// Made with Amplify Shader Editor v1.9.8.2
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "BOXOPHOBIC/Atmospherics/Height Fog Preset"
{
	Properties
	{
		[HideInInspector] _IsHeightFogPreset( "_IsHeightFogPreset", Float ) = 1
		[HideInInspector] _IsHeightFogShader( "_IsHeightFogShader", Float ) = 1
		[StyledBanner(Height Fog Preset)] _Banner( "[ Banner ]", Float ) = 1
		[StyledCategory(Fog Settings, 5, 10)] _FogCat( "[ FogCat]", Float ) = 1
		_FogIntensity( "Fog Intensity", Range( 0, 1 ) ) = 1
		[Enum(X Axis,0,Y Axis,1,Z Axis,2)] _FogAxisMode( "Fog Axis Mode", Float ) = 1
		[Enum(Multiply Distance And Height,0,Additive Distance And Height,1)] _FogLayersMode( "Fog Layers Mode", Float ) = 0
		[Enum(Perspective,0,Orthographic,1,Both,2)] _FogCameraMode( "Fog Camera Mode", Float ) = 0
		[HideInInspector] _FogAxisOption( "_FogAxisOption", Vector ) = ( 0, 0, 0, 0 )
		[HDR][Space(10)] _FogColorStart( "Fog Color Start", Color ) = ( 0.4411765, 0.722515, 1, 1 )
		[HDR] _FogColorEnd( "Fog Color End", Color ) = ( 0.8862745, 1.443137, 2, 1 )
		_FogColorDuo( "Fog Color Duo", Range( 0, 1 ) ) = 1
		[Space(10)] _FogDistanceStart( "Fog Distance Start", Float ) = 0
		_FogDistanceEnd( "Fog Distance End", Float ) = 100
		_FogDistanceFalloff( "Fog Distance Falloff", Range( 1, 8 ) ) = 2
		[Space(10)] _FogHeightStart( "Fog Height Start", Float ) = 0
		_FogHeightEnd( "Fog Height End", Float ) = 100
		_FogHeightFalloff( "Fog Height Falloff", Range( 1, 8 ) ) = 2
		[Space(10)] _FarDistanceHeight( "Far Distance Height", Float ) = 0
		_FarDistanceOffset( "Far Distance Offset", Float ) = 0
		[StyledCategory(Skybox Settings)] _SkyboxCat( "[ SkyboxCat ]", Float ) = 1
		_SkyboxFogIntensity( "Skybox Fog Intensity", Range( 0, 1 ) ) = 1
		_SkyboxFogHeight( "Skybox Fog Height", Range( 0, 8 ) ) = 1
		_SkyboxFogFalloff( "Skybox Fog Falloff", Range( 1, 8 ) ) = 1
		_SkyboxFogOffset( "Skybox Fog Offset", Range( -1, 1 ) ) = 0
		_SkyboxFogBottom( "Skybox Fog Bottom", Range( 0, 1 ) ) = 0
		_SkyboxFogFill( "Skybox Fog Fill", Range( 0, 1 ) ) = 1
		[StyledCategory(Directional Settings)] _DirectionalCat( "[ DirectionalCat ]", Float ) = 1
		[HDR] _DirectionalColor( "Directional Color", Color ) = ( 1, 0.7793103, 0.5, 1 )
		_DirectionalIntensity( "Directional Intensity", Range( 0, 1 ) ) = 1
		_DirectionalFalloff( "Directional Falloff", Range( 1, 8 ) ) = 2
		[HideInInspector] _DirectionalDir( "Directional Dir", Vector ) = ( 0, 0, 0, 0 )
		[StyledCategory(Noise Settings)] _NoiseCat( "[ NoiseCat ]", Float ) = 1
		_NoiseIntensity( "Noise Intensity", Range( 0, 1 ) ) = 1
		_NoiseMin( "Noise Min", Float ) = 0
		_NoiseMax( "Noise Max", Float ) = 1
		_NoiseScale( "Noise Scale", Float ) = 30
		[StyledVector(15)] _NoiseSpeed( "Noise Speed", Vector ) = ( 0.5, 0, 0.5, 0 )
		[Space(10)] _NoiseDistanceEnd( "Noise Distance End", Float ) = 50
		[HideInInspector] _NoiseModeBlend( "_NoiseModeBlend", Float ) = 1
		[StyledCategory(Advanced Settings)] _AdvancedCat( "[ AdvancedCat ]", Float ) = 1
		_JitterIntensity( "Jitter Intensity", Float ) = 1

