56 lines
1008 B
Plaintext
56 lines
1008 B
Plaintext
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Noise-Simplex" {
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Properties {
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_Freq ("Frequency", Float) = 1
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_Speed ("Speed", Float) = 1
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_CloudSpeed ("Pos", Vector) = (0, 0, 0, 0)
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}
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SubShader {
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Pass {
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex vert
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#pragma fragment frag
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#include "noiseSimplex.cginc"
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struct v2f {
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float4 pos : SV_POSITION;
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float3 srcPos : TEXCOORD0;
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float3 srcPos2 : TEXCOORD1;
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};
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float4 _CloudSpeed;
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uniform float
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_Freq,
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_Speed
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;
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v2f vert(float4 objPos : POSITION, float4 objPos2 : POSITION)
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{
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v2f o;
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UNITY_INITIALIZE_OUTPUT(v2f,o);
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o.pos = UnityObjectToClipPos(objPos);
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o.srcPos = mul(unity_ObjectToWorld, objPos).xyz ;
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o.srcPos *= _Freq;
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return o;
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}
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float4 frag(v2f i) : COLOR
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{
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float ns = snoise(i.srcPos) / 2 + 0.5f;
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return float4(ns, ns, ns, 1.0f);
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}
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ENDCG
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}
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}
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} |