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86
Assets/Pixel3D/Shaders/Clouds.shader
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86
Assets/Pixel3D/Shaders/Clouds.shader
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Shader "Custom/Clouds"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_FineDetail ("Texture", 2D) = "white" {}
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_MediumDetail ("Texture", 2D) = "white" {}
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_LargeDetail ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Pass
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{
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Name "Outline"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float4 _MainTex_ST;
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// sampler2D
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sampler2D _FineDetail;
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sampler2D _MediumDetail;
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sampler2D _LargeDetail;
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float _Coverage;
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float _Thickness;
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float _Speed;
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float _Direction;
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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float remap(float value, float low1, float high1, float low2, float high2)
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{
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return low2 + (value - low1) * (high2 - low2) / (high1 - low1);
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}
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v2f vert(appdata v)
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{
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v2f o = { UnityObjectToClipPos(v.vertex), TRANSFORM_TEX(v.uv, _MainTex) };
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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float dir = remap(_Direction, 0, 360, 0, 6.28319);
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float speed = _Speed / 100;
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float2 uv = i.uv;
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uv.x += _Time.y * speed * cos(dir);
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uv.y += _Time.y * speed * sin(dir);
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float fine = tex2D(_FineDetail, uv).a;
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float medium = tex2D(_MediumDetail, uv).a;
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float large = tex2D(_LargeDetail, uv).a;
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// float alpha = large;
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float alpha = fine * medium * large;
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alpha = alpha > _Coverage ? 1 : alpha;
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alpha = 1 - (1 - alpha) * (_Thickness);
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// return float4(1, 1, 1, 1);
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return float4(alpha.xxx, 1);
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}
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ENDCG
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}
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}
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Fallback Off
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}
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