ZK_Framework/Assets/UniStorm 3.0/Shaders/Lightning Clouds.shader

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Shader "UniStorm/Lightning Clouds" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Color ("Base Color", Color) = (1.0,1.0,1.0,1.0)
_LoY ("Opaque Y", Float) = 0
_HiY ("Transparent Y", Float) = 10
}
SubShader {
Tags{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Lighting On Cull Front ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
LOD 200
CGPROGRAM
#pragma surface surf Standard nofog vertex:myvert alpha:fade
#pragma target 3.0
sampler2D _MainTex;
fixed4 _Color;
half _LoY;
half _HiY;
struct Input {
float2 uv_MainTex;
float3 worldPos;
half alpha;
};
void myvert (inout appdata_full v, out Input data)
{
UNITY_INITIALIZE_OUTPUT(Input,data);
float4 worldV = mul (unity_ObjectToWorld, v.vertex);
data.alpha = 1 - saturate((worldV.y - _LoY) / (_HiY - _LoY));
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
float2 offset = _Time.xy * 0.005;
half4 c = tex2D (_MainTex, IN.uv_MainTex+offset);
o.Albedo = UNITY_LIGHTMODEL_AMBIENT*2;
o.Alpha = IN.alpha*c.a*_Color.a;
}
ENDCG
}
}