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tiny_clouds.shader
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//source: https://www.shadertoy.com/view/4tlBz8
//translated from ShaderToy to Unity by Przemyslaw Zaworski
//usage: shader has access to UV coordinates, so can be applied to base game object
Shader "Tiny Clouds"
{
Subshader
{
Pass
{
CGPROGRAM
#pragma vertex vertex_shader
#pragma fragment pixel_shader
#pragma target 5.0
struct structure
{
float4 vertex : SV_POSITION;
float2 uv: TEXCOORD0;
};
float hash(float2 n)
{
return frac(sin(dot(n,float2(12.9898,4.1414)))*43758.5453);
}
float noise (float3 position)
{
float2 uv = (position.yz+ceil(position.x))*0.005;
float2 p = frac(uv) * 256.0;
float2 uv_frac = p - floor(p);
float2 uv_floor = floor(p) * 0.00390625;
float2 uv_ceil = ceil(p) * 0.00390625;
float a = hash(float2(uv_floor.x, uv_floor.y));
float b = hash(float2(uv_floor.x, uv_ceil.y ));
float c = hash(float2(uv_ceil.x , uv_floor.y));
float d = hash(float2(uv_ceil.x , uv_ceil.y ));
float e = lerp(a, b, uv_frac.y);
float f = lerp(c, d, uv_frac.y);
return lerp(e,f,uv_frac.x);
}
structure vertex_shader (float4 vertex:POSITION, float2 uv:TEXCOORD0)
{
structure vs;
vs.vertex = UnityObjectToClipPos (vertex);
vs.uv=uv;
return vs;
}
float4 pixel_shader (structure ps ) : SV_TARGET
{
float2 iResolution = float2(1024,1024);
float2 fragCoord = ps.uv.xy*iResolution;
float3 rd = float3(0.8, fragCoord/iResolution.y-0.8);
float3 sky = float3(0.6, 0.7, 0.8);
float3 c = sky - rd.z;
for (int i = 0; i < 200; ++i)
{
float3 ro = 0.05 * float(200 - i) * rd;
ro.xy+=_Time.g;
float s = 0.5;
float t = ro.z + 1.25;
for (int k=0; k<5; ++k)
{
ro *= 2.0;
s *= 2.0;
t -= noise(ro) / s;
}
if (t<0.0) c = c+(c-1.0-t*sky.zyx)*t*0.4;
}
return float4(c,1.0);
}
ENDCG
}
}
}