Files
3d-fengji/Assets/Enviro 3 - Sky and Weather/Resources/Shader/Clouds/EnviroApplyShadows.shader
2026-05-20 17:05:47 +08:00

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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
}
}
}