ZK_Framework/Assets/UniStorm 3.0/Shaders/noise-simplex.shader

56 lines
1008 B
Plaintext

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Noise-Simplex" {
Properties {
_Freq ("Frequency", Float) = 1
_Speed ("Speed", Float) = 1
_CloudSpeed ("Pos", Vector) = (0, 0, 0, 0)
}
SubShader {
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "noiseSimplex.cginc"
struct v2f {
float4 pos : SV_POSITION;
float3 srcPos : TEXCOORD0;
float3 srcPos2 : TEXCOORD1;
};
float4 _CloudSpeed;
uniform float
_Freq,
_Speed
;
v2f vert(float4 objPos : POSITION, float4 objPos2 : POSITION)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f,o);
o.pos = UnityObjectToClipPos(objPos);
o.srcPos = mul(unity_ObjectToWorld, objPos).xyz ;
o.srcPos *= _Freq;
return o;
}
float4 frag(v2f i) : COLOR
{
float ns = snoise(i.srcPos) / 2 + 0.5f;
return float4(ns, ns, ns, 1.0f);
}
ENDCG
}
}
}