add weather and time

This commit is contained in:
XuGaoFeng
2026-05-09 09:10:52 +08:00
parent 48e0dea5e1
commit 0ca1b49fa7
639 changed files with 121558 additions and 102 deletions

BIN
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class TestWeather
{
[MenuItem("TestWeather/Sunny")]
static void Sunny()
{
GameObject.Find("Enviro 3").GetComponent<WeatherAndTime>().Sunny();
}
[MenuItem("TestWeather/Sprinkle")]
static void Sprinkle()
{
GameObject.Find("Enviro 3").GetComponent<WeatherAndTime>().Sprinkle();
}
[MenuItem("TestWeather/ModerateRain")]
static void ModerateRain()
{
GameObject.Find("Enviro 3").GetComponent<WeatherAndTime>().ModerateRain();
}
[MenuItem("TestWeather/HeavyRain")]
static void HeavyRain()
{
GameObject.Find("Enviro 3").GetComponent<WeatherAndTime>().HeavyRain();
}
[MenuItem("TestWeather/Storm")]
static void Storm()
{
GameObject.Find("Enviro 3").GetComponent<WeatherAndTime>().Storm();
}
[MenuItem("TestWeather/Snow")]
static void Snow()
{
GameObject.Find("Enviro 3").GetComponent<WeatherAndTime>().Snow();
}
[MenuItem("TestWeather/Cloudy")]
static void Cloudy()
{
GameObject.Find("Enviro 3").GetComponent<WeatherAndTime>().Cloudy();
}
[MenuItem("TestWeather/TwoOcloak")]
static void TwoOcloak()
{
GameObject.Find("Enviro 3").GetComponent<WeatherAndTime>().SetTime(2);
}
[MenuItem("TestWeather/TwelveOcloak")]
static void TwelveOcloak()
{
GameObject.Find("Enviro 3").GetComponent<WeatherAndTime>().SetTime(12);
}
[MenuItem("TestWeather/realTime")]
static void realTime()
{
GameObject.Find("Enviro 3").GetComponent<WeatherAndTime>().RealTime();
}
[MenuItem("AudioManage/Mute")]
static void Mute()
{
GameObject.Find("AudioManage").GetComponent<Mute>().GlobalMute();
}
[MenuItem("AudioManage/UnMute")]
static void UnMute()
{
GameObject.Find("AudioManage").GetComponent<Mute>().UnMute();
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{
SubShader
{
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LOD 100
ZTest Always ZWrite Off Cull Off
Pass
{
Name "EnviroBlitThrough"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ ENVIROURP
#if defined (ENVIROURP)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionHCS : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
// Note: The pass is setup with a mesh already in CS
// Therefore, we can just output vertex position
// See RenderingUtils.fullscreenMesh
output.positionCS = float4(input.positionHCS.xyz, 1.0);
#if UNITY_UV_STARTS_AT_TOP
output.positionCS.y *= -1;
#endif
output.uv = input.uv;
return output;
}
TEXTURE2D_X(_MainTex);
SAMPLER(sampler_MainTex);
half4 frag (Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
return SAMPLE_TEXTURE2D_X(_MainTex, sampler_MainTex, input.uv);
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struct appdata
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float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = v.vertex;
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float4 frag (v2f i) : SV_Target
{
float4 col = tex2D(_MainTex, i.uv);
// just invert the colors
col.rgb = 1 - col.rgb;
return col;
}
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Shader "Hidden/EnviroBlitThroughURP17"
{
SubShader
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{
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#pragma fragment frag
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#if defined (ENVIROURP)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
TEXTURE2D_X(_MainTex);
SAMPLER(sampler_MainTex);
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{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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struct appdata
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float4 vertex : POSITION;
float2 uv : TEXCOORD0;
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struct v2f
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float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
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v2f Vert (appdata v)
{
v2f o;
o.vertex = v.vertex;
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float4 frag (v2f i) : SV_Target
{
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Shader "Hidden/Enviro/BlitTroughHDRP"
{
HLSLINCLUDE
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl"
struct Attributes
{
uint vertexID : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings Vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID);
return output;
}
// List of properties to control your post process effect
float _Intensity;
TEXTURE2D_X(_InputTexture);
float4 CustomPostProcess(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
uint2 positionSS = input.texcoord * _ScreenSize.xy;
float3 outColor = LOAD_TEXTURE2D_X(_InputTexture, positionSS).xyz;
return float4(outColor, 1);
}
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struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f Vert (appdata v)
{
v2f o;
o.vertex = v.vertex;
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float4 CustomPostProcess (v2f i) : SV_Target
{
float4 col = tex2D(_MainTex, i.uv);
// just invert the colors
col.rgb = 1 - col.rgb;
return col;
}
#endif
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "EnviroBlitTroughHDRP"
ZWrite Off
ZTest Always
Blend Off
Cull Off
HLSLPROGRAM
#pragma fragment CustomPostProcess
#pragma vertex Vert
ENDHLSL
}
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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
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Shader "Hidden/EnviroApplyShadowsHDRP"
{
Properties
{
//_MainTex ("Texture", any) = "white" {}
//_CloudsTex ("Texture", any) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ ENVIROHDRP
#if defined (ENVIROHDRP)
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl"
struct appdata
{
uint vertexID : SV_VertexID;
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_VERTEX_OUTPUT_STEREO(o);
o.vertex = GetFullScreenTriangleVertexPosition(v.vertexID);
o.uv = GetFullScreenTriangleTexCoord(v.vertexID);
return o;
}
float _Intensity;
float4 _HandleScales;
TEXTURE2D_X(_MainTex);
TEXTURE2D_X(_CloudsTex);
SAMPLER(sampler_CloudsTex);
float4 frag (v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float4 sceneColor = SAMPLE_TEXTURE2D_X_LOD(_MainTex,s_trilinear_clamp_sampler, i.uv, 0);
float4 cloudTex = SAMPLE_TEXTURE2D_X(_CloudsTex,sampler_CloudsTex, i.uv * _HandleScales.xy);
float shadowsClouds = saturate(1-(cloudTex.b * _Intensity));
float4 final = float4(sceneColor.rgb * shadowsClouds, sceneColor.a);
return final;
}
#else
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = v.vertex;
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float4 frag (v2f i) : SV_Target
{
float4 col = tex2D(_MainTex, i.uv);
// just invert the colors
col.rgb = 1 - col.rgb;
return col;
}
#endif
ENDHLSL
}
}
}