	}

	SubShader
	{
		

		Tags { "RenderType"="Overlay" "Queue"="Overlay" }
	LOD 0

		CGINCLUDE
		#pragma target 3.0
		ENDCG
		Blend SrcAlpha OneMinusSrcAlpha
		AlphaToMask Off
		Cull Off
		ColorMask RGBA
		ZWrite Off
		ZTest Always
		

		
		Pass
		{
			Name "Unlit"

			CGPROGRAM

			#define ASE_VERSION 19802


			#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
			//only defining to not throw compilation error over Unity 5.5
			#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
			#endif
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_instancing
			#include "UnityCG.cginc"
			

			struct appdata
			{
				float4 vertex : POSITION;
				float4 color : COLOR;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct v2f
			{
				float4 vertex : SV_POSITION;
				#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
				float3 worldPos : TEXCOORD0;
				#endif
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			uniform half _IsHeightFogShader;
			uniform half4 _FogColorStart;
			uniform half3 _DirectionalDir;
			uniform half _FogColorDuo;
			uniform half _FogHeightFalloff;
			uniform half4 _FogColorEnd;
			uniform half _SkyboxFogOffset;
			uniform half _SkyboxFogFill;
			uniform half _DirectionalIntensity;
			uniform half _DirectionalFalloff;
			uniform half _NoiseModeBlend;
			uniform half4 _DirectionalColor;
			uniform half _SkyboxFogIntensity;
			uniform half _FogDistanceFalloff;
			uniform half _FogHeightStart;
			uniform half _SkyboxFogFalloff;
			uniform half _IsHeightFogPreset;
			uniform half _NoiseIntensity;
			uniform half _NoiseScale;
			uniform half _FogIntensity;
			uniform float4 _FogAxisOption;
			uniform half _JitterIntensity;
			uniform half _DirectionalCat;
			uniform half _NoiseCat;
			uniform half _NoiseDistanceEnd;
			uniform half3 _NoiseSpeed;
			uniform half _NoiseMin;
			uniform half _NoiseMax;
			uniform half _AdvancedCat;
			uniform half _FogAxisMode;
			uniform half _FogCameraMode;
			uniform half _FogLayersMode;
			uniform half _FarDistanceOffset;
			uniform half _FarDistanceHeight;
			uniform half _SkyboxFogHeight;
			uniform half _SkyboxFogBottom;
			uniform half _FogDistanceStart;
			uniform half _FogDistanceEnd;
			uniform half _FogHeightEnd;
			uniform half _SkyboxCat;
			uniform half _Banner;
			uniform half _FogCat;


			v2f vert ( appdata v )
			{
				v2f o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
				UNITY_TRANSFER_INSTANCE_ID(v, o);

				
				float3 vertexValue = float3(0, 0, 0);
				#if ASE_ABSOLUTE_VERTEX_POS
				vertexValue = v.vertex.xyz;
				#endif
				vertexValue = vertexValue;
				#if ASE_ABSOLUTE_VERTEX_POS
				v.vertex.xyz = vertexValue;
				#else
				v.vertex.xyz += vertexValue;
				#endif
				o.vertex = UnityObjectToClipPos(v.vertex);

				#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
				o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
				#endif
				return o;
			}

			fixed4 frag (v2f i ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(i);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
				fixed4 finalColor;
				#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
				float3 WorldPosition = i.worldPos;
				#endif
				

				finalColor = fixed4(1,1,1,1);
				return finalColor;
			}
			ENDCG
		}
	}
	CustomEditor "AtmosphericHeightFog.MaterialGUI"
	
	Fallback Off
}
/*ASEBEGIN
Version=19802
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Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;137;-3328,-3968;Half;False;Property;_FogColorStart;Fog Color Start;9;1;[HDR];Create;True;0;0;0;True;1;Space(10);False;0.4411765,0.722515,1,1;1,0,0.5,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;657;-2942.96,-4224;Half;False;Property;_FogLayersMode;Fog Layers Mode;6;1;[Enum];Create;True;0;2;Multiply Distance And Height;0;Additive Distance And Height;1;0;True;0;False;0;0;0;0;0;1;FLOAT;0
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ASEEND*/
//CHKSM=484B4139280918C1932ABD776A25E57FB86A72B2