Browse Source

Fix: Planet Desaturation

master
laurids 2 years ago
parent
commit
567b4ba3ab
141 changed files with 1663 additions and 148 deletions
  1. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere Daton.mat
  2. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere Elysia.mat
  3. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere Fethaphor.mat
  4. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere Hotheseer.mat
  5. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere Ingo.mat
  6. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere Lavarasis.mat
  7. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere Menaxuire.mat
  8. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere Montana.mat
  9. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere Nasween.mat
  10. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere Noser.mat
  11. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere Sashuageen.mat
  12. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere Skaeld.mat
  13. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere Stunteen.mat
  14. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere Wyth 1.mat
  15. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere Wyth.mat
  16. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere Xonorasis.mat
  17. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere blue 2.mat
  18. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere blue.mat
  19. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere gas.mat
  20. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere green.mat
  21. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere orange 1.mat
  22. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere orange 2.mat
  23. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere orange 3.mat
  24. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere orange 4.mat
  25. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere orange.mat
  26. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere pdg.mat
  27. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere pink 2.mat
  28. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere pink 3.mat
  29. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere pink 4.mat
  30. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere pink 5.mat
  31. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere pink.mat
  32. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere white 1.mat
  33. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere white 2.mat
  34. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere white 3.mat
  35. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere white 4.mat
  36. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere white 5.mat
  37. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere white 6.mat
  38. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere yarkassy MainMenu.mat
  39. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere yarkassy.mat
  40. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere yellow 1.mat
  41. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere yellow 2.mat
  42. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Atmosphere yellow.mat
  43. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Kyralos.mat
  44. +4
    -1
      Assets/Exo planets/Materials/Atmospheres/Sartor.mat
  45. +4
    -1
      Assets/Exo planets/Materials/Ogma/Ogma Ring.mat
  46. +128
    -0
      Assets/Exo planets/Shaders/Atmosphere ASE desat.shader
  47. +9
    -0
      Assets/Exo planets/Shaders/Atmosphere ASE desat.shader.meta
  48. +420
    -0
      Assets/Exo planets/Shaders/Planet lava desat.shader
  49. +10
    -0
