From a10eea6e4ce647061813519d5b0ea496f29495b9 Mon Sep 17 00:00:00 2001
From: leonard Wu <364452445@qq.com>
Date: 星期四, 09 八月 2018 09:47:08 +0800
Subject: [PATCH] 同步最新svn内容

---
 Assets/Plugins/PostProcessing/Resources/Shaders/Fog.shader |  218 +++++++++++++++++++++++++++---------------------------
 1 files changed, 109 insertions(+), 109 deletions(-)

diff --git a/Assets/Plugins/PostProcessing/Resources/Shaders/Fog.shader b/Assets/Plugins/PostProcessing/Resources/Shaders/Fog.shader
index b607a64..7360546 100644
--- a/Assets/Plugins/PostProcessing/Resources/Shaders/Fog.shader
+++ b/Assets/Plugins/PostProcessing/Resources/Shaders/Fog.shader
@@ -1,109 +1,109 @@
-Shader "Hidden/Post FX/Fog"
-{
-    Properties
-    {
-        _MainTex("Main Texture", 2D) = "white" {}
-    }
-
-    CGINCLUDE
-
-        #pragma multi_compile __ FOG_LINEAR FOG_EXP FOG_EXP2
-        #include "UnityCG.cginc"
-        #include "Common.cginc"
-
-        #define SKYBOX_THREASHOLD_VALUE 0.9999
-
-        struct Varyings
-        {
-            float2 uv : TEXCOORD0;
-            float4 vertex : SV_POSITION;
-        };
-
-        Varyings VertFog(AttributesDefault v)
-        {
-            Varyings o;
-            o.vertex = UnityObjectToClipPos(v.vertex);
-            o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
-            return o;
-        }
-
-        sampler2D _CameraDepthTexture;
-
-        half4 _FogColor;
-        float _Density;
-        float _Start;
-        float _End;
-
-        half ComputeFog(float z)
-        {
-            half fog = 0.0;
-        #if FOG_LINEAR
-            fog = (_End - z) / (_End - _Start);
-        #elif FOG_EXP
-            fog = exp2(-_Density * z);
-        #else // FOG_EXP2
-            fog = _Density * z;
-            fog = exp2(-fog * fog);
-        #endif
-            return saturate(fog);
-        }
-
-        float ComputeDistance(float depth)
-        {
-            float dist = depth * _ProjectionParams.z;
-            dist -= _ProjectionParams.y;
-            return dist;
-        }
-
-        half4 FragFog(Varyings i) : SV_Target
-        {
-            half4 color = tex2D(_MainTex, i.uv);
-
-            float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv);
-            depth = Linear01Depth(depth);
-            float dist = ComputeDistance(depth);
-            half fog = 1.0 - ComputeFog(dist);
-
-            return lerp(color, _FogColor, fog);
-        }
-
-        half4 FragFogExcludeSkybox(Varyings i) : SV_Target
-        {
-            half4 color = tex2D(_MainTex, i.uv);
-
-            float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv);
-            depth = Linear01Depth(depth);
-            float skybox = depth < SKYBOX_THREASHOLD_VALUE;
-            float dist = ComputeDistance(depth);
-            half fog = 1.0 - ComputeFog(dist);
-
-            return lerp(color, _FogColor, fog * skybox);
-        }
-
-    ENDCG
-
-    SubShader
-    {
-        Cull Off ZWrite Off ZTest Always
-
-        Pass
-        {
-            CGPROGRAM
-
-                #pragma vertex VertFog
-                #pragma fragment FragFog
-
-            ENDCG
-        }
-
-        Pass
-        {
-            CGPROGRAM
-
-                #pragma vertex VertFog
-                #pragma fragment FragFogExcludeSkybox
-
-            ENDCG
-        }
-    }
-}
+Shader "Hidden/Post FX/Fog"
+{
+    Properties
+    {
+        _MainTex("Main Texture", 2D) = "white" {}
+    }
+
+    CGINCLUDE
+
+        #pragma multi_compile __ FOG_LINEAR FOG_EXP FOG_EXP2
+        #include "UnityCG.cginc"
+        #include "Common.cginc"
+
+        #define SKYBOX_THREASHOLD_VALUE 0.9999
+
+        struct Varyings
+        {
+            float2 uv : TEXCOORD0;
+            float4 vertex : SV_POSITION;
+        };
+
+        Varyings VertFog(AttributesDefault v)
+        {
+            Varyings o;
+            o.vertex = UnityObjectToClipPos(v.vertex);
+            o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
+            return o;
+        }
+
+        sampler2D _CameraDepthTexture;
+
+        half4 _FogColor;
+        float _Density;
+        float _Start;
+        float _End;
+
+        half ComputeFog(float z)
+        {
+            half fog = 0.0;
+        #if FOG_LINEAR
+            fog = (_End - z) / (_End - _Start);
+        #elif FOG_EXP
+            fog = exp2(-_Density * z);
+        #else // FOG_EXP2
+            fog = _Density * z;
+            fog = exp2(-fog * fog);
+        #endif
+            return saturate(fog);
+        }
+
+        float ComputeDistance(float depth)
+        {
+            float dist = depth * _ProjectionParams.z;
+            dist -= _ProjectionParams.y;
+            return dist;
+        }
+
+        half4 FragFog(Varyings i) : SV_Target
+        {
+            half4 color = tex2D(_MainTex, i.uv);
+
+            float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv);
+            depth = Linear01Depth(depth);
+            float dist = ComputeDistance(depth);
+            half fog = 1.0 - ComputeFog(dist);
+
+            return lerp(color, _FogColor, fog);
+        }
+
+        half4 FragFogExcludeSkybox(Varyings i) : SV_Target
+        {
+            half4 color = tex2D(_MainTex, i.uv);
+
+            float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv);
+            depth = Linear01Depth(depth);
+            float skybox = depth < SKYBOX_THREASHOLD_VALUE;
+            float dist = ComputeDistance(depth);
+            half fog = 1.0 - ComputeFog(dist);
+
+            return lerp(color, _FogColor, fog * skybox);
+        }
+
+    ENDCG
+
+    SubShader
+    {
+        Cull Off ZWrite Off ZTest Always
+
+        Pass
+        {
+            CGPROGRAM
+
+                #pragma vertex VertFog
+                #pragma fragment FragFog
+
+            ENDCG
+        }
+
+        Pass
+        {
+            CGPROGRAM
+
+                #pragma vertex VertFog
+                #pragma fragment FragFogExcludeSkybox
+
+            ENDCG
+        }
+    }
+}

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