色器添加雾气

如何以统一的内置渲染管道向此着色器添加雾 这是一个新手问题,我没有编写着色器的经验。 着色器旨在为对象添加边缘检测效果。它可以正常工作,但完全不受场景全局雾的影响, 我不知道原因是渲染队列还是着色器代码 任何人都可以添加雾代码?

Shader "Custom/EdgeRTApply" {
Properties {
    _Color ("Color",Color) = (1,1,1)
    _MainTex ("Albedo (RGB)",2D) = "white" {}
    _Glossiness ("Smoothness",Range(0,1)) = 0.5
    _Metallic ("Metallic",1)) = 0.0
    _SensitivityDepth ("SensitivityDepth",5)) = 3.75
    _SensitivityNormals ("SensitivityNormals",5)) = 0.82
    _SampleDistance ("SampleDistance",2)) = 1
    _Falloff ("Falloff",100)) = 10.0
}
SubShader {
    Tags { "RenderType"="Opaque" }
    LOD 200
    
    CGPROGRAM
    // Physically based Standard lighting model,and enable shadows on all light types
    #pragma surface surf Standard fullforwardshadows finalcolor:edgecolor

    // Use shader model 3.0 target,to get nicer looking lighting
    #pragma target 3.0

    sampler2D _MainTex;
    uniform float4 _MainTex_TexelSize;
    uniform float4 _CameraDepthNormalsTexture_TexelSize;
    sampler2D _CameraDepthNormalsTexture;
    //uniform sampler2D _GlobalEdgeTex;

    struct Input {
        float2 uv_MainTex;
        float4 screenPos;
    };

    half _Glossiness;
    half _Metallic;
    fixed4 _Color;
    uniform half _SensitivityDepth;
    uniform half _SensitivityNormals;
    uniform half _SampleDistance;
    uniform half _Falloff;

    inline half CheckSame(half2 centerNormal,float centerDepth,half4 theSample)
    {
        // difference in normals
        // do not bother decoding normals - there's no need here
        half2 diff = abs(centerNormal - theSample.xy) * _SensitivityNormals;
        int isSameNormal = (diff.x + diff.y) * _SensitivityNormals < 0.1;
        // difference in depth
        float sampleDepth = DecodeFloatRG(theSample.zw);
        float zdiff = abs(centerDepth - sampleDepth);
        // scale the required threshold by the distance
        int isSameDepth = zdiff * _SensitivityDepth < 0.09 * centerDepth;

        // return:
        // 1 - if normals and depth are similar enough
        // 0 - otherwise

        return isSameNormal * isSameDepth ? 1.0 : 0.0;
    }

    // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
    // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
    // #pragma instancing_options assumeuniformscaling
    //UNITY_INSTANCING_CBUFFER_START(Props)
        // put more per-instance properties here
    //UNITY_INSTANCING_CBUFFER_END

    void edgecolor(Input IN,SurfaceOutputStandard o,inout fixed4 color)
    {
        // create our three screen UVs where we sample
        float2 screenUV = IN.screenPos.xy / IN.screenPos.w;
        float sampleSizeX = _CameraDepthNormalsTexture_TexelSize.x;
        float sampleSizeY = _CameraDepthNormalsTexture_TexelSize.y;
        float2 _uv2 = screenUV + float2(-sampleSizeX,-sampleSizeY) * _SampleDistance;
        float2 _uv3 = screenUV + float2(+sampleSizeX,-sampleSizeY) * _SampleDistance;

        // get depth and normals from there
        half4 center = tex2D(_CameraDepthNormalsTexture,screenUV);
        half4 sample1 = tex2D(_CameraDepthNormalsTexture,_uv2);
        half4 sample2 = tex2D(_CameraDepthNormalsTexture,_uv3);

        // encoded normal
        half2 centerNormal = center.xy;
        // decoded depth
        float centerDepth = DecodeFloatRG(center.zw);

        // calculate how faded the edge is
        float d = clamp(centerDepth * _Falloff - 0.05,0.0,1.0);
        half4 depthFade = half4(d,d,1.0);

        // is it an edge? 0 if yes,1 if no
        half edge = 1.0;
        edge *= CheckSame(centerNormal,centerDepth,sample1);
        edge *= CheckSame(centerNormal,sample2);

        // calculate this fragment/pixel's color!
        color = edge * color + (1.0 - edge) * depthFade * color;
    }

    void surf (Input IN,inout SurfaceOutputStandard o) {

        // Albedo comes from a texture tinted by color
        fixed4 c = tex2D (_MainTex,IN.uv_MainTex) * _Color;
        o.Albedo = c.rgb;
        // Metallic and smoothness come from slider variables
        o.Metallic = _Metallic;
        o.Smoothness = _Glossiness;
        o.Alpha = c.a;
    }
    ENDCG
}
FallBack "Diffuse"

}

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