You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

115 lines
2.8 KiB
Plaintext

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"
}