Shader "Hidden/EnviroApplyShadowsHDRP" { Properties { //_MainTex ("Texture", any) = "white" {} //_CloudsTex ("Texture", any) = "white" {} } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl" struct appdata { uint vertexID : SV_VertexID; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = GetFullScreenTriangleVertexPosition(v.vertexID); o.uv = GetFullScreenTriangleTexCoord(v.vertexID); return o; } float _Intensity; float4 _HandleScales; TEXTURE2D_X(_MainTex); TEXTURE2D(_CloudsTex); float4 frag (v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); float4 sceneColor = SAMPLE_TEXTURE2D_X_LOD(_MainTex,s_trilinear_clamp_sampler, i.uv, 0); float cloudShadows = SAMPLE_TEXTURE2D(_CloudsTex,s_trilinear_clamp_sampler, i.uv * _HandleScales.xy).b * _Intensity; float shadowsClouds = clamp((1-cloudShadows),0,1); float4 final = float4(sceneColor.rgb * shadowsClouds, sceneColor.a); return final; } ENDHLSL } } }