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VolumetricFog.shader
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Shader "Hidden/VolumetricFog"
{
Properties
{
_NoiseTexture ("_NoiseTexture", 3D) = "white" {}
_NoiseData ("_NoiseData", Vector) = (0, 0, 0, 0)
_NoiseVelocity ("_NoiseVelocity", Vector) = (0, 0, 0, 0)
_Albedo ("_Albedo", Color) = (0, 0, 0, 0)
_Albedo ("_Ambient", Color) = (0, 0, 0, 0)
_Intensity ("_Intensity", Float) = 1
_StepParams ("_StepParams", Vector) = (0, 0, 0, 0)
_SampleCount ("SampleCount", Int) = 0
_Jitter ("_Jitter", Float) = 0
_IntensityModifier ("_IntensityModifier", Float) = 1
_MieG ("_MieG", Float) = 0
_Scattering ("_Scattering", Float) = 0
_Extinction ("_Extinction", Float) = 0
_BrightnessClamp ("_BrightnessClamp", Float) = 0
}
SubShader
{
Pass
{
Cull Off ZWrite Off ZTest Off
Blend One One
HLSLPROGRAM
#pragma exclude_renderers d3d11_9x
#pragma exclude_renderers d3d9
#pragma vertex VolumetricVertex
#pragma fragment VolumetricFragment
#pragma target 4.0
// URP keywords
#pragma multi_compile_fragment _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHTS
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _LIGHT_COOKIES
// Custom keywords
#pragma multi_compile_fragment _ TEMPORAL_RENDERING_ENABLED
#pragma multi_compile_local_fragment _ NOISE_ENABLED
#pragma multi_compile_local_fragment _ LIGHTING_ENABLED SHADOWS_ENABLED
#pragma multi_compile_fragment _ SPHERE_VOLUME CUBE_VOLUME CAPSULE_VOLUME CYLINDER_VOLUME
#define MAX_LIGHT_COUNT 32
#include "/Include/Common.hlsl"
#include "/Include/Math.hlsl"
#include "/Include/Intersection.hlsl"
#include "/Include/LightAttenuation.hlsl"
#include "/Include/Reprojection.hlsl"
#include "/Include/GIProbes.hlsl"
#include "/Include/VolumetricFog.hlsl"
ENDHLSL
}
}
}