Seven is the number.
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  1. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  2. // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
  3. // Shader created with Shader Forge v1.26
  4. // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
  5. // Note: Manually altering this data may prevent you from opening it in Shader Forge
  6. /*SF_DATA;ver:1.26;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:2,spmd:0,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:3,bdst:7,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:False,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:3138,x:33549,y:32318,varname:node_3138,prsc:2|diff-9561-OUT,spec-2911-OUT,gloss-4321-OUT,normal-7875-RGB,emission-5870-OUT,alpha-4951-OUT;n:type:ShaderForge.SFN_Tex2d,id:4658,x:30055,y:32395,ptovrint:False,ptlb:Albedo,ptin:_Albedo,varname:node_4658,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:72ba01dab3185214982b48accb2d9664,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:7111,x:31376,y:33276,ptovrint:False,ptlb:Specular,ptin:_Specular,varname:node_7111,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:6a178afe4ebbc8543ae35a463a8966f4,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:7173,x:30186,y:32704,ptovrint:False,ptlb:Clouds texture,ptin:_Cloudstexture,varname:node_7173,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:e1b95afc12b486448abe975632e539cf,ntxv:0,isnm:False|UVIN-4572-UVOUT;n:type:ShaderForge.SFN_Add,id:8198,x:31196,y:32669,cmnt:Clouds second pass,varname:node_8198,prsc:2|A-8890-OUT,B-7482-OUT;n:type:ShaderForge.SFN_Tex2d,id:7875,x:32311,y:33642,ptovrint:False,ptlb:Normal map,ptin:_Normalmap,varname:node_7875,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:0b5ac22ada0e4fd43ab69e9331139f3c,ntxv:0,isnm:True;n:type:ShaderForge.SFN_Panner,id:4572,x:29959,y:32704,cmnt:Cloud speed,varname:node_4572,prsc:2,spu:0.0005,spv:0|UVIN-8432-UVOUT;n:type:ShaderForge.SFN_TexCoord,id:8432,x:29722,y:32704,varname:node_8432,prsc:2,uv:0;n:type:ShaderForge.SFN_Color,id:6934,x:30186,y:32931,ptovrint:False,ptlb:Clouds color,ptin:_Cloudscolor,cmnt:Clouds color,varname:node_6934,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:2318,x:30429,y:32864,varname:node_2318,prsc:2|A-7173-A,B-6934-RGB;n:type:ShaderForge.SFN_SwitchProperty,id:7482,x:30657,y:32816,ptovrint:False,ptlb:Clouds,ptin:_Clouds,cmnt:Clouds,varname:node_7482,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,on:False|A-5866-OUT,B-2318-OUT;n:type:ShaderForge.SFN_Vector3,id:5866,x:30444,y:32754,cmnt:If no clouds - black,varname:node_5866,prsc:2,v1:0,v2:0,v3:0;n:type:ShaderForge.SFN_LightVector,id:2387,x:30525,y:31755,varname:node_2387,prsc:2;n:type:ShaderForge.SFN_NormalVector,id:619,x:30525,y:31897,prsc:2,pt:False;n:type:ShaderForge.SFN_Dot,id:3504,x:30741,y:31835,varname:node_3504,prsc:2,dt:1|A-2387-OUT,B-619-OUT;n:type:ShaderForge.SFN_Tex2d,id:2895,x:30923,y:31396,ptovrint:False,ptlb:Emissive,ptin:_Emissive,cmnt:Cities,varname:_Albedo_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:e761d1b5f99e4c840b58081a41de20d6,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:1758,x:31151,y:31483,cmnt:Cities appears only in dark,varname:node_1758,prsc:2|A-2895-RGB,B-7821-OUT;n:type:ShaderForge.SFN_SwitchProperty,id:9266,x:31825,y:31240,ptovrint:False,ptlb:Night emissive (cities) ,ptin:_Nightemissivecities,cmnt:Cities emissive,varname:node_9266,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,on:True|A-1904-OUT,B-3487-OUT;n:type:ShaderForge.SFN_Vector3,id:1904,x:31566,y:31181,varname:node_1904,prsc:2,v1:0,v2:0,v3:0;n:type:ShaderForge.SFN_Fresnel,id:2636,x:31576,y:31821,varname:node_2636,prsc:2|EXP-9953-OUT;n:type:ShaderForge.SFN_Add,id:5870,x:32654,y:31926,cmnt:Emissive fi
  7. Shader "Exo-Planets/Planet-Transparency" {
  8. Properties {
  9. [MaterialToggle] _SubAtmosphere ("Sub Atmosphere", Float ) = 0
