@ -0,0 +1,128 @@ | |||
// Made with Amplify Shader Editor | |||
// Available at the Unity Asset Store - http://u3d.as/y3X | |||
Shader "Custom/Atmosphere ASE desat" | |||
{ | |||
Properties | |||
{ | |||
_Atmospheresize("Atmosphere size", Range( 0 , 10)) = 0 | |||
_Atmospherecolor("Atmosphere color", Color) = (1,1,1,0) | |||
_Atmospherecircle("Atmosphere circle", Range( 0 , 1)) = 0 | |||
_AtmosphereSharpness("Atmosphere Sharpness", Range( 0 , 1)) = 0 | |||
_FullDesaturation("Full Desaturation", Range( 0 , 1)) = 0 | |||
[HideInInspector] __dirty( "", Int ) = 1 | |||
} | |||
SubShader | |||
{ | |||
Tags{ "RenderType" = "Overlay" "Queue" = "Overlay+0" "IsEmissive" = "true" } | |||
Cull Front | |||
ZWrite On | |||
Blend One One | |||
BlendOp Add | |||
CGPROGRAM | |||
#include "UnityCG.cginc" | |||
#pragma target 3.0 | |||
#pragma surface surf Lambert keepalpha noshadow noambient nofog vertex:vertexDataFunc | |||
struct Input | |||
{ | |||
float3 worldPos; | |||
float3 worldNormal; | |||
float3 viewDir; | |||
INTERNAL_DATA | |||
}; | |||
uniform float4 _Atmospherecolor; | |||
uniform float _AtmosphereSharpness; | |||
uniform float _Atmospherecircle; | |||
uniform float _Atmospheresize; | |||
uniform float _FullDesaturation; | |||
void vertexDataFunc( inout appdata_full v, out Input o ) | |||
{ | |||
UNITY_INITIALIZE_OUTPUT( Input, o ); | |||
float3 ase_vertexNormal = v.normal.xyz; | |||
v.vertex.xyz += ( ase_vertexNormal * _Atmospheresize ); | |||
} | |||
void surf( Input i , inout SurfaceOutput o ) | |||
{ | |||
float3 ase_worldPos = i.worldPos; | |||
float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) ); | |||
float dotResult16 = dot( ase_worldlightDir , i.worldNormal ); | |||
float dotResult26 = dot( i.worldNormal , i.viewDir ); | |||
float temp_output_32_0 = pow( (0.0 + (-dotResult26 - 0.0) * (( 15.0 * _AtmosphereSharpness ) - 0.0) / (1.0 - 0.0)) , ( 15.0 * _AtmosphereSharpness ) ); | |||
float lerpResult41 = lerp( ( dotResult16 * temp_output_32_0 ) , temp_output_32_0 , _Atmospherecircle); | |||
float clampResult43 = clamp( lerpResult41 , 0.0 , 1.0 ); | |||
float3 emissionRes = ( _Atmospherecolor * clampResult43 ).rgb; | |||
o.Emission = lerp( emissionRes,dot(emissionRes,float3(0.299,0.587,0.114)).xxx,_FullDesaturation); | |||
o.Alpha = 1; | |||
} | |||
ENDCG | |||
} | |||
CustomEditor "ASEMaterialInspector" | |||
} | |||
/*ASEBEGIN | |||
Version=13501 | |||
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Node;AmplifyShaderEditor.ColorNode;35;1303.751,-153.5;Float;False;Property;_Atmospherecolor;Atmosphere color;2;0;1,1,1,0;0;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT | |||
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Node;AmplifyShaderEditor.RangedFloatNode;7;1078.8,602.9006;Float;False;Property;_Atmospheresize;Atmosphere size;1;0;0;0;10;0;1;FLOAT | |||
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WireConnection;26;0;24;0 | |||
WireConnection;26;1;25;0 | |||
WireConnection;51;0;26;0 | |||
WireConnection;54;0;30;0 | |||
WireConnection;54;1;53;0 | |||
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WireConnection;41;1;32;0 | |||
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WireConnection;43;0;41;0 | |||
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WireConnection;34;1;43;0 | |||
WireConnection;0;2;34;0 | |||
WireConnection;0;11;9;0 | |||
ASEEND*/ | |||
//CHKSM=5914FDFC03498428713D1F9A3A051F4FB5D42E39 |
@ -0,0 +1,9 @@ | |||
fileFormatVersion: 2 | |||
guid: f7aabc55e35a26d41a17e807b882b8f7 | |||
timeCreated: 1490904129 | |||
licenseType: Store | |||
ShaderImporter: | |||
defaultTextures: [] | |||
