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 } } }