Shader "Custom/Snow" {
Properties {
_MainTex ("Snow Texture", 2D) = "white" {}
_Speed ("Speed", Range(0, 1)) = 0.5
_Intensity ("Intensity", Range(0, 1)) = 0.5
}
SubShader {
Tags { "RenderType"="Opaque" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float _Speed;
float _Intensity;
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target {
float2 uv = i.uv;
float3 snow_color = tex2D(_MainTex, uv).rgb;
float t = _Time.y * _Speed + uv.y;
float snow = 0.55 * (1 - smoothstep(0, 0.2, abs(fract(t) - 0.1))) * _Intensity;
return fixed4(snow_color + snow, 1);
}
ENDCG
}
}
FallBack "Diffuse"
}
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