userData: | |||
assetBundleName: | |||
assetBundleVariant: |
@ -0,0 +1,420 @@ | |||
// Made with Amplify Shader Editor | |||
// Available at the Unity Asset Store - http://u3d.as/y3X | |||
Shader "Custom/Planet lava desat" | |||
{ | |||
Properties | |||
{ | |||
_Albedocolor("Albedo color", Color) = (1,1,1,0) | |||
[NoScaleOffset]_Albedo("Albedo", 2D) = "white" {} | |||
_Desaturation("Desaturation", Range( 0 , 1)) = 0 | |||
_FullDesaturation("Full Desaturation", Range( 0 , 1)) = 0 | |||
_cloudscolor("clouds color", Color) = (1,1,1,0.547) | |||
[NoScaleOffset]_CloudsAlpha("Clouds (Alpha)", 2D) = "black" {} | |||
_Cloudspeed("Cloud speed", Float) = 1 | |||
[NoScaleOffset]_Normalmap("Normal map", 2D) = "bump" {} | |||
_Normalintensity("Normal intensity", Range( 0 , 1)) = 0 | |||
_Citiescolor("Cities color", Color) = (1,0.815662,0.559,0) | |||
[NoScaleOffset]_Emissivecities("Emissive (cities)", 2D) = "black" {} | |||
_Citiesoffset("Cities offset", Float) = 0 | |||
[NoScaleOffset]_watermask("water mask", 2D) = "black" {} | |||
_Gloss("Gloss", Range( 0.01 , 1)) = 0.81 | |||
[NoScaleOffset]_LookupSunset("Lookup Sunset", 2D) = "white" {} | |||
_Subatmospherecolor("Sub atmosphere color", Color) = (1,1,1,0) | |||
_Subatmosphereglobalintensity("Sub atmosphere global intensity", Range( 0 , 10)) = 1 | |||
_Subatmospherepower("Sub atmosphere power", Range( 0.1 , 5)) = 5 | |||
_AmbiantLightcontrol("Ambiant Light control", Color) = (0,0,0,0) | |||
[HideInInspector] _texcoord( "", 2D ) = "white" {} | |||
[HideInInspector] __dirty( "", Int ) = 1 | |||
} | |||
SubShader | |||
{ | |||
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } | |||
Cull Back | |||
ZWrite On | |||
CGINCLUDE | |||
#include "UnityStandardUtils.cginc" | |||
#include "UnityShaderVariables.cginc" | |||
#include "UnityCG.cginc" | |||
#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 | |||
{ | |||
float2 uv_texcoord; | |||
float2 texcoord_0; | |||
float3 worldPos; | |||
float3 worldNormal; | |||
INTERNAL_DATA | |||
float2 texcoord_1; | |||
}; | |||
uniform float _Normalintensity; | |||
uniform sampler2D _Normalmap; | |||
uniform float4 _cloudscolor; | |||
uniform sampler2D _CloudsAlpha; | |||
uniform float _Cloudspeed; | |||
uniform sampler2D _LookupSunset; | |||
uniform sampler2D _Albedo; | |||
uniform float4 _Albedocolor; | |||
uniform float _Desaturation; | |||
uniform float _FullDesaturation; | |||
uniform float _Subatmosphereglobalintensity; | |||
uniform float _Subatmospherepower; | |||
uniform float4 _Subatmospherecolor; | |||
uniform float4 _AmbiantLightcontrol; | |||
uniform sampler2D _Emissivecities; | |||
uniform float _Citiesoffset; | |||
uniform float4 _Citiescolor; | |||
uniform sampler2D _watermask; | |||
uniform float _Gloss; | |||
void vertexDataFunc( inout appdata_full v, out Input o ) | |||
{ | |||
UNITY_INITIALIZE_OUTPUT( Input, o ); | |||
o.texcoord_0.xy = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); | |||
float2 temp_cast_0 = (_Citiesoffset).xx; | |||
o.texcoord_1.xy = v.texcoord.xy * float2( 1,1 ) + temp_cast_0; | |||
} | |||
void surf( Input i , inout SurfaceOutputStandard o ) | |||
{ | |||
float2 uv_Normalmap = i.uv_texcoord; | |||
float4 appendResult41 = (float4(( _Cloudspeed / 80.0 ) , 0.0 , 0.0 , 0.0)); | |||
float4 tex2DNode26 = tex2D( _CloudsAlpha, ( float4( i.texcoord_0, 0.0 , 0.0 ) + ( appendResult41 * _Time.x ) ).xy ); | |||
float temp_output_81_0 = ( 1.0 - ( _cloudscolor.a * tex2DNode26.a ) ); | |||
float3 lerpResult195 = lerp( float3(0,0,1) , UnpackScaleNormal( tex2D( _Normalmap, uv_Normalmap ) ,_Normalintensity ) , temp_output_81_0); | |||
o.Normal = lerpResult195; | |||
