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:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,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-6698-OUT,emission-5870-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 final pass,varnam
  7. Shader "Exo-Planets/Planet" {
  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. _Normalintensity ("Normal intensity", Range(0, 2)) = 1
  20. [MaterialToggle] _Clouds ("Clouds", Float ) = 0
  21. _Cloudscolor ("Clouds color", Color) = (1,1,1,1)
  22. _Cloudstexture ("Clouds texture", 2D) = "white" {}
  23. [MaterialToggle] _Nightemissivecities ("Night emissive (cities) ", Float ) = 0
  24. _Citycolor ("City color", Color) = (1,0.7241379,0,1)
  25. _Emissive ("Emissive", 2D) = "white" {}
  26. _LookuprampSunset ("Look up ramp (Sunset)", 2D) = "white" {}
  27. _Ambiantatmospherecolor ("Ambiant atmosphere color ", Color) = (0,0,0,1)
  28. _Ambiantatmosphereintensity ("Ambiant atmosphere intensity", Float ) = 1
  29. }
  30. SubShader {
  31. Tags {
  32. "RenderType"="Opaque"
  33. }
  34. Pass {
  35. Name "FORWARD"
  36. Tags {
  37. "LightMode"="ForwardBase"
  38. }
  39. CGPROGRAM
  40. #pragma vertex vert
  41. #pragma fragment frag
  42. #define UNITY_PASS_FORWARDBASE
  43. #include "UnityCG.cginc"
  44. #include "AutoLight.cginc"
  45. #pragma multi_compile_fwdbase_fullshadows
  46. #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
  47. #pragma target 3.0
  48. uniform float4 _LightColor0;
  49. uniform float4 _TimeEditor;
  50. uniform sampler2D _Albedo; uniform float4 _Albedo_ST;
  51. uniform sampler2D _Specular; uniform float4 _Specular_ST;
  52. uniform sampler2D _Cloudstexture; uniform float4 _Cloudstexture_ST;
  53. uniform sampler2D _Normalmap; uniform float4 _Normalmap_ST;
  54. uniform float4 _Cloudscolor;
  55. uniform fixed _Clouds;
  56. uniform sampler2D _Emissive; uniform float4 _Emissive_ST;
  57. uniform fixed _Nightemissivecities;
  58. uniform float _SubAtmospherepower;
  59. uniform fixed _SubAtmosphere;
  60. uniform float4 _Subatmospherecolor;
  61. uniform float4 _Citycolor;
  62. uniform sampler2D _LookuprampSunset; uniform float4 _LookuprampSunset_ST;
  63. uniform float4 _Albedocolor;
  64. uniform float _Specularpower;
  65. uniform float4 _Specularcolor;
  66. uniform float4 _Ambiantatmospherecolor;
  67. uniform float _Ambiantatmosphereintensity;
  68. uniform float _Subatmosphereintensity;
  69. uniform float _Normalintensity;
  70. struct VertexInput {
  71. float4 vertex : POSITION;
  72. float3 normal : NORMAL;
  73. float4 tangent : TANGENT;
  74. float2 texcoord0 : TEXCOORD0;
  75. };
  76. struct VertexOutput {
  77. float4 pos : SV_POSITION;
  78. float2 uv0 : TEXCOORD0;
  79. float4 posWorld : TEXCOORD1;
  80. float3 normalDir : TEXCOORD2;
  81. float3 tangentDir : TEXCOORD3;
  82. float3 bitangentDir : TEXCOORD4;
  83. LIGHTING_COORDS(5,6)
  84. };
  85. VertexOutput vert (VertexInput v) {
  86. VertexOutput o = (VertexOutput)0;
  87. o.uv0 = v.texcoord0;
  88. o.normalDir = UnityObjectToWorldNormal(v.normal);
  89. o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
  90. o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
  91. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  92. float3 lightColor = _LightColor0.rgb;
  93. o.pos = UnityObjectToClipPos(v.vertex );
  94. TRANSFER_VERTEX_TO_FRAGMENT(o)
  95. return o;
  96. }
  97. float4 frag(VertexOutput i) : COLOR {
  98. i.normalDir = normalize(i.normalDir);
  99. float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
  100. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  101. float3 _Normalmap_var = UnpackNormal(tex2D(_Normalmap,TRANSFORM_TEX(i.uv0, _Normalmap)));
