Full Code of keijiro/FadeToSkybox for AI

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Repository: keijiro/FadeToSkybox
Branch: master
Commit: ac9d34a77c19
Files: 54
Total size: 10.7 MB

Directory structure:
gitextract_zy75cqzq/

├── .gitignore
├── Assets/
│   ├── CalibrationScene/
│   │   ├── SceneMaterials/
│   │   │   ├── CalibrationFloor.mat
│   │   │   └── CalibrationFloor.mat.meta
│   │   ├── SceneMaterials.meta
│   │   ├── SceneTextures/
│   │   │   ├── CalibrationFloorDiffuse.tif
│   │   │   ├── CalibrationFloorDiffuse.tif.meta
│   │   │   ├── CalibrationFloorNormals.tif
│   │   │   ├── CalibrationFloorNormals.tif.meta
│   │   │   ├── CalibrationFloorSpecularGloss.tif
│   │   │   └── CalibrationFloorSpecularGloss.tif.meta
│   │   └── SceneTextures.meta
│   ├── CalibrationScene.meta
│   ├── FadeToSkybox/
│   │   ├── Editor/
│   │   │   ├── FadeToSkyboxEditor.cs
│   │   │   └── FadeToSkyboxEditor.cs.meta
│   │   ├── Editor.meta
│   │   ├── FadeToSkybox.cs
│   │   ├── FadeToSkybox.cs.meta
│   │   ├── Shader/
│   │   │   ├── FadeToSkybox.shader
│   │   │   └── FadeToSkybox.shader.meta
│   │   └── Shader.meta
│   ├── FadeToSkybox.meta
│   ├── NarrowPath_Env.hdr
│   ├── NarrowPath_Env.hdr.meta
│   ├── Skybox.mat
│   ├── Skybox.mat.meta
│   ├── Standard Assets/
│   │   ├── Effects/
│   │   │   ├── ImageEffects/
│   │   │   │   ├── Scripts/
│   │   │   │   │   ├── GlobalFog.cs
│   │   │   │   │   ├── GlobalFog.cs.meta
│   │   │   │   │   ├── PostEffectsBase.cs
│   │   │   │   │   └── PostEffectsBase.cs.meta
│   │   │   │   ├── Scripts.meta
│   │   │   │   ├── Shaders/
│   │   │   │   │   ├── GlobalFog.shader
│   │   │   │   │   └── GlobalFog.shader.meta
│   │   │   │   └── Shaders.meta
│   │   │   └── ImageEffects.meta
│   │   └── Effects.meta
│   ├── Standard Assets.meta
│   ├── Test.unity
│   └── Test.unity.meta
├── FadeToSkybox.unitypackage
├── ProjectSettings/
│   ├── AudioManager.asset
│   ├── DynamicsManager.asset
│   ├── EditorBuildSettings.asset
│   ├── EditorSettings.asset
│   ├── GraphicsSettings.asset
│   ├── InputManager.asset
│   ├── NavMeshAreas.asset
│   ├── NetworkManager.asset
│   ├── Physics2DSettings.asset
│   ├── ProjectSettings.asset
│   ├── ProjectVersion.txt
│   ├── QualitySettings.asset
│   ├── TagManager.asset
│   └── TimeManager.asset
└── README.md

================================================
FILE CONTENTS
================================================

================================================
FILE: .gitignore
================================================
[Ll]ibrary/
[Tt]emp/
[Oo]bj/

# Autogenerated VS/MD solution and project files
*.csproj
*.unityproj
*.sln
*.pidb
*.userprefs

.DS_Store
*.swp


================================================
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================================================
FILE: Assets/FadeToSkybox/Editor/FadeToSkyboxEditor.cs
================================================
//
// Custom editor for FadeToSkybox
//
using UnityEngine;
using UnityEditor;

[CanEditMultipleObjects]
[CustomEditor(typeof(FadeToSkybox))]
public class FadeToSkyboxEditor : Editor
{
    SerializedProperty _useRadialDistance;
    SerializedProperty _startDistance;

    void OnEnable()
    {
        _useRadialDistance = serializedObject.FindProperty("_useRadialDistance");
        _startDistance = serializedObject.FindProperty("_startDistance");
    }

    public override void OnInspectorGUI()
    {
        bool componentSupported = true;

        if (!FadeToSkybox.CheckSkybox())
        {
            EditorGUILayout.HelpBox("This component only supports cubed skyboxes.", MessageType.Warning);
            componentSupported = false;
        }

        if (!RenderSettings.fog)
        {
            EditorGUILayout.HelpBox("This component requires fog to be enabled (Window -> Lighting -> Fog).", MessageType.Warning);
            componentSupported = false;
        }

        if (componentSupported)
        {
            serializedObject.Update();
            EditorGUILayout.PropertyField(_useRadialDistance);
            EditorGUILayout.PropertyField(_startDistance);
            serializedObject.ApplyModifiedProperties();
        }
    }
}