float3 ase_worldPos = i.worldPos; | |||
float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) ); | |||
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); | |||
float dotResult94 = dot( ase_worldlightDir , ase_worldNormal ); | |||
float2 temp_cast_2 = (dotResult94).xx; | |||
float2 uv_Albedo = i.uv_texcoord; | |||
float4 lerpResult66 = lerp( ( tex2D( _Albedo, uv_Albedo ) * _Albedocolor ) , _cloudscolor , ( _cloudscolor.a * tex2DNode26.a )); | |||
float3 desaturateVar142 = lerp( lerpResult66.rgb,dot(lerpResult66.rgb,float3(0.299,0.587,0.114)).xxx,_Desaturation); | |||
float3 albedoRes = ( tex2D( _LookupSunset, temp_cast_2 ) * float4( desaturateVar142 , 0.0 ) ).rgb; | |||
o.Albedo = lerp( albedoRes,dot(albedoRes,float3(0.299,0.587,0.114)).xxx,_FullDesaturation); | |||
float dotResult247 = dot( ase_worldNormal , ase_worldlightDir ); | |||
float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); | |||
float fresnelNDotV9 = dot( ase_worldNormal, ase_worldViewDir ); | |||
float fresnelNode9 = ( 0.0 + _Subatmosphereglobalintensity * pow( 1.0 - fresnelNDotV9, _Subatmospherepower ) ); | |||
float smoothstepResult192 = smoothstep( 0.0 , 10.0 , fresnelNode9); | |||
float4 clampResult74 = clamp( ( ( dotResult247 * smoothstepResult192 ) * _Subatmospherecolor ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); | |||
float clampResult72 = clamp( -( dotResult247 - 0.65 ) , 0.0 , 1.0 ); | |||
float smoothstepResult281 = smoothstep( 0.3 , 0.7 , clampResult72); | |||
float smoothstepResult308 = smoothstep( 0.2 , 1.0 , ( 1.0 - tex2DNode26.a )); | |||
float2 uv_watermask = i.uv_texcoord; | |||
float4 tex2DNode82 = tex2D( _watermask, uv_watermask ); | |||
float4 temp_output_311_0 = ( ( clampResult74 + ( ( ( 1.0 - _AmbiantLightcontrol ) * ( ( ( smoothstepResult281 * ( tex2D( _Emissivecities, i.texcoord_1 ) * _Citiescolor ) ) * smoothstepResult308 ) * ( 1.0 - tex2DNode82.a ) ) ) * 2.0 ) ) + tex2DNode82 ); | |||
float4 lerpResult272 = lerp( temp_output_311_0 , ( float4( ( desaturateVar142 * ( 1.0 - ( -0.5 + dotResult247 ) ) ) , 0.0 ) + temp_output_311_0 ) , ( 0.5 * _AmbiantLightcontrol )); | |||
float4 clampResult190 = clamp( lerpResult272 , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); | |||
o.Emission = lerp( clampResult190.rgb,dot(clampResult190.rgb,float3(0.299,0.587,0.114)).xxx,_FullDesaturation); | |||
o.Smoothness = ( ( temp_output_81_0 * _Gloss ) * tex2DNode82 ).r; | |||
o.Alpha = 1; | |||
} | |||
ENDCG | |||
CGPROGRAM | |||
#pragma surface surf Standard keepalpha fullforwardshadows noambient nolightmap nodynlightmap nodirlightmap nofog vertex:vertexDataFunc | |||
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 || SHADER_API_METAL || SHADER_API_VULKAN ) | |||
#define CAN_SKIP_VPOS | |||
#endif | |||
#include "UnityCG.cginc" | |||
#include "Lighting.cginc" | |||
#include "UnityPBSLighting.cginc" | |||
sampler3D _DitherMaskLOD; | |||
struct v2f | |||
{ | |||
V2F_SHADOW_CASTER; | |||
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 ); | |||
Input customInputData; | |||
vertexDataFunc( v, customInputData ); | |||
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; | |||
fixed3 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 ); | |||
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.xy = IN.texcoords01.xy; | |||
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); | |||
fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); | |||
surfIN.worldPos = worldPos; | |||
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; | |||
SurfaceOutputStandard o; | |||
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, 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=13501 | |||
