Shader "azure[Sky]/azure[Sky]_ProceduralClouds" { Properties { [HideInInspector] _WispyCovarage ("Covarage", Range(0, 5)) = 1 [HideInInspector] _WispyDarkness ("Darkness", Vector) = (1,1,1,1) [HideInInspector] _WispyBright ("Bright", Vector) = (1,1,1,1) [HideInInspector] _WispyColor ("Wispy Color", Vector) = (1,1,1,1) _ProceduralCloudAltitude ("Cloud Altitude", Range(10, 100)) = 50 } //DummyShaderTextExporter SubShader{ Tags { "RenderType" = "Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; struct Vertex_Stage_Input { float4 pos : POSITION; }; struct Vertex_Stage_Output { float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } float4 frag(Vertex_Stage_Output input) : SV_TARGET { return float4(1.0, 1.0, 1.0, 1.0); // RGBA } ENDHLSL } } }