// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Shader created with Shader Forge v1.26 // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ // Note: Manually altering this data may prevent you from opening it in Shader Forge /*SF_DATA;ver:1.26;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:2,spmd:0,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:3138,x:33549,y:32318,varname:node_3138,prsc:2|diff-9561-OUT,spec-2911-OUT,gloss-4321-OUT,normal-6698-OUT,emission-5870-OUT;n:type:ShaderForge.SFN_Tex2d,id:4658,x:30055,y:32395,ptovrint:False,ptlb:Albedo,ptin:_Albedo,varname:node_4658,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:72ba01dab3185214982b48accb2d9664,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:7111,x:31376,y:33276,ptovrint:False,ptlb:Specular,ptin:_Specular,varname:node_7111,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:6a178afe4ebbc8543ae35a463a8966f4,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:7173,x:30186,y:32704,ptovrint:False,ptlb:Clouds texture,ptin:_Cloudstexture,varname:node_7173,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:e1b95afc12b486448abe975632e539cf,ntxv:0,isnm:False|UVIN-4572-UVOUT;n:type:ShaderForge.SFN_Add,id:8198,x:31196,y:32669,cmnt:Clouds second pass,varname:node_8198,prsc:2|A-8890-OUT,B-7482-OUT;n:type:ShaderForge.SFN_Tex2d,id:7875,x:32311,y:33642,ptovrint:False,ptlb:Normal map,ptin:_Normalmap,varname:node_7875,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:0b5ac22ada0e4fd43ab69e9331139f3c,ntxv:0,isnm:True;n:type:ShaderForge.SFN_Panner,id:4572,x:29959,y:32704,cmnt:Cloud speed,varname:node_4572,prsc:2,spu:0.0005,spv:0|UVIN-8432-UVOUT;n:type:ShaderForge.SFN_TexCoord,id:8432,x:29722,y:32704,varname:node_8432,prsc:2,uv:0;n:type:ShaderForge.SFN_Color,id:6934,x:30186,y:32931,ptovrint:False,ptlb:Clouds color,ptin:_Cloudscolor,cmnt:Clouds color,varname:node_6934,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:2318,x:30429,y:32864,varname:node_2318,prsc:2|A-7173-A,B-6934-RGB;n:type:ShaderForge.SFN_SwitchProperty,id:7482,x:30657,y:32816,ptovrint:False,ptlb:Clouds,ptin:_Clouds,cmnt:Clouds,varname:node_7482,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,on:False|A-5866-OUT,B-2318-OUT;n:type:ShaderForge.SFN_Vector3,id:5866,x:30444,y:32754,cmnt:If no clouds - black,varname:node_5866,prsc:2,v1:0,v2:0,v3:0;n:type:ShaderForge.SFN_LightVector,id:2387,x:30525,y:31755,varname:node_2387,prsc:2;n:type:ShaderForge.SFN_NormalVector,id:619,x:30525,y:31897,prsc:2,pt:False;n:type:ShaderForge.SFN_Dot,id:3504,x:30741,y:31835,varname:node_3504,prsc:2,dt:1|A-2387-OUT,B-619-OUT;n:type:ShaderForge.SFN_Tex2d,id:2895,x:30923,y:31396,ptovrint:False,ptlb:Emissive,ptin:_Emissive,cmnt:Cities,varname:_Albedo_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:e761d1b5f99e4c840b58081a41de20d6,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:1758,x:31151,y:31483,cmnt:Cities appears only in dark,varname:node_1758,prsc:2|A-2895-RGB,B-7821-OUT;n:type:ShaderForge.SFN_SwitchProperty,id:9266,x:31825,y:31240,ptovrint:False,ptlb:Night emissive (cities) ,ptin:_Nightemissivecities,cmnt:Cities emissive,varname:node_9266,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,on:True|A-1904-OUT,B-3487-OUT;n:type:ShaderForge.SFN_Vector3,id:1904,x:31566,y:31181,varname:node_1904,prsc:2,v1:0,v2:0,v3:0;n:type:ShaderForge.SFN_Fresnel,id:2636,x:31576,y:31821,varname:node_2636,prsc:2|EXP-9953-OUT;n:type:ShaderForge.SFN_Add,id:5870,x:32654,y:31926,cmnt:Emissive final pass,varname:node_5870,prsc:2|A-2588-OUT,B-1839-OUT;n:type:ShaderForge.SFN_Multiply,id:4731,x:31814,y:31919,varname:node_4731,prsc:2|A-2636-OUT,B-3504-OUT;n:type:ShaderForge.SFN_Slider,id:9953,x:31211,y:31827,ptovrint:False,ptlb:Sub Atmosphere