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Node;AmplifyShaderEditor.OneMinusNode;270;-4773.416,376.2227;Float;False;1;0;FLOAT;0.0;False;1;FLOAT | |||
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Node;AmplifyShaderEditor.WorldSpaceLightDirHlpNode;93;-5716.055,-1005.339;Float;True;1;0;FLOAT;0.0;False;1;FLOAT3 | |||
Node;AmplifyShaderEditor.WireNode;295;-2883.269,857.6476;Float;False;1;0;COLOR;0,0,0,0;False;1;COLOR | |||
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Node;AmplifyShaderEditor.CommentaryNode;300;-4711.776,1048.267;Float;False;327.7568;301.5256;Fresnel (Sub Atmo) Only in daylight;0;;1,1,1,1;0;0 | |||
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WireConnection;161;1;160;0 | |||
WireConnection;247;0;246;0 | |||
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WireConnection;46;1;47;0 | |||
WireConnection;304;0;26;4 | |||
WireConnection;9;0;19;0 | |||
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WireConnection;9;3;12;0 | |||
WireConnection;308;0;304;0 | |||
WireConnection;48;0;281;0 | |||
WireConnection;48;1;46;0 | |||
WireConnection;301;0;48;0 | |||
WireConnection;301;1;308;0 | |||
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WireConnection;192;0;9;0 | |||
WireConnection;192;1;193;0 | |||
WireConnection;192;2;194;0 | |||
WireConnection;174;0;82;4 | |||
WireConnection;173;0;301;0 | |||
WireConnection;173;1;174;0 | |||
WireConnection;22;0;247;0 | |||
WireConnection;22;1;192;0 | |||
WireConnection;294;0;199;0 | |||
WireConnection;13;0;22;0 | |||
WireConnection;13;1;15;0 | |||
WireConnection;197;0;294;0 | |||
WireConnection;197;1;173;0 | |||
WireConnection;113;0;61;0 | |||
WireConnection;113;1;114;0 | |||
WireConnection;178;0;67;4 | |||
WireConnection;178;1;26;4 | |||
WireConnection;74;0;13;0 | |||
WireConnection;68;0;197;0 | |||
WireConnection;68;1;69;0 | |||
WireConnection;66;0;113;0 | |||
WireConnection;66;1;67;0 | |||
WireConnection;66;2;178;0 | |||
WireConnection;282;0;283;0 | |||
WireConnection;282;1;247;0 | |||
WireConnection;76;0;74;0 | |||
WireConnection;76;1;68;0 | |||
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WireConnection;142;0;66;0 | |||
WireConnection;142;1;144;0 | |||
WireConnection;171;0;162;0 | |||
WireConnection;171;1;170;0 | |||
WireConnection;311;0;76;0 | |||
WireConnection;311;1;82;0 | |||
WireConnection;179;0;67;4 | |||
WireConnection;179;1;26;4 | |||
WireConnection;269;0;142;0 | |||
WireConnection;269;1;270;0 | |||
WireConnection;295;0;171;0 | |||
WireConnection;81;0;179;0 | |||
WireConnection;273;0;269;0 | |||
WireConnection;273;1;311;0 | |||
WireConnection;94;0;93;0 | |||
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WireConnection;80;0;81;0 | |||
WireConnection;80;1;78;0 | |||
WireConnection;85;5;90;0 | |||
WireConnection;272;0;311;0 | |||
WireConnection;272;1;273;0 | |||
WireConnection;272;2;295;0 | |||
WireConnection;190;0;272;0 | |||
WireConnection;83;0;80;0 | |||
WireConnection;83;1;82;0 | |||
WireConnection;99;0;91;0 | |||
WireConnection;99;1;142;0 | |||
WireConnection;195;0;196;0 | |||
WireConnection;195;1;85;0 | |||
WireConnection;195;2;81;0 | |||
WireConnection;0;0;99;0 | |||
WireConnection;0;1;195;0 | |||
WireConnection;0;2;190;0 | |||
WireConnection;0;4;83;0 | |||
ASEEND*/ | |||
//CHKSM=6FCC87F9B2DC4E516DA432E98FF4C26D9D894F0B |
@ -0,0 +1,10 @@ | |||
fileFormatVersion: 2 | |||
guid: 9001888530965ba4da12794c46441d14 | |||
timeCreated: 1510861055 | |||
licenseType: Store | |||
ShaderImporter: | |||
defaultTextures: | |||
- _LookupSunset: {fileID: 2800000, guid: 3c94491068797e54b9d16576eeb33a8c, type: 3} | |||