      Assets/Exo planets/Shaders/Planet lava desat.shader.meta
  50. +129
    -0
      Assets/Exo planets/Shaders/old shaders/Ring desat.shader
  51. +10
    -0
      Assets/Exo planets/Shaders/old shaders/Ring desat.shader.meta
  52. +425
    -0
      Assets/Exo planets/Shaders/planet shader desat.shader
  53. +10
    -0
      Assets/Exo planets/Shaders/planet shader desat.shader.meta
  54. +4
    -1
      Assets/GWConquest/Materials/Planets/Aeculus.mat
  55. +4
    -1
      Assets/GWConquest/Materials/Planets/Ahr.mat
  56. +4
    -1
      Assets/GWConquest/Materials/Planets/Arca.mat
  57. +4
    -1
      Assets/GWConquest/Materials/Planets/Arnough.mat
  58. +4
    -1
      Assets/GWConquest/Materials/Planets/Binnisar.mat
  59. +4
    -1
      Assets/GWConquest/Materials/Planets/Caer Bannoq.mat
  60. +4
    -1
      Assets/GWConquest/Materials/Planets/Caine's World.mat
  61. +4
    -1
      Assets/GWConquest/Materials/Planets/Cervis.mat
  62. +4
    -1
      Assets/GWConquest/Materials/Planets/Daton.mat
  63. +4
    -1
      Assets/GWConquest/Materials/Planets/Datonie.mat
  64. +4
    -1
      Assets/GWConquest/Materials/Planets/Eden.mat
  65. +4
    -1
      Assets/GWConquest/Materials/Planets/Ehrlen.mat
  66. +4
    -1
      Assets/GWConquest/Materials/Planets/Elysia.mat
  67. +4
    -1
      Assets/GWConquest/Materials/Planets/Ergos.mat
  68. +4
    -1
      Assets/GWConquest/Materials/Planets/Exan.mat
  69. +4
    -1
      Assets/GWConquest/Materials/Planets/Fankether.mat
  70. +4
    -1
      Assets/GWConquest/Materials/Planets/Fethaphor.mat
  71. +4
    -1
      Assets/GWConquest/Materials/Planets/Flynns World.mat
  72. +4
    -1
      Assets/GWConquest/Materials/Planets/Garesen.mat
  73. +4
    -1
      Assets/GWConquest/Materials/Planets/Gargamont Fiftan.mat
  74. +4
    -1
      Assets/GWConquest/Materials/Planets/Gargamont For.mat
  75. +4
    -1
      Assets/GWConquest/Materials/Planets/Gargamont Kees.mat
  76. +4
    -1
      Assets/GWConquest/Materials/Planets/Gargamont Rest.mat
  77. +4
    -1
      Assets/GWConquest/Materials/Planets/Gargamont Septa.mat
  78. +4
    -1
      Assets/GWConquest/Materials/Planets/Gargamont Six.mat
  79. +4
    -1
      Assets/GWConquest/Materials/Planets/Gargamont Tri.mat
  80. +4
    -1
      Assets/GWConquest/Materials/Planets/Gargamont.mat
  81. +4
    -1
      Assets/GWConquest/Materials/Planets/Garsomyr.mat
  82. +4
    -1
      Assets/GWConquest/Materials/Planets/Gysir.mat
  83. +4
    -1
      Assets/GWConquest/Materials/Planets/Hammon.mat
  84. +4
    -1
      Assets/GWConquest/Materials/Planets/Harkon.mat
  85. +4
    -1
      Assets/GWConquest/Materials/Planets/Herasind.mat
  86. +4
    -1
      Assets/GWConquest/Materials/Planets/Honigiah.mat
  87. +4
    -1
      Assets/GWConquest/Materials/Planets/Hotheseer Kees.mat
  88. +4
    -1
      Assets/GWConquest/Materials/Planets/Hotheseer.mat
  89. +4
    -1
      Assets/GWConquest/Materials/Planets/Ingrim.mat
  90. +4
    -1
      Assets/GWConquest/Materials/Planets/Inobria.mat
  91. +4
    -1
      Assets/GWConquest/Materials/Planets/Karth.mat
  92. +4
    -1
      Assets/GWConquest/Materials/Planets/Kharlorg.mat
  93. +4
    -1
      Assets/GWConquest/Materials/Planets/Kies.mat
  94. +4
    -1
      Assets/GWConquest/Materials/Planets/Krigena.mat
  95. +4
    -1
      Assets/GWConquest/Materials/Planets/Kronos.mat
  96. +4
    -1
      Assets/GWConquest/Materials/Planets/Krustus.mat
  97. +4
    -1
      Assets/GWConquest/Materials/Planets/Kyralos.mat
  98. +4
    -1
      Assets/GWConquest/Materials/Planets/Lavarasis.mat
  99. +4
    -1
      Assets/GWConquest/Materials/Planets/Leb.mat
  100. +4
    -1
      Assets/GWConquest/Materials/Planets/Menaxurie.mat

