14 lines
465 B
HLSL
14 lines
465 B
HLSL
#ifndef CLOUD_INCLUDE
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#define CLOUD_INCLUDE
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uniform float4 _uvCloud;
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uniform float4 _CloudColor;
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uniform sampler2D _CloudMap;
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inline half4 AddCloud(fixed3 posWorld,fixed2 uv,fixed3 finalColor)
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{
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uv = posWorld.xz * _uvCloud.xy + _uvCloud.zw * _Time.y;
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fixed4 finalCloud = tex2D(_CloudMap, uv) * (1 - _CloudColor);
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fixed4 cloudRGBA = fixed4(finalColor * (1 - finalCloud), 1);
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return cloudRGBA;
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}
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#endif |