Shader "Hidden/EnviroApplyShadows" { Properties { //_MainTex ("Texture", any) = "white" {} //_CloudsTex ("Texture", any) = "white" {} } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile __ ENVIROURP #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #if defined(ENVIROURP) o.vertex = float4(v.vertex.xyz,1.0); #if UNITY_UV_STARTS_AT_TOP o.vertex.y *= -1; #endif #else o.vertex = UnityObjectToClipPos(v.vertex); #endif o.uv = v.uv; return o; } float _Intensity; UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex); UNITY_DECLARE_SCREENSPACE_TEXTURE(_CloudsTex); float4 frag (v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); float4 sceneColor = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex,i.uv); float4 cloudTex = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CloudsTex,i.uv); float shadowsClouds = saturate(1-(cloudTex.b * _Intensity)); // shadowsClouds = shadowsClouds * ; float4 final = float4(sceneColor.rgb * shadowsClouds, sceneColor.a); return final; } ENDCG } } }