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dbl-world-vrc/Assets/dbl-world/materials/environment/CloudsShader.shader
2025-05-17 01:44:44 +05:00

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Shader "Custom/CloudsShader"
{
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 { "Queue"="Transparent" "RenderType"="Transparent" }
Blend One One // Additive blending
ZWrite Off
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
half _MainTexScrollX;
half _MainTexScrollY;
sampler2D _NoiseTex;
half _NoiseTexScrollX;
half _NoiseTexScrollY;
float4 _Color;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv1 : TEXCOORD0;
float2 uv2 : TEXCOORD1;
float4 vertex : SV_POSITION;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
// Textures scrolling
o.uv1 = v.uv + float2(_MainTexScrollX, _MainTexScrollY) * _Time.y;
o.uv2 = v.uv + 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);
return tex1 * tex2 * _Color;
}
ENDCG
}
}
FallBack "Unlit/Transparent"
}