Shader "SkyMaster/FullVolumeCloudsShadowSM" { Properties { _SunColor ("_SunColor", Vector) = (0.95,0.95,0.95,0.8) _ShadowColor ("_ShadowColor", Vector) = (0.05,0.05,0.1,0.3) _ColorDiff ("_ColorDiff", Float) = 0.5 _CloudMap ("_CloudMap", 2D) = "white" {} _CloudMap1 ("_CloudMap1", 2D) = "white" {} _Density ("_Density", Float) = -0.4 _Coverage ("_Coverage", Float) = 4250 _Transparency ("_Transparency", Float) = 1 _Velocity1 ("_Velocity1", Vector) = (1,23,0,1) _Velocity2 ("_Velocity2", Vector) = (1,22,0,1) _LightingControl ("_LightingControl", Vector) = (1,1,-1,0) _HorizonFactor ("_HorizonFactor", Range(0, 10)) = 2 _EdgeFactors ("_EdgeFactor2", Vector) = (0,0.52,-1,0) _Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5 _CutHeight ("_CutHeight", Float) = 240 _CutHeight2 ("_CutHeight2", Float) = 1285 Thickness ("Thickness", Float) = 1 _CoverageOffset ("_Coverage Offset", Float) = -0.15 _ColorDiffOffset ("_ColorDiff Offset", Float) = -0.1 _TranspOffset ("_Transparency Offset", Float) = 0 _Control ("Control Color", Vector) = (1,1,1,1) _Color ("Color", Vector) = (1,1,1,1) _FogColor ("Fog Color", Vector) = (1,1,1,1) _FogFactor ("Fog factor", Float) = 1 _FogUnity ("Fog on/off(1,0)", Float) = 0 _PaintMap ("_CloudMap", 2D) = "white" {} _SampleCount0 ("Sample Count (min)", Float) = 30 _SampleCount1 ("Sample Count (max)", Float) = 90 _SampleCountL ("Sample Count (light)", Float) = 16 [Space] _NoiseTex1 ("Noise Volume", 3D) = "" {} _NoiseTex2 ("Noise Volume", 3D) = "" {} _NoiseFreq1 ("Frequency 1", Float) = 3.1 _NoiseFreq2 ("Frequency 2", Float) = 35.1 _NoiseAmp1 ("Amplitude 1", Float) = 5 _NoiseAmp2 ("Amplitude 2", Float) = 1 _NoiseBias ("Bias", Float) = -0.2 [Space] _Scroll1 ("Scroll Speed 1", Vector) = (0.01,0.08,0.06,0) _Scroll2 ("Scroll Speed 2", Vector) = (0.01,0.05,0.03,0) [Space] _Altitude0 ("Altitude (bottom)", Float) = 1500 _Altitude1 ("Altitude (top)", Float) = 3500 _FarDist ("Far Distance", Float) = 30000 _BackShade ("Back shade of cloud top", Float) = 1 _UndersideCurveFactor ("Underside Curve Factor", Float) = 0 _InteractTexture ("_Interact Texture", 2D) = "white" {} _InteractTexturePos ("Interact Texture Pos", Vector) = (1,1,0,0) _InteractTextureAtr ("Interact Texture Attributes - 2multi 2offset", Vector) = (1,1,0,0) _InteractTextureOffset ("Interact Texture offsets", Vector) = (0,0,0,0) _NearZCutoff ("Away from camera Cutoff", Float) = -2 _HorizonYAdjust ("Adjust horizon Height", Float) = 0 _FadeThreshold ("Fade Near", Float) = 0 _LocalLightPos ("Local Light Pos & Intensity", Vector) = (0,0,0,0) _WeatherMap ("_WeatherMap", 2D) = "white" {} _WeatherScale ("_WeatherScale", Float) = 0 _CoverageA ("_CoverageA", Float) = 0 _WindSpeed ("_WindSpeed", Float) = 0 _WindDirection ("_WindDirection", Vector) = (0,0,0,0) _WindOffset ("_WindOffset", Vector) = (0,0,0,0) _CoverageWindOffset ("_CoverageWindOffset", Vector) = (0,0,0,0) cameraWSOffset ("cameraWSOffset", Vector) = (0,0,0,0) _shadowMode ("Shadow Mode (0,1)", Float) = 1 } //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 _Color; float4 frag(Vertex_Stage_Output input) : SV_TARGET { return _Color; // RGBA } ENDHLSL } } Fallback "Transparent/Cutout/VertexLit" }