View File

@@ -0,0 +1,16 @@
fileFormatVersion: 2
guid: cd43fb7dba71169479da866d0aae5fa1
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 236601
packageName: Enviro 3 - Sky and Weather
packageVersion: 3.1.2
assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Clouds/EnviroApplyShadowsHDRP.shader
uploadId: 660896

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Shader "Hidden/EnviroApplyShadowsURP"
{
Properties
{
//_MainTex ("Texture", any) = "white" {}
//_CloudsTex ("Texture", any) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ ENVIROURP
#if defined (ENVIROURP)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
struct appdata
{
uint vertex : SV_VertexID;
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_VERTEX_OUTPUT_STEREO(o);
float4 pos = GetFullScreenTriangleVertexPosition(v.vertex);
float2 uv = GetFullScreenTriangleTexCoord(v.vertex);
o.vertex = pos;
o.uv = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv);
return o;
}
float _Intensity;
TEXTURE2D_X(_MainTex);
SAMPLER (sampler_MainTex);
TEXTURE2D_X(_CloudsTex);
SAMPLER (sampler_CloudsTex);
// 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 = SAMPLE_TEXTURE2D_X(_MainTex,sampler_MainTex,i.uv);
float4 cloudTex = SAMPLE_TEXTURE2D_X(_CloudsTex,sampler_CloudsTex,i.uv);
float shadowsClouds = saturate(1-(cloudTex.b * _Intensity));
// shadowsClouds = shadowsClouds * ;
float4 final = float4(sceneColor.rgb * shadowsClouds, sceneColor.a);
return final;
}
#else
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = v.vertex;
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float4 frag (v2f i) : SV_Target
{
float4 col = tex2D(_MainTex, i.uv);
// just invert the colors
col.rgb = 1 - col.rgb;
return col;
}
#endif
ENDHLSL
}
}
}