  102. float3 normalLocal = lerp(float3(0,0,1),_Normalmap_var.rgb,_Normalintensity);
  103. float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
  104. float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
  105. float3 lightColor = _LightColor0.rgb;
  106. ////// Lighting:
  107. float attenuation = LIGHT_ATTENUATION(i);
  108. float3 attenColor = attenuation * _LightColor0.xyz;
  109. ///////// Gloss:
  110. float gloss = _Specularpower;
  111. float specPow = exp2( gloss * 10.0+1.0);
  112. ////// Specular:
  113. float NdotL = max(0, dot( normalDirection, lightDirection ));
  114. float4 node_6781 = _Time + _TimeEditor;
  115. float2 node_4572 = (i.uv0+node_6781.g*float2(0.0005,0)); // Cloud speed
  116. float4 _Cloudstexture_var = tex2D(_Cloudstexture,TRANSFORM_TEX(node_4572, _Cloudstexture));
  117. float node_2618 = (1.0 - _Cloudstexture_var.a);
  118. float4 _Specular_var = tex2D(_Specular,TRANSFORM_TEX(i.uv0, _Specular));
  119. float3 specularColor = (node_2618*(_Specularcolor.rgb*_Specular_var.rgb));
  120. float3 directSpecular = (floor(attenuation) * _LightColor0.xyz) * pow(max(0,dot(reflect(-lightDirection, normalDirection),viewDirection)),specPow)*specularColor;
  121. float3 specular = directSpecular;
  122. /////// Diffuse:
  123. NdotL = max(0.0,dot( normalDirection, lightDirection ));
  124. float3 directDiffuse = max( 0.0, NdotL) * attenColor;
  125. float3 indirectDiffuse = float3(0,0,0);
  126. indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
  127. float2 node_2625 = float2(dot(lightDirection,i.normalDir),0.0);
  128. float4 node_6971 = tex2D(_LookuprampSunset,TRANSFORM_TEX(node_2625, _LookuprampSunset)); // Sunset color
  129. float4 _Albedo_var = tex2D(_Albedo,TRANSFORM_TEX(i.uv0, _Albedo));
  130. float3 _Clouds_var = lerp( float3(0,0,0), (_Cloudstexture_var.a*_Cloudscolor.rgb), _Clouds ); // Clouds
  131. float node_3504 = max(0,dot(lightDirection,i.normalDir));
  132. float node_7821 = (1.0 - node_3504);
  133. 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));
  134. float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
  135. ////// Emissive:
  136. float4 _Emissive_var = tex2D(_Emissive,TRANSFORM_TEX(i.uv0, _Emissive)); // Cities
  137. 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));
  138. /// Final Color:
  139. float3 finalColor = diffuse + specular + emissive;
  140. return fixed4(finalColor,1);
  141. }
  142. ENDCG
  143. }
  144. Pass {
  145. Name "FORWARD_DELTA"
  146. Tags {
  147. "LightMode"="ForwardAdd"
  148. }
  149. Blend One One
  150. CGPROGRAM
  151. #pragma vertex vert
  152. #pragma fragment frag
  153. #define UNITY_PASS_FORWARDADD
  154. #include "UnityCG.cginc"
  155. #include "AutoLight.cginc"
  156. #pragma multi_compile_fwdadd_fullshadows
  157. #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
  158. #pragma target 3.0
  159. uniform float4 _LightColor0;
  160. uniform float4 _TimeEditor;
  161. uniform sampler2D _Albedo; uniform float4 _Albedo_ST;
  162. uniform sampler2D _Specular; uniform float4 _Specular_ST;
  163. uniform sampler2D _Cloudstexture; uniform float4 _Cloudstexture_ST;
  164. uniform sampler2D _Normalmap; uniform float4 _Normalmap_ST;
  165. uniform float4 _Cloudscolor;
  166. uniform fixed _Clouds;
  167. uniform sampler2D _Emissive; uniform float4 _Emissive_ST;
  168. uniform fixed _Nightemissivecities;
  169. uniform float _SubAtmospherepower;
  170. uniform fixed _SubAtmosphere;
  171. uniform float4 _Subatmospherecolor;
  172. uniform float4 _Citycolor;
  173. uniform sampler2D _LookuprampSunset; uniform float4 _LookuprampSunset_ST;
  174. uniform float4 _Albedocolor;
  175. uniform float _Specularpower;
