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1.5 KiB

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"
}