// fog.shader 构造 fog 效果 // noise 为配置好的噪音取样纹理 // texture 为蒙版 mask,用于控制雾气浓度 shader_type canvas_item; uniform sampler2D noise: repeat_enable; // 数字越小(越接近 0)越黑,范围在 0-1 之间 uniform float grey_level = 0.6; uniform float speed = 1.; void fragment() { float delta = TIME * .004 * speed; float fog_alpha_1 = texture(noise, vec2(UV.x + delta * 7., UV.y + delta * 2.)).r; float fog_alpha_2 = texture(noise, vec2(UV.x + 0.5 + delta * 4., UV.y + 0.5 - delta)).r; float fog_alpha_3 = texture(noise, vec2(UV.x + 0.25 + delta, UV.y - 0.25 + delta * 3.)).r; float fog_alpha = mix(fog_alpha_3, mix(fog_alpha_1, fog_alpha_2, 0.5), 0.66); // factor 越靠近 1, fog_alpha 也靠近 1; factor 越靠近 0.,fog_alpha 越靠近自己 COLOR.a = mix(fog_alpha, 1., COLOR.a * COLOR.a) * smoothstep(.0, .2, COLOR.a); COLOR.rgb *= mix(grey_level, 1., fog_alpha); }