+ 4
- 1
Assets/Exo planets/Materials/Atmospheres/Atmosphere Daton.mat View File

@ -8,7 +8,7 @@ Material:
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_Name: Atmosphere Daton m_Name: Atmosphere Daton
m_Shader: {fileID: 4800000, guid: 891e0cda09491ba4297849df9f68db9f, type: 3}
m_Shader: {fileID: 4800000, guid: f7aabc55e35a26d41a17e807b882b8f7, type: 3}
m_ShaderKeywords: m_ShaderKeywords:
m_LightmapFlags: 1 m_LightmapFlags: 1
m_EnableInstancingVariants: 0 m_EnableInstancingVariants: 0
@ -55,6 +55,7 @@ Material:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats: m_Floats:
- _: 13.39 - _: 13.39
- _AtmosphereSharpness: 0.216 - _AtmosphereSharpness: 0.216
@ -67,6 +68,7 @@ Material:
- _DetailNormalMapScale: 1 - _DetailNormalMapScale: 1
- _DstBlend: 0 - _DstBlend: 0
- _FullBright: 0 - _FullBright: 0
- _FullDesaturation: 0
- _Glossiness: 0.5 - _Glossiness: 0.5
- _MaskClipValue: 0 - _MaskClipValue: 0
- _Metallic: 0 - _Metallic: 0
@ -83,3 +85,4 @@ Material:
- _Color: {r: 0.353, g: 0.54486895, b: 1, a: 1} - _Color: {r: 0.353, g: 0.54486895, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 1, g: 1, b: 1, a: 1}
m_BuildTextureStacks: []

+ 4
- 1
Assets/Exo planets/Materials/Atmospheres/Atmosphere Elysia.mat View File

@ -8,7 +8,7 @@ Material:
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_Name: Atmosphere Elysia m_Name: Atmosphere Elysia
m_Shader: {fileID: 4800000, guid: 891e0cda09491ba4297849df9f68db9f, type: 3}
m_Shader: {fileID: 4800000, guid: f7aabc55e35a26d41a17e807b882b8f7, type: 3}
m_ShaderKeywords: m_ShaderKeywords:
m_LightmapFlags: 1 m_LightmapFlags: 1
m_EnableInstancingVariants: 0 m_EnableInstancingVariants: 0
@ -55,6 +55,7 @@ Material:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats: m_Floats:
- _: 13.39 - _: 13.39
- _AtmosphereSharpness: 0.205 - _AtmosphereSharpness: 0.205
@ -67,6 +68,7 @@ Material:
- _DetailNormalMapScale: 1 - _DetailNormalMapScale: 1
- _DstBlend: 0 - _DstBlend: 0
- _FullBright: 0 - _FullBright: 0
- _FullDesaturation: 0
- _Glossiness: 0.5 - _Glossiness: 0.5
- _MaskClipValue: 0 - _MaskClipValue: 0
- _Metallic: 0 - _Metallic: 0
@ -84,3 +86,4 @@ Material:
- _Color: {r: 0.353, g: 0.54486895, b: 1, a: 1} - _Color: {r: 0.353, g: 0.54486895, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 1, g: 1, b: 1, a: 1}
m_BuildTextureStacks: []

+ 4
- 1
Assets/Exo planets/Materials/Atmospheres/Atmosphere Fethaphor.mat View File

@ -8,7 +8,7 @@ Material:
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_Name: Atmosphere Fethaphor m_Name: Atmosphere Fethaphor
m_Shader: {fileID: 4800000, guid: 891e0cda09491ba4297849df9f68db9f, type: 3}
m_Shader: {fileID: 4800000, guid: f7aabc55e35a26d41a17e807b882b8f7, type: 3}
m_ShaderKeywords: m_ShaderKeywords:
m_LightmapFlags: 1 m_LightmapFlags: 1
m_EnableInstancingVariants: 0 m_EnableInstancingVariants: 0
@ -55,6 +55,7 @@ Material:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats: m_Floats:
- _: 13.39 - _: 13.39
- _ASEOutlineWidth: 0 - _ASEOutlineWidth: 0
@ -68,6 +69,7 @@ Material:
- _DetailNormalMapScale: 1 - _DetailNormalMapScale: 1
- _DstBlend: 0 - _DstBlend: 0
- _FullBright: 0 - _FullBright: 0
- _FullDesaturation: 0
- _Glossiness: 0.5 - _Glossiness: 0.5
- _MaskClipValue: 0 - _MaskClipValue: 0
- _Metallic: 0 - _Metallic: 0
@ -85,3 +87,4 @@ Material:
- _Color: {r: 0.353, g: 0.54486895, b: 1, a: 1} - _Color: {r: 0.353, g: 0.54486895, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 1, g: 1, b: 1, a: 1}
m_BuildTextureStacks: []

+ 4
- 1
Assets/Exo planets/Materials/Atmospheres/Atmosphere Hotheseer.mat View File