userData: | |||
assetBundleName: | |||
assetBundleVariant: |
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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/Ring desat" | |||
{ | |||
Properties | |||
{ | |||
[HideInInspector] __dirty( "", Int ) = 1 | |||
_Ringsalpha("Rings (alpha)", 2D) = "white" {} | |||
_Color0("Color 0", Color) = (1,0,0,0) | |||
_Ringintensity("Ring intensity", Range( 0 , 5)) = 5 | |||
_FullDesaturation("Full Desaturation", Range( 0 , 1)) = 0 | |||
[HideInInspector] _texcoord( "", 2D ) = "white" {} | |||
} | |||
SubShader | |||
{ | |||
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" } | |||
Cull Off | |||
CGINCLUDE | |||
#include "UnityPBSLighting.cginc" | |||
#include "Lighting.cginc" | |||
#pragma target 3.0 | |||
struct Input | |||
{ | |||
float2 uv_texcoord; | |||
}; | |||
uniform float4 _Color0; | |||
uniform sampler2D _Ringsalpha; | |||
uniform float4 _Ringsalpha_ST; | |||
uniform float _Ringintensity; | |||
uniform float _FullDesaturation; | |||
void surf( Input i , inout SurfaceOutputStandard o ) | |||
{ | |||
o.Albedo = lerp( _Color0.rgb,dot(_Color0.rgb,float3(0.299,0.587,0.114)).xxx,_FullDesaturation); | |||
float2 uv_Ringsalpha = i.uv_texcoord * _Ringsalpha_ST.xy + _Ringsalpha_ST.zw; | |||
o.Alpha = ( tex2D( _Ringsalpha,uv_Ringsalpha).a * _Ringintensity ); | |||
} | |||
ENDCG | |||
CGPROGRAM | |||
#pragma surface surf Standard alpha:fade keepalpha | |||
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 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 ); | |||
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 = IN.worldPos; | |||
fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); | |||
SurfaceOutputStandard o; | |||
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) | |||
surf( surfIN, o ); | |||
#if defined( CAN_SKIP_VPOS ) | |||
float2 vpos = IN.pos; | |||
#endif | |||
half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a; | |||
clip( alphaRef - 0.01 ); | |||
SHADOW_CASTER_FRAGMENT( IN ) | |||
} | |||
ENDCG | |||
} | |||
} | |||
Fallback "Diffuse" | |||
CustomEditor "ASEMaterialInspector" | |||
} | |||
/*ASEBEGIN | |||
Version=6001 | |||
2567;29;1666;974;1022.9;1135.2;1.9;True;True | |||
Node;AmplifyShaderEditor.SamplerNode;1;-451,94;Float;True;Property;_Ringsalpha;Rings (alpha);0;0;Assets/Exo planets/Textures/Planets/Atawi/Atawi_Rings.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.RangedFloatNode;4;-443.4,315.4001;Float;False;Property;_Ringintensity;Ring intensity;2;0;5;0;5;FLOAT | |||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;3;-89.40002,186.4001;Float;True;0;FLOAT;0.0;False;1;FLOAT;0.0;False;FLOAT | |||
Node;AmplifyShaderEditor.ColorNode;2;-365.4,-162.5999;Float;False;Property;_Color0;Color 0;1;0;1,0,0,0;COLOR;FLOAT;FLOAT;FLOAT;FLOAT | |||
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;207,-9;Float;False;True;2;Float;ASEMaterialInspector;Standard;Custom/Ring;False;False;False;False;False;False;False;False;False;False;False;False;Off;0;0;False;0;0;Transparent;0.5;True;True;0;False;Transparent;Transparent;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;0;Zero;Zero;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;5;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;3;0;1;4 | |||
WireConnection;3;1;4;0 | |||
WireConnection;0;0;2;0 | |||
WireConnection;0;9;3;0 | |||
ASEEND*/ | |||
//CHKSM=C290C9AEC8DFC229E1C43ABF3DCB5828C4FAE703 |
@ -0,0 +1,10 @@ | |||
fileFormatVersion: 2 | |||
guid: 776e8ec39ca17be4ab1c6714dad6b63b | |||
timeCreated: 1490975899 | |||
licenseType: Store | |||
ShaderImporter: | |||
defaultTextures: | |||
