#ifndef VOLUMETRIC_FOG_2_SHADERGRAPH_SUPPORT #define VOLUMETRIC_FOG_2_SHADERGRAPH_SUPPORT #ifndef SHADERGRAPH_PREVIEW #include_with_pragmas "API.hlsl" #endif void GetFogOpacity_half(float3 wpos, float4 screenUV, out half fogOpacity) { #ifdef SHADERGRAPH_PREVIEW fogOpacity = 1.0; #else half4 fog = ComputeFog(wpos, screenUV.xy); fogOpacity = 1.0 - saturate(fog.a); #endif } void GetFogOpacity_float(float3 wpos, float4 screenUV, out float fogOpacity) { #ifdef SHADERGRAPH_PREVIEW fogOpacity = 1.0; #else half opacityHalf; GetFogOpacity_half(wpos, screenUV, opacityHalf); fogOpacity = (float)opacityHalf; #endif } #endif // VOLUMETRIC_FOG_2_SHADERGRAPH_SUPPORT