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================================================
FILE: Assets/FadeToSkybox/FadeToSkybox.cs
================================================
//
// Fade-to-skybox fog effect
//
using UnityEngine;

[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Image Effects/Rendering/Fade To Skybox")]
public class FadeToSkybox : MonoBehaviour
{
    #region Serialized Variables

    [SerializeField] bool _useRadialDistance;
    [SerializeField] float _startDistance;
    [SerializeField] Shader _fogShader;

    #endregion

    #region Public Properties And Functions

    public bool useRadialDistance {
        get { return _useRadialDistance; }
        set { _useRadialDistance = value; }
    }

    public float startDistance {
        get { return _startDistance; }
        set { _startDistance = value; }
    }

    public static bool CheckSkybox()
    {
        // Check for cubed skybox
        var skybox = RenderSettings.skybox;
        return skybox != null &&
               skybox.HasProperty("_Tex") &&
               skybox.HasProperty("_Tint") &&
               skybox.HasProperty("_Exposure") &&
               skybox.HasProperty("_Rotation");
    }

    #endregion

    #region Private Objects

    Material  _fogMaterial;

    #endregion

    #region Private Functions

    void Setup()
    {
        if (_fogMaterial == null) {
            _fogMaterial = new Material(_fogShader);
            _fogMaterial.hideFlags = HideFlags.HideAndDontSave;
        }
    }

    void SanitizeParameters()
    {
        _startDistance = Mathf.Max(_startDistance, 0.0f);
    }

    #endregion

    #region Monobehaviour Functions

    void Start()
    {
        Setup();
    }

    [ImageEffectOpaque]
    void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        if (!CheckSkybox() || 
            !RenderSettings.fog)
        {
            Graphics.Blit(source, destination);
            return;
        }

        SanitizeParameters();

        Setup();

        // Set up fog parameters.
        _fogMaterial.SetFloat("_DistanceOffset", _startDistance);

        var mode = RenderSettings.fogMode;
        if (mode == FogMode.Linear)
        {
            var start = RenderSettings.fogStartDistance;
            var end = RenderSettings.fogEndDistance;
            var invDiff = 1.0f / Mathf.Max(end - start, 1.0e-6f);
            _fogMaterial.SetFloat("_LinearGrad", -invDiff);
            _fogMaterial.SetFloat("_LinearOffs", end * invDiff);
            _fogMaterial.DisableKeyword("FOG_EXP");
            _fogMaterial.DisableKeyword("FOG_EXP2");
        }
        else if (mode == FogMode.Exponential)
        {
            const float coeff = 1.4426950408f; // 1/ln(2)
            var density = RenderSettings.fogDensity;
            _fogMaterial.SetFloat("_Density", coeff * density);
            _fogMaterial.EnableKeyword("FOG_EXP");
            _fogMaterial.DisableKeyword("FOG_EXP2");
        }
        else // FogMode.ExponentialSquared
        {
            const float coeff = 1.2011224087f; // 1/sqrt(ln(2))
            var density = RenderSettings.fogDensity;
            _fogMaterial.SetFloat("_Density", coeff * density);
            _fogMaterial.DisableKeyword("FOG_EXP");
            _fogMaterial.EnableKeyword("FOG_EXP2");
        }

        if (_useRadialDistance)
            _fogMaterial.EnableKeyword("RADIAL_DIST");
        else
            _fogMaterial.DisableKeyword("RADIAL_DIST");

        // Transfer the skybox parameters.
        var skybox = RenderSettings.skybox;
        _fogMaterial.SetTexture("_SkyCubemap", skybox.GetTexture("_Tex"));
        _fogMaterial.SetColor("_SkyTint", skybox.GetColor("_Tint"));
        _fogMaterial.SetFloat("_SkyExposure", skybox.GetFloat("_Exposure"));
        _fogMaterial.SetFloat("_SkyRotation", skybox.GetFloat("_Rotation"));

        // Calculate vectors towards frustum corners.
        var cam = GetComponent<Camera>();
        var camtr = cam.transform;
        var camNear = cam.nearClipPlane;
        var camFar = cam.farClipPlane;

        var tanHalfFov = Mathf.Tan(cam.fieldOfView * Mathf.Deg2Rad / 2);
        var toRight = camtr.right * camNear * tanHalfFov * cam.aspect;
        var toTop = camtr.up * camNear * tanHalfFov;

        var v_tl = camtr.forward * camNear - toRight + toTop;
        var v_tr = camtr.forward * camNear + toRight + toTop;
        var v_br = camtr.forward * camNear + toRight - toTop;
        var v_bl = camtr.forward * camNear - toRight - toTop;

        var v_s = v_tl.magnitude * camFar / camNear;