View File

@@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: dd723b2af3633bb409d9ba4fa82ef5c7
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,200 @@
Shader "Hidden/EnviroVolumetricCloudsBlend"
{
Properties
{
//_MainTex ("Texture", any) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Cull Off ZWrite Off ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ ENVIRO_DEPTH_BLENDING
#pragma multi_compile __ ENVIROURP
#pragma multi_compile __ UNITY_COLORSPACE_GAMMA
#include "UnityCG.cginc"
#include_with_pragmas "../Includes/FogInclude.cginc"
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
#ifdef STEREO_INSTANCING_ON
UNITY_DECLARE_TEX2DARRAY (_CloudTex);
#else
UNITY_DECLARE_TEX2D (_CloudTex);
#endif
UNITY_DECLARE_SCREENSPACE_TEXTURE(_DownsampledDepth);
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float4 _CloudTex_TexelSize;
float4 _MainTex_TexelSize;
SamplerState Point_Clamp_Sampler;
float4 _ProjectionExtents;
float4 _ProjectionExtentsRight;
float4x4 _CamToWorld;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float4 screenPos : TEXCOORD1;
float2 vsray : TEXCOORD2;
half3 pos : TEXCOORD3;
//#ifdef ENVIRO_DEPTH_BLENDING
float2 uv00 : TEXCOORD4;
float2 uv10 : TEXCOORD5;
float2 uv01 : TEXCOORD6;
float2 uv11 : TEXCOORD7;
//#endif
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata_img v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = -v.vertex;
#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.texcoord;
if(unity_StereoEyeIndex == 0)
o.vsray = (2.0 * v.texcoord - 1.0) * _ProjectionExtents.xy + _ProjectionExtents.zw;
else
o.vsray = (2.0 * v.texcoord - 1.0) * _ProjectionExtentsRight.xy + _ProjectionExtentsRight.zw;
o.screenPos = ComputeScreenPos(o.vertex);
//#ifdef ENVIRO_DEPTH_BLENDING
o.uv00 = v.texcoord - 0.5 * _CloudTex_TexelSize.xy;
o.uv10 = o.uv00 + float2(_CloudTex_TexelSize.x, 0.0);
o.uv01 = o.uv00 + float2(0.0, _CloudTex_TexelSize.y);
o.uv11 = o.uv00 + _CloudTex_TexelSize.xy;
//#endif
return o;
}
//#ifdef ENVIRO_DEPTH_BLENDING
float4 Upsample(v2f i)
{
float4 lowResDepth = 0.0f;
float highResDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,UnityStereoTransformScreenSpaceTex(i.uv)));
lowResDepth.x = LinearEyeDepth(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_DownsampledDepth,UnityStereoTransformScreenSpaceTex(i.uv00)).r);
lowResDepth.y = LinearEyeDepth(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_DownsampledDepth,UnityStereoTransformScreenSpaceTex(i.uv10)).r);
lowResDepth.z = LinearEyeDepth(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_DownsampledDepth,UnityStereoTransformScreenSpaceTex(i.uv01)).r);
lowResDepth.w = LinearEyeDepth(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_DownsampledDepth,UnityStereoTransformScreenSpaceTex(i.uv11)).r);
float4 depthDiff = abs(lowResDepth - highResDepth);
float accumDiff = dot(depthDiff, float4(1, 1, 1, 1));
[branch]
if (accumDiff < 1.5f)
{
#ifdef STEREO_INSTANCING_ON
float3 uv = float3(UnityStereoTransformScreenSpaceTex(i.uv),unity_StereoEyeIndex);
return _CloudTex.Sample(sampler_CloudTex, uv);
#else
return _CloudTex.Sample(sampler_CloudTex, UnityStereoTransformScreenSpaceTex(i.uv));
#endif
}
else
{
float minDepthDiff = depthDiff[0];
float2 nearestUv = i.uv00;
if (depthDiff[1] < minDepthDiff)
{
nearestUv = i.uv10;
minDepthDiff = depthDiff[1];
}
if (depthDiff[2] < minDepthDiff)
{
nearestUv = i.uv01;
minDepthDiff = depthDiff[2];
}
if (depthDiff[3] < minDepthDiff)
{
nearestUv = i.uv11;
minDepthDiff = depthDiff[3];
}
#ifdef STEREO_INSTANCING_ON
float3 uv = float3(UnityStereoTransformScreenSpaceTex(nearestUv),unity_StereoEyeIndex);
return _CloudTex.Sample(Point_Clamp_Sampler, uv);
#else
return _CloudTex.Sample(Point_Clamp_Sampler, UnityStereoTransformScreenSpaceTex(nearestUv));
#endif
}
}
//#endif
float4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float4 vspos = float4(i.vsray, 1.0,1.0);
float4 worldPos = mul(_CamToWorld,vspos);
float3 viewDir = normalize(worldPos.xyz - _WorldSpaceCameraPos);
float4 sourceColor = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex,UnityStereoTransformScreenSpaceTex(i.uv));
float4 cloudsColor = Upsample(i);
float4 finalColor = GetCloudColor(cloudsColor,worldPos);
#if defined(UNITY_COLORSPACE_GAMMA)
finalColor.rgb = LinearToGammaSpace(finalColor.rgb);
#endif
#if ENVIRO_DEPTH_BLENDING
float4 final = float4(sourceColor.rgb * (1 - finalColor.a) + lerp(sourceColor.rgb, finalColor.rgb, finalColor.a) * finalColor.a, 1);
return final;
#else
float4 final = sourceColor;
float sceneDepth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoTransformScreenSpaceTex(i.uv)));
if (sceneDepth >= 0.99f)
final = float4(sourceColor.rgb * saturate(1 - finalColor.a) + lerp(sourceColor.rgb, finalColor.rgb, finalColor.a) * finalColor.a, 1);
return final;
#endif
}
ENDCG
}
}
}

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