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			19 lines
		
	
	
		
			691 B
		
	
	
	
		
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			19 lines
		
	
	
		
			691 B
		
	
	
	
		
			Plaintext
		
	
| 
											9 months ago
										 | shader_type fog; | ||
|  | 
 | ||
|  | uniform float density : hint_range(0, 1, 0.0001) = 1.0; | ||
|  | uniform vec4 albedo : source_color = vec4(1.0); | ||
|  | uniform vec4 emission : source_color = vec4(0, 0, 0, 1); | ||
|  | uniform float height_falloff = 0.0; | ||
|  | uniform float edge_fade = 0.1; | ||
|  | uniform sampler3D density_texture: hint_default_white; | ||
|  | 
 | ||
|  | 
 | ||
|  | void fog() { | ||
|  | 	float x = mod(UVW.r - TIME*0.1,1.0); | ||
|  | 	vec3 uvw = vec3(x, UVW.g,UVW.b); | ||
|  |     DENSITY = density * clamp(exp2(-height_falloff * (WORLD_POSITION.y - OBJECT_POSITION.y)), 0.0, 1.0); | ||
|  |     DENSITY *= texture(density_texture, uvw).r; | ||
|  |     DENSITY *= pow(clamp(-2.0 * SDF / min(min(SIZE.x, SIZE.y), SIZE.z), 0.0, 1.0), edge_fade); | ||
|  |     ALBEDO = albedo.rgb; | ||
|  |     EMISSION = emission.rgb; | ||
|  | } |