        // Draw screen quad.
        RenderTexture.active = destination;

        _fogMaterial.SetTexture("_MainTex", source);
        _fogMaterial.SetPass(0);

        GL.PushMatrix();
        GL.LoadOrtho();
        GL.Begin(GL.QUADS);

        GL.MultiTexCoord2(0, 0, 0);
        GL.MultiTexCoord(1, v_bl.normalized * v_s);
        GL.Vertex3(0, 0, 0.1f);

        GL.MultiTexCoord2(0, 1, 0);
        GL.MultiTexCoord(1, v_br.normalized * v_s);
        GL.Vertex3(1, 0, 0.1f);

        GL.MultiTexCoord2(0, 1, 1);
        GL.MultiTexCoord(1, v_tr.normalized * v_s);
        GL.Vertex3(1, 1, 0.1f);

        GL.MultiTexCoord2(0, 0, 1);
        GL.MultiTexCoord(1, v_tl.normalized * v_s);
        GL.Vertex3(0, 1, 0.1f);

        GL.End();
        GL.PopMatrix();
    }

    #endregion
}


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================================================
FILE: Assets/FadeToSkybox/Shader/FadeToSkybox.shader
================================================
Shader "Hidden/FadeToSkybox"
{
    Properties
    {
        _MainTex ("-", 2D) = "black" {}
        _SkyTint ("-", Color) = (.5, .5, .5, .5)
        [Gamma] _SkyExposure ("-", Range(0, 8)) = 1.0
        [NoScaleOffset] _SkyCubemap ("-", Cube) = "grey" {}
    }

    CGINCLUDE

    #include "UnityCG.cginc"

    #pragma multi_compile FOG_LINEAR FOG_EXP FOG_EXP2
    #pragma multi_compile Z_DIST RADIAL_DIST

    sampler2D _MainTex;
    float4 _MainTex_TexelSize;

    sampler2D_float _CameraDepthTexture;

    float _DistanceOffset;
    float _Density;
    float _LinearGrad;
    float _LinearOffs;

    // Skybox information
    samplerCUBE _SkyCubemap;
    half4 _SkyCubemap_HDR;
    half4 _SkyTint;
    half _SkyExposure;
    float _SkyRotation;

    struct v2f
    {
        float4 pos : SV_POSITION;
        float2 uv : TEXCOORD0;
        float2 uv_depth : TEXCOORD1;
        float3 ray : TEXCOORD2;
    };

    float3 RotateAroundYAxis(float3 v, float deg)
    {
        float alpha = deg * UNITY_PI / 180.0;
        float sina, cosa;
        sincos(alpha, sina, cosa);
        float2x2 m = float2x2(cosa, -sina, sina, cosa);
        return float3(mul(m, v.xz), v.y).xzy;
    }

    v2f vert(appdata_full v)
    {
        v2f o;

        o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
        o.uv = v.texcoord.xy;
        o.uv_depth = v.texcoord.xy;
        o.ray = RotateAroundYAxis(v.texcoord1.xyz, -_SkyRotation);

    #if UNITY_UV_STARTS_AT_TOP
        if (_MainTex_TexelSize.y < 0.0) o.uv.y = 1.0 - o.uv.y;
    #endif

        return o;
    }

    // Applies one of standard fog formulas, given fog coordinate (i.e. distance)
    half ComputeFogFactor(float coord)
    {
        float fog = 0.0;
    #if FOG_LINEAR
        // factor = (end-z)/(end-start) = z * (-1/(end-start)) + (end/(end-start))
        fog = coord * _LinearGrad + _LinearOffs;
    #elif FOG_EXP
        // factor = exp(-density*z)
        fog = _Density * coord;
        fog = exp2(-fog);
    #else // FOG_EXP2
        // factor = exp(-(density*z)^2)
        fog = _Density * coord;
        fog = exp2(-fog * fog);
    #endif
        return saturate(fog);
    }

    // Distance-based fog
    float ComputeDistance(float3 ray, float depth)
    {
        float dist;
    #if RADIAL_DIST
        dist = length(ray * depth);
    #else // Z_DIST
        dist = depth * _ProjectionParams.z;
    #endif
        // Built-in fog starts at near plane, so match that by
        // subtracting the near value. Not a perfect approximation
        // if near plane is very large, but good enough.
        dist -= _ProjectionParams.y;
        return dist;
    }

    half4 frag(v2f i) : SV_Target
    {
        half4 sceneColor = tex2D(_MainTex, i.uv);

        // Reconstruct world space position & direction towards this screen pixel.
        float depth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_depth));

        // Look up the skybox color.
        half3 skyColor = DecodeHDR(texCUBE(_SkyCubemap, i.ray), _SkyCubemap_HDR);
        skyColor *= _SkyTint.rgb * _SkyExposure * unity_ColorSpaceDouble;

