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- // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
-
- Shader "Custom/Planets_Atmosphere"
- {
- Properties {
- _Highatmospherecolor ("High atmosphere color", Color) = (0.5,0.5,0.5,0)
- _Lowatmospherecolor ("Low atmosphere color", Color) = (0.5,0.5,0.5,1)
- _Inneratmosphere ("Inner atmosphere", Color) = (0.5,0.5,0.5,1)
- _Outeratmospherelimit ("Outer atmosphere limit", Range(0, 1)) = 0.548887
- _Outeratmopsheredensity ("Outer atmopshere density", Range(0, 1)) = 1
- _Inneratmopsheredensity ("Inner atmopshere density", Range(0, 1)) = 0.08092485
- _Innerouterlimit ("Inner outer limit", Range(0, 1)) = 0.6647399
- _Inneroutersmoothness ("Inner outer smoothness", Range(0, 1)) = 0.2572428
- _DisplacementAtmosphere ("Displacement atmosphere", Range(0, .1)) = 0.1
- }
- SubShader {
- Tags {
- "IgnoreProjector"="True"
- "Queue"="Transparent"
- "RenderType"="Transparent"
- }
- LOD 200
- Pass {
- Name "FORWARD"
- Tags {
- "LightMode"="ForwardBase"
- }
- Blend SrcAlpha OneMinusSrcAlpha
- ZWrite Off
- //Offset 10, -1
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDBASE
- #include "UnityCG.cginc"
- #pragma multi_compile_fwdbase
- //#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
-
- #pragma target 3.0
- uniform float4 _LightColor0;
- uniform float4 _Highatmospherecolor;
- uniform float4 _Lowatmospherecolor;
- uniform float _Outeratmopsheredensity;
- uniform float _Inneratmopsheredensity;
- uniform float _Innerouterlimit;
- uniform float _Inneroutersmoothness;
- uniform float _Outeratmospherelimit;
- uniform float4 _Inneratmosphere;
- uniform float _DisplacementAtmosphere;
-
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- };
-
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float4 posWorld : TEXCOORD0;
- float3 normalDir : TEXCOORD1;
- };
-
- VertexOutput vert (VertexInput v)
- {
- float4 vpos = v.vertex + float4(normalize(v.normal)*_DisplacementAtmosphere, 0.0f);
-
- VertexOutput o = (VertexOutput)0;
- o.normalDir = UnityObjectToWorldNormal(v.normal);
- o.posWorld = mul(unity_ObjectToWorld, vpos);
- float3 lightColor = _LightColor0.rgb;
- o.pos = UnityObjectToClipPos(vpos);
- return o;
- }
- float4 frag(VertexOutput i) : COLOR
- {
- i.normalDir = normalize(i.normalDir);
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float3 normalDirection = i.normalDir;
- float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
- float3 lightColor = _LightColor0.rgb;
- float3 halfDirection = normalize(viewDirection+lightDirection);
- float attenuation = 1;
- float3 attenColor = _LightColor0.xyz;
- float NdotL = max(0, dot( normalDirection, lightDirection ));
- /////// Diffuse:
- NdotL = dot( normalDirection, lightDirection );
- float3 w = float3(.25f,.25f,.25f)*0.5; // Light wrapping
- float3 NdotLWrap = NdotL * ( 1.0 - w );
- float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w );
- NdotL = max(0.0,dot( normalDirection, lightDirection ));
- float3 directDiffuse = forwardLight * attenColor;
- float ramp1 = smoothstep( 0.0 , _Outeratmospherelimit , pow(1.0-max(0,dot(i.normalDir, viewDirection)),7.0) );
- float ramp2 = smoothstep( max((_Innerouterlimit-_Inneroutersmoothness),0.0) , min((_Innerouterlimit+_Inneroutersmoothness),1.0) , 1.0-max(0,dot(i.normalDir, viewDirection)));
- float3 diffuseColor = lerp(_Inneratmosphere.rgb,lerp(_Lowatmospherecolor.rgb,_Highatmospherecolor.rgb,ramp1),ramp2);
- float3 diffuse = directDiffuse * diffuseColor;
- /// Final Color:
- float3 finalColor = diffuse;
- return fixed4(finalColor,(lerp(_Inneratmopsheredensity,((1.0 - ramp1)*_Outeratmopsheredensity),ramp2)*saturate((dot(lightDirection,i.normalDir)*2.0))));
- }
- ENDCG
- }
- Pass {
- Name "FORWARD_DELTA"
- Tags {
- "LightMode"="ForwardAdd"
- }
- Blend One One
- ZWrite Off
- Offset -1, -1
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDADD
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- #pragma multi_compile_fwdadd
- #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
- #pragma target 3.0
- uniform float4 _LightColor0;
- uniform float4 _Highatmospherecolor;
- uniform float4 _Lowatmospherecolor;
- uniform float _Outeratmopsheredensity;
- uniform float _Inneratmopsheredensity;
- float Smoothstep1( float Minvalue , float Maxvalue , float Value ){
- return smoothstep(Minvalue, Maxvalue, Value);
-
- }
-
- float Smoothstep2( float Minvalue , float Maxvalue , float Value ){
- return smoothstep(Minvalue, Maxvalue, Value);
-
- }
-
- uniform float _Innerouterlimit;
- uniform float _Inneroutersmoothness;
- uniform float _Outeratmospherelimit;
- uniform float4 _Inneratmosphere;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float4 posWorld : TEXCOORD0;
- float3 normalDir : TEXCOORD1;
- LIGHTING_COORDS(2,3)
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.normalDir = UnityObjectToWorldNormal(v.normal);
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- float3 lightColor = _LightColor0.rgb;
- o.pos = UnityObjectToClipPos(v.vertex);
- TRANSFER_VERTEX_TO_FRAGMENT(o)
- return o;
- }
- float4 frag(VertexOutput i) : COLOR {
- i.normalDir = normalize(i.normalDir);
- /////// Vectors:
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float3 normalDirection = i.normalDir;
- float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
- float3 lightColor = _LightColor0.rgb;
- float3 halfDirection = normalize(viewDirection+lightDirection);
- ////// Lighting:
- float attenuation = LIGHT_ATTENUATION(i);
- float3 attenColor = attenuation * _LightColor0.xyz;
- float NdotL = max(0, dot( normalDirection, lightDirection ));
- /////// Diffuse:
- NdotL = dot( normalDirection, lightDirection );
- float3 w = float3(.25f,.25f,.25f)*0.5; // Light wrapping
- float3 NdotLWrap = NdotL * ( 1.0 - w );
- float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w );
- NdotL = max(0.0,dot( normalDirection, lightDirection ));
- float3 directDiffuse = forwardLight * attenColor;
- float ramp1 = smoothstep( 0.0 , _Outeratmospherelimit , pow(1.0-max(0,dot(i.normalDir, viewDirection)),7.0) );
- float ramp2 = Smoothstep2( max((_Innerouterlimit-_Inneroutersmoothness),0.0) , min((_Innerouterlimit+_Inneroutersmoothness),1.0) , 1.0-max(0,dot(i.normalDir, viewDirection)) );
- float3 diffuseColor = lerp(_Inneratmosphere.rgb,lerp(_Lowatmospherecolor.rgb,_Highatmospherecolor.rgb,ramp1),ramp2);
- float3 diffuse = directDiffuse * diffuseColor;
- /// Final Color:
- float3 finalColor = diffuse;
- return fixed4(finalColor * (lerp(_Inneratmopsheredensity,((1.0 - ramp1)*_Outeratmopsheredensity),ramp2)*saturate((dot(lightDirection,i.normalDir)*2.0))),0);
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
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