I have simple fog shader that works just fine on Forward rendering. However, I need to make it work on deferred rendering too. I was told that I only have to change the script that is calling the shader. My fog calling C# script:
using UnityEngine;
using UnityEngine.Rendering;
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
public class Fog : MonoBehaviour
{
public Color fogColor;
public float minDistance;
public float maxDistance;
Shader _shader;
Material _material;
static class Uniforms
{
internal static readonly int _FogColor = Shader.PropertyToID("_FogColor");
internal static readonly int _MinMax = Shader.PropertyToID("_MinMax");
}
public enum BlendMode { Blend, Additive, Multiplicative};
public BlendMode blendMode;
void OnEnable()
{
if (_shader == null) {
_shader = Shader.Find("Hidden/Fog");
}
_material = new Material(_shader);
_material.hideFlags = HideFlags.DontSave;
}
void OnDisable()
{
DestroyImmediate(_material);
}
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
_material.SetColor(Uniforms._FogColor, fogColor);
_material.SetVector(Uniforms._MinMax, new Vector4(minDistance, maxDistance, 0, 0));
Graphics.Blit(source, destination, _material, (int)blendMode);
}
}
Could you help me to find what exactly do I have to write to make this work with deferred rendering? I have read a lot about this and studied all of the Unity Docs about shaders, but there are no examples on how to use this with image effect shaders.