Search Unity

Question 2D Colored Fog Shader with URP

Discussion in 'Editor & General Support' started by KingKonXI, Feb 26, 2024.

  1. KingKonXI

    KingKonXI

    Joined:
    Apr 9, 2019
    Posts:
    22
    Hi all,

    I am trying to get this tutorial to work:

    http://blog.moondrop.no/2016/08/creating-colored-fog-in-a-2d-game-with-unity/

    I managed to run this in a new project just fine, but in my main project where i want to use this,
    i am using the URP. unfortunately the shader and materials do not work in URP.

    It seems like i would need to adapt the scripts, but I cant figure out how.
    any help would be much apprechated.

    regards
    KM
     
  2. CodeSmile

    CodeSmile

    Joined:
    Apr 10, 2014
    Posts:
    5,861
    I would suggest reading through the URP documentation and ebook. Perhaps what that shader does is already readily available, or it may be easy to replicate with Shader Graph (seems like it but I have no exp with SG).

    Generally speaking, consider tutorials that don't explicitly mention the render pipeline as outdated because they use the built-in renderer, but none of these shaders will work with URP/HDRP.
     
  3. Lo-renzo

    Lo-renzo

    Joined:
    Apr 8, 2018
    Posts:
    1,511
    A quick look at that article, it looks like they're basically just tinting the colors based on the position.

    Front <--> Back [z]
    Top <--> Bottom [y]

    Their scene is laid out with xy having the same plane as the camera, and z going farther back away from the camera.

    This wouldn't be too hard to make with Shader Graph, though I don't think you could have Dynamic Batching on since that'll fuse the position together for batchable objects. I would work through a couple "learn shader graph" videos on youtube for 2D, then see how to turn off Dynamic Batching (use SRP Batching instead), then see about making this yourself.

    Get top/bottom working first, then front/back. You can see in the script that the author defines some arbitrary cutoff values for what constitutes "very far back" and "near the front." Then he just linearly interpolates over those ranges.

    For additional help, make a thread on the Shader Graph forum.
     
  4. KingKonXI

    KingKonXI

    Joined:
    Apr 9, 2019
    Posts:
    22
    Hi,

    thanks i reposted this in the shader graph forum, thanks for the suggestion.
    you are right about the top bottom and front back tinting, it seems achivable if i know the right procedure,

    but i do not know which nodes to use in shader graph yet.
    I already watched some youtube tutorials, but most of them use "sprite lit master" or some kind of master node, and i only have "vertex" and "fragment" which have different inputs.

    also it is unclear which shader graph i should use to start with. I have a lightings system set up with urp, so i suppose this should be a lit shader graph. all assets are 2D btw
     
  5. zippomode

    zippomode

    Joined:
    Mar 10, 2021
    Posts:
    12
    did you solved it? same problem lol

    UPD
    connect out to color and alpha
    preview doesnt work, but in game its ok
     
    Last edited: Mar 7, 2024
  6. KingKonXI

    KingKonXI

    Joined:
    Apr 9, 2019
    Posts:
    22