        // Compute fog amount.
        float g = ComputeDistance(i.ray, depth) - _DistanceOffset;
        half fog = ComputeFogFactor(max(0.0, g));

        // Lerp between skybox color to fog color with fog amount.
        return lerp(half4(skyColor, 1), sceneColor, fog);
    }

    ENDCG

    SubShader
    {
        ZTest Always Cull Off ZWrite Off
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            ENDCG
        }
    }
    Fallback off
}


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================================================
FILE: Assets/Standard Assets/Effects/ImageEffects/Scripts/GlobalFog.cs
================================================
using System;
using UnityEngine;

namespace UnityStandardAssets.ImageEffects
{
    [ExecuteInEditMode]
    [RequireComponent (typeof(Camera))]
    [AddComponentMenu ("Image Effects/Rendering/Global Fog")]
    class GlobalFog : PostEffectsBase
	{
		[Tooltip("Apply distance-based fog?")]
        public bool  distanceFog = true;
		[Tooltip("Distance fog is based on radial distance from camera when checked")]
		public bool  useRadialDistance = false;
		[Tooltip("Apply height-based fog?")]
		public bool  heightFog = true;
		[Tooltip("Fog top Y coordinate")]
        public float height = 1.0f;
        [Range(0.001f,10.0f)]
        public float heightDensity = 2.0f;
		[Tooltip("Push fog away from the camera by this amount")]
        public float startDistance = 0.0f;

        public Shader fogShader = null;
        private Material fogMaterial = null;


        public override bool CheckResources ()
		{
            CheckSupport (true);

            fogMaterial = CheckShaderAndCreateMaterial (fogShader, fogMaterial);

            if (!isSupported)
                ReportAutoDisable ();
            return isSupported;
        }

        [ImageEffectOpaque]
        void OnRenderImage (RenderTexture source, RenderTexture destination)
		{
            if (CheckResources()==false || (!distanceFog && !heightFog))
            {
                Graphics.Blit (source, destination);
                return;
            }

			Camera cam = GetComponent<Camera>();
			Transform camtr = cam.transform;
			float camNear = cam.nearClipPlane;
			float camFar = cam.farClipPlane;
			float camFov = cam.fieldOfView;
			float camAspect = cam.aspect;

            Matrix4x4 frustumCorners = Matrix4x4.identity;

			float fovWHalf = camFov * 0.5f;

			Vector3 toRight = camtr.right * camNear * Mathf.Tan (fovWHalf * Mathf.Deg2Rad) * camAspect;
			Vector3 toTop = camtr.up * camNear * Mathf.Tan (fovWHalf * Mathf.Deg2Rad);

			Vector3 topLeft = (camtr.forward * camNear - toRight + toTop);
			float camScale = topLeft.magnitude * camFar/camNear;

            topLeft.Normalize();
			topLeft *= camScale;

			Vector3 topRight = (camtr.forward * camNear + toRight + toTop);
            topRight.Normalize();
			topRight *= camScale;

			Vector3 bottomRight = (camtr.forward * camNear + toRight - toTop);
            bottomRight.Normalize();
			bottomRight *= camScale;

			Vector3 bottomLeft = (camtr.forward * camNear - toRight - toTop);
            bottomLeft.Normalize();
			bottomLeft *= camScale;

            frustumCorners.SetRow (0, topLeft);
            frustumCorners.SetRow (1, topRight);
            frustumCorners.SetRow (2, bottomRight);
            frustumCorners.SetRow (3, bottomLeft);

			var camPos= camtr.position;
            float FdotC = camPos.y-height;
            float paramK = (FdotC <= 0.0f ? 1.0f : 0.0f);
            fogMaterial.SetMatrix ("_FrustumCornersWS", frustumCorners);
            fogMaterial.SetVector ("_CameraWS", camPos);
            fogMaterial.SetVector ("_HeightParams", new Vector4 (height, FdotC, paramK, heightDensity*0.5f));
            fogMaterial.SetVector ("_DistanceParams", new Vector4 (-Mathf.Max(startDistance,0.0f), 0, 0, 0));

            var sceneMode= RenderSettings.fogMode;
            var sceneDensity= RenderSettings.fogDensity;
            var sceneStart= RenderSettings.fogStartDistance;
            var sceneEnd= RenderSettings.fogEndDistance;
            Vector4 sceneParams;
            bool  linear = (sceneMode == FogMode.Linear);
            float diff = linear ? sceneEnd - sceneStart : 0.0f;
            float invDiff = Mathf.Abs(diff) > 0.0001f ? 1.0f / diff : 0.0f;
            sceneParams.x = sceneDensity * 1.2011224087f; // density / sqrt(ln(2)), used by Exp2 fog mode
            sceneParams.y = sceneDensity * 1.4426950408f; // density / ln(2), used by Exp fog mode
            sceneParams.z = linear ? -invDiff : 0.0f;
            sceneParams.w = linear ? sceneEnd * invDiff : 0.0f;
            fogMaterial.SetVector ("_SceneFogParams", sceneParams);
			fogMaterial.SetVector ("_SceneFogMode", new Vector4((int)sceneMode, useRadialDistance ? 1 : 0, 0, 0));

