Shader "QQ/Sky/MultiSky"
{
Properties
{
_Color("Color",Color) = (1,1,1,1)
_Rotation("Rotation",Range(0,360)) = 360
[NoScaleOffset]_MainTex("Texture1", 2D) = "white" {}
[NoScaleOffset]_SecondTex("Texture2", 2D) = "white" {}
_BlendColor("blend Color",Color) = (1,1,1,0)
_Blend("blend",Range(0,1)) = 0.5
_Hill("hill",Range(0,1)) = 0.1
}
SubShader
{
Tags{
"Queue" = "Background"
"RenderType" = "Background"
"PreviewType" = "Skybox"
}
Zwrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct a2v
{
float4 vertex : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 wPos:TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _SecondTex;
float _Blend;
float _Hill;
fixed4 _Color;
fixed4 _BlendColor;
float _Rotation;
sampler2D _TexUp;
sampler2D _TexDown;
float3x3 RotationY(float _y)
{
_y = radians(_y);
float _sin = sin(_y);
float _cos = cos(_y);
return float3x3(_cos, 0, -_sin, 0, 1, 0, _sin, 0, _cos);
}
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.wPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
float3 hash23(float3 p)
{
const float3 k = float3(0.3183099, 0.3678794,0.57465413);
p = p*k + p.zyx;
return -1.0 + 2.0 * frac(16.0 * p * frac(p.x*p.y*p.z*(p.x + p.y+p.z)));
}
float perlinNoise(float3 p)
{
float3 i = floor(p);
float3 f = frac(p);
float3 u = f * f * (3.0 - 2.0 * f);
float yx0 = lerp(dot(hash23(i + float3(0.0, 0.0, 0.0)), f - float3(0.0, 0.0, 0.0)), dot(hash23(i + float3(1.0, 0.0, 0.0)), f - float3(1.0, 0.0, 0.0)), u.x);
float yx1 = lerp(dot(hash23(i + float3(0.0, 1.0, 0.0)), f - float3(0.0, 1.0, 0.0)), dot(hash23(i + float3(1.0, 1.0, 0.0)), f - float3(1.0, 1.0, 0.0)), u.x);
float yy0 = lerp(yx0,yx1,u.y);
float yz0 = lerp(dot(hash23(i + float3(0.0, 0.0, 1.0)), f - float3(0.0, 0.0, 1.0)), dot(hash23(i + float3(1.0, 0.0, 1.0)), f - float3(1.0, 0.0, 1.0)), u.x);
float yz1 = lerp(dot(hash23(i + float3(0.0, 1.0, 1.0)), f - float3(0.0, 1.0, 1.0)), dot(hash23(i + float3(1.0, 1.0, 1.0)), f - float3(1.0, 1.0, 1.0)), u.x);
float yy1 = lerp(yz0,yz1,u.y);
return saturate((lerp(yy0,yy1,u.z)+0.6)*0.5);
}
//pc端可用次迭代出细腻的效果
float noise_sum(float3 p,int num)
{
float f = 0.0;
p *= 4.0;
float c = 1.0;
for (int i = 0; i < num; i++)
{
c *= 0.5;
f += c * perlinNoise(p);
p *= 2.0;
}
return f;
}
fixed4 frag(v2f i) : SV_Target
{
float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.wPos);
viewDir = mul(RotationY(_Rotation), viewDir);
float u = (atan2(viewDir.x, viewDir.z) + UNITY_PI) / UNITY_TWO_PI;
float v = acos(viewDir.y) / UNITY_PI;
float2 uv = float2(u, v);
fixed4 tex0 = tex2D(_MainTex, uv, float2(0.00001, 0.0), float2(0.0, 0.0));
fixed4 tex1 = tex2D(_SecondTex, uv, float2(0.00001, 0.0), float2(0.0, 0.0));
float noise = perlinNoise(viewDir*8);
_Blend = (_Blend - 0.4)*1.5;
_Hill *= 0.4;
float blend = smoothstep(_Blend - _Hill, _Blend + _Hill, noise);
fixed4 col = lerp(tex1,tex0, blend);
col *= _Color;
col += (0.5 - abs(blend - 0.5))*3.0*_BlendColor*_BlendColor.a;
return col;
}
ENDCG
}
}
}