// 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