IOException

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Jamesloo/ScreenSpaceSnow "  
{  
    Properties  
    {  
        _MainTex ("Texture", 2D) = "white" {}  
    }  
    SubShader  
    {  
        // No culling or depth  
        Cull Off ZWrite Off ZTest Always  
  
        Pass  
        {  
            CGPROGRAM  
            #pragma vertex vert  
            #pragma fragment frag  
              
            #include "UnityCG.cginc"  
  
            struct appdata  
            {  
                float4 vertex : POSITION;  
                float2 uv : TEXCOORD0;  
            };  
  
            struct v2f  
            {  
                float2 uv : TEXCOORD0;  
                float4 vertex : SV_POSITION;  
            };  
  
            v2f vert (appdata v)  
            {  
                v2f o;  
                o.vertex = UnityObjectToClipPos(v.vertex);  
                o.uv = v.uv;  
                return o;  
            }  
              
            sampler2D _MainTex;  
            sampler2D _CameraDepthNormalsTexture;  
            float4x4 _CamToWorld;  
  
            sampler2D _SnowTex;  
            float _SnowTexScale;  
  
            half4 _SnowColor;  
  
            fixed _BottomThreshold;  
            fixed _TopThreshold;  
              
            half4 frag (v2f i) : SV_Target  
            {  
                half3 normal;  
                float depth;  
  
                DecodeDepthNormal(tex2D(_CameraDepthNormalsTexture, i.uv), depth, normal);  
                normal = mul((float3x3)_CamToWorld, normal);  
  
                // find out snow amount  
                half snowAmount = normal.g;  
                half scale = (_BottomThreshold + 1 - _TopThreshold) / 1 + 1;  
                snowAmount = saturate((snowAmount - _BottomThreshold) * scale);  
  
                 //find out snow color  
                float2 p11_22 = float2(unity_CameraProjection._11, unity_CameraProjection._22);  
                float3 vpos = float3((i.uv * 2 - 1) / p11_22, -1) * depth;  
                float4 wpos = mul(_CamToWorld, float4(vpos, 1));  
                wpos += float4(_WorldSpaceCameraPos, 0) / _ProjectionParams.z;  
  
                half4 snowColor = tex2D(_SnowTex, wpos.xz * _SnowTexScale * _ProjectionParams.z) * _SnowColor;  
  
                // get color and lerp to snow texture  
                half4 col = tex2D(_MainTex, i.uv);  
                //return col;  
                return lerp(col, snowColor, snowAmount);  
            }  
            ENDCG  
        }  
    }  
}  



  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值