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- // SpaceUnity: Shader from Unity wiki
- Shader "SpaceUnity/PlanetStandard"
- {
- //Earth Shader created by Julien Lynge @ Fragile Earth Studios
- //Upgrade of a shader originally put together in Strumpy Shader Editor by Clamps
- //Feel free to use and share this shader, but please include this attribution
-
- Properties
- {
- _MainTex("_MainTex", 2D) = "black" {}
- _Normals("_Normals", 2D) = "black" {}
- _Lights("_Lights", 2D) = "black" {}
- _LightScale("_LightScale", Float) = 1
- _AtmosNear("_AtmosNear", Color) = (0.1686275,0.7372549,1,1)
- _AtmosFar("_AtmosFar", Color) = (0.4557808,0.5187039,0.9850746,1)
- _AtmosFalloff("_AtmosFalloff", Float) = 3
-
- }
-
- SubShader
- {
- Tags
- {
- "Queue"="Geometry"
- "IgnoreProjector"="False"
- "RenderType"="Opaque"
-
- }
-
- Cull Back
- ZWrite On
- ZTest LEqual
- ColorMask RGBA
- Fog{
- }
-
- CGPROGRAM
- #pragma surface surf BlinnPhongEditor
- #pragma target 2.0
-
- sampler2D _MainTex;
- sampler2D _Normals;
- sampler2D _Lights;
- float _LightScale;
- float4 _AtmosNear;
- float4 _AtmosFar;
- float _AtmosFalloff;
-
- struct EditorSurfaceOutput {
- half3 Albedo;
- half3 Normal;
- half3 Emission;
- half3 Gloss;
- half Specular;
- half Alpha;
- half4 Custom;
- };
-
- inline half4 LightingBlinnPhongEditor_PrePass (EditorSurfaceOutput s, half4 light)
- {
- half3 spec = light.a * s.Gloss;
- half4 c;
- c.rgb = (s.Albedo * light.rgb + light.rgb * spec);
- c.g -= .01 * s.Alpha;
- c.r -= .03 * s.Alpha;
- c.rg += min(s.Custom, s.Alpha);
- c.b += 0.75 * min(s.Custom, s.Alpha);
- c.b = saturate(c.b + s.Alpha * .02);
- c.a = 1.0;
- return c;
-
- }
-
- inline half4 LightingBlinnPhongEditor (EditorSurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
- {
- half3 h = normalize (lightDir + viewDir);
-
- half diff = max (0, dot ( lightDir, s.Normal ));
-
- float nh = max (0, dot (s.Normal, h));
- float spec = pow (nh, s.Specular*128.0);
-
- half4 res;
- res.rgb = _LightColor0.rgb * diff;
- res.w = spec * Luminance (_LightColor0.rgb);
- res *= atten * 2.0;
-
- //s.Alpha is now 1 where the earth is dark. The value of night lights has been saved to Alpha
- half invdiff = 1 - saturate(16 * diff);
- s.Alpha = invdiff;
-
- return LightingBlinnPhongEditor_PrePass( s, res );
- }
-
- struct Input {
- float3 viewDir;
- float2 uv_MainTex;
- float2 uv_Normals;
- float2 uv_Lights;
-
- };
-
- void surf (Input IN, inout EditorSurfaceOutput o) {
- o.Gloss = 0.0;
- o.Specular = 0.0;
- o.Custom = 0.0;
- o.Alpha = 1.0;
-
- float4 Fresnel0_1_NoInput = float4(0,0,1,1);
- float4 Fresnel0=(1.0 - dot( normalize( float4( IN.viewDir.x, IN.viewDir.y,IN.viewDir.z,1.0 ).xyz), normalize( Fresnel0_1_NoInput.xyz ) )).xxxx;
- float4 Pow0=pow(Fresnel0,_AtmosFalloff.xxxx);
- float4 Saturate0=saturate(Pow0);
- float4 Lerp0=lerp(_AtmosNear,_AtmosFar,Saturate0);
- float4 Multiply1=Lerp0 * Saturate0;
- float4 Sampled2D2=tex2D(_MainTex,IN.uv_MainTex.xy);
- float4 Add0=Multiply1 + Sampled2D2;
- float4 Sampled2D0=tex2D(_Normals,IN.uv_Normals.xy);
- float4 UnpackNormal0=float4(UnpackNormal(Sampled2D0).xyz, 1.0);
-
- o.Albedo = Add0;
- o.Normal = UnpackNormal0;
- //o.Emission = Multiply0;
- o.Emission = 0.0;
-
- //float4 Multiply0=Sampled2D1 * _LightScale.xxxx;
- o.Custom = tex2D(_Lights,IN.uv_Lights.xy).r * _LightScale;
-
- o.Normal = normalize(o.Normal);
- }
- ENDCG
- }
- Fallback "Diffuse"
- }
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