196 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			196 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| // Made with Amplify Shader Editor v1.9.2
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| // Available at the Unity Asset Store - http://u3d.as/y3X 
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| Shader "Polyart/Dreamscape Clouds"
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| {
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| 	Properties
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| 	{
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| 		_DistortionLocation("Distortion Location", Float) = 1
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| 		_DistortionSpeed("Distortion Speed", Float) = 0.01
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| 		_DistortionIntensity("Distortion Intensity", Float) = 0.1
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| 		_AlphaDensity("Alpha Density", Float) = 1
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| 		_DepthFade("Depth Fade", Float) = 0
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| 		_TextureSample0("Texture Sample 0", 2D) = "white" {}
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| 		_TextureSample1("Texture Sample 1", 2D) = "white" {}
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| 		_Color("Color", Color) = (1,1,1,1)
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| 		_CloudPosition("CloudPosition", Vector) = (0,0,0,0)
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| 		[HideInInspector] _texcoord( "", 2D ) = "white" {}
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| 		[HideInInspector] __dirty( "", Int ) = 1
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| 	}
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| 
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| 	SubShader
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| 	{
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| 		Tags{ "RenderType" = "Transparent"  "Queue" = "Transparent+0" "IgnoreProjector" = "True" }
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| 		Cull Off
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| 		CGINCLUDE
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| 		#include "UnityShaderVariables.cginc"
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| 		#include "UnityCG.cginc"
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| 		#include "UnityPBSLighting.cginc"
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| 		#include "Lighting.cginc"
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| 		#pragma target 3.0
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| 		struct Input
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| 		{
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| 			float2 uv_texcoord;
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| 			float4 screenPos;
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| 		};
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| 
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| 		uniform float4 _Color;
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| 		uniform sampler2D _TextureSample1;
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| 		uniform float2 _CloudPosition;
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| 		uniform sampler2D _TextureSample0;
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| 		uniform float _DistortionSpeed;
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| 		uniform float _DistortionLocation;
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| 		uniform float _DistortionIntensity;
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| 		uniform float _AlphaDensity;
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| 		UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
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| 		uniform float4 _CameraDepthTexture_TexelSize;
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| 		uniform float _DepthFade;
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| 
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| 		void surf( Input i , inout SurfaceOutputStandard o )
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| 		{
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| 			float2 temp_cast_0 = (_DistortionSpeed).xx;
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| 			float2 uv_TexCoord2 = i.uv_texcoord * float2( 0.1,0.1 );
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| 			float2 panner6 = ( 0.01 * _Time.y * temp_cast_0 + ( uv_TexCoord2 * _DistortionLocation ));
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| 			float2 lerpResult17 = lerp( ( _CloudPosition + i.uv_texcoord ) , ( i.uv_texcoord + ( (tex2D( _TextureSample0, panner6 )).rg * _DistortionIntensity ) ) , float2( 0.5,0.5 ));
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| 			float4 tex2DNode18 = tex2D( _TextureSample1, lerpResult17 );
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| 			o.Albedo = ( _Color * tex2DNode18 ).rgb;
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| 			float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
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| 			float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w;
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| 			ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
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| 			float screenDepth24 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy ));
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| 			float distanceDepth24 = saturate( abs( ( screenDepth24 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _DepthFade ) ) );
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| 			o.Alpha = saturate( ( ( tex2DNode18.a * _AlphaDensity ) * distanceDepth24 ) );
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| 		}
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| 
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| 		ENDCG
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| 		CGPROGRAM
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| 		#pragma surface surf Standard alpha:fade keepalpha fullforwardshadows 
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| 
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| 		ENDCG
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| 		Pass
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| 		{
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| 			Name "ShadowCaster"
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| 			Tags{ "LightMode" = "ShadowCaster" }
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| 			ZWrite On
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| 			CGPROGRAM
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| 			#pragma vertex vert
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| 			#pragma fragment frag
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| 			#pragma target 3.0
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| 			#pragma multi_compile_shadowcaster
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| 			#pragma multi_compile UNITY_PASS_SHADOWCASTER
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| 			#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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| 			#include "HLSLSupport.cginc"
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| 			#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
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| 				#define CAN_SKIP_VPOS
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| 			#endif
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| 			#include "UnityCG.cginc"
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| 			#include "Lighting.cginc"
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| 			#include "UnityPBSLighting.cginc"
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| 			sampler3D _DitherMaskLOD;
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| 			struct v2f
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| 			{
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| 				V2F_SHADOW_CASTER;
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| 				float2 customPack1 : TEXCOORD1;
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| 				float3 worldPos : TEXCOORD2;
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| 				float4 screenPos : TEXCOORD3;
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| 				UNITY_VERTEX_INPUT_INSTANCE_ID
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| 				UNITY_VERTEX_OUTPUT_STEREO
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| 			};
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| 			v2f vert( appdata_full v )
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| 			{
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| 				v2f o;
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| 				UNITY_SETUP_INSTANCE_ID( v );
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| 				UNITY_INITIALIZE_OUTPUT( v2f, o );
