Shader "507/cloud"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {
}
}
SubShader
{
Tags {
"RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
static const float cloudscale = 1.1;
static const float speed = 0.03;
static const float clouddark = 0.5;
static const float cloudlight = 0.3;
static const float cloudcover = 0.2;
static const float cloudalpha = 8.0;
static
最近沉迷于翻译shadertoy大佬的代码 2D云
最新推荐文章于 2024-07-21 19:42:40 发布