  10. _Subatmospherecolor ("Sub atmosphere color", Color) = (0.7058823,0.8174442,1,1)
  11. _Subatmosphereintensity ("Sub atmosphere intensity", Float ) = 1
  12. _SubAtmospherepower ("Sub Atmosphere power", Range(1, 10)) = 1.983384
  13. _Albedocolor ("Albedo color", Color) = (1,1,1,1)
  14. _Albedo ("Albedo", 2D) = "white" {}
  15. _Specular ("Specular", 2D) = "white" {}
  16. _Specularcolor ("Specular color", Color) = (0.9926471,0.9926471,0.9926471,1)
  17. _Specularpower ("Specular power", Range(0, 1)) = 0.382126
  18. _Normalmap ("Normal map", 2D) = "white" {}
  19. [MaterialToggle] _Clouds ("Clouds", Float ) = 0
  20. _Cloudscolor ("Clouds color", Color) = (1,1,1,1)
  21. _Cloudstexture ("Clouds texture", 2D) = "white" {}
  22. [MaterialToggle] _Nightemissivecities ("Night emissive (cities) ", Float ) = 0
  23. _Citycolor ("City color", Color) = (1,0.7241379,0,1)
  24. _Emissive ("Emissive", 2D) = "white" {}
  25. _LookuprampSunset ("Look up ramp (Sunset)", 2D) = "white" {}
  26. _Ambiantatmospherecolor ("Ambiant atmosphere color ", Color) = (0,0,0,1)
  27. _Ambiantatmosphereintensity ("Ambiant atmosphere intensity", Float ) = 1
  28. _Transparency ("Transparency", Float ) = 0.5
  29. [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
  30. }
  31. SubShader {
  32. Tags {
  33. "IgnoreProjector"="True"
  34. "Queue"="Transparent"
  35. "RenderType"="Transparent"
  36. }
  37. Pass {
  38. Name "FORWARD"
  39. Tags {
  40. "LightMode"="ForwardBase"
  41. }
  42. Blend SrcAlpha OneMinusSrcAlpha
  43. CGPROGRAM
  44. #pragma vertex vert
  45. #pragma fragment frag
  46. #define UNITY_PASS_FORWARDBASE
  47. #include "UnityCG.cginc"
  48. #pragma multi_compile_fwdbase
  49. #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
  50. #pragma target 3.0
  51. uniform float4 _LightColor0;
  52. uniform float4 _TimeEditor;
  53. uniform sampler2D _Albedo; uniform float4 _Albedo_ST;
  54. uniform sampler2D _Specular; uniform float4 _Specular_ST;
  55. uniform sampler2D _Cloudstexture; uniform float4 _Cloudstexture_ST;
  56. uniform sampler2D _Normalmap; uniform float4 _Normalmap_ST;
  57. uniform float4 _Cloudscolor;
  58. uniform fixed _Clouds;
  59. uniform sampler2D _Emissive; uniform float4 _Emissive_ST;
  60. uniform fixed _Nightemissivecities;
  61. uniform float _SubAtmospherepower;
  62. uniform fixed _SubAtmosphere;
  63. uniform float4 _Subatmospherecolor;
  64. uniform float4 _Citycolor;
  65. uniform sampler2D _LookuprampSunset; uniform float4 _LookuprampSunset_ST;
  66. uniform float4 _Albedocolor;
  67. uniform float _Specularpower;
  68. uniform float4 _Specularcolor;
  69. uniform float4 _Ambiantatmospherecolor;
  70. uniform float _Ambiantatmosphereintensity;
  71. uniform float _Subatmosphereintensity;
  72. uniform float _Transparency;
  73. struct VertexInput {
  74. float4 vertex : POSITION;
  75. float3 normal : NORMAL;
  76. float4 tangent : TANGENT;
  77. float2 texcoord0 : TEXCOORD0;
  78. };
  79. struct VertexOutput {
  80. float4 pos : SV_POSITION;
  81. float2 uv0 : TEXCOORD0;
  82. float4 posWorld : TEXCOORD1;
  83. float3 normalDir : TEXCOORD2;
  84. float3 tangentDir : TEXCOORD3;
  85. float3 bitangentDir : TEXCOORD4;
  86. };
  87. VertexOutput vert (VertexInput v) {
  88. VertexOutput o = (VertexOutput)0;
  89. o.uv0 = v.texcoord0;
  90. o.normalDir = UnityObjectToWorldNormal(v.normal);
  91. o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
  92. o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
  93. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  94. float3 lightColor = _LightColor0.rgb;
  95. o.pos = UnityObjectToClipPos(v.vertex );
  96. return o;
  97. }
  98. float4 frag(VertexOutput i) : COLOR {
  99. i.normalDir = normalize(i.normalDir);
  100. float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
  101. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  102. float3 _Normalmap_var = UnpackNormal(tex2D(_Normalmap,TRANSFORM_TEX(i.uv0, _Normalmap)));