            int pass = 0;
            if (distanceFog && heightFog)
                pass = 0; // distance + height
            else if (distanceFog)
                pass = 1; // distance only
            else
                pass = 2; // height only
            CustomGraphicsBlit (source, destination, fogMaterial, pass);
        }

        static void CustomGraphicsBlit (RenderTexture source, RenderTexture dest, Material fxMaterial, int passNr)
		{
            RenderTexture.active = dest;

            fxMaterial.SetTexture ("_MainTex", source);

            GL.PushMatrix ();
            GL.LoadOrtho ();

            fxMaterial.SetPass (passNr);

            GL.Begin (GL.QUADS);

            GL.MultiTexCoord2 (0, 0.0f, 0.0f);
            GL.Vertex3 (0.0f, 0.0f, 3.0f); // BL

            GL.MultiTexCoord2 (0, 1.0f, 0.0f);
            GL.Vertex3 (1.0f, 0.0f, 2.0f); // BR

            GL.MultiTexCoord2 (0, 1.0f, 1.0f);
            GL.Vertex3 (1.0f, 1.0f, 1.0f); // TR

            GL.MultiTexCoord2 (0, 0.0f, 1.0f);
            GL.Vertex3 (0.0f, 1.0f, 0.0f); // TL

            GL.End ();
            GL.PopMatrix ();
        }
    }
}


================================================
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================================================
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================================================
FILE: Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsBase.cs
================================================
using System;
using UnityEngine;

namespace UnityStandardAssets.ImageEffects
{
    [ExecuteInEditMode]
    [RequireComponent (typeof(Camera))]
    public class PostEffectsBase : MonoBehaviour
	{
        protected bool  supportHDRTextures = true;
        protected bool  supportDX11 = false;
        protected bool  isSupported = true;

        protected Material CheckShaderAndCreateMaterial ( Shader s, Material m2Create)
		{
            if (!s)
			{
                Debug.Log("Missing shader in " + ToString ());
                enabled = false;
                return null;
            }

            if (s.isSupported && m2Create && m2Create.shader == s)
                return m2Create;

            if (!s.isSupported)
			{
                NotSupported ();
                Debug.Log("The shader " + s.ToString() + " on effect "+ToString()+" is not supported on this platform!");
                return null;
            }
            else
			{
                m2Create = new Material (s);
                m2Create.hideFlags = HideFlags.DontSave;
                if (m2Create)
                    return m2Create;
                else return null;
            }
        }


        protected Material CreateMaterial (Shader s, Material m2Create)
		{
            if (!s)
			{
                Debug.Log ("Missing shader in " + ToString ());
                return null;
            }

            if (m2Create && (m2Create.shader == s) && (s.isSupported))
                return m2Create;

            if (!s.isSupported)
			{
                return null;
            }
            else
			{
                m2Create = new Material (s);
                m2Create.hideFlags = HideFlags.DontSave;
                if (m2Create)
                    return m2Create;
                else return null;
            }
        }

        void OnEnable ()
		{
            isSupported = true;
        }

        protected bool CheckSupport ()
		{
            return CheckSupport (false);
        }


        public virtual bool CheckResources ()
		{
            Debug.LogWarning ("CheckResources () for " + ToString() + " should be overwritten.");
            return isSupported;
        }


        protected void Start ()
		{
            CheckResources ();
        }

        protected bool CheckSupport (bool needDepth)
		{
            isSupported = true;
            supportHDRTextures = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf);
            supportDX11 = SystemInfo.graphicsShaderLevel >= 50 && SystemInfo.supportsComputeShaders;

            if (!SystemInfo.supportsImageEffects || !SystemInfo.supportsRenderTextures)
			{
                NotSupported ();
                return false;
            }

            if (needDepth && !SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.Depth))
			{
                NotSupported ();
                return false;
            }

            if (needDepth)
                GetComponent<Camera>().depthTextureMode |= DepthTextureMode.Depth;

            return true;
        }

        protected bool CheckSupport (bool needDepth,  bool needHdr)
		{
            if (!CheckSupport(needDepth))
                return false;

            if (needHdr && !supportHDRTextures)
			{
                NotSupported ();
                return false;
            }

            return true;
        }


        public bool Dx11Support ()
		{
            return supportDX11;
        }


        protected void ReportAutoDisable ()
		{
            Debug.LogWarning ("The image effect " + ToString() + " has been disabled as it's not supported on the current platform.");
        }

