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