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@badjano
Created August 8, 2018 00:06
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Unity cloud shader
Shader "ShaderMan/Clouds"
{
Properties{
_Color("Sky Color", Color) = (0.6, 0.7, 0.8, 1)
_CamPosition("Camera Position", Vector) = (0,0,0,0)
_CamRotation("Camera Rotation", Vector) = (0,0,0,0)
_Rotation("Camera Rotation", float) = 0
_Iterations("Cloud Iterations", Range(100,750)) = 170
_Brightness("Brightness", Range(0,10)) = 1
_Density("Density", Range(0,100)) = 1
_Zoom("Zoom", Range(0,5)) = 2
_Scale("Scale", Range(0.01,10)) = 1
_Height("Height", Range(0.01,10)) = 1
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
Pass
{
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct VertexInput {
fixed4 vertex : POSITION;
fixed2 uv:TEXCOORD0;
fixed4 tangent : TANGENT;
fixed3 normal : NORMAL;
};
struct VertexOutput {
fixed4 pos : SV_POSITION;
fixed2 uv:TEXCOORD0;
};
float4 _CamPosition;
float4 _CamRotation;
float4 _Color;
float _Rotation;
float _Iterations;
float _Brightness;
float _Density;
float _Zoom;
float _Scale;
float _Height;
fixed hash(in fixed2 uv)
{
fixed2 res = frac(uv * fixed2(821.143, 173.321));
res += dot(res, res+23.13);
return frac(res.x*res.y);
}
fixed noise(in fixed2 uv)
{
fixed2 ipos = floor(uv);
fixed2 fpos = frac(uv);
fixed a = hash(ipos + fixed2(0, 0));
fixed b = hash(ipos + fixed2(1, 0));
fixed c = hash(ipos + fixed2(0, 1));
fixed d = hash(ipos + fixed2(1, 1));
fixed2 t = smoothstep(0.0, 1.0, fpos);
return lerp(lerp(a, b, t.x), lerp(c, d, t.x), t.y);
}
fixed fbm(in fixed2 p)
{
fixed res = 0.0;
fixed amp = 0.5;
fixed freq = 2.0;
for (int i = 0; i < 4; ++i)
{
res += amp*noise(freq*p);
amp *= 0.5;
freq *= 2.0;
}
return res;
}
VertexOutput vert (VertexInput v)
{
VertexOutput o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = v.uv;
//VertexFactory
return o;
}
fixed4 frag(VertexOutput i) : SV_Target
{
fixed2 uv = (2.0 * i.uv - 1) / 1;
fixed3 ro = fixed3(0, 0.8, _Time.y) + _CamPosition;
fixed3 at = ro + fixed3(0, -0.2, 1) + _CamRotation;
fixed3 cam_z = normalize(at - ro);
fixed3 cam_x = normalize(cross(fixed3(0,1,0), cam_z)) + float3(0,_Rotation,0);
fixed3 cam_y = cross(cam_z, cam_x);
fixed3 rd = normalize(uv.x * cam_x + uv.y * cam_y + _Zoom * cam_z);
fixed3 sky_col = _Color;
fixed3 col = sky_col;
col -= 0.7*rd.y;
for (fixed i = _Iterations; i > 100.0; --i)
{
fixed3 p = ro + 0.05*i*rd;
fixed f = p.y - 1.2*fbm(0.6*p.xz*_Scale)*_Height;
fixed density = -f;
if (density > 0.0)
{
col = lerp(col, 1.0 - _Brightness*density*sky_col.bgr, min(1.0, _Density*density*0.4));
}
}
return float4(col, 1);
}
ENDCG
}
}
}
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