        // deprecated but needed for old effects to survive upgrading
        bool CheckShader (Shader s)
		{
            Debug.Log("The shader " + s.ToString () + " on effect "+ ToString () + " is not part of the Unity 3.2+ effects suite anymore. For best performance and quality, please ensure you are using the latest Standard Assets Image Effects (Pro only) package.");
            if (!s.isSupported)
			{
                NotSupported ();
                return false;
            }
            else
			{
                return false;
            }
        }


        protected void NotSupported ()
		{
            enabled = false;
            isSupported = false;
            return;
        }


        protected void DrawBorder (RenderTexture dest, Material material)
		{
            float x1;
            float x2;
            float y1;
            float y2;

            RenderTexture.active = dest;
            bool  invertY = true; // source.texelSize.y < 0.0ff;
            // Set up the simple Matrix
            GL.PushMatrix();
            GL.LoadOrtho();

            for (int i = 0; i < material.passCount; i++)
            {
                material.SetPass(i);

                float y1_; float y2_;
                if (invertY)
                {
                    y1_ = 1.0f; y2_ = 0.0f;
                }
                else
                {
                    y1_ = 0.0f; y2_ = 1.0f;
                }

                // left
                x1 = 0.0f;
                x2 = 0.0f + 1.0f/(dest.width*1.0f);
                y1 = 0.0f;
                y2 = 1.0f;
                GL.Begin(GL.QUADS);

                GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
                GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
                GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
                GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);

                // right
                x1 = 1.0f - 1.0f/(dest.width*1.0f);
                x2 = 1.0f;
                y1 = 0.0f;
                y2 = 1.0f;

                GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
                GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
                GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
                GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);

                // top
                x1 = 0.0f;
                x2 = 1.0f;
                y1 = 0.0f;
                y2 = 0.0f + 1.0f/(dest.height*1.0f);

                GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
                GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
                GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
                GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);

                // bottom
                x1 = 0.0f;
                x2 = 1.0f;
                y1 = 1.0f - 1.0f/(dest.height*1.0f);
                y2 = 1.0f;

                GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
                GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
                GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
                GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);

                GL.End();
            }

            GL.PopMatrix();
        }
    }
}


================================================
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FILE: Assets/Standard Assets/Effects/ImageEffects/Shaders/GlobalFog.shader
================================================
Shader "Hidden/GlobalFog" {
Properties {
	_MainTex ("Base (RGB)", 2D) = "black" {}
}

CGINCLUDE

	#include "UnityCG.cginc"

	uniform sampler2D _MainTex;
	uniform sampler2D_float _CameraDepthTexture;
	
	// x = fog height
	// y = FdotC (CameraY-FogHeight)
	// z = k (FdotC > 0.0)
	// w = a/2
	uniform float4 _HeightParams;
	
	// x = start distance
	uniform float4 _DistanceParams;
	
	int4 _SceneFogMode; // x = fog mode, y = use radial flag
	float4 _SceneFogParams;
	#ifndef UNITY_APPLY_FOG
	half4 unity_FogColor;
	half4 unity_FogDensity;
	#endif	

	uniform float4 _MainTex_TexelSize;
	
	// for fast world space reconstruction
	uniform float4x4 _FrustumCornersWS;
	uniform float4 _CameraWS;

	struct v2f {
		float4 pos : SV_POSITION;
		float2 uv : TEXCOORD0;
		float2 uv_depth : TEXCOORD1;
		float4 interpolatedRay : TEXCOORD2;
	};
	
	v2f vert (appdata_img v)
	{
		v2f o;
		half index = v.vertex.z;
		v.vertex.z = 0.1;
		o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
		o.uv = v.texcoord.xy;
		o.uv_depth = v.texcoord.xy;
		
		#if UNITY_UV_STARTS_AT_TOP
		if (_MainTex_TexelSize.y < 0)
			o.uv.y = 1-o.uv.y;
		#endif				
		
		o.interpolatedRay = _FrustumCornersWS[(int)index];
		o.interpolatedRay.w = index;
		
		return o;
	}
	
	// Applies one of standard fog formulas, given fog coordinate (i.e. distance)
	half ComputeFogFactor (float coord)
	{
		float fogFac = 0.0;
		if (_SceneFogMode.x == 1) // linear
		{
			// factor = (end-z)/(end-start) = z * (-1/(end-start)) + (end/(end-start))
			fogFac = coord * _SceneFogParams.z + _SceneFogParams.w;
		}
		if (_SceneFogMode.x == 2) // exp
		{
			// factor = exp(-density*z)
			fogFac = _SceneFogParams.y * coord; fogFac = exp2(-fogFac);
		}
		if (_SceneFogMode.x == 3) // exp2
		{
			// factor = exp(-(density*z)^2)
			fogFac = _SceneFogParams.x * coord; fogFac = exp2(-fogFac*fogFac);
		}
		return saturate(fogFac);
	}

