Seven is the number.
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4 years ago
  1. // Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID'
  2. // Made with Amplify Shader Editor
  3. // Available at the Unity Asset Store - http://u3d.as/y3X
  4. Shader "Custom/corona"
  5. {
  6. Properties
  7. {
  8. _MaskClipValue( "Mask Clip Value", Float ) = 0.5
  9. [HideInInspector] __dirty( "", Int ) = 1
  10. _Suncorona("Sun corona", 2D) = "white" {}
  11. _coronacolor("corona color", Color) = (1,0.7053753,0.3897059,0)
  12. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  13. }
  14. SubShader
  15. {
  16. Tags{ "RenderType" = "Overlay" "Queue" = "Overlay+0" "IsEmissive" = "true" }
  17. Cull Off
  18. ZWrite Off
  19. Blend One One
  20. BlendOp Add
  21. CGINCLUDE
  22. #include "UnityPBSLighting.cginc"
  23. #include "Lighting.cginc"
  24. #pragma target 3.0
  25. #ifdef UNITY_PASS_SHADOWCASTER
  26. #undef INTERNAL_DATA
  27. #undef WorldReflectionVector
  28. #undef WorldNormalVector
  29. #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
  30. #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
  31. #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
  32. #endif
  33. struct Input
  34. {
  35. float3 worldNormal;
  36. INTERNAL_DATA
  37. float3 viewDir;
  38. float2 uv_texcoord;
  39. };
  40. uniform float4 _coronacolor;
  41. uniform sampler2D _Suncorona;
  42. uniform float4 _Suncorona_ST;
  43. uniform float _MaskClipValue = 0.5;
  44. void surf( Input i , inout SurfaceOutput o )
  45. {
  46. float2 uv_Suncorona = i.uv_texcoord * _Suncorona_ST.xy + _Suncorona_ST.zw;
  47. o.Emission = ( _coronacolor * ( pow( dot( i.worldNormal , i.viewDir ) , 6.0 ) * tex2D( _Suncorona,uv_Suncorona) ) ).xyz;
  48. o.Alpha = 1;
  49. }
  50. ENDCG
  51. CGPROGRAM
  52. #pragma surface surf Lambert keepalpha noambient nofog
  53. ENDCG
  54. Pass
  55. {
  56. Name "ShadowCaster"
  57. Tags{ "LightMode" = "ShadowCaster" }
  58. ZWrite On
  59. CGPROGRAM
  60. #pragma vertex vert
  61. #pragma fragment frag
  62. #pragma target 3.0
  63. #pragma multi_compile_shadowcaster
  64. #pragma multi_compile UNITY_PASS_SHADOWCASTER
  65. #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
  66. # include "HLSLSupport.cginc"
  67. #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 )
  68. #define CAN_SKIP_VPOS
  69. #endif
  70. #include "UnityCG.cginc"
  71. #include "Lighting.cginc"
  72. #include "UnityPBSLighting.cginc"
  73. sampler3D _DitherMaskLOD;
  74. struct v2f
  75. {
  76. V2F_SHADOW_CASTER;
  77. float3 worldPos : TEXCOORD6;
  78. float4 tSpace0 : TEXCOORD1;
  79. float4 tSpace1 : TEXCOORD2;
  80. float4 tSpace2 : TEXCOORD3;
  81. float4 texcoords01 : TEXCOORD4;
  82. UNITY_VERTEX_INPUT_INSTANCE_ID
  83. };
  84. v2f vert( appdata_full v )
  85. {
  86. v2f o;
  87. UNITY_SETUP_INSTANCE_ID( v );
  88. UNITY_INITIALIZE_OUTPUT( v2f, o );
  89. UNITY_TRANSFER_INSTANCE_ID( v, o );
  90. float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
  91. half3 worldNormal = UnityObjectToWorldNormal( v.normal );
  92. fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
  93. fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
  94. fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
  95. o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
  96. o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
  97. o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
  98. o.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy );
  99. o.worldPos = worldPos;
  100. TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
