Shader "Enviro/Clouds Particles Advanced" { Properties { _CloudsColor("Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } Blend SrcAlpha OneMinusSrcAlpha ColorMask RGB Cull Off Lighting Off ZWrite Off SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #if ENVIRO_SIMPLE_FOG #pragma target 2.0 #else #pragma target 3.0 #endif #pragma multi_compile_particles #pragma multi_compile_fog #pragma multi_compile __ ENVIRO_SIMPLE_FOG #pragma multi_compile __ ENVIROVOLUMELIGHT #include "UnityCG.cginc" #if ENVIRO_SIMPLE_FOG uniform float3 _SunDir; uniform half4 _EnviroSkyFog; #else #include "./EnviroFogCore.cginc" #endif uniform sampler2D _MainTex; uniform fixed4 _CloudsColor; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) float3 posWorld : TEXCOORD2; float4 uv : TEXCOORD3; UNITY_VERTEX_OUTPUT_STEREO }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); //Insert UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Ins o.vertex = UnityObjectToClipPos(v.vertex); o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); o.uv = ComputeScreenPos(o.vertex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 TransparentParticleCloudsFog(fixed4 clr, float3 wPos, float2 uv) { float3 wsDir = wPos - _WorldSpaceCameraPos; float f = saturate((_EnviroSkyFog.x * (dot(normalize(wPos - _WorldSpaceCameraPos.xyz), float3(0, 1, 0)))) +_EnviroSkyFog.z); f = pow(f, _EnviroSkyFog.y); half fogFacSky = (clamp(f, 0, 1)); fixed4 fogClr = fixed4(0, 0, 0, 0); fixed4 final = fixed4(0, 0, 0, 0); #if ENVIRO_SIMPLE_FOG fogClr = unity_FogColor * 2; final = lerp(fogClr, clr, fogFacSky); #else float2 sunDir; sunDir.x = saturate(_SunDir.y + 0.25); sunDir.y = saturate(clamp(1.0 - _SunDir.y, 0.0, 0.5)); fogClr = ComputeScattering(normalize(wsDir), sunDir); #if ENVIROVOLUMELIGHT #if UNITY_SINGLE_PASS_STEREO float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex]; uv = (uv - scaleOffset.zw) / scaleOffset.xy; #endif float4 volumeLighting = tex2D(_EnviroVolumeLightingTex, UnityStereoTransformScreenSpaceTex(uv)); volumeLighting *= _EnviroParams.x; final = lerp(lerp(fogClr, fogClr + volumeLighting, _EnviroVolumeDensity), lerp(clr, clr + volumeLighting, _EnviroVolumeDensity), fogFacSky); #else final = lerp(fogClr, clr, fogFacSky); #endif #endif return final; } fixed4 frag (v2f i) : SV_Target { fixed4 col = 2.0f * i.color * tex2D(_MainTex, i.texcoord) * _CloudsColor; UNITY_APPLY_FOG(i.fogCoord, col); float3 wsDir = normalize(i.posWorld.xyz -_WorldSpaceCameraPos); float4 fog = TransparentParticleCloudsFog(col, i.posWorld,i.uv.xy / i.uv.w); //float alpha = clamp(col.a * clamp(wsDir.y*1.5, 0, 1),0,1); //if(wsDir.y + _WorldSpaceCameraPos.y < _WorldSpaceCameraPos.y) //alpha = col.a; return float4(fog.rgb, clamp(col.a * clamp(wsDir.y*1.5, 0, 1),0,1)); } ENDCG } } } }