34 lines
1.4 KiB
Markdown
34 lines
1.4 KiB
Markdown
|
# Fog Node
|
||
|
|
||
|
## Description
|
||
|
|
||
|
Provides access to the Scene's **Fog** parameters.
|
||
|
|
||
|
Note: The behavior of this [Node](Node.md) is undefined globally. Shader Graph does not define the function of the node. Instead, each Render Pipeline defines what HLSL code to execute for this [Node](Node.md).
|
||
|
|
||
|
Different Render Pipelines may produce different results. If you're building a shader in one Render Pipeline that you want to use in both, try checking it in both pipelines before production. A [Node](Node.md) might be defined in one Render Pipeline and undefined in the other. If this [Node](Node.md) is undefined, it returns 0 (black).
|
||
|
|
||
|
#### Unity Render Pipelines Support
|
||
|
- Universal Render Pipeline
|
||
|
|
||
|
The High Definition Render Pipeline does **not** support this Node.
|
||
|
|
||
|
## Ports
|
||
|
|
||
|
| Name | Direction | Type | Binding | Description |
|
||
|
|:------------ |:-------------|:-----|:---|:---|
|
||
|
| Position | Input | Vector 3 | Position (object space) | Mesh vertex/fragment's position |
|
||
|
| Color | Output | Vector 4 | None | Fog color |
|
||
|
| Density | Output | Float | None | Fog density based on depth. Returns a value between 0 and 1, where 0 is no fog and 1 is full fog. |
|
||
|
|
||
|
## Generated Code Example
|
||
|
|
||
|
The following example code represents one possible outcome of this node.
|
||
|
|
||
|
```
|
||
|
void Unity_Fog_float(float3 Position, out float4 Color, out float Density)
|
||
|
{
|
||
|
SHADERGRAPH_FOG(Position, Color, Density);
|
||
|
}
|
||
|
```
|