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- Shader "Custom/Planet_Clouds"
- {
- Properties{
- _MainTex("Base (RGB)", 2D) = "white" {}
- _AlphaScale("Alpha Scale", Range(0.0, 2.0)) = 1.0
- [NoScaleOffset]_BumpMap("Normal Map", 2D) = "bump" {}
- _BumpScale("Bump Scale", Range(0.0, 1.0)) = 1.0
- _DisplacementClouds ("Clouds displacement", Range(0, .1)) = 0.1
- }
- CGINCLUDE
- #define _GLOSSYENV 1
- #define UNITY_SETUP_BRDF_INPUT SpecularSetup
- ENDCG
-
- SubShader
- {
- Tags
- {
- "RenderType" = "Transparent"
- "Queue" = "Transparent"
- }
- LOD 300
- Blend SrcAlpha OneMinusSrcAlpha
- ZWrite Off
-
- CGPROGRAM
- #pragma target 3.0
- #include "UnityPBSLighting.cginc"
- //#pragma surface surf Standard
- #pragma surface surf Standard fullforwardshadows alpha vertex:vert
- //#pragma surface surf Lambert
- //#define UNITY_PASS_FORWARDBASE
- sampler2D _MainTex;
- sampler2D _BumpMap;
- uniform float _BumpScale;
- uniform float _AlphaScale;
- uniform float _DisplacementClouds;
-
- struct Input
- {
- float2 uv_MainTex;
- };
-
- void vert (inout appdata_full v)
- {
- v.vertex.xyz += v.normal * _DisplacementClouds;
- }
-
- void surf(Input IN, inout SurfaceOutputStandard o)
- {
- float4 albedotex = tex2D(_MainTex, IN.uv_MainTex);
- float4 normaltex = tex2D(_BumpMap, IN.uv_MainTex);
-
- o.Albedo = albedotex.rgb;
- o.Alpha = saturate(albedotex.a * _AlphaScale);
- o.Normal = normalize(UnpackScaleNormal(normaltex, _BumpScale));
- o.Metallic = 0.0f;
- o.Smoothness = 0.0f;
- }
- ENDCG
- }
- FallBack "Diffuse"
- }
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