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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
-
- // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
-
- // Shader created with Shader Forge v1.26
- // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
- // Note: Manually altering this data may prevent you from opening it in Shader Forge
- /*SF_DATA;ver:1.26;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:0,lgpr:1,limd:0,spmd:1,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:1,bsrc:0,bdst:0,dpts:2,wrdp:False,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:False,igpj:True,qofs:2,qpre:4,rntp:5,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:1,x:32701,y:32821,varname:node_1,prsc:2|emission-1511-OUT,custl-1511-OUT,voffset-8312-OUT;n:type:ShaderForge.SFN_NormalVector,id:1477,x:31467,y:33204,prsc:2,pt:False;n:type:ShaderForge.SFN_LightVector,id:1478,x:31467,y:33363,varname:node_1478,prsc:2;n:type:ShaderForge.SFN_Dot,id:1479,x:31676,y:33253,varname:node_1479,prsc:2,dt:1|A-1477-OUT,B-1478-OUT;n:type:ShaderForge.SFN_ViewVector,id:1486,x:31147,y:32972,varname:node_1486,prsc:2;n:type:ShaderForge.SFN_Color,id:1488,x:31749,y:32534,ptovrint:False,ptlb:Atmosphere Color,ptin:_AtmosphereColor,varname:node_2430,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.006704159,c2:0.9117647,c3:0.9117647,c4:1;n:type:ShaderForge.SFN_NormalVector,id:1489,x:31147,y:32822,prsc:2,pt:False;n:type:ShaderForge.SFN_Dot,id:1490,x:31429,y:32903,varname:node_1490,prsc:2,dt:0|A-1489-OUT,B-1486-OUT;n:type:ShaderForge.SFN_Clamp01,id:1491,x:31670,y:32903,varname:node_1491,prsc:2|IN-1490-OUT;n:type:ShaderForge.SFN_Power,id:1492,x:31884,y:32890,varname:node_1492,prsc:2|VAL-1491-OUT,EXP-2887-OUT;n:type:ShaderForge.SFN_Multiply,id:1494,x:32144,y:32672,varname:node_1494,prsc:2|A-1488-RGB,B-5402-OUT,C-1492-OUT;n:type:ShaderForge.SFN_Subtract,id:1511,x:32408,y:32931,varname:node_1511,prsc:2|A-1494-OUT,B-1513-OUT;n:type:ShaderForge.SFN_Power,id:1513,x:32004,y:33415,varname:node_1513,prsc:2|VAL-1479-OUT,EXP-1516-OUT;n:type:ShaderForge.SFN_Vector1,id:1516,x:31674,y:33484,varname:node_1516,prsc:2,v1:1;n:type:ShaderForge.SFN_Vector1,id:5402,x:31560,y:32670,varname:node_5402,prsc:2,v1:10;n:type:ShaderForge.SFN_NormalVector,id:7440,x:32308,y:33445,prsc:2,pt:False;n:type:ShaderForge.SFN_RemapRange,id:3865,x:32308,y:33282,varname:node_3865,prsc:2,frmn:0,frmx:1,tomn:0,tomx:1|IN-1089-OUT;n:type:ShaderForge.SFN_Multiply,id:8312,x:32507,y:33373,varname:node_8312,prsc:2|A-3865-OUT,B-7440-OUT;n:type:ShaderForge.SFN_Slider,id:1089,x:31906,y:33129,ptovrint:False,ptlb:Atmosphere size,ptin:_Atmospheresize,varname:node_1089,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:-5,cur:0,max:5;n:type:ShaderForge.SFN_ValueProperty,id:2887,x:31665,y:33084,ptovrint:False,ptlb:Atmosphere circle,ptin:_Atmospherecircle,varname:node_2887,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:2;proporder:1488-1089-2887;pass:END;sub:END;*/
-
- Shader "Exo-Planets/Atmosphere" {
- Properties {
- _AtmosphereColor ("Atmosphere Color", Color) = (0.006704159,0.9117647,0.9117647,1)
- _Atmospheresize ("Atmosphere size", Range(-5, 5)) = 0
- _Atmospherecircle ("Atmosphere circle", Float ) = 2
- }
- SubShader {
- Tags {
- "IgnoreProjector"="True"
- "Queue"="Overlay+2"
- "RenderType"="Overlay"
- }
- Pass {
- Name "FORWARD"
- Tags {
- "LightMode"="ForwardBase"
- }
- Blend One One
- Cull Front
- ZWrite Off
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDBASE
- #include "UnityCG.cginc"
- #pragma multi_compile_fwdbase
- #pragma exclude_renderers xbox360 ps3
- #pragma target 3.0
- uniform float4 _AtmosphereColor;
- uniform float _Atmospheresize;
- uniform float _Atmospherecircle;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float4 posWorld : TEXCOORD0;
- float3 normalDir : TEXCOORD1;
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.normalDir = UnityObjectToWorldNormal(-v.normal);
- v.vertex.xyz += ((_Atmospheresize*1.0+0.0)*v.normal);
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- o.pos = UnityObjectToClipPos(v.vertex );
- 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);
- ////// Lighting:
- ////// Emissive:
- float3 node_1511 = ((_AtmosphereColor.rgb*10.0*pow(saturate(dot(i.normalDir,viewDirection)),_Atmospherecircle))-pow(max(0,dot(i.normalDir,lightDirection)),1.0));
- float3 emissive = node_1511;
- float3 finalColor = emissive + node_1511;
- return fixed4(finalColor,1);
- }
- ENDCG
- }
- Pass {
- Name "ShadowCaster"
- Tags {
- "LightMode"="ShadowCaster"
- }
- Offset 1, 1
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_SHADOWCASTER
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma multi_compile_shadowcaster
- #pragma exclude_renderers xbox360 ps3
- #pragma target 3.0
- uniform float _Atmospheresize;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- };
- struct VertexOutput {
- V2F_SHADOW_CASTER;
- float3 normalDir : TEXCOORD1;
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.normalDir = UnityObjectToWorldNormal(-v.normal);
- v.vertex.xyz += ((_Atmospheresize*1.0+0.0)*v.normal);
- o.pos = UnityObjectToClipPos(v.vertex );
- TRANSFER_SHADOW_CASTER(o)
- return o;
- }
- float4 frag(VertexOutput i) : COLOR {
- i.normalDir = normalize(i.normalDir);
- float3 normalDirection = i.normalDir;
- SHADOW_CASTER_FRAGMENT(i)
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- CustomEditor "ShaderForgeMaterialInspector"
- }
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