- _Ringsalpha: {fileID: 2800000, guid: a534b3bf85e48d845a4ba57cd1e41a64, type: 3} | |||
userData: | |||
assetBundleName: | |||
assetBundleVariant: |
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// Made with Amplify Shader Editor | |||
// Available at the Unity Asset Store - http://u3d.as/y3X | |||
Shader "Custom/Planet revolution desat" | |||
{ | |||
Properties | |||
{ | |||
_Albedocolor("Albedo color", Color) = (1,1,1,0) | |||
[NoScaleOffset]_Albedo("Albedo", 2D) = "white" {} | |||
_Desaturation("Desaturation", Range( 0 , 1)) = 0 | |||
_FullDesaturation("Full Desaturation", Range( 0 , 1)) = 0 | |||
_cloudscolor("clouds color", Color) = (1,1,1,0.547) | |||
[NoScaleOffset]_CloudsAlpha("Clouds (Alpha)", 2D) = "black" {} | |||
_Cloudspeed("Cloud speed", Float) = 1 | |||
[NoScaleOffset]_Normalmap("Normal map", 2D) = "bump" {} | |||
_Normalintensity("Normal intensity", Range( 0 , 1)) = 0 | |||
_Citiescolor("Cities color", Color) = (1,0.815662,0.559,0) | |||
[NoScaleOffset]_Emissivecities("Emissive (cities)", 2D) = "black" {} | |||
_Citiesoffset("Cities offset", Float) = 0 | |||
[NoScaleOffset]_watermask("water mask", 2D) = "black" {} | |||
_Gloss("Gloss", Range( 0.01 , 1)) = 0.81 | |||
[NoScaleOffset]_LookupSunset("Lookup Sunset", 2D) = "white" {} | |||
_Subatmospherecolor("Sub atmosphere color", Color) = (1,1,1,0) | |||
_Subatmosphereglobalintensity("Sub atmosphere global intensity", Range( 0 , 10)) = 1 | |||
_Subatmospherepower("Sub atmosphere power", Range( 0.1 , 5)) = 5 | |||
_AmbiantLightcontrol("Ambiant Light control", Color) = (0,0,0,0) | |||
[HideInInspector] _texcoord( "", 2D ) = "white" {} | |||
[HideInInspector] __dirty( "", Int ) = 1 | |||
} | |||
SubShader | |||
{ | |||
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } | |||
Cull Back | |||
ZWrite On | |||
CGINCLUDE | |||
#include "UnityStandardUtils.cginc" | |||
#include "UnityShaderVariables.cginc" | |||
#include "UnityCG.cginc" | |||
#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 | |||
{ | |||
float2 uv_texcoord; | |||
float2 texcoord_0; | |||
float3 worldPos; | |||
float3 worldNormal; | |||
INTERNAL_DATA | |||
float2 texcoord_1; | |||
}; | |||
uniform float _Normalintensity; | |||
uniform sampler2D _Normalmap; | |||
uniform float4 _cloudscolor; | |||
uniform sampler2D _CloudsAlpha; | |||
uniform float _Cloudspeed; | |||
uniform sampler2D _LookupSunset; | |||
uniform sampler2D _Albedo; | |||
uniform float4 _Albedocolor; | |||
uniform float _Desaturation; | |||
uniform float _FullDesaturation; | |||
uniform float _Subatmosphereglobalintensity; | |||
uniform float _Subatmospherepower; | |||
uniform float4 _Subatmospherecolor; | |||
uniform float4 _AmbiantLightcontrol; | |||
uniform sampler2D _Emissivecities; | |||
uniform float _Citiesoffset; | |||
uniform float4 _Citiescolor; | |||
uniform sampler2D _watermask; | |||
uniform float _Gloss; | |||
void vertexDataFunc( inout appdata_full v, out Input o ) | |||
{ | |||
UNITY_INITIALIZE_OUTPUT( Input, o ); | |||
o.texcoord_0.xy = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); | |||
float2 temp_cast_0 = (_Citiesoffset).xx; | |||
o.texcoord_1.xy = v.texcoord.xy * float2( 1,1 ) + temp_cast_0; | |||
} | |||
void surf( Input i , inout SurfaceOutputStandard o ) | |||
{ | |||
float2 uv_Normalmap = i.uv_texcoord; | |||
float4 appendResult41 = (float4(( _Cloudspeed / 80.0 ) , 0.0 , 0.0 , 0.0)); | |||
float4 tex2DNode26 = tex2D( _CloudsAlpha, ( float4( i.texcoord_0, 0.0 , 0.0 ) + ( appendResult41 * _Time.x ) ).xy ); | |||
float temp_output_81_0 = ( 1.0 - ( _cloudscolor.a * tex2DNode26.a ) ); | |||