@ -8,7 +8,7 @@ Material:
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_Name: Atmosphere Hotheseer m_Name: Atmosphere Hotheseer
m_Shader: {fileID: 4800000, guid: 891e0cda09491ba4297849df9f68db9f, type: 3}
m_Shader: {fileID: 4800000, guid: f7aabc55e35a26d41a17e807b882b8f7, type: 3}
m_ShaderKeywords: m_ShaderKeywords:
m_LightmapFlags: 1 m_LightmapFlags: 1
m_EnableInstancingVariants: 0 m_EnableInstancingVariants: 0
@ -55,6 +55,7 @@ Material:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats: m_Floats:
- _: 13.39 - _: 13.39
- _ASEOutlineWidth: 0 - _ASEOutlineWidth: 0
@ -68,6 +69,7 @@ Material:
- _DetailNormalMapScale: 1 - _DetailNormalMapScale: 1
- _DstBlend: 0 - _DstBlend: 0
- _FullBright: 0 - _FullBright: 0
- _FullDesaturation: 0
- _Glossiness: 0.5 - _Glossiness: 0.5
- _MaskClipValue: 0 - _MaskClipValue: 0
- _Metallic: 0 - _Metallic: 0
@ -85,3 +87,4 @@ Material:
- _Color: {r: 0.353, g: 0.54486895, b: 1, a: 1} - _Color: {r: 0.353, g: 0.54486895, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 1, g: 1, b: 1, a: 1}
m_BuildTextureStacks: []

+ 4
- 1
Assets/Exo planets/Materials/Atmospheres/Atmosphere Ingo.mat View File

@ -8,7 +8,7 @@ Material:
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_Name: Atmosphere Ingo m_Name: Atmosphere Ingo
m_Shader: {fileID: 4800000, guid: 891e0cda09491ba4297849df9f68db9f, type: 3}
m_Shader: {fileID: 4800000, guid: f7aabc55e35a26d41a17e807b882b8f7, type: 3}
m_ShaderKeywords: m_ShaderKeywords:
m_LightmapFlags: 1 m_LightmapFlags: 1
m_EnableInstancingVariants: 0 m_EnableInstancingVariants: 0
@ -59,6 +59,7 @@ Material:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats: m_Floats:
- _: 13.39 - _: 13.39
- _AtmosphereSharpness: 0.33 - _AtmosphereSharpness: 0.33
@ -72,6 +73,7 @@ Material:
- _DstBlend: 0 - _DstBlend: 0
- _FallOff: 5 - _FallOff: 5
- _FullBright: 0 - _FullBright: 0
- _FullDesaturation: 0
- _Glossiness: 0.5 - _Glossiness: 0.5
- _MaskClipValue: 0 - _MaskClipValue: 0
- _Metallic: 0 - _Metallic: 0
@ -89,3 +91,4 @@ Material:
- _Color: {r: 0.353, g: 0.54486895, b: 1, a: 1} - _Color: {r: 0.353, g: 0.54486895, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 1, g: 1, b: 1, a: 1}
m_BuildTextureStacks: []

+ 4
- 1
Assets/Exo planets/Materials/Atmospheres/Atmosphere Lavarasis.mat View File

@ -8,7 +8,7 @@ Material:
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_Name: Atmosphere Lavarasis m_Name: Atmosphere Lavarasis
m_Shader: {fileID: 4800000, guid: 891e0cda09491ba4297849df9f68db9f, type: 3}
m_Shader: {fileID: 4800000, guid: f7aabc55e35a26d41a17e807b882b8f7, type: 3}
m_ShaderKeywords: m_ShaderKeywords:
m_LightmapFlags: 1 m_LightmapFlags: 1
m_EnableInstancingVariants: 0 m_EnableInstancingVariants: 0
@ -55,6 +55,7 @@ Material:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats: m_Floats:
- _: 13.39 - _: 13.39
- _ASEOutlineWidth: 0 - _ASEOutlineWidth: 0
@ -68,6 +69,7 @@ Material:
- _DetailNormalMapScale: 1 - _DetailNormalMapScale: 1
- _DstBlend: 0 - _DstBlend: 0
- _FullBright: 0 - _FullBright: 0
- _FullDesaturation: 0
- _Glossiness: 0.5 - _Glossiness: 0.5
- _MaskClipValue: 0 - _MaskClipValue: 0
- _Metallic: 0 - _Metallic: 0
@ -85,3 +87,4 @@ Material:
- _Color: {r: 0.353, g: 0.54486895, b: 1, a: 1} - _Color: {r: 0.353, g: 0.54486895, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 1, g: 1, b: 1, a: 1}
m_BuildTextureStacks: []

