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€? pA €? €? pA €? €? pA €? €? pA €? €? pA €? €? pA €? €? pA A A A A C C unity_FogStart unity_FogEndunity_FogDensity unity_FogColor˙˙˙˙ŹM€? €? €? €? €? pA €? €? pA €? €? pA €? €? pA €? €? pA €? €? pA €? €? pA A A A A C C unity_FogStart unity_FogEndunity_FogDensity unity_FogColor˙˙˙˙$Ó @ A  @ A `A €? €? pA €? €? pA €? €? pA €? €? pA €? €? pA €? €? pA €? €? pA A A A A C C ‰€? €? €? €? €? pA €? €? pA €? €? pA €? €? pA €? €? pA €? €? pA €? €? pA A A A A C C §mHidden/MotionBlurŹM€#line 15 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" #line 15 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif /* UNITY: Original start of shader */ #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD; }; struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD; }; float4 _MainTex_ST; float _AccumOrig; v2f vert (appdata_t v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } sampler2D _MainTex; half4 frag (v2f i) : SV_Target { return half4(tex2D(_MainTex, i.texcoord).rgb, _AccumOrig ); } 3Assets/Standard Assets/Effects/ImageEffects/Shaders˙˙˙˙=(´žçˇ‘Šd{´ěy SHADOWS_SOFTDIRLIGHTMAP_COMBINEDDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ON INSTANCING_ON$ÓS#line 60 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" #line 60 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif /* UNITY: Original start of shader */ #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD; }; struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD; }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } sampler2D _MainTex; half4 frag (v2f i) : SV_Target { return tex2D(_MainTex, i.texcoord); } 3Assets/Standard Assets/Effects/ImageEffects/Shaders˙˙˙˙>=(´žçˇ‘Šd{´ěy SHADOWS_SOFTDIRLIGHTMAP_COMBINEDDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ON INSTANCING_ON‰Z#pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" #pragma multi_compile_fog #define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)) // uniforms float4 _MainTex_ST; // vertex shader input data struct appdata { float3 pos : POSITION; float3 uv0 : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; // vertex-to-fragment interpolators struct v2f { fixed4 color : COLOR0; float2 uv0 : TEXCOORD0; #if USING_FOG fixed fog : TEXCOORD1; #endif float4 pos : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; // vertex shader v2f vert (appdata IN) { v2f o; UNITY_SETUP_INSTANCE_ID(IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); half4 color = half4(0,0,0,1.1); float3 eyePos = mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz; half3 viewDir = 0.0; o.color = saturate(color); // compute texture coordinates o.uv0 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw; // fog #if USING_FOG float fogCoord = length(eyePos.xyz); // radial fog distance UNITY_CALC_FOG_FACTOR_RAW(fogCoord); o.fog = saturate(unityFogFactor); #endif // transform position o.pos = UnityObjectToClipPos(IN.pos); return o; } // textures sampler2D _MainTex; fixed _AccumOrig; // fragment shader fixed4 frag (v2f IN) : SV_Target { fixed4 col; fixed4 tex, tmp0, tmp1, tmp2; // SetTexture #0 tex = tex2D (_MainTex, IN.uv0.xy); col.rgb = tex; col.a = fixed4(0,0,0,_AccumOrig).a; // fog #if USING_FOG col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog); #endif return col; } // texenvs //! TexEnv0: 01010000 01060004 [_MainTex] [00000000] ˙˙˙˙_ FOG_LINEARFOG_EXPFOG_EXP2_ FOG_LINEARFOG_EXPFOG_EXP2FOG_EXP FOG_EXP2 FOG_LINEAR§m#pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" #pragma multi_compile_fog #define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)) // uniforms float4 _MainTex_ST; // vertex shader input data struct appdata { float3 pos : POSITION; float3 uv0 : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; // vertex-to-fragment interpolators struct v2f { fixed4 color : COLOR0; float2 uv0 : TEXCOORD0; #if USING_FOG fixed fog : TEXCOORD1; #endif float4 pos : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; // vertex shader v2f vert (appdata IN) { v2f o; UNITY_SETUP_INSTANCE_ID(IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); half4 color = half4(0,0,0,1.1); float3 eyePos = mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz; half3 viewDir = 0.0; o.color = saturate(color); // compute texture coordinates o.uv0 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw; // fog #if USING_FOG float fogCoord = length(eyePos.xyz); // radial fog distance UNITY_CALC_FOG_FACTOR_RAW(fogCoord); o.fog = saturate(unityFogFactor); #endif // transform position o.pos = UnityObjectToClipPos(IN.pos); return o; } // textures sampler2D _MainTex; // fragment shader fixed4 frag (v2f IN) : SV_Target { fixed4 col; fixed4 tex, tmp0, tmp1, tmp2; // SetTexture #0 tex = tex2D (_MainTex, IN.uv0.xy); col = tex; // fog #if USING_FOG col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog); #endif return col; } // texenvs //! TexEnv0: 01010000 01010000 [_MainTex] ˙˙˙˙_ FOG_LINEARFOG_EXPFOG_EXP2_ FOG_LINEARFOG_EXPFOG_EXP2FOG_EXP FOG_EXP2 FOG_LINEAR