	// Distance-based fog
	float ComputeDistance (float3 camDir, float zdepth)
	{
		float dist; 
		if (_SceneFogMode.y == 1)
			dist = length(camDir);
		else
			dist = zdepth * _ProjectionParams.z;
		// Built-in fog starts at near plane, so match that by
		// subtracting the near value. Not a perfect approximation
		// if near plane is very large, but good enough.
		dist -= _ProjectionParams.y;
		return dist;
	}

	// Linear half-space fog, from https://www.terathon.com/lengyel/Lengyel-UnifiedFog.pdf
	float ComputeHalfSpace (float3 wsDir)
	{
		float3 wpos = _CameraWS + wsDir;
		float FH = _HeightParams.x;
		float3 C = _CameraWS;
		float3 V = wsDir;
		float3 P = wpos;
		float3 aV = _HeightParams.w * V;
		float FdotC = _HeightParams.y;
		float k = _HeightParams.z;
		float FdotP = P.y-FH;
		float FdotV = wsDir.y;
		float c1 = k * (FdotP + FdotC);
		float c2 = (1-2*k) * FdotP;
		float g = min(c2, 0.0);
		g = -length(aV) * (c1 - g * g / abs(FdotV+1.0e-5f));
		return g;
	}

	half4 ComputeFog (v2f i, bool distance, bool height) : SV_Target
	{
		half4 sceneColor = tex2D(_MainTex, i.uv);
		
		// Reconstruct world space position & direction
		// towards this screen pixel.
		float rawDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv_depth);
		float dpth = Linear01Depth(rawDepth);
		float4 wsDir = dpth * i.interpolatedRay;
		float4 wsPos = _CameraWS + wsDir;

		// Compute fog distance
		float g = _DistanceParams.x;
		if (distance)
			g += ComputeDistance (wsDir, dpth);
		if (height)
			g += ComputeHalfSpace (wsDir);

		// Compute fog amount
		half fogFac = ComputeFogFactor (max(0.0,g));
		// Do not fog skybox
		if (rawDepth >= 0.999999)
			fogFac = 1.0;
		//return fogFac; // for debugging
		
		// Lerp between fog color & original scene color
		// by fog amount
		return lerp (unity_FogColor, sceneColor, fogFac);
	}

ENDCG

SubShader
{
	ZTest Always Cull Off ZWrite Off Fog { Mode Off }

	// 0: distance + height
	Pass
	{
		CGPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		half4 frag (v2f i) : SV_Target { return ComputeFog (i, true, true); }
		ENDCG
	}
	// 1: distance
	Pass
	{
		CGPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		half4 frag (v2f i) : SV_Target { return ComputeFog (i, true, false); }
		ENDCG
	}
	// 2: height
	Pass
	{
		CGPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		half4 frag (v2f i) : SV_Target { return ComputeFog (i, false, true); }
		ENDCG
	}
}

Fallback off

}


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================================================
FILE: README.md
================================================
This repo is deprecated! Use [KinoFog][Kino]!
---------------------------------------------

This repository had been used for experimental purposes, and its fade-to-skybox
functionality has been merged to [KinoFog][Kino]. I've stopped updating this
repository, and thus it's recommended to use KinoFog instead of this when you
need its functionality.

[Kino]: https://github.com/keijiro/KinoFog

FedeToSkybox - Description
--------------------------

A variant of the global fog shader, which fades to a skybox instead of a constant color.

![Screenshot](https://40.media.tumblr.com/5e4e3926c3e9fa44995b0f4209b8987c/tumblr_npoioiDH3i1qio469o1_1280.png)

Standard global fog (left) vs. fade-to-skybox fog (right)
Download .txt
gitextract_zy75cqzq/

