generated from raccoon/vrchat-project-template
113 lines
3.3 KiB
Plaintext
113 lines
3.3 KiB
Plaintext
/*
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* Custom shader for Minecraft clouds
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* Acts like "UnlitTwoTexture" from Source
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* Fades with fog
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*/
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Shader "Custom/Minecraft/Clouds"
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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 { "RenderType"="Opaque" }
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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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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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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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float3 viewPos : TEXCOORD2;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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half _MainTexScrollX;
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half _MainTexScrollY;
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sampler2D _NoiseTex;
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float4 _NoiseTex_ST;
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half _NoiseTexScrollX;
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half _NoiseTexScrollY;
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float4 _Color;
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// Fog globals
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uniform float unity_FogStart;
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uniform float unity_FogEnd;
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uniform float unity_FogDensity;
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v2f vert (appdata v)
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{
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v2f o;
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float4 worldPos = mul(unity_ObjectToWorld, v.vertex);
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float4 viewPos = mul(UNITY_MATRIX_V, worldPos);
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o.viewPos = viewPos.xyz;
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o.vertex = UnityObjectToClipPos(v.vertex);
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// Textures scrolling
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o.uv1 = TRANSFORM_TEX(v.uv, _MainTex) + float2(_MainTexScrollX, _MainTexScrollY) * _Time.y;
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o.uv2 = TRANSFORM_TEX(v.uv, _NoiseTex) + 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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fixed4 col = tex1 * tex2 * _Color;
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// Calculate fog factor
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float depth = abs(i.viewPos.z);
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float fogFactor = 1.0;
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#if defined(FOG_LINEAR)
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fogFactor = saturate((unity_FogEnd - depth) / (unity_FogEnd - unity_FogStart));
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#elif defined(FOG_EXP)
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fogFactor = exp2(-unity_FogDensity * depth);
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#elif defined(FOG_EXP2)
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fogFactor = exp2(-unity_FogDensity * unity_FogDensity * depth * depth);
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#endif
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// col.rgb = lerp(fixed4(0,0,0,0).rgb, col.rgb, fogFactor);
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col.rgb *= fogFactor; // Fade to black
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return col;
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}
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ENDCG
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}
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}
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FallBack "Particles/Standard Unlit"
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}
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