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3d-tower/Assets/Enviro 3 - Sky and Weather/Resources/Shader/Clouds/EnviroApplyShadowsHDRP.shader
2026-05-09 09:10:52 +08:00

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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"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl"
#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
}
}
}