Unity-动态体积云

大部分天气插件中都包含动态云,有的项目不需要完整的插件,只包含云的效果可以使用这个。

从Unity插件Pure Natrue中提取出来的效果。Pure Nature:https://assetstore.unity.com/packages/3d/environments/pure-nature-188246

Clouds.shader

Shader "Custom/Clouds"
{
    Properties
    {
        _ViewDistance("View Distance", Float) = 5000
        _DirectionSpeed("Direction / Speed", Vector) = (20,5,10,-5)
        [Header(Main)][Space(10)]_Noise01("Noise 01", 2D) = "white" {}
        _Tiling01("Tiling", Float) = 0.02
        _Noise01Power("Power", Range( 0 , 1)) = 0.75
        [Space(30)]_Noise02("Noise 02", 2D) = "white" {}
        _Tiling02("Tiling", Float) = 0.03
        _Noise02Power("Power", Range( 0 , 1)) = 0.3
        [Space(10)][Header(Clouds)][Space(10)]_ScatteringColor("Color", Color) = (1,1,1,1)
        _Coverage("Coverage", Range( 0 , 1)) = 0.3
        _Softness("Softness", Range( 0 , 1)) = 0.25
        [Toggle(_USEFOG_ON)] _UseFog("Use Fog", Float) = 1
        [Space(10)][Header(Scattering)][Space(10)]_CloudsColor("Color", Color) = (0.1843137,0.3568628,0.4627451,1)
        [HideInInspector]_cloudsPosition("cloudsPosition", Float) = 1
        _ScatteringPower("Absorption", Range( 0 , 50)) = 10
        [HideInInspector]_cloudsHeight("cloudsHeight", Float) = 1
        [HideInInspector] __dirty( "", Int ) = 1
    }

    SubShader
    {
        Tags{ "RenderType" = "Transparent"  "Queue" = "Transparent+0" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True" "IsEmissive" = "true"  }
        Cull Off
        CGINCLUDE
        #include "UnityPBSLighting.cginc"
        #include "UnityShaderVariables.cginc"
        #include "UnityCG.cginc"
        #include "Lighting.cginc"
        #pragma target 3.0
        #pragma shader_feature_local _USEFOG_ON
        struct Input
        {
            float3 worldPos;
            float eyeDepth;
        };

        struct SurfaceOutputCustomLightingCustom
        {
            half3 Albedo;
            half3 Normal;
            half3 Emission;
            half Metallic;
            half Smoothness;
            half Occlusion;
            half Alpha;
            Input SurfInput;
            UnityGIInput GIData;
        };

        uniform float _cloudsPosition;
        uniform float _cloudsHeight;
        uniform float _Coverage;
        uniform float _ScatteringPower;
        uniform float4 _ScatteringColor;
        uniform float4 _CloudsColor;
        uniform float _ViewDistance;
        uniform sampler2D _Noise02;
        uniform float4 _DirectionSpeed;
        uniform float _Tiling02;
        uniform sampler2D _Noise01;
        uniform float _Tiling01;
        uniform float _Noise01Power;
        uniform float _Noise02Power;
        uniform float _Softness;

        void vertexDataFunc( inout appdata_full v, out Input o )
        {
            UNITY_INITIALIZE_OUTPUT( Input, o );
            o.eyeDepth = -UnityObjectToViewPos( v.vertex.xyz ).z;
        }

        inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
        {
            UnityGIInput data = s.GIData;
            Input i = s.SurfInput;
            half4 c = 0;
            float cameraDepthFade66 = (( i.eyeDepth -_ProjectionParams.y - 0.0 ) / _ViewDistance);
            float DistanceFade124 = ( 1.0 - cameraDepthFade66 );
            float2 appendResult161 = (float2(_DirectionSpeed.z , _DirectionSpeed.w));
            float3 ase_worldPos = i.worldPos;
            float2 appendResult4 = (float2(ase_worldPos.x , ase_worldPos.z));
            float2 panner159 = ( _Time.y * appendResult161 + appendResult4);
            float3 temp_cast_1 = (tex2D( _Noise02, ( panner159 * ( _Tiling02 / 10000.0 ) ) ).r).xxx;
            float3 temp_cast_2 = (tex2D( _Noise02, ( panner159 * ( _Tiling02 / 10000.0 ) ) ).r).xxx;
            float3 linearToGamma92 = LinearToGammaSpace( temp_cast_2 );
            float2 appendResult160 = (float2(_DirectionSpeed.x , _DirectionSpeed.y));
            float2 panner157 = ( _Time.y * appendResult160 + appendResult4);
            float3 temp_cast_3 = (tex2D( _Noise01, ( panner157 * ( _Tiling01 / 10000.0 ) ) ).r).xxx;
            float3 temp_cast_4 = (tex2D( _Noise01, ( panner157 * ( _Tiling01 / 10000.0 ) ) ).r).xxx;
            float3 linearToGamma91 = LinearToGammaSpace( temp_cast_4 );
            float3 blendOpSrc155 = linearToGamma92;
            float3 blendOpDest155 = ( linearToGamma91 * _Noise01Power );
            float3 lerpBlendMode155 = lerp(blendOpDest155,	max( blendOpSrc155, blendOpDest155 ),_Noise02Power);
            float3 Noise121 = ( saturate( lerpBlendMode155 ));
            float Coverage211 = _Coverage;
            float CloudHeight130 = ( 1.0 - pow( saturate( ( abs( ( _cloudsPosition - ase_worldPos.y ) ) / _cloudsHeight ) ) , ( 1.0 - Coverage211 ) ) );
            float3 temp_cast_5 = (( 1.0 - (0.0 + (Coverage211 - 0.0) * (1.0 - 0.0) / (0.98 - 0.0)) )).xxx;
            float3 temp_cast_6 = (_Softness).xxx;
            float3 CloudCoverage134 = pow( saturate( (float3( 0,0,0 ) + (( Noise121 * CloudHeight130 ) - temp_cast_5) * (float3( 1,0,0 ) - float3( 0,0,0 )) / (float3( 1,0,0 ) - temp_cast_5)) ) , temp_cast_6 );
            c.rgb = 0;
            c.a = saturate( ( DistanceFade124 * CloudCoverage134 ) ).x;
            return c;
        }

        inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
        {
            s.GIData = data;
        }

        void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
        {
            o.SurfInput = i;
            #if defined(LIGHTMAP_ON) && ( UNITY_VERSION < 560 || ( defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN) ) )//aselc
            float4 ase_lightColor = 0;
            #else //aselc
            float4 ase_lightColor = _LightColor0;
            #endif //aselc
            float3 ase_worldPos = i.worldPos;
            float3 ase_worldViewDir = Unity_SafeNormalize( UnityWorldSpaceViewDir( ase_worldPos ) );
            #if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld
            float3 ase_worldlightDir = 0;
            #else //aseld
            float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) );
            #endif //aseld
            float dotResult109 = dot( ase_worldViewDir , -ase_worldlightDir );
            float temp_output_114_0 = pow( saturate( dotResult109 ) , 5.0 );
            float Coverage211 = _Coverage;
            float CloudHeight130 = ( 1.0 - pow( saturate( ( abs( ( _cloudsPosition - ase_worldPos.y ) ) / _cloudsHeight ) ) , ( 1.0 - Coverage211 ) ) );
            float temp_output_197_0 = pow( ( 1 * CloudHeight130 ) , _ScatteringPower );
            float4 Scattering119 = ( ( ( ase_lightColor * temp_output_114_0 ) + ( temp_output_114_0 * unity_AmbientSky * ase_lightColor ) ) * temp_output_197_0 );
            float Lerp223 = temp_output_197_0;
            float cameraDepthFade66 = (( i.eyeDepth -_ProjectionParams.y - 0.0 ) / _ViewDistance);
            float DistanceFade124 = ( 1.0 - cameraDepthFade66 );
            #ifdef _USEFOG_ON
                float staticSwitch192 = saturate( ( DistanceFade124 / 1.0 ) );
            #else
                float staticSwitch192 = 1.0;
            #endif
            float4 lerpResult181 = lerp( unity_FogColor , _CloudsColor , staticSwitch192);
            float4 CloudLighting137 = ( Scattering119 + ( ( _ScatteringColor * Lerp223 ) + lerpResult181 ) );
            o.Emission = CloudLighting137.rgb;
        }

        ENDCG
        CGPROGRAM
        #pragma surface surf StandardCustomLighting alpha:fade keepalpha fullforwardshadows nofog vertex:vertexDataFunc 

        ENDCG
        Pass
        {
            Name "ShadowCaster"
            Tags{ "LightMode" = "ShadowCaster" }
            ZWrite On
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 3.0
            #pragma multi_compile_shadowcaster
            #pragma multi_compile UNITY_PASS_SHADOWCASTER
            #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
            #include "HLSLSupport.cginc"
            #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
                #define CAN_SKIP_VPOS
            #endif
            #include "UnityCG.cginc"
            #include "Lighting.cginc"
            #include "UnityPBSLighting.cginc"
            sampler3D _DitherMaskLOD;
            struct v2f
            {
                V2F_SHADOW_CASTER;
                float1 customPack1 : TEXCOORD1;
                float3 worldPos : TEXCOORD2;
                UNITY_VERTEX_INPUT_INSTANCE_ID
                UNITY_VERTEX_OUTPUT_STEREO
            };
            v2f vert( appdata_full v )
            {
                v2f o;
                UNITY_SETUP_INSTANCE_ID( v );
                UNITY_INITIALIZE_OUTPUT( v2f, o );
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
                UNITY_TRANSFER_INSTANCE_ID( v, o );
                Input customInputData;
                vertexDataFunc( v, customInputData );
                float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
                half3 worldNormal = UnityObjectToWorldNormal( v.normal );
                o.customPack1.x = customInputData.eyeDepth;
                o.worldPos = worldPos;
                TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
                return o;
            }
            half4 frag( v2f IN
            #if !defined( CAN_SKIP_VPOS )
            , UNITY_VPOS_TYPE vpos : VPOS
            #endif
            ) : SV_Target
            {
                UNITY_SETUP_INSTANCE_ID( IN );
                Input surfIN;
                UNITY_INITIALIZE_OUTPUT( Input, surfIN );
                surfIN.eyeDepth = IN.customPack1.x;
                float3 worldPos = IN.worldPos;
                half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
                surfIN.worldPos = worldPos;
                SurfaceOutputCustomLightingCustom o;
                UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o )
                surf( surfIN, o );
                UnityGI gi;
                UNITY_INITIALIZE_OUTPUT( UnityGI, gi );
                o.Alpha = LightingStandardCustomLighting( o, worldViewDir, gi ).a;
                #if defined( CAN_SKIP_VPOS )
                float2 vpos = IN.pos;
                #endif
                half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
                clip( alphaRef - 0.01 );
                SHADOW_CASTER_FRAGMENT( IN )
            }
            ENDCG
        }
    }
    Fallback "Diffuse"
}

完整资源下载:horse7.cn/Download/VolumeClouds.unitypackage

 

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