add weather and time
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@@ -0,0 +1,206 @@
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Shader "Hidden/EnviroVolumetricCloudsDepthURP"
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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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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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//Pass 1 downsample
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Pass
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{
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Cull Off ZWrite Off ZTest Always
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HLSLPROGRAM
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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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#if defined (ENVIROURP)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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TEXTURE2D_X_FLOAT(_CameraDepthTexture);
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SAMPLER (sampler_CameraDepthTexture);
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float4 _CameraDepthTexture_TexelSize;
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struct appdata
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{
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uint vertex : SV_VertexID;
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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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float2 uv00 : TEXCOORD1;
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float2 uv10 : TEXCOORD2;
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float2 uv01 : TEXCOORD3;
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float2 uv11 : TEXCOORD4;
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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_VERTEX_OUTPUT_STEREO(o);
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float4 pos = GetFullScreenTriangleVertexPosition(v.vertex);
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float2 uv = GetFullScreenTriangleTexCoord(v.vertex);
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o.vertex = pos;
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o.uv = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv);
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o.uv00 = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv) - 0.5 * _CameraDepthTexture_TexelSize.xy;
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o.uv10 = o.uv00 + float2(_CameraDepthTexture_TexelSize.x, 0.0);
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o.uv01 = o.uv00 + float2(0.0, _CameraDepthTexture_TexelSize.y);
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o.uv11 = o.uv00 + _CameraDepthTexture_TexelSize.xy;
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return o;
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}
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float 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 depth;
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depth[0] = SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture,i.uv00).r;
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depth[1] = SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture,i.uv10).r;
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depth[2] = SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture,i.uv01).r;
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depth[3] = SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture,i.uv11).r;
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return min(depth[0], min(depth[1], min(depth[2], depth[3])));
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}
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#else
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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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};
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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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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = v.vertex;
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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float4 frag (v2f i) : SV_Target
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{
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float4 col = tex2D(_MainTex, i.uv);
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// just invert the colors
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col.rgb = 1 - col.rgb;
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return col;
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}
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#endif
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ENDHLSL
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}
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//Pass 2 Copy
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Pass
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{
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Cull Off ZWrite Off ZTest Always
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HLSLPROGRAM
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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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#if defined (ENVIROURP)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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TEXTURE2D_X_FLOAT(_CameraDepthTexture);
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SAMPLER (sampler_CameraDepthTexture);
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struct appdata
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{
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uint vertex : SV_VertexID;
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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_VERTEX_OUTPUT_STEREO(o);
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float4 pos = GetFullScreenTriangleVertexPosition(v.vertex);
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float2 uv = GetFullScreenTriangleTexCoord(v.vertex);
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o.vertex = pos;
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o.uv = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv);
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return o;
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}
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float 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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return SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture,i.uv).r;
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}
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#else
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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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};
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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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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = v.vertex;
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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float4 frag (v2f i) : SV_Target
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{
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float4 col = tex2D(_MainTex, i.uv);
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// just invert the colors
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col.rgb = 1 - col.rgb;
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return col;
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}
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#endif
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ENDHLSL
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}
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}
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}
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