Add shaders
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Shader "Enviro/Standard/FlatCloudMap" {
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Properties{
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}
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SubShader{
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Tags { "RenderType" = "Opaque" }
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LOD 200
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#pragma target 3.0
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#pragma exclude_renderers gles
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uniform sampler2D _NoiseTex;
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uniform float _Softness = 0.2;
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uniform float _Coverage = 0.6;
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uniform float _Brightness = 1.0;
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uniform float _CloudScale = 2.5;
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uniform float2 _CloudAnimation;
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uniform int noiseOctaves = 8;
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uniform float _MorphingSpeed;
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struct v2f
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{
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float4 Position : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 pos : TEXCOORD1;
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};
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v2f vert(appdata_img v)
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{
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v2f o;
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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o.Position = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord;
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o.pos = UnityObjectToClipPos(v.vertex);
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return o;
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}
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float noise(float2 uv)
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{
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return tex2D(_NoiseTex, uv).r;
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}
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float2 rotate(float2 uv)
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{
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float curlStrain = 3.0;
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uv = uv + noise(uv*0.2)*0.005;
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float rot = curlStrain;
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float sinRot = sin(rot);
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float cosRot = cos(rot);
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float2x2 rotMat = float2x2(cosRot, -sinRot, sinRot, cosRot);
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return mul(rotMat,uv);
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}
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float fbm(float2 uv)
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{
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float rot = 1.57;
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float sinRot = sin(rot);
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float cosRot = cos(rot);
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float f = 0.0;
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float total = 0.0;
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float mul = 0.5;
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float2x2 rotMat = float2x2(cosRot, -sinRot, sinRot, cosRot);
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float timeScale = 10.0;
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for (int i = 0; i < noiseOctaves; i++)
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{
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f += noise(uv + _Time.y * (_MorphingSpeed * 0.0001) * timeScale * (1.0 - mul)) * mul;
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total += mul;
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uv *= 3.0;
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uv = rotate(uv);
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mul *= 0.5;
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}
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return f / total;
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}
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float4 frag(v2f i) : SV_Target
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{
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float timeScale = 2.0;
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float2 uv = i.pos.xy / (20.0 * _CloudScale);
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float bright = _Brightness;
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float color1 = fbm(uv - 0.5 + -_CloudAnimation * 0.1);
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float color2 = fbm(uv - 10.5 + -_CloudAnimation * 0.2);
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float clouds1 = smoothstep(1.0 - _Coverage, min((1.0 - _Coverage) + _Softness * 2.0, 1.0), color1);
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float clouds2 = smoothstep(1.0 - _Coverage, min((1.0 - _Coverage) + _Softness, 1.0), color2);
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float cloudsFormComb = saturate(clouds1 + clouds2);
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float4 skyCol = float4(1,1,1,0.0);
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float cloudCol = saturate(saturate(1.0 - pow(color1, 1.0) * 0.2) * bright);
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float cloudCol2 = saturate(saturate(1.0 - pow(color2, 1.0) * 0.5) * bright);
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float4 clouds1Color = float4(cloudCol, cloudCol, cloudCol, cloudsFormComb);
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float4 clouds2Color = lerp(clouds1Color, float4(cloudCol2, cloudCol2, cloudCol2, cloudCol2), clouds2);
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float4 cloudColComb = lerp(clouds1Color, clouds2Color, saturate(clouds2 - clouds1));
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float4 final = lerp(skyCol, cloudColComb, cloudsFormComb);
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return float4(final.rgb, cloudsFormComb);
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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