+ 4
- 1
Assets/Exo planets/Materials/Atmospheres/Atmosphere Menaxuire.mat View File

@ -8,7 +8,7 @@ Material:
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_Name: Atmosphere Menaxuire m_Name: Atmosphere Menaxuire
m_Shader: {fileID: 4800000, guid: 891e0cda09491ba4297849df9f68db9f, type: 3}
m_Shader: {fileID: 4800000, guid: f7aabc55e35a26d41a17e807b882b8f7, type: 3}
m_ShaderKeywords: m_ShaderKeywords:
m_LightmapFlags: 1 m_LightmapFlags: 1
m_EnableInstancingVariants: 0 m_EnableInstancingVariants: 0
@ -55,6 +55,7 @@ Material:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats: m_Floats:
- _: 13.39 - _: 13.39
- _AtmosphereSharpness: 0.2 - _AtmosphereSharpness: 0.2
@ -67,6 +68,7 @@ Material:
- _DetailNormalMapScale: 1 - _DetailNormalMapScale: 1
- _DstBlend: 0 - _DstBlend: 0
- _FullBright: 0 - _FullBright: 0
- _FullDesaturation: 0
- _Glossiness: 0.5 - _Glossiness: 0.5
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m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats: m_Floats:
- _: 13.39 - _: 13.39
- _ASEOutlineWidth: 0 - _ASEOutlineWidth: 0
@ -68,6 +69,7 @@ Material:
- _DetailNormalMapScale: 1 - _DetailNormalMapScale: 1
- _DstBlend: 0 - _DstBlend: 0
- _FullBright: 0 - _FullBright: 0
- _FullDesaturation: 0
- _Glossiness: 0.5 - _Glossiness: 0.5
- _MaskClipValue: 0 - _MaskClipValue: 0
- _Metallic: 0 - _Metallic: 0
@ -85,3 +87,4 @@ Material:
- _Color: {r: 0.353, g: 0.54486895, b: 1, a: 1} - _Color: {r: 0.353, g: 0.54486895, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 1, g: 1, b: 1, a: 1}
m_BuildTextureStacks: []

+ 4
- 1
Assets/Exo planets/Materials/Atmospheres/Sartor.mat View File

@ -8,7 +8,7 @@ Material:
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_Name: Sartor m_Name: Sartor
m_Shader: {fileID: 4800000, guid: 891e0cda09491ba4297849df9f68db9f, type: 3}
m_Shader: {fileID: 4800000, guid: f7aabc55e35a26d41a17e807b882b8f7, type: 3}
m_ShaderKeywords: m_ShaderKeywords:
m_LightmapFlags: 1 m_LightmapFlags: 1
m_EnableInstancingVariants: 0 m_EnableInstancingVariants: 0
@ -55,6 +55,7 @@ Material:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats: m_Floats:
- _: 13.39 - _: 13.39
- _ASEOutlineWidth: 0 - _ASEOutlineWidth: 0
@ -68,6 +69,7 @@ Material:
- _DetailNormalMapScale: 1 - _DetailNormalMapScale: 1
- _DstBlend: 0 - _DstBlend: 0
- _FullBright: 0 - _FullBright: 0
- _FullDesaturation: 0
- _Glossiness: 0.5 - _Glossiness: 0.5
- _MaskClipValue: 0 - _MaskClipValue: 0
- _Metallic: 0 - _Metallic: 0
@ -85,3 +87,4 @@ Material:
- _Color: {r: 0.353, g: 0.54486895, b: 1, a: 1} - _Color: {r: 0.353, g: 0.54486895, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 1, g: 1, b: 1, a: 1}
m_BuildTextureStacks: []