  103. float3 normalLocal = _Normalmap_var.rgb;
  104. float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
  105. float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
  106. float3 lightColor = _LightColor0.rgb;
  107. ////// Lighting:
  108. float attenuation = 1;
  109. float3 attenColor = attenuation * _LightColor0.xyz;
  110. ///////// Gloss:
  111. float gloss = _Specularpower;
  112. float specPow = exp2( gloss * 10.0+1.0);
  113. ////// Specular:
  114. float NdotL = max(0, dot( normalDirection, lightDirection ));
  115. float4 node_6787 = _Time + _TimeEditor;
  116. float2 node_4572 = (i.uv0+node_6787.g*float2(0.0005,0)); // Cloud speed
  117. float4 _Cloudstexture_var = tex2D(_Cloudstexture,TRANSFORM_TEX(node_4572, _Cloudstexture));
  118. float node_2618 = (1.0 - _Cloudstexture_var.a);
  119. float4 _Specular_var = tex2D(_Specular,TRANSFORM_TEX(i.uv0, _Specular));
  120. float3 specularColor = (node_2618*(_Specularcolor.rgb*_Specular_var.rgb));
  121. float3 directSpecular = (floor(attenuation) * _LightColor0.xyz) * pow(max(0,dot(reflect(-lightDirection, normalDirection),viewDirection)),specPow)*specularColor;
  122. float3 specular = directSpecular;
  123. /////// Diffuse:
  124. NdotL = max(0.0,dot( normalDirection, lightDirection ));
  125. float3 directDiffuse = max( 0.0, NdotL) * attenColor;
  126. float3 indirectDiffuse = float3(0,0,0);
  127. indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
  128. float2 node_2625 = float2(dot(lightDirection,i.normalDir),0.0);
  129. float4 node_6971 = tex2D(_LookuprampSunset,TRANSFORM_TEX(node_2625, _LookuprampSunset)); // Sunset color
  130. float4 _Albedo_var = tex2D(_Albedo,TRANSFORM_TEX(i.uv0, _Albedo));
  131. float3 _Clouds_var = lerp( float3(0,0,0), (_Cloudstexture_var.a*_Cloudscolor.rgb), _Clouds ); // Clouds
  132. float node_3504 = max(0,dot(lightDirection,i.normalDir));
  133. float node_7821 = (1.0 - node_3504);
  134. float3 diffuseColor = lerp((node_6971.rgb*(lerp((_Albedocolor.rgb*_Albedo_var.rgb),_Cloudstexture_var.rgb,_Clouds_var)+_Clouds_var)),(_Ambiantatmospherecolor.rgb*_Ambiantatmosphereintensity),(pow(node_7821,2.0)+0.0));
  135. float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
  136. ////// Emissive:
  137. float4 _Emissive_var = tex2D(_Emissive,TRANSFORM_TEX(i.uv0, _Emissive)); // Cities
  138. float3 emissive = ((lerp( float3(0,0,0), (_Citycolor.rgb*(5.0*(_Emissive_var.rgb*node_7821))), _Nightemissivecities )*node_2618)+((lerp( float3(0,0,0), (pow(1.0-max(0,dot(normalDirection, viewDirection)),_SubAtmospherepower)*node_3504), _SubAtmosphere )*_Subatmospherecolor.rgb)*_Subatmosphereintensity));
  139. /// Final Color:
  140. float3 finalColor = diffuse + specular + emissive;
  141. return fixed4(finalColor,(node_3504*_Transparency));
  142. }
  143. ENDCG
  144. }
  145. Pass {
  146. Name "FORWARD_DELTA"
  147. Tags {
  148. "LightMode"="ForwardAdd"
  149. }
  150. Blend One One
  151. CGPROGRAM
  152. #pragma vertex vert
  153. #pragma fragment frag
  154. #define UNITY_PASS_FORWARDADD
  155. #include "UnityCG.cginc"
  156. #include "AutoLight.cginc"
  157. #pragma multi_compile_fwdadd
  158. #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
  159. #pragma target 3.0
  160. uniform float4 _LightColor0;
  161. uniform float4 _TimeEditor;
  162. uniform sampler2D _Albedo; uniform float4 _Albedo_ST;
  163. uniform sampler2D _Specular; uniform float4 _Specular_ST;
  164. uniform sampler2D _Cloudstexture; uniform float4 _Cloudstexture_ST;
  165. uniform sampler2D _Normalmap; uniform float4 _Normalmap_ST;
  166. uniform float4 _Cloudscolor;
  167. uniform fixed _Clouds;
  168. uniform sampler2D _Emissive; uniform float4 _Emissive_ST;
  169. uniform fixed _Nightemissivecities;
  170. uniform float _SubAtmospherepower;
  171. uniform fixed _SubAtmosphere;
  172. uniform float4 _Subatmospherecolor;
  173. uniform float4 _Citycolor;
  174. uniform sampler2D _LookuprampSunset; uniform float4 _LookuprampSunset_ST;
