shader_type spatial; render_mode unshaded, depth_test_disabled, cull_disabled; uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest; uniform sampler2D noise_texture : repeat_enable, filter_linear; uniform float cloud_scale : hint_range(0.001, 0.2) = 0.05; uniform float cloud_speed : hint_range(0.0, 1.0) = 0.05; uniform vec2 direction = vec2(1.0, 0.2); uniform vec2 sun_angle = vec2(0.5, 0.5); group_uniforms Cloud_Shape; uniform float cloud_density : hint_range(0.0, 1.0) = 0.5; uniform float center_sharpness : hint_range(0.0, 0.99) = 0.7; group_uniforms Layout; uniform vec3 shadow_color : source_color = vec3(0.0, 0.0, 0.0); uniform float opacity_center : hint_range(0.0, 1.0) = 0.5; uniform float opacity_edge : hint_range(0.0, 1.0) = 0.2; group_uniforms Fade_Distance; //Fade based on camera distance uniform float fade_start : hint_range(10.0, 1000.0) = 150.0; uniform float fade_end : hint_range(50.0, 2000.0) = 300.0; group_uniforms Fade_Height; //Fade based on base height (Y) - meters uniform float height_fade_start : hint_range(0.0, 500.0) = 10.0; //start disappear at 10m uniform float height_fade_end : hint_range(0.0, 1000.0) = 50.0; //disappear over 50m void vertex() { POSITION = vec4(VERTEX.xy, 1.0, 1.0); } void fragment() { float depth = texture(depth_texture, SCREEN_UV).x; if (depth >= 0.9999) { ALPHA = 0.0; } else { vec3 ndc = vec3(SCREEN_UV * 2.0 - 1.0, depth); vec4 view_pos = INV_PROJECTION_MATRIX * vec4(ndc, 1.0); view_pos /= view_pos.w; vec4 world_pos = INV_VIEW_MATRIX * view_pos; float dist = length(view_pos.xyz); float dist_fade = smoothstep(fade_end, fade_start, dist); float height_fade = smoothstep(height_fade_end, height_fade_start, world_pos.y); float final_fade = dist_fade * height_fade; if (final_fade <= 0.001) { ALPHA = 0.0; } else { vec2 projected_xz = world_pos.xz + (world_pos.y * sun_angle); vec2 uv = projected_xz * cloud_scale; uv -= TIME * cloud_speed * direction; float n = texture(noise_texture, uv).r; if (n < (1.0 - cloud_density)) { ALPHA = 0.0; } else { float internal_n = (n - (1.0 - cloud_density)) / cloud_density; float is_center = step(center_sharpness, internal_n); ALBEDO = shadow_color; ALPHA = mix(opacity_edge, opacity_center, is_center) * final_fade; } } } }