float3 lerpResult195 = lerp( float3(0,0,1) , UnpackScaleNormal( tex2D( _Normalmap, uv_Normalmap ) ,_Normalintensity ) , temp_output_81_0); | |||
o.Normal = lerpResult195; | |||
float3 ase_worldPos = i.worldPos; | |||
float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) ); | |||
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); | |||
float dotResult94 = dot( ase_worldlightDir , ase_worldNormal ); | |||
float2 temp_cast_2 = (dotResult94).xx; | |||
float2 uv_Albedo = i.uv_texcoord; | |||
float4 lerpResult66 = lerp( ( tex2D( _Albedo, uv_Albedo ) * _Albedocolor ) , _cloudscolor , ( _cloudscolor.a * tex2DNode26.a )); | |||
float3 desaturateVar142 = lerp( lerpResult66.rgb,dot(lerpResult66.rgb,float3(0.299,0.587,0.114)).xxx,_Desaturation); | |||
float3 albedoRes = ( tex2D( _LookupSunset, temp_cast_2 ) * float4( desaturateVar142 , 0.0 ) ).rgb; | |||
o.Albedo = lerp( albedoRes,dot(albedoRes,float3(0.299,0.587,0.114)).xxx,_FullDesaturation); | |||
float dotResult247 = dot( ase_worldNormal , ase_worldlightDir ); | |||
float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); | |||
float fresnelNDotV9 = dot( ase_worldNormal, ase_worldViewDir ); | |||
float fresnelNode9 = ( 0.0 + _Subatmosphereglobalintensity * pow( 1.0 - fresnelNDotV9, _Subatmospherepower ) ); | |||
float smoothstepResult192 = smoothstep( 0.0 , 10.0 , fresnelNode9); | |||
float4 clampResult74 = clamp( ( ( dotResult247 * smoothstepResult192 ) * _Subatmospherecolor ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); | |||
float clampResult72 = clamp( -( dotResult247 - 0.65 ) , 0.0 , 1.0 ); | |||
float smoothstepResult281 = smoothstep( 0.3 , 0.7 , clampResult72); | |||
float smoothstepResult308 = smoothstep( 0.2 , 1.0 , ( 1.0 - tex2DNode26.a )); | |||
float2 uv_watermask = i.uv_texcoord; | |||
float4 tex2DNode82 = tex2D( _watermask, uv_watermask ); | |||
float4 clampResult112 = clamp( ( tex2DNode82.a + tex2DNode82 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ); | |||
float4 temp_output_76_0 = ( clampResult74 + ( ( ( 1.0 - _AmbiantLightcontrol ) * ( ( ( smoothstepResult281 * ( tex2D( _Emissivecities, i.texcoord_1 ) * _Citiescolor ) ) * smoothstepResult308 ) * ( 1.0 - clampResult112 ) ) ) * 2.0 ) ); | |||
float4 lerpResult272 = lerp( temp_output_76_0 , ( float4( ( desaturateVar142 * ( 1.0 - ( -0.5 + dotResult247 ) ) ) , 0.0 ) + temp_output_76_0 ) , ( 0.5 * _AmbiantLightcontrol ).r); | |||
float4 clampResult190 = clamp( lerpResult272 , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); | |||
o.Emission = lerp( clampResult190.rgb,dot(clampResult190.rgb,float3(0.299,0.587,0.114)).xxx,_FullDesaturation); | |||
o.Smoothness = ( ( temp_output_81_0 * _Gloss ) * clampResult112 ).r; | |||
o.Alpha = 1; | |||
} | |||
ENDCG | |||
CGPROGRAM | |||
#pragma surface surf Standard keepalpha fullforwardshadows noambient nolightmap nodynlightmap nodirlightmap nofog vertex:vertexDataFunc | |||
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 || SHADER_API_METAL || SHADER_API_VULKAN ) | |||
#define CAN_SKIP_VPOS | |||
#endif | |||
#include "UnityCG.cginc" | |||
#include "Lighting.cginc" | |||
#include "UnityPBSLighting.cginc" | |||
sampler3D _DitherMaskLOD; | |||
struct v2f | |||
{ | |||
V2F_SHADOW_CASTER; | |||
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 ); | |||
Input customInputData; | |||
vertexDataFunc( v, customInputData ); | |||
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; | |||
fixed3 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 ); | |||
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.xy = IN.texcoords01.xy; | |||
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); | |||
fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); | |||
surfIN.worldPos = worldPos; | |||
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; | |||
SurfaceOutputStandard o; | |||
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, 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=13501 | |||
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Node;AmplifyShaderEditor.ColorNode;47;-6005.939,2288.857;Float;False;Property;_Citiescolor;Cities color;8;0;1,0.815662,0.559,0;0;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT | |||
Node;AmplifyShaderEditor.SamplerNode;82;-6515.623,2844.464;Float;True;Property;_watermask;water mask;11;1;[NoScaleOffset];None;True;0;False;black;Auto;False;Object;-1;Auto;Texture2D;6;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;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT | |||
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Node;AmplifyShaderEditor.CommentaryNode;266;-5260.866,262.5192;Float;False;1223.251;619.2262;Ambiant light control;6;170;171;162;284;285;199;;1,1,1,1;0;0 | |||
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Node;AmplifyShaderEditor.OneMinusNode;304;-5454.632,2325.449;Float;False;1;0;FLOAT;0.0;False;1;FLOAT | |||
Node;AmplifyShaderEditor.SimpleAddOpNode;110;-6080.019,2886.118;Float;False;2;2;0;FLOAT;0.0;False;1;COLOR;0;False;1;COLOR | |||
Node;AmplifyShaderEditor.RangedFloatNode;11;-5759.276,1335.105;Float;False;Property;_Subatmosphereglobalintensity;Sub atmosphere global intensity;15;0;1;0;10;0;1;FLOAT | |||
Node;AmplifyShaderEditor.CommentaryNode;299;-5153.922,1148.796;Float;False;430.7651;365.2241;Fresnel softening;3;194;193;192;;1,1,1,1;0;0 | |||
Node;AmplifyShaderEditor.CommentaryNode;188;-5425.837,2032.028;Float;False;286.3003;210.7;Cities only in the dark;1;48;;1,1,1,1;0;0 | |||
Node;AmplifyShaderEditor.WorldNormalVector;19;-5607.463,1190.73;Float;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;FLOAT;FLOAT;FLOAT | |||
Node;AmplifyShaderEditor.ColorNode;170;-5219.777,681.4563;Float;False;Property;_AmbiantLightcontrol;Ambiant Light control;17;0;0,0,0,0;0;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT | |||
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;48;-5318.636,2091.129;Float;False;2;2;0;FLOAT;0.0;False;1;COLOR;0;False;1;COLOR | |||
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Node;AmplifyShaderEditor.CommentaryNode;302;-5083.641,2039.141;Float;False;219;183;Clouds over cities;1;301;;1,1,1,1;0;0 | |||
Node;AmplifyShaderEditor.CommentaryNode;245;-4840.007,2058.029;Float;False;182.6621;174.583;No cities on water;1;173;;1,1,1,1;0;0 | |||
Node;AmplifyShaderEditor.CommentaryNode;284;-5243.665,299.1527;Float;False;645.1594;352.7144;Ambiant Mask control;3;283;282;270;;1,1,1,1;0;0 | |||
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Node;AmplifyShaderEditor.ColorNode;67;-7352.132,-413.5577;Float;False;Property;_cloudscolor;clouds color;3;0;1,1,1,0.547;0;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT | |||
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Node;AmplifyShaderEditor.WireNode;296;-2818.263,1031.979;Float;False;1;0;COLOR;0,0,0,0;False;1;COLOR | |||
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Node;AmplifyShaderEditor.OneMinusNode;81;-6887.692,2636.923;Float;False;1;0;FLOAT;0,0,0,0;False;1;FLOAT | |||
Node;AmplifyShaderEditor.RangedFloatNode;90;-4960.747,3081.415;Float;False;Property;_Normalintensity;Normal intensity;7;0;0;0;1;0;1;FLOAT | |||
Node;AmplifyShaderEditor.SimpleAddOpNode;273;-3222.986,1098.393;Float;False;2;2;0;FLOAT3;0.0,0,0,0;False;1;COLOR;0,0,0;False;1;COLOR | |||
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