  175. uniform float4 _Albedocolor;
  176. uniform float _Specularpower;
  177. uniform float4 _Specularcolor;
  178. uniform float4 _Ambiantatmospherecolor;
  179. uniform float _Ambiantatmosphereintensity;
  180. uniform float _Subatmosphereintensity;
  181. uniform float _Transparency;
  182. struct VertexInput {
  183. float4 vertex : POSITION;
  184. float3 normal : NORMAL;
  185. float4 tangent : TANGENT;
  186. float2 texcoord0 : TEXCOORD0;
  187. };
  188. struct VertexOutput {
  189. float4 pos : SV_POSITION;
  190. float2 uv0 : TEXCOORD0;
  191. float4 posWorld : TEXCOORD1;
  192. float3 normalDir : TEXCOORD2;
  193. float3 tangentDir : TEXCOORD3;
  194. float3 bitangentDir : TEXCOORD4;
  195. LIGHTING_COORDS(5,6)
  196. };
  197. VertexOutput vert (VertexInput v) {
  198. VertexOutput o = (VertexOutput)0;
  199. o.uv0 = v.texcoord0;
  200. o.normalDir = UnityObjectToWorldNormal(v.normal);
  201. o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
  202. o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
  203. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  204. float3 lightColor = _LightColor0.rgb;
  205. o.pos = UnityObjectToClipPos(v.vertex );
  206. TRANSFER_VERTEX_TO_FRAGMENT(o)
  207. return o;
  208. }
  209. float4 frag(VertexOutput i) : COLOR {
  210. i.normalDir = normalize(i.normalDir);
  211. float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
  212. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  213. float3 _Normalmap_var = UnpackNormal(tex2D(_Normalmap,TRANSFORM_TEX(i.uv0, _Normalmap)));
  214. float3 normalLocal = _Normalmap_var.rgb;
  215. float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
  216. float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
  217. float3 lightColor = _LightColor0.rgb;
  218. ////// Lighting:
  219. float attenuation = LIGHT_ATTENUATION(i);
  220. float3 attenColor = attenuation * _LightColor0.xyz;
  221. ///////// Gloss:
  222. float gloss = _Specularpower;
  223. float specPow = exp2( gloss * 10.0+1.0);
  224. ////// Specular:
  225. float NdotL = max(0, dot( normalDirection, lightDirection ));
  226. float4 node_8950 = _Time + _TimeEditor;
  227. float2 node_4572 = (i.uv0+node_8950.g*float2(0.0005,0)); // Cloud speed
  228. float4 _Cloudstexture_var = tex2D(_Cloudstexture,TRANSFORM_TEX(node_4572, _Cloudstexture));
  229. float node_2618 = (1.0 - _Cloudstexture_var.a);
  230. float4 _Specular_var = tex2D(_Specular,TRANSFORM_TEX(i.uv0, _Specular));
  231. float3 specularColor = (node_2618*(_Specularcolor.rgb*_Specular_var.rgb));
  232. float3 directSpecular = attenColor * pow(max(0,dot(reflect(-lightDirection, normalDirection),viewDirection)),specPow)*specularColor;
  233. float3 specular = directSpecular;
  234. /////// Diffuse:
  235. NdotL = max(0.0,dot( normalDirection, lightDirection ));
  236. float3 directDiffuse = max( 0.0, NdotL) * attenColor;
  237. float2 node_2625 = float2(dot(lightDirection,i.normalDir),0.0);
  238. float4 node_6971 = tex2D(_LookuprampSunset,TRANSFORM_TEX(node_2625, _LookuprampSunset)); // Sunset color
  239. float4 _Albedo_var = tex2D(_Albedo,TRANSFORM_TEX(i.uv0, _Albedo));
  240. float3 _Clouds_var = lerp( float3(0,0,0), (_Cloudstexture_var.a*_Cloudscolor.rgb), _Clouds ); // Clouds
  241. float node_3504 = max(0,dot(lightDirection,i.normalDir));
  242. float node_7821 = (1.0 - node_3504);
  243. float3 diffuseColor = lerp((node_6971.rgb*(lerp((_Albedocolor.rgb*_Albedo_var.rgb),_Cloudstexture_var.rgb,_Clouds_var)+_Clouds_var)),(_Ambiantatmospherecolor.rgb*_Ambiantatmosphereintensity),(pow(node_7821,2.0)+0.0));
  244. float3 diffuse = directDiffuse * diffuseColor;
  245. /// Final Color:
  246. float3 finalColor = diffuse + specular;
  247. return fixed4(finalColor * (node_3504*_Transparency),0);
  248. }
  249. ENDCG
  250. }
  251. }
  252. FallBack "Diffuse"
  253. CustomEditor "ShaderForgeMaterialInspector"
  254. }