// Made with Amplify Shader Editor v1.9.2 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Polyart/Dreamscape/Builtin/Particles/Cloud Card" { Properties { [SingleLineTexture]_DistorsionMap("Distorsion Map", 2D) = "white" {} [SingleLineTexture]_CloudMap("Cloud Map", 2D) = "white" {} _CloudPosition("CloudPosition", Vector) = (0,0,0,0) _Color("Color", Color) = (1,1,1,1) _EmissionColor("Emission Color", Color) = (1,1,1,1) _DistortionLocation("Distortion Location", Float) = 1 _DistortionSpeed("Distortion Speed", Float) = 0.01 _DistortionIntensity("Distortion Intensity", Float) = 0.1 _AlphaDensity("Alpha Density", Float) = 1 _DepthFade("Depth Fade", Float) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } Cull Off CGINCLUDE #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 struct Input { float2 uv_texcoord; float4 screenPos; }; uniform float4 _Color; uniform sampler2D _CloudMap; uniform float2 _CloudPosition; uniform sampler2D _DistorsionMap; uniform float _DistortionSpeed; uniform float _DistortionLocation; uniform float _DistortionIntensity; uniform float4 _EmissionColor; uniform float _AlphaDensity; UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); uniform float4 _CameraDepthTexture_TexelSize; uniform float _DepthFade; void surf( Input i , inout SurfaceOutputStandard o ) { float2 temp_cast_0 = (_DistortionSpeed).xx; float2 uv_TexCoord2 = i.uv_texcoord * float2( 0.1,0.1 ); float2 panner6 = ( 0.01 * _Time.y * temp_cast_0 + ( uv_TexCoord2 * _DistortionLocation )); float2 lerpResult17 = lerp( ( _CloudPosition + i.uv_texcoord ) , ( i.uv_texcoord + ( (tex2D( _DistorsionMap, panner6 )).rg * _DistortionIntensity ) ) , float2( 0.5,0.5 )); float4 tex2DNode18 = tex2D( _CloudMap, lerpResult17 ); o.Albedo = ( _Color * tex2DNode18 ).rgb; o.Emission = _EmissionColor.rgb; float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 ); float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth24 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy )); float distanceDepth24 = saturate( abs( ( screenDepth24 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _DepthFade ) ) ); o.Alpha = saturate( ( ( tex2DNode18.a * _AlphaDensity ) * distanceDepth24 ) ); } ENDCG CGPROGRAM #pragma surface surf Standard alpha:fade keepalpha fullforwardshadows nofog ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_shadowcaster #pragma multi_compile UNITY_PASS_SHADOWCASTER #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #include "HLSLSupport.cginc" #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" sampler3D _DitherMaskLOD; struct v2f { V2F_SHADOW_CASTER; float2 customPack1 : TEXCOORD1; float3 worldPos : TEXCOORD2; float4 screenPos : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); Input customInputData; float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); o.customPack1.xy = customInputData.uv_texcoord; o.customPack1.xy = v.texcoord; o.worldPos = worldPos; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) o.screenPos = ComputeScreenPos( o.pos ); return o; } half4 frag( v2f IN #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); Input surfIN; UNITY_INITIALIZE_OUTPUT( Input, surfIN ); surfIN.uv_texcoord = IN.customPack1.xy; float3 worldPos = IN.worldPos; half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.screenPos = IN.screenPos; SurfaceOutputStandard o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a; clip( alphaRef - 0.01 ); SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" } /*ASEBEGIN Version=19200 Node;AmplifyShaderEditor.RangedFloatNode;3;-2279.743,136.3332;Inherit;False;Property;_DistortionLocation;Distortion Location;5;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0 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