New clouds shader

This commit is contained in:
raccoon
2025-05-17 06:04:20 +05:00
parent bef0dce786
commit 3d338ba8bb
6 changed files with 193 additions and 34 deletions

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/*
* Custom shader for Minecraft clouds
* Acts like "UnlitTwoTexture" from Source
* Fades with fog
*/
Shader "Custom/Minecraft/Clouds"
{
Properties
{
_MainTex("Main Texture", 2D) = "white" {}
_MainTexScrollX("Main Texture Scroll X", Float) = 0.001
_MainTexScrollY("Main Texture Scroll Y", Float) = 0.001
_NoiseTex("Noise Texture", 2D) = "white" {}
_NoiseTexScrollX("Noise Texture Scroll X", Float) = 0.001
_NoiseTexScrollY("Noise Texture Scroll Y", Float) = 0.001
_Color("Tint Color", Color) = (0.37, 0.37, 0.37, 1.0)
}
SubShader
{
Tags { "RenderType"="Opaque" }
Blend One One // Additive blending
ZWrite Off
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv1 : TEXCOORD0;
float2 uv2 : TEXCOORD1;
float4 vertex : SV_POSITION;
float3 viewPos : TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
half _MainTexScrollX;
half _MainTexScrollY;
sampler2D _NoiseTex;
float4 _NoiseTex_ST;
half _NoiseTexScrollX;
half _NoiseTexScrollY;
float4 _Color;
// Fog globals
uniform float unity_FogStart;
uniform float unity_FogEnd;
uniform float unity_FogDensity;
v2f vert (appdata v)
{
v2f o;
float4 worldPos = mul(unity_ObjectToWorld, v.vertex);
float4 viewPos = mul(UNITY_MATRIX_V, worldPos);
o.viewPos = viewPos.xyz;
o.vertex = UnityObjectToClipPos(v.vertex);
// Textures scrolling
o.uv1 = TRANSFORM_TEX(v.uv, _MainTex) + float2(_MainTexScrollX, _MainTexScrollY) * _Time.y;
o.uv2 = TRANSFORM_TEX(v.uv, _NoiseTex) + float2(_NoiseTexScrollX, _NoiseTexScrollY) * _Time.y;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 tex1 = tex2D(_MainTex, i.uv1);
fixed4 tex2 = tex2D(_NoiseTex, i.uv2);
fixed4 col = tex1 * tex2 * _Color;
// Calculate fog factor
float depth = abs(i.viewPos.z);
float fogFactor = 1.0;
#if defined(FOG_LINEAR)
fogFactor = saturate((unity_FogEnd - depth) / (unity_FogEnd - unity_FogStart));
#elif defined(FOG_EXP)
fogFactor = exp2(-unity_FogDensity * depth);
#elif defined(FOG_EXP2)
fogFactor = exp2(-unity_FogDensity * unity_FogDensity * depth * depth);
#endif
// col.rgb = lerp(fixed4(0,0,0,0).rgb, col.rgb, fogFactor);
col.rgb *= fogFactor; // Fade to black
return col;
}
ENDCG
}
}
FallBack "Particles/Standard Unlit"
}

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