generated from raccoon/vrchat-project-template
74 lines
1.9 KiB
Plaintext
74 lines
1.9 KiB
Plaintext
Shader "Custom/CloudsShader"
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{
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Properties
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{
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_MainTex("Main Texture", 2D) = "white" {}
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_MainTexScrollX("Main Texture Scroll X", Float) = 0.001
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_MainTexScrollY("Main Texture Scroll Y", Float) = 0.001
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_NoiseTex("Noise Texture", 2D) = "white" {}
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_NoiseTexScrollX("Noise Texture Scroll X", Float) = 0.001
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_NoiseTexScrollY("Noise Texture Scroll Y", Float) = 0.001
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_Color("Tint Color", Color) = (0.37, 0.37, 0.37, 1.0)
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "RenderType"="Transparent" }
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Blend One One // Additive blending
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ZWrite Off
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Cull Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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sampler2D _MainTex;
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half _MainTexScrollX;
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half _MainTexScrollY;
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sampler2D _NoiseTex;
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half _NoiseTexScrollX;
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half _NoiseTexScrollY;
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float4 _Color;
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv1 : TEXCOORD0;
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float2 uv2 : TEXCOORD1;
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float4 vertex : SV_POSITION;
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};
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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// Textures scrolling
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o.uv1 = v.uv + float2(_MainTexScrollX, _MainTexScrollY) * _Time.y;
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o.uv2 = v.uv + float2(_NoiseTexScrollX, _NoiseTexScrollY) * _Time.y;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 tex1 = tex2D(_MainTex, i.uv1);
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fixed4 tex2 = tex2D(_NoiseTex, i.uv2);
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return tex1 * tex2 * _Color;
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}
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ENDCG
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}
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}
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FallBack "Unlit/Transparent"
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}
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