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| 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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| 				UNITY_TRANSFER_INSTANCE_ID( v, o );
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| 				Input customInputData;
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| 				float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
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| 				half3 worldNormal = UnityObjectToWorldNormal( v.normal );
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| 				o.customPack1.xy = customInputData.uv_texcoord;
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| 				o.customPack1.xy = v.texcoord;
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| 				o.worldPos = worldPos;
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| 				TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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| 				o.screenPos = ComputeScreenPos( o.pos );
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| 				return o;
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| 			}
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| 			half4 frag( v2f IN
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| 			#if !defined( CAN_SKIP_VPOS )
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| 			, UNITY_VPOS_TYPE vpos : VPOS
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| 			#endif
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| 			) : SV_Target
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| 			{
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| 				UNITY_SETUP_INSTANCE_ID( IN );
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| 				Input surfIN;
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| 				UNITY_INITIALIZE_OUTPUT( Input, surfIN );
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| 				surfIN.uv_texcoord = IN.customPack1.xy;
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| 				float3 worldPos = IN.worldPos;
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| 				half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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| 				surfIN.screenPos = IN.screenPos;
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| 				SurfaceOutputStandard o;
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| 				UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
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| 				surf( surfIN, o );
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| 				#if defined( CAN_SKIP_VPOS )
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| 				float2 vpos = IN.pos;
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| 				#endif
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| 				half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
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| 				clip( alphaRef - 0.01 );
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| 				SHADOW_CASTER_FRAGMENT( IN )
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| 			}
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| 			ENDCG
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| 		}
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| 	}
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| 	Fallback "Diffuse"
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| 	CustomEditor "ASEMaterialInspector"
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| }
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| /*ASEBEGIN
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| Version=19200
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| Node;AmplifyShaderEditor.RangedFloatNode;3;-2279.743,136.3332;Inherit;False;Property;_DistortionLocation;Distortion Location;0;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
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| Node;AmplifyShaderEditor.TextureCoordinatesNode;2;-2286.743,2.333189;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;0.1,0.1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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| Node;AmplifyShaderEditor.SimpleMultiplyOpNode;4;-1922.743,54.33319;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0
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| Node;AmplifyShaderEditor.RangedFloatNode;5;-2241.743,248.3332;Inherit;False;Property;_DistortionSpeed;Distortion Speed;1;0;Create;True;0;0;0;False;0;False;0.01;0;0;0;0;1;FLOAT;0
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| Node;AmplifyShaderEditor.PannerNode;6;-1728.743,56.33319;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;0.01;False;1;FLOAT2;0
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| Node;AmplifyShaderEditor.SamplerNode;7;-1444.61,27.22548;Inherit;True;Property;_TextureSample0;Texture Sample 0;5;0;Create;True;0;0;0;False;0;False;-1;f4d6674ab39631f47b9b78c8e92aee48;f4d6674ab39631f47b9b78c8e92aee48;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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| Node;AmplifyShaderEditor.ComponentMaskNode;9;-1141.124,27.13302;Inherit;False;True;True;False;False;1;0;COLOR;0,0,0,0;False;1;FLOAT2;0
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| Node;AmplifyShaderEditor.RangedFloatNode;10;-1395.124,259.133;Inherit;False;Property;_DistortionIntensity;Distortion Intensity;2;0;Create;True;0;0;0;False;0;False;0.1;0;0;0;0;1;FLOAT;0
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| Node;AmplifyShaderEditor.SimpleMultiplyOpNode;11;-890.1233,67.13303;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0
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| Node;AmplifyShaderEditor.Vector2Node;27;-821.1855,-217.7659;Inherit;False;Property;_CloudPosition;CloudPosition;8;0;Create;True;0;0;0;False;0;False;0,0;0,0;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
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| Node;AmplifyShaderEditor.TextureCoordinatesNode;12;-865.3362,-95.96222;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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| Node;AmplifyShaderEditor.SimpleAddOpNode;13;-586.3362,38.03778;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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| Node;AmplifyShaderEditor.LerpOp;17;-240.3362,10.03778;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT2;0.5,0.5;False;1;FLOAT2;0
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| Node;AmplifyShaderEditor.RangedFloatNode;20;120.814,175.8651;Inherit;False;Property;_AlphaDensity;Alpha Density;3;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
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| Node;AmplifyShaderEditor.RangedFloatNode;25;143.814,350.8651;Inherit;False;Property;_DepthFade;Depth Fade;4;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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| Node;AmplifyShaderEditor.SamplerNode;18;6.40271,-19.42395;Inherit;True;Property;_TextureSample1;Texture Sample 1;6;0;Create;True;0;0;0;False;0;False;-1;071aa86cdb9612048aab52bfbdee9d66;071aa86cdb9612048aab52bfbdee9d66;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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| Node;AmplifyShaderEditor.DepthFade;24;351.814,330.8651;Inherit;False;True;True;True;2;1;FLOAT3;0,0,0;False;0;FLOAT;1;False;1;FLOAT;0
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| Node;AmplifyShaderEditor.SimpleMultiplyOpNode;19;386.814,158.8651;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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| Node;AmplifyShaderEditor.ColorNode;21;89.81396,-199.1349;Inherit;False;Property;_Color;Color;7;0;Create;True;0;0;0;False;0;False;1,1,1,1;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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| Node;AmplifyShaderEditor.SaturateNode;29;689.8145,161.2341;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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| Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;879.1683,-135.0773;Float;False;True;-1;2;ASEMaterialInspector;0;0;Standard;Polyart/Dreamscape Clouds;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;False;Off;0;False;;0;False;;False;0;False;;0;False;;False;0;Transparent;0.5;True;True;0;False;Transparent;;Transparent;All;12;all;True;True;True;True;0;False;;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;2;15;10;25;False;0.5;True;2;5;False;;10;False;;0;0;False;;0;False;;0;False;;0;False;;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;True;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;;-1;0;False;;0;0;0;False;0.1;False;;0;False;;False;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
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| WireConnection;4;0;2;0
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| WireConnection;4;1;3;0
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| ASEEND*/
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| //CHKSM=62015FB350D56DB132D03CFC9872B80DCDF004BF | 