+ 4
- 1
Assets/Exo planets/Materials/Ogma/Ogma Ring.mat View File

@ -8,7 +8,7 @@ Material:
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_Name: Ogma Ring m_Name: Ogma Ring
m_Shader: {fileID: 4800000, guid: a005ee15cd6d5d6438afebad031da047, type: 3}
m_Shader: {fileID: 4800000, guid: 776e8ec39ca17be4ab1c6714dad6b63b, type: 3}
m_ShaderKeywords: _ALPHABLEND_ON m_ShaderKeywords: _ALPHABLEND_ON
m_LightmapFlags: 5 m_LightmapFlags: 5
m_EnableInstancingVariants: 0 m_EnableInstancingVariants: 0
@ -79,6 +79,7 @@ Material:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats: m_Floats:
- _BumpScale: 1 - _BumpScale: 1
- _Colorintensity: 1 - _Colorintensity: 1
@ -87,6 +88,7 @@ Material:
- _DetailNormalMapScale: 1 - _DetailNormalMapScale: 1
- _DstBlend: 10 - _DstBlend: 10
- _Float0: 3.98 - _Float0: 3.98
- _FullDesaturation: 0
- _Glossiness: 0.5 - _Glossiness: 0.5
- _MaskClipValue: 0 - _MaskClipValue: 0
- _Metallic: 0 - _Metallic: 0
@ -112,3 +114,4 @@ Material:
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _Ringcolor: {r: 0.447, g: 0.844054, b: 1, a: 1} - _Ringcolor: {r: 0.447, g: 0.844054, b: 1, a: 1}
- _node_9922: {r: 0.353, g: 0.7709619, b: 1, a: 1} - _node_9922: {r: 0.353, g: 0.7709619, b: 1, a: 1}
m_BuildTextureStacks: []

+ 128
- 0
Assets/Exo planets/Shaders/Atmosphere ASE desat.shader View File

@ -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"
}
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Assets/Exo planets/Shaders/Atmosphere ASE desat.shader.meta View File

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fileFormatVersion: 2
guid: f7aabc55e35a26d41a17e807b882b8f7
timeCreated: 1490904129
licenseType: Store
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defaultTextures: []
userData:
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+ 420
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Assets/Exo planets/Shaders/Planet lava desat.shader View File

@ -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"
}
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//CHKSM=6FCC87F9B2DC4E516DA432E98FF4C26D9D894F0B

+ 10
- 0
Assets/Exo planets/Shaders/Planet lava desat.shader.meta View File

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fileFormatVersion: 2
guid: 9001888530965ba4da12794c46441d14
timeCreated: 1510861055
licenseType: Store
ShaderImporter:
defaultTextures:
- _LookupSunset: {fileID: 2800000, guid: 3c94491068797e54b9d16576eeb33a8c, type: 3}
userData:
assetBundleName:
assetBundleVariant:

+ 129
- 0
Assets/Exo planets/Shaders/old shaders/Ring desat.shader View File

@ -0,0 +1,129 @@
// 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
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//CHKSM=C290C9AEC8DFC229E1C43ABF3DCB5828C4FAE703

+ 10
- 0
Assets/Exo planets/Shaders/old shaders/Ring desat.shader.meta View File

@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: 776e8ec39ca17be4ab1c6714dad6b63b
timeCreated: 1490975899
licenseType: Store
ShaderImporter:
defaultTextures:
- _Ringsalpha: {fileID: 2800000, guid: a534b3bf85e48d845a4ba57cd1e41a64, type: 3}
userData:
assetBundleName:
assetBundleVariant:

+ 425
- 0
Assets/Exo planets/Shaders/planet shader desat.shader View File

@ -0,0 +1,425 @@
// 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"
}
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