  176. uniform float4 _Specularcolor;
  177. uniform float4 _Ambiantatmospherecolor;
  178. uniform float _Ambiantatmosphereintensity;
  179. uniform float _Subatmosphereintensity;
  180. uniform float _Normalintensity;
  181. struct VertexInput {
  182. float4 vertex : POSITION;
  183. float3 normal : NORMAL;
  184. float4 tangent : TANGENT;
  185. float2 texcoord0 : TEXCOORD0;
  186. };
  187. struct VertexOutput {
  188. float4 pos : SV_POSITION;
  189. float2 uv0 : TEXCOORD0;
  190. float4 posWorld : TEXCOORD1;
  191. float3 normalDir : TEXCOORD2;
  192. float3 tangentDir : TEXCOORD3;
  193. float3 bitangentDir : TEXCOORD4;
  194. LIGHTING_COORDS(5,6)
  195. };
  196. VertexOutput vert (VertexInput v) {
  197. VertexOutput o = (VertexOutput)0;
  198. o.uv0 = v.texcoord0;
  199. o.normalDir = UnityObjectToWorldNormal(v.normal);
  200. o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
  201. o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
  202. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  203. float3 lightColor = _LightColor0.rgb;
  204. o.pos = UnityObjectToClipPos(v.vertex );
  205. TRANSFER_VERTEX_TO_FRAGMENT(o)
  206. return o;
  207. }
  208. float4 frag(VertexOutput i) : COLOR {
  209. i.normalDir = normalize(i.normalDir);
  210. float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
  211. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  212. float3 _Normalmap_var = UnpackNormal(tex2D(_Normalmap,TRANSFORM_TEX(i.uv0, _Normalmap)));
  213. float3 normalLocal = lerp(float3(0,0,1),_Normalmap_var.rgb,_Normalintensity);
  214. float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
  215. float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
  216. float3 lightColor = _LightColor0.rgb;
  217. ////// Lighting:
  218. float attenuation = LIGHT_ATTENUATION(i);
  219. float3 attenColor = attenuation * _LightColor0.xyz;
  220. ///////// Gloss:
  221. float gloss = _Specularpower;
  222. float specPow = exp2( gloss * 10.0+1.0);
  223. ////// Specular:
  224. float NdotL = max(0, dot( normalDirection, lightDirection ));
  225. float4 node_1753 = _Time + _TimeEditor;
  226. float2 node_4572 = (i.uv0+node_1753.g*float2(0.0005,0)); // Cloud speed
  227. float4 _Cloudstexture_var = tex2D(_Cloudstexture,TRANSFORM_TEX(node_4572, _Cloudstexture));
  228. float node_2618 = (1.0 - _Cloudstexture_var.a);
  229. float4 _Specular_var = tex2D(_Specular,TRANSFORM_TEX(i.uv0, _Specular));
  230. float3 specularColor = (node_2618*(_Specularcolor.rgb*_Specular_var.rgb));
  231. float3 directSpecular = attenColor * pow(max(0,dot(reflect(-lightDirection, normalDirection),viewDirection)),specPow)*specularColor;
  232. float3 specular = directSpecular;
  233. /////// Diffuse:
  234. NdotL = max(0.0,dot( normalDirection, lightDirection ));
  235. float3 directDiffuse = max( 0.0, NdotL) * attenColor;
  236. float2 node_2625 = float2(dot(lightDirection,i.normalDir),0.0);
  237. float4 node_6971 = tex2D(_LookuprampSunset,TRANSFORM_TEX(node_2625, _LookuprampSunset)); // Sunset color
  238. float4 _Albedo_var = tex2D(_Albedo,TRANSFORM_TEX(i.uv0, _Albedo));
  239. float3 _Clouds_var = lerp( float3(0,0,0), (_Cloudstexture_var.a*_Cloudscolor.rgb), _Clouds ); // Clouds
  240. float node_3504 = max(0,dot(lightDirection,i.normalDir));
  241. float node_7821 = (1.0 - node_3504);
  242. 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));
  243. float3 diffuse = directDiffuse * diffuseColor;
  244. /// Final Color:
  245. float3 finalColor = diffuse + specular;
  246. return fixed4(finalColor * 1,0);
  247. }
  248. ENDCG
  249. }
  250. }
  251. FallBack "Diffuse"
  252. CustomEditor "ShaderForgeMaterialInspector"
  253. }