study/first_study/Library/PackageCache/com.unity.render-pipelines.universal@d10049dfa479/Editor/Terrain/TerrainPassUtils.hlsl

14 lines
378 B
HLSL
Raw Normal View History

void SplatmapFinalColor(inout half4 color, half fogCoord)
{
color.rgb *= color.a;
#ifndef TERRAIN_GBUFFER // Technically we don't need fogCoord, but it is still passed from the vertex shader.
#ifdef TERRAIN_SPLAT_ADDPASS
color.rgb = MixFogColor(color.rgb, half3(0,0,0), fogCoord);
#else
color.rgb = MixFog(color.rgb, fogCoord);
#endif
#endif
}