Add shaders
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// http://www.iquilezles.org/www/articles/dynclouds/dynclouds.htm
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Shader "WindComposite"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_imgMy
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float3 _AtgWindDir;
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float2 _AtgWindUVs;
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float2 _AtgWindUVs1;
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float2 _AtgWindUVs2;
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float2 _AtgWindUVs3;
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float2 _AtgGust;
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struct appdata_imgMy
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{
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float4 vertex : POSITION;
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half2 texcoord : TEXCOORD0;
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};
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struct v2f_imgMy
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{
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float4 pos : SV_POSITION;
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half2 uv : TEXCOORD0;
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};
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v2f_imgMy vert_imgMy( appdata_imgMy v )
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{
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v2f_imgMy o;
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o.pos = UnityObjectToClipPos (v.vertex);
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o.uv = v.texcoord;
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return o;
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}
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half4 frag(v2f_imgMy i) : SV_Target {
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half4 n1 = tex2D(_MainTex, i.uv + _AtgWindUVs);
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half4 n2 = tex2D(_MainTex, i.uv + _AtgWindUVs1);
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half4 n3 = tex2D(_MainTex, i.uv + _AtgWindUVs2);
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half4 n4 = tex2D(_MainTex, i.uv * _AtgGust.x + _AtgWindUVs3);
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half4 sum = half4(n1.r, n1.g + n2.g, n1.b + n2.b + n3.b, n1.a + n2.a + n3.a + n4.a);
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const half4 weights = half4(0.5000, 0.2500 , 0.1250 , 0.0625 );
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half2 WindStrengthGustNoise;
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WindStrengthGustNoise.x = dot(sum, weights); // WindStrength
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WindStrengthGustNoise.y = (n4.a + n2.a ) * 0.5f; // GrassGustNoise
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// Sharpen WindStrengthGustNoise according to turbulence
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WindStrengthGustNoise = ( WindStrengthGustNoise - half2(0.5, 0.5) ) * _AtgGust.y + half2(0.5, 0.5);
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return half4(
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WindStrengthGustNoise,
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1,
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0
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);
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}
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ENDCG
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}
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}
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}
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