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- // Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID'
-
- // Made with Amplify Shader Editor
- // Available at the Unity Asset Store - http://u3d.as/y3X
- Shader "Custom/corona"
- {
- Properties
- {
- _MaskClipValue( "Mask Clip Value", Float ) = 0.5
- [HideInInspector] __dirty( "", Int ) = 1
- _Suncorona("Sun corona", 2D) = "white" {}
- _coronacolor("corona color", Color) = (1,0.7053753,0.3897059,0)
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
- }
-
- SubShader
- {
- Tags{ "RenderType" = "Overlay" "Queue" = "Overlay+0" "IsEmissive" = "true" }
- Cull Off
- ZWrite Off
- Blend One One
- BlendOp Add
- CGINCLUDE
- #include "UnityPBSLighting.cginc"
- #include "Lighting.cginc"
- #pragma target 3.0
- #ifdef UNITY_PASS_SHADOWCASTER
- #undef INTERNAL_DATA
- #undef WorldReflectionVector
- #undef WorldNormalVector
- #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
- #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
- #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
- #endif
- struct Input
- {
- float3 worldNormal;
- INTERNAL_DATA
- float3 viewDir;
- float2 uv_texcoord;
- };
-
- uniform float4 _coronacolor;
- uniform sampler2D _Suncorona;
- uniform float4 _Suncorona_ST;
- uniform float _MaskClipValue = 0.5;
-
- void surf( Input i , inout SurfaceOutput o )
- {
- float2 uv_Suncorona = i.uv_texcoord * _Suncorona_ST.xy + _Suncorona_ST.zw;
- o.Emission = ( _coronacolor * ( pow( dot( i.worldNormal , i.viewDir ) , 6.0 ) * tex2D( _Suncorona,uv_Suncorona) ) ).xyz;
- o.Alpha = 1;
- }
-
- ENDCG
- CGPROGRAM
- #pragma surface surf Lambert keepalpha noambient nofog
-
- ENDCG
- Pass
- {
- Name "ShadowCaster"
- Tags{ "LightMode" = "ShadowCaster" }
- ZWrite On
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #pragma multi_compile_shadowcaster
- #pragma multi_compile UNITY_PASS_SHADOWCASTER
- #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
- # include "HLSLSupport.cginc"
- #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 )
- #define CAN_SKIP_VPOS
- #endif
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- sampler3D _DitherMaskLOD;
- struct v2f
- {
- V2F_SHADOW_CASTER;
- float3 worldPos : TEXCOORD6;
- float4 tSpace0 : TEXCOORD1;
- float4 tSpace1 : TEXCOORD2;
- float4 tSpace2 : TEXCOORD3;
- float4 texcoords01 : TEXCOORD4;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- v2f vert( appdata_full v )
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID( v );
- UNITY_INITIALIZE_OUTPUT( v2f, o );
- UNITY_TRANSFER_INSTANCE_ID( v, o );
- float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
- half3 worldNormal = UnityObjectToWorldNormal( v.normal );
- fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
- fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
- fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
- o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
- o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
- o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
- o.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy );
- o.worldPos = worldPos;
- TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
- return o;
- }
- fixed4 frag( v2f IN
- #if !defined( CAN_SKIP_VPOS )
- , UNITY_VPOS_TYPE vpos : VPOS
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID( IN );
- Input surfIN;
- UNITY_INITIALIZE_OUTPUT( Input, surfIN );
- surfIN.uv_texcoord = IN.texcoords01.xy;
- float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
- fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
- surfIN.viewDir = worldViewDir;
- surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
- surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
- surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
- surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
- SurfaceOutput o;
- UNITY_INITIALIZE_OUTPUT( SurfaceOutput, o )
- surf( surfIN, o );
- #if defined( CAN_SKIP_VPOS )
- float2 vpos = IN.pos;
- #endif
- SHADOW_CASTER_FRAGMENT( IN )
- }
- ENDCG
- }
- }
- Fallback "Diffuse"
- CustomEditor "ASEMaterialInspector"
- }
- /*ASEBEGIN
- Version=6001
- 1953;26;1906;1003;1010.3;572.5999;1;True;True
- Node;AmplifyShaderEditor.ViewDirInputsCoordNode;3;-493.4,-190.4003;Float;False;World;FLOAT3;FLOAT;FLOAT;FLOAT
- Node;AmplifyShaderEditor.WorldNormalVector;2;-529.4,-323.4003;Float;False;0;FLOAT3;0,0,0;False;FLOAT3;FLOAT;FLOAT;FLOAT
- Node;AmplifyShaderEditor.RangedFloatNode;9;-227.3005,-97.79999;Float;False;Constant;_Float0;Float 0;1;0;6;0;0;FLOAT
- Node;AmplifyShaderEditor.DotProductOpNode;4;-299.4,-333.4003;Float;True;0;FLOAT3;0,0,0;False;1;FLOAT3;0.0;False;FLOAT
- Node;AmplifyShaderEditor.SamplerNode;1;-490.4,7.599731;Float;True;Property;_Suncorona;Sun corona;0;0;Assets/Exo planets/Textures/Sun/Sun corona.tga;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;FLOAT4;FLOAT;FLOAT;FLOAT;FLOAT
- Node;AmplifyShaderEditor.PowerNode;8;-81.30048,-193.8;Float;False;0;FLOAT;0.0;False;1;FLOAT;0.0;False;FLOAT
- Node;AmplifyShaderEditor.ColorNode;12;77.69983,-155.6;Float;False;Property;_coronacolor;corona color;1;0;1,0.7053753,0.3897059,0;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;6;53.00003,14.59973;Float;True;0;FLOAT;0.0,0,0,0;False;1;FLOAT4;0.0;False;FLOAT4
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;11;319.6998,-15.59998;Float;False;0;COLOR;0,0,0,0;False;1;FLOAT4;0.0,0,0,0;False;FLOAT4
- Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;449,-28;Float;False;True;2;Float;ASEMaterialInspector;Lambert;Custom/corona;False;False;False;False;True;False;False;False;False;True;False;False;Off;2;0;False;100;100;Custom;0.5;True;True;0;True;Overlay;Overlay;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;False;0;255;255;0;0;0;0;False;0;4;10;25;False;0.5;True;4;One;One;0;Zero;Zero;Add;Add;0;False;0;0,0,0,0;VertexOffset;False;Cylindrical;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0.0;False;4;FLOAT;0.0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0.0;False;9;FLOAT;0.0;False;10;OBJECT;0.0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;13;OBJECT;0.0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False
- WireConnection;4;0;2;0
- WireConnection;4;1;3;0
- WireConnection;8;0;4;0
- WireConnection;8;1;9;0
- WireConnection;6;0;8;0
- WireConnection;6;1;1;0
- WireConnection;11;0;12;0
- WireConnection;11;1;6;0
- WireConnection;0;2;11;0
- ASEEND*/
- //CHKSM=94DBCEEEC796C7AC966D064EEF954A9D275BAB80
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