// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/FogVolumeDensityFilter" { Properties{ _MainTex("", any) = "" {} } CGINCLUDE #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; half2 uv : TEXCOORD0; half2 taps[4] : TEXCOORD1; }; sampler2D _MainTex; half4 _MainTex_TexelSize; half4 _BlurOffsets; half FOV_compensation; //half _Distortion = -0.01; sampler2D RT_FogVolumeConvolution, RT_FogVolume, _source; v2f vert(appdata_img v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord - _BlurOffsets.xy * _MainTex_TexelSize.xy; // hack, see BlurEffect.cs for the reason for this. let's make a new blur effect soon o.taps[0] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy*FOV_compensation; o.taps[1] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy*FOV_compensation; o.taps[2] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy * half2(1, -1)*FOV_compensation; o.taps[3] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy * half2(1, -1)*FOV_compensation; return o; } half4 frag(v2f i) : SV_Target{ //distortion experiment /*half4 FV = tex2D(RT_FogVolumeConvolution, i.uv); half4 TexturedFogVolumes = tex2D(RT_FogVolume, i.uv); half Distortion = FV.a * _Distortion * TexturedFogVolumes.a + 1; half4 color = tex2D(_MainTex, (i.taps[0]-0.5)* Distortion + 0.5); color += tex2D(_MainTex, (i.taps[1] - 0.5)* Distortion + 0.5); color += tex2D(_MainTex, (i.taps[2] - 0.5)* Distortion + 0.5); color += tex2D(_MainTex, (i.taps[3] - 0.5)* Distortion + 0.5);*/ half4 color = tex2D(_MainTex, i.taps[0]); color += tex2D(_MainTex, i.taps[1]); color += tex2D(_MainTex, i.taps[2]); color += tex2D(_MainTex, i.taps[3]); return color *.25; } ENDCG SubShader { Pass{ ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } Fallback off }