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- Shader "Hidden/VolumetricFog2/Turbulence2D"
- {
- Properties {
- _MainTex ("Noise", 2D) = "white" {}
- _TurbulenceAmount ("Turbulence Amount", Float) = 0.5
- }
- SubShader {
- CGINCLUDE
- #include "UnityCG.cginc"
- struct appdata {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f {
- float4 pos : SV_POSITION;
- float4 uv: TEXCOORD0;
- };
-
- sampler2D_float _MainTex;
- float _TurbulenceAmount;
- float _NoiseStrength, _NoiseFinalMultiplier;
- v2f vert(appdata v) {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv = float4(v.texcoord, 0, 0);
- return o;
- }
-
- float4 frag(v2f i): SV_Target {
- float sint, cost;
- sincos(_TurbulenceAmount, sint, cost);
- float4 p0 = tex2Dlod(_MainTex, i.uv);
- float4 p1 = tex2Dlod(_MainTex, i.uv + float4(0.25,0.25,0,0));
- float t0 = sint * 0.5 + 0.5;
- float4 r0 = lerp(p0, p1, t0);
- float4 p2 = tex2Dlod(_MainTex, i.uv + float4(0.5,0.5,0,0));
- float4 p3 = tex2Dlod(_MainTex, i.uv + float4(0.75,0.75,0,0));
- float t1 = cost * 0.5 + 0.5;
- float4 r1 = lerp(p2, p3, t1);
- float n = 1.0 - max(r0, r1);
- n = saturate( (1.0 - n * _NoiseStrength) * _NoiseFinalMultiplier);
- return n;
- }
-
-
- ENDCG
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma target 3.0
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma vertex vert
- #pragma fragment frag
- ENDCG
- }
-
- }
- Fallback Off
- }
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