Closed Dawie3565 closed 1 week ago
review Unity URP for changes and update templates and or Nodes below needs to be checked and translated for ASE
////////////////////////////////////////////////////////////////////////////////////////
/ase_srp_cond_begin:<120100/ void shadergraph_LWFog(float3 position, out float4 color, out float density) { color = unity_FogColor; density = ComputeFogFactor(TransformObjectToHClip(position).z); } /ase_srp_cond_end/
/ase_srp_cond_begin:>=120100/ void shadergraph_LWFog(float3 positionOS, out float4 color, out float density) { color = unity_FogColor;
float viewZ = -TransformWorldToView(TransformObjectToWorld(positionOS)).z; float nearZ0ToFarZ = max(viewZ - _ProjectionParams.y, 0); density = 1.0f - ComputeFogIntensity(ComputeFogFactorZ0ToFar(nearZ0ToFarZ)); #else density = 0.0f; #endif
} /ase_srp_cond_end/
Note SG uses
review Unity URP for changes and update templates and or Nodes below needs to be checked and translated for ASE
////////////////////////////////////////////////////////////////////////////////////////
/ase_srp_cond_begin:<120100/ void shadergraph_LWFog(float3 position, out float4 color, out float density) { color = unity_FogColor; density = ComputeFogFactor(TransformObjectToHClip(position).z); } /ase_srp_cond_end/
////////////////////////////////////////////////////////////////////////////////////////
/ase_srp_cond_begin:>=120100/ void shadergraph_LWFog(float3 positionOS, out float4 color, out float density) { color = unity_FogColor;
if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
} /ase_srp_cond_end/