├── .gitignore
├── Assets/
│   ├── CalibrationScene/
│   │   ├── SceneMaterials/
│   │   │   ├── CalibrationFloor.mat
│   │   │   └── CalibrationFloor.mat.meta
│   │   ├── SceneMaterials.meta
│   │   ├── SceneTextures/
│   │   │   ├── CalibrationFloorDiffuse.tif
│   │   │   ├── CalibrationFloorDiffuse.tif.meta
│   │   │   ├── CalibrationFloorNormals.tif
│   │   │   ├── CalibrationFloorNormals.tif.meta
│   │   │   ├── CalibrationFloorSpecularGloss.tif
│   │   │   └── CalibrationFloorSpecularGloss.tif.meta
│   │   └── SceneTextures.meta
│   ├── CalibrationScene.meta
│   ├── FadeToSkybox/
│   │   ├── Editor/
│   │   │   ├── FadeToSkyboxEditor.cs
│   │   │   └── FadeToSkyboxEditor.cs.meta
│   │   ├── Editor.meta
│   │   ├── FadeToSkybox.cs
│   │   ├── FadeToSkybox.cs.meta
│   │   ├── Shader/
│   │   │   ├── FadeToSkybox.shader
│   │   │   └── FadeToSkybox.shader.meta
│   │   └── Shader.meta
│   ├── FadeToSkybox.meta
│   ├── NarrowPath_Env.hdr
│   ├── NarrowPath_Env.hdr.meta
│   ├── Skybox.mat
│   ├── Skybox.mat.meta
│   ├── Standard Assets/
│   │   ├── Effects/
│   │   │   ├── ImageEffects/
│   │   │   │   ├── Scripts/
│   │   │   │   │   ├── GlobalFog.cs
│   │   │   │   │   ├── GlobalFog.cs.meta
│   │   │   │   │   ├── PostEffectsBase.cs
│   │   │   │   │   └── PostEffectsBase.cs.meta
│   │   │   │   ├── Scripts.meta
│   │   │   │   ├── Shaders/
│   │   │   │   │   ├── GlobalFog.shader
│   │   │   │   │   └── GlobalFog.shader.meta
│   │   │   │   └── Shaders.meta
│   │   │   └── ImageEffects.meta
│   │   └── Effects.meta
│   ├── Standard Assets.meta
│   ├── Test.unity
│   └── Test.unity.meta
├── FadeToSkybox.unitypackage
├── ProjectSettings/
│   ├── AudioManager.asset
│   ├── DynamicsManager.asset
│   ├── EditorBuildSettings.asset
│   ├── EditorSettings.asset
│   ├── GraphicsSettings.asset
│   ├── InputManager.asset
│   ├── NavMeshAreas.asset
│   ├── NetworkManager.asset
│   ├── Physics2DSettings.asset
│   ├── ProjectSettings.asset
│   ├── ProjectVersion.txt
│   ├── QualitySettings.asset
│   ├── TagManager.asset
│   └── TimeManager.asset
└── README.md
Download .txt
SYMBOL INDEX (27 symbols across 4 files)

FILE: Assets/FadeToSkybox/Editor/FadeToSkyboxEditor.cs
  class FadeToSkyboxEditor (line 7) | [CanEditMultipleObjects]
    method OnEnable (line 14) | void OnEnable()
    method OnInspectorGUI (line 20) | public override void OnInspectorGUI()

FILE: Assets/FadeToSkybox/FadeToSkybox.cs
  class FadeToSkybox (line 6) | [ExecuteInEditMode]
    method CheckSkybox (line 31) | public static bool CheckSkybox()
    method Setup (line 52) | void Setup()
    method SanitizeParameters (line 60) | void SanitizeParameters()
    method Start (line 69) | void Start()
    method OnRenderImage (line 74) | [ImageEffectOpaque]

FILE: Assets/Standard Assets/Effects/ImageEffects/Scripts/GlobalFog.cs
  class GlobalFog (line 6) | [ExecuteInEditMode]
    method CheckResources (line 28) | public override bool CheckResources ()
    method OnRenderImage (line 39) | [ImageEffectOpaque]
    method CustomGraphicsBlit (line 118) | static void CustomGraphicsBlit (RenderTexture source, RenderTexture de...

FILE: Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsBase.cs
  class PostEffectsBase (line 6) | [ExecuteInEditMode]
    method CheckShaderAndCreateMaterial (line 14) | protected Material CheckShaderAndCreateMaterial ( Shader s, Material m...
    method CreateMaterial (line 43) | protected Material CreateMaterial (Shader s, Material m2Create)
    method OnEnable (line 68) | void OnEnable ()
    method CheckSupport (line 73) | protected bool CheckSupport ()
    method CheckResources (line 79) | public virtual bool CheckResources ()
    method Start (line 86) | protected void Start ()
    method CheckSupport (line 91) | protected bool CheckSupport (bool needDepth)
    method CheckSupport (line 115) | protected bool CheckSupport (bool needDepth,  bool needHdr)
    method Dx11Support (line 130) | public bool Dx11Support ()
    method ReportAutoDisable (line 136) | protected void ReportAutoDisable ()
    method CheckShader (line 142) | bool CheckShader (Shader s)
    method NotSupported (line 157) | protected void NotSupported ()
    method DrawBorder (line 165) | protected void DrawBorder (RenderTexture dest, Material material)
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// ... and 4 more files (download for full content)

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This page contains the full source code of the keijiro/FadeToSkybox GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 54 files (10.7 MB), approximately 69.9k tokens, and a symbol index with 27 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.

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