전장의 안개 로직 개선
미탐험지역은 검게 덮음. 탐험된 지역은 어두운 색, 보고 있는 블록은 밝은색
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45
Assets/Materials/FogHeightMask.shader
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45
Assets/Materials/FogHeightMask.shader
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// 파일명: FogHeightMask.shader
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Shader "Custom/FogHeightMask"
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{
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Properties { _MainColor ("Fog Color", Color) = (0,0,0,1) }
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SubShader {
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Tags { "Queue"="Transparent" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha // 투명도 사용 설정
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ZWrite Off
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct v2f {
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float4 vertex : SV_POSITION;
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float3 worldPos : TEXCOORD0;
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};
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sampler2D _GlobalFogTex;
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float _FogWorldSize;
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float _GroundLevelY; // 매니저가 보내줄 높이값
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float4 _MainColor;
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v2f vert (appdata_base v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target {
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// [핵심 로직] 현재 픽셀의 높이가 지상 레벨보다 높으면 투명하게!
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if (i.worldPos.y > _GroundLevelY) return fixed4(0,0,0,0);
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float2 uv = i.worldPos.xz / _FogWorldSize + 0.5;
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fixed4 fogData = tex2D(_GlobalFogTex, uv);
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return fixed4(_MainColor.rgb, fogData.a); // 안개 텍스처의 알파값(검정 정도) 적용
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}
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ENDCG
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}
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}
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}
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9
Assets/Materials/FogHeightMask.shader.meta
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9
Assets/Materials/FogHeightMask.shader.meta
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139
Assets/Materials/FogMaterial.mat
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139
Assets/Materials/FogMaterial.mat
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8
Assets/Materials/FogMaterial.mat.meta
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8
Assets/Materials/FogMaterial.mat.meta
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