  101. return o;
  102. }
  103. fixed4 frag( v2f IN
  104. #if !defined( CAN_SKIP_VPOS )
  105. , UNITY_VPOS_TYPE vpos : VPOS
  106. #endif
  107. ) : SV_Target
  108. {
  109. UNITY_SETUP_INSTANCE_ID( IN );
  110. Input surfIN;
  111. UNITY_INITIALIZE_OUTPUT( Input, surfIN );
  112. surfIN.uv_texcoord = IN.texcoords01.xy;
  113. float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
  114. fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
  115. surfIN.viewDir = worldViewDir;
  116. surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
  117. surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
  118. surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
  119. surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
  120. SurfaceOutput o;
  121. UNITY_INITIALIZE_OUTPUT( SurfaceOutput, o )
  122. surf( surfIN, o );
  123. #if defined( CAN_SKIP_VPOS )
  124. float2 vpos = IN.pos;
  125. #endif
  126. SHADOW_CASTER_FRAGMENT( IN )
  127. }
  128. ENDCG
  129. }
  130. }
  131. Fallback "Diffuse"
  132. CustomEditor "ASEMaterialInspector"
  133. }
  134. /*ASEBEGIN
  135. Version=6001
  136. 1953;26;1906;1003;1010.3;572.5999;1;True;True
  137. Node;AmplifyShaderEditor.ViewDirInputsCoordNode;3;-493.4,-190.4003;Float;False;World;FLOAT3;FLOAT;FLOAT;FLOAT
  138. Node;AmplifyShaderEditor.WorldNormalVector;2;-529.4,-323.4003;Float;False;0;FLOAT3;0,0,0;False;FLOAT3;FLOAT;FLOAT;FLOAT
  139. Node;AmplifyShaderEditor.RangedFloatNode;9;-227.3005,-97.79999;Float;False;Constant;_Float0;Float 0;1;0;6;0;0;FLOAT
  140. Node;AmplifyShaderEditor.DotProductOpNode;4;-299.4,-333.4003;Float;True;0;FLOAT3;0,0,0;False;1;FLOAT3;0.0;False;FLOAT
  141. Node;AmplifyShaderEditor.SamplerNode;1;-490.4,7.599731;Float;True;Property;_Suncorona;Sun corona;0;0;Assets/Exo planets/Textures/Sun/Sun corona.tga;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;FLOAT4;FLOAT;FLOAT;FLOAT;FLOAT
  142. Node;AmplifyShaderEditor.PowerNode;8;-81.30048,-193.8;Float;False;0;FLOAT;0.0;False;1;FLOAT;0.0;False;FLOAT
  143. Node;AmplifyShaderEditor.ColorNode;12;77.69983,-155.6;Float;False;Property;_coronacolor;corona color;1;0;1,0.7053753,0.3897059,0;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
  144. Node;AmplifyShaderEditor.SimpleMultiplyOpNode;6;53.00003,14.59973;Float;True;0;FLOAT;0.0,0,0,0;False;1;FLOAT4;0.0;False;FLOAT4
  145. Node;AmplifyShaderEditor.SimpleMultiplyOpNode;11;319.6998,-15.59998;Float;False;0;COLOR;0,0,0,0;False;1;FLOAT4;0.0,0,0,0;False;FLOAT4
  146. Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;449,-28;Float;False;True;2;Float;ASEMaterialInspector;Lambert;Custom/corona;False;False;False;False;True;False;False;False;False;True;False;False;Off;2;0;False;100;100;Custom;0.5;True;True;0;True;Overlay;Overlay;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;False;0;255;255;0;0;0;0;False;0;4;10;25;False;0.5;True;4;One;One;0;Zero;Zero;Add;Add;0;False;0;0,0,0,0;VertexOffset;False;Cylindrical;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0.0;False;4;FLOAT;0.0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0.0;False;9;FLOAT;0.0;False;10;OBJECT;0.0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;13;OBJECT;0.0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False
  147. WireConnection;4;0;2;0
  148. WireConnection;4;1;3;0
  149. WireConnection;8;0;4;0
  150. WireConnection;8;1;9;0
  151. WireConnection;6;0;8;0
  152. WireConnection;6;1;1;0
  153. WireConnection;11;0;12;0
  154. WireConnection;11;1;6;0
  155. WireConnection;0;2;11;0
  156. ASEEND*/
  157. //CHKSM=94DBCEEEC796C7AC966D064EEF954A9D275BAB80