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Shader of a snow effect.
Shader "Custom/VVSnowShader" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Bump ("Bump", 2D) = "bump" {}
_Snow ("Snow Level", Range(0,1) ) = 0
_SnowColor ("Snow Color", Color) = (1.0,1.0,1.0,1.0)
_SnowDirection ("Snow Direction", Vector) = (0,1,0)
_SnowDepth ("Snow Depth", Range(0,0.3)) = 0.1
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf CustomDiffuse vertex:vert
sampler2D _MainTex;
sampler2D _Bump;
float _Snow;
float4 _SnowColor;
float4 _SnowDirection;
float _SnowDepth;
struct Input {
float2 uv_MainTex;
float2 uv_Bump;
float3 worldNormal;
INTERNAL_DATA
};
inline float4 LightingCustomDiffuse (SurfaceOutput s, fixed3 lightDir, fixed atten) {
float difLight = dot (s.Normal, lightDir);
float hLambert = difLight * 0.5 + 0.5;
float4 col;
col.rgb = s.Albedo * _LightColor0.rgb * (hLambert * atten * 2);
col.a = s.Alpha;
return col;
}
void vert (inout appdata_full v) {
float4 sn = mul(transpose(_Object2World) , _SnowDirection);
if(dot(v.normal, sn.xyz) >= lerp(1,-1, (_Snow * 2) / 3)) {
v.vertex.xyz += (sn.xyz + v.normal) * _SnowDepth * _Snow;
}
}
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Normal = UnpackNormal(tex2D(_Bump, IN.uv_Bump));
if (dot(WorldNormalVector(IN, o.Normal), _SnowDirection.xyz) > lerp(1,-1,_Snow)) {
o.Albedo = _SnowColor.rgb;
} else {
o.Albedo = c.rgb;
}
o.Alpha = 1;
}
ENDCG
}
FallBack "Diffuse"
}
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