Shader "Enviro/Standard/FlatCloudMap" { Properties{ } SubShader{ Tags { "RenderType" = "Opaque" } LOD 200 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #pragma target 3.0 #pragma exclude_renderers gles uniform sampler2D _NoiseTex; uniform float _Softness = 0.2; uniform float _Coverage = 0.6; uniform float _Brightness = 1.0; uniform float _CloudScale = 2.5; uniform float2 _CloudAnimation; uniform int noiseOctaves = 8; uniform float _MorphingSpeed; struct v2f { float4 Position : SV_POSITION; float2 uv : TEXCOORD0; float4 pos : TEXCOORD1; }; v2f vert(appdata_img v) { v2f o; UNITY_INITIALIZE_OUTPUT(v2f, o); o.Position = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; o.pos = UnityObjectToClipPos(v.vertex); return o; } float noise(float2 uv) { return tex2D(_NoiseTex, uv).r; } float2 rotate(float2 uv) { float curlStrain = 3.0; uv = uv + noise(uv*0.2)*0.005; float rot = curlStrain; float sinRot = sin(rot); float cosRot = cos(rot); float2x2 rotMat = float2x2(cosRot, -sinRot, sinRot, cosRot); return mul(rotMat,uv); } float fbm(float2 uv) { float rot = 1.57; float sinRot = sin(rot); float cosRot = cos(rot); float f = 0.0; float total = 0.0; float mul = 0.5; float2x2 rotMat = float2x2(cosRot, -sinRot, sinRot, cosRot); float timeScale = 10.0; for (int i = 0; i < noiseOctaves; i++) { f += noise(uv + _Time.y * (_MorphingSpeed * 0.0001) * timeScale * (1.0 - mul)) * mul; total += mul; uv *= 3.0; uv = rotate(uv); mul *= 0.5; } return f / total; } float4 frag(v2f i) : SV_Target { float timeScale = 2.0; float2 uv = i.pos.xy / (20.0 * _CloudScale); float bright = _Brightness; float color1 = fbm(uv - 0.5 + -_CloudAnimation * 0.1); float color2 = fbm(uv - 10.5 + -_CloudAnimation * 0.2); float clouds1 = smoothstep(1.0 - _Coverage, min((1.0 - _Coverage) + _Softness * 2.0, 1.0), color1); float clouds2 = smoothstep(1.0 - _Coverage, min((1.0 - _Coverage) + _Softness, 1.0), color2); float cloudsFormComb = saturate(clouds1 + clouds2); float4 skyCol = float4(1,1,1,0.0); float cloudCol = saturate(saturate(1.0 - pow(color1, 1.0) * 0.2) * bright); float cloudCol2 = saturate(saturate(1.0 - pow(color2, 1.0) * 0.5) * bright); float4 clouds1Color = float4(cloudCol, cloudCol, cloudCol, cloudsFormComb); float4 clouds2Color = lerp(clouds1Color, float4(cloudCol2, cloudCol2, cloudCol2, cloudCol2), clouds2); float4 cloudColComb = lerp(clouds1Color, clouds2Color, saturate(clouds2 - clouds1)); float4 final = lerp(skyCol, cloudColComb, cloudsFormComb); return float4(final.rgb, cloudsFormComb); } ENDCG } } FallBack "Diffuse" }