TG9six 03a642d635 first push
first push
2025-09-06 17:17:39 +04:00

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Shader "VolumetricFog2/Noise2DGen" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1)
}
SubShader {
ZTest Always Cull Off ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float4 uv : TEXCOORD0;
};
sampler2D _MainTex;
half3 _Color;
float3 _SunDir;
half3 _SpecularColor;
half _SpecularIntensity;
float _SpecularThreshold;
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = float4(v.uv, 0, 0);
return o;
}
half4 frag (v2f i) : SV_Target {
half3 specularColor = _SpecularColor * (1.0 + _SpecularIntensity) * _SpecularIntensity;
half lcr = _Color.r * 0.5;
half lcg = _Color.g * 0.5;
half lcb = _Color.b * 0.5;
half scr = specularColor.r * 0.5;
half scg = specularColor.g * 0.5;
half scb = specularColor.b * 0.5;
half2 nlight = normalize(-_SunDir.xz) * 0.3;
half a = tex2D(_MainTex, i.uv.xy).r;
half an = tex2D(_MainTex, i.uv.xy + nlight).r;
half r = saturate ((a - an) * _SpecularThreshold);
half cor = lcr + scr * r;
half cog = lcg + scg * r;
half cob = lcb + scb * r;
return half4(cor, cog, cob, a);
}
ENDCG
}
}
}