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- // http://www.iquilezles.org/www/articles/dynclouds/dynclouds.htm
- Shader "Hidden/Lux URP WindComposite"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- }
- SubShader
- {
- Tags { "RenderPipeline" = "LightweightPipeline" }
- Pass
- {
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard SRP library
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #pragma target 2.0
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- // Global Inputs
- float3 _LuxLWRPWindDir;
- float2 _LuxLWRPWindUVs;
- float2 _LuxLWRPWindUVs1;
- float2 _LuxLWRPWindUVs2;
- float2 _LuxLWRPWindUVs3;
- float2 _LuxLWRPGust;
- half3 _GustMixLayer;
- TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); float4 _MainTex_ST;
- #pragma vertex vert
- #pragma fragment frag
- struct VertexInput
- {
- float4 positionOS : POSITION;
- half2 texcoord : TEXCOORD0;
- };
- struct VertexOutput
- {
- float4 positionCS : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
- VertexOutput vert( VertexInput v )
- {
- VertexOutput output;
- output.positionCS = TransformObjectToHClip(v.positionOS.xyz);
- output.uv = v.texcoord;
- return output;
- }
- half4 frag(VertexOutput i) : SV_Target {
- half4 n1 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv + _LuxLWRPWindUVs);
- half4 n2 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv + _LuxLWRPWindUVs1);
- half4 n3 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv + _LuxLWRPWindUVs2);
- half4 n4 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv * _LuxLWRPGust.x + _LuxLWRPWindUVs3);
- half4 sum = half4(n1.r, n1.g + n2.g, n1.b + n2.b + n3.b, n1.a + n2.a + n3.a + n4.a);
- const half4 weights = half4(0.5000, 0.2500 , 0.1250 , 0.0625 );
-
- half2 WindStrengthGustNoise;
- // WindStrength
- WindStrengthGustNoise.x = dot(sum, weights);
- // GrassGustNoise / _LuxLWRPGust.y comes in as 0.5 - 1.5
- WindStrengthGustNoise.y = lerp(1.0h, (n4.a + dot(half3(n1.a, n2.a, n3.a), _GustMixLayer)) * 0.85h, _LuxLWRPGust.y - 0.5h);
- // Sharpen WindStrengthGustNoise according to turbulence
- WindStrengthGustNoise = (WindStrengthGustNoise - half2(0.5h, 0.5h)) * _LuxLWRPGust.yy + half2(0.5h, 0.5h);
- return half4(
- WindStrengthGustNoise,
- //n4.a,
- //0
- (n3.a + abs(WindStrengthGustNoise.y)) * 0.5h + n2.a * 0.0h,
- 0
- );
- }
- ENDHLSL
- }
- }
- }
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