54 lines
1.1 KiB
Plaintext
54 lines
1.1 KiB
Plaintext
Shader "UniStorm/Dynamic Light Clouds No Fog" {
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Properties {
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_LoY ("Opaque Y", Float) = 0
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_HiY ("Transparent Y", Float) = 10
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_Color ("Cloud Color", Vector) = (0.5,0.5,0.5,0.5)
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_FogColor ("Fog Color", Vector) = (1,1,1,1)
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_MainTex1 ("Cloud Mask (RGB) Alpha (A)", 2D) = "white" {}
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_MainTex2 ("Noise (RGB) Alpha (A)", 2D) = "white" {}
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_MainTex3 ("Cloud Texture (RGB) Alpha (A)", 2D) = "white" {}
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_Res ("Noise Resolution", Float) = 128
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType"="Opaque" }
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LOD 200
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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float4x4 unity_ObjectToWorld;
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float4x4 unity_MatrixVP;
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struct Vertex_Stage_Input
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{
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float4 pos : POSITION;
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};
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struct Vertex_Stage_Output
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{
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float4 pos : SV_POSITION;
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};
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Vertex_Stage_Output vert(Vertex_Stage_Input input)
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{
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Vertex_Stage_Output output;
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output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
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return output;
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}
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float4 _Color;
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float4 frag(Vertex_Stage_Output input) : SV_TARGET
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{
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return _Color; // RGBA
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}
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ENDHLSL
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}
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}
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Fallback "Diffuse"
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} |