Seven is the number.
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4 years ago
  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: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;*/
  7. Shader "Exo-Planets/Atmosphere" {
  8. Properties {
  9. _AtmosphereColor ("Atmosphere Color", Color) = (0.006704159,0.9117647,0.9117647,1)
  10. _Atmospheresize ("Atmosphere size", Range(-5, 5)) = 0
  11. _Atmospherecircle ("Atmosphere circle", Float ) = 2
  12. }
  13. SubShader {
  14. Tags {
  15. "IgnoreProjector"="True"
  16. "Queue"="Overlay+2"
  17. "RenderType"="Overlay"
  18. }
  19. Pass {
  20. Name "FORWARD"
  21. Tags {
  22. "LightMode"="ForwardBase"
  23. }
  24. Blend One One
  25. Cull Front
  26. ZWrite Off
  27. CGPROGRAM
  28. #pragma vertex vert
  29. #pragma fragment frag
  30. #define UNITY_PASS_FORWARDBASE
  31. #include "UnityCG.cginc"
  32. #pragma multi_compile_fwdbase
  33. #pragma exclude_renderers xbox360 ps3
  34. #pragma target 3.0
  35. uniform float4 _AtmosphereColor;
  36. uniform float _Atmospheresize;
  37. uniform float _Atmospherecircle;
  38. struct VertexInput {
  39. float4 vertex : POSITION;
  40. float3 normal : NORMAL;
  41. };
  42. struct VertexOutput {
  43. float4 pos : SV_POSITION;
  44. float4 posWorld : TEXCOORD0;
  45. float3 normalDir : TEXCOORD1;
  46. };
  47. VertexOutput vert (VertexInput v) {
  48. VertexOutput o = (VertexOutput)0;
  49. o.normalDir = UnityObjectToWorldNormal(-v.normal);
  50. v.vertex.xyz += ((_Atmospheresize*1.0+0.0)*v.normal);
  51. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  52. o.pos = UnityObjectToClipPos(v.vertex );
  53. return o;
  54. }
  55. float4 frag(VertexOutput i) : COLOR {
  56. i.normalDir = normalize(i.normalDir);
  57. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  58. float3 normalDirection = i.normalDir;
  59. float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
  60. ////// Lighting:
  61. ////// Emissive:
  62. float3 node_1511 = ((_AtmosphereColor.rgb*10.0*pow(saturate(dot(i.normalDir,viewDirection)),_Atmospherecircle))-pow(max(0,dot(i.normalDir,lightDirection)),1.0));
  63. float3 emissive = node_1511;
  64. float3 finalColor = emissive + node_1511;
  65. return fixed4(finalColor,1);
  66. }
  67. ENDCG
  68. }
  69. Pass {
  70. Name "ShadowCaster"
  71. Tags {
  72. "LightMode"="ShadowCaster"
  73. }
  74. Offset 1, 1
  75. CGPROGRAM
  76. #pragma vertex vert
  77. #pragma fragment frag
  78. #define UNITY_PASS_SHADOWCASTER
  79. #include "UnityCG.cginc"
  80. #include "Lighting.cginc"
  81. #pragma fragmentoption ARB_precision_hint_fastest
  82. #pragma multi_compile_shadowcaster
  83. #pragma exclude_renderers xbox360 ps3
  84. #pragma target 3.0
  85. uniform float _Atmospheresize;
  86. struct VertexInput {
  87. float4 vertex : POSITION;
  88. float3 normal : NORMAL;
  89. };
  90. struct VertexOutput {
  91. V2F_SHADOW_CASTER;
  92. float3 normalDir : TEXCOORD1;
  93. };
  94. VertexOutput vert (VertexInput v) {
  95. VertexOutput o = (VertexOutput)0;
  96. o.normalDir = UnityObjectToWorldNormal(-v.normal);
  97. v.vertex.xyz += ((_Atmospheresize*1.0+0.0)*v.normal);
  98. o.pos = UnityObjectToClipPos(v.vertex );
  99. TRANSFER_SHADOW_CASTER(o)
  100. return o;
  101. }
  102. float4 frag(VertexOutput i) : COLOR {
  103. i.normalDir = normalize(i.normalDir);
  104. float3 normalDirection = i.normalDir;
  105. SHADOW_CASTER_FRAGMENT(i)
  106. }
  107. ENDCG
  108. }
  109. }
  110. FallBack "Diffuse"
  111. CustomEditor "ShaderForgeMaterialInspector"
  112. }