Shader "Fog Volume/RT viewers/_ShadowTexture" { Properties{ _MainTex("Base", 2D) = "" {} _Divide("Divide", Range(1, 30000))=1000 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _ShadowTexture; float4 _ShadowTexture_ST; fixed _Divide; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _ShadowTexture); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture //fixed4 col = tex2D(_ShadowTexture, i.uv).r/ _Divide; fixed4 col = tex2D(_ShadowTexture, i.uv); col.r = col.r / _Divide; return col.r*col.g; } ENDCG } } }