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- Shader "Hidden/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;
- half3 _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
- }
- }
- }
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