power,ptin:_SubAtmospherepower,varname:node_9953,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:1,cur:1.983384,max:10;n:type:ShaderForge.SFN_SwitchProperty,id:8533,x:32021,y:31895,ptovrint:False,ptlb:Sub Atmosphere,ptin:_SubAtmosphere,cmnt:Sub atmosphere switch,varname:node_8533,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,on:True|A-2217-OUT,B-4731-OUT;n:type:ShaderForge.SFN_Vector3,id:2217,x:31814,y:32104,varname:node_2217,prsc:2,v1:0,v2:0,v3:0;n:type:ShaderForge.SFN_Color,id:8608,x:32074,y:32081,ptovrint:False,ptlb:Sub atmosphere color,ptin:_Subatmospherecolor,varname:node_8608,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.7058823,c2:0.8174442,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:1027,x:32259,y:31973,cmnt:Sub Atmosphere color,varname:node_1027,prsc:2|A-8533-OUT,B-8608-RGB;n:type:ShaderForge.SFN_Multiply,id:4357,x:31359,y:31326,varname:node_4357,prsc:2|A-881-OUT,B-1758-OUT;n:type:ShaderForge.SFN_Vector1,id:881,x:31218,y:31288,varname:node_881,prsc:2,v1:5;n:type:ShaderForge.SFN_Multiply,id:3487,x:31566,y:31290,varname:node_3487,prsc:2|A-8984-RGB,B-4357-OUT;n:type:ShaderForge.SFN_Color,id:8984,x:31359,y:31181,ptovrint:False,ptlb:City color,ptin:_Citycolor,cmnt:City color,varname:node_8984,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:0.7241379,c3:0,c4:1;n:type:ShaderForge.SFN_Tex2d,id:6971,x:31873,y:30736,cmnt:Sunset color,varname:node_6971,prsc:2,tex:3c94491068797e54b9d16576eeb33a8c,ntxv:0,isnm:False|UVIN-2625-OUT,TEX-6863-TEX;n:type:ShaderForge.SFN_Tex2dAsset,id:6863,x:31504,y:30900,ptovrint:False,ptlb:Look up ramp (Sunset),ptin:_LookuprampSunset,varname:node_6863,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:3c94491068797e54b9d16576eeb33a8c,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Append,id:2625,x:31654,y:30663,varname:node_2625,prsc:2|A-362-OUT,B-6305-OUT;n:type:ShaderForge.SFN_Vector1,id:6305,x:31504,y:30796,varname:node_6305,prsc:2,v1:0;n:type:ShaderForge.SFN_Dot,id:362,x:31095,y:30788,varname:node_362,prsc:2,dt:0|A-1208-OUT,B-8573-OUT;n:type:ShaderForge.SFN_LightVector,id:1208,x:30871,y:30683,varname:node_1208,prsc:2;n:type:ShaderForge.SFN_NormalVector,id:8573,x:30871,y:30867,prsc:2,pt:False;n:type:ShaderForge.SFN_Multiply,id:2275,x:32845,y:31851,cmnt:Albedo First pass,varname:node_2275,prsc:2|A-6971-RGB,B-8198-OUT;n:type:ShaderForge.SFN_Multiply,id:120,x:30448,y:32324,cmnt:Albedo,varname:node_120,prsc:2|A-517-RGB,B-4658-RGB;n:type:ShaderForge.SFN_Color,id:517,x:30055,y:32214,ptovrint:False,ptlb:Albedo color,ptin:_Albedocolor,varname:node_517,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Slider,id:4321,x:31376,y:33531,ptovrint:False,ptlb:Specular power,ptin:_Specularpower,varname:node_4321,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.382126,max:1;n:type:ShaderForge.SFN_Multiply,id:9153,x:31637,y:33130,varname:node_9153,prsc:2|A-8727-RGB,B-7111-RGB;n:type:ShaderForge.SFN_Color,id:8727,x:31376,y:33067,ptovrint:False,ptlb:Specular color,ptin:_Specularcolor,varname:node_8727,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.9926471,c2:0.9926471,c3:0.9926471,c4:1;n:type:ShaderForge.SFN_Color,id:4369,x:32520,y:32347,ptovrint:False,ptlb:Ambiant atmosphere color ,ptin:_Ambiantatmospherecolor,cmnt:Ambiant color,varname:node_4369,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0,c2:0,c3:0,c4:1;n:type:ShaderForge.SFN_Lerp,id:9561,x:33212,y:32073,cmnt:Final Albedo,varname:node_9561,prsc:2|A-2275-OUT,B-5465-OUT,T-5072-OUT;n:type:ShaderForge.SFN_OneMinus,id:7821,x:30937,y:31901,varname:node_7821,prsc:2|IN-3504-OUT;n:type:ShaderForge.SFN_Power,id:314,x:31360,y:32201,varname:node_314,prsc:2|VAL-7821-OUT,EXP-5541-OUT;n:type:ShaderForge.SFN_Vector1,id:5541,x:31146,y:32335,varname:node_5541,prsc:2,v1:2;n:type:ShaderForge.SFN_Multiply,id:5465,x:32758,y:32385,varname:node_5465,prsc:2|A-4369-RGB,B-3987-OUT;n:type:ShaderForge.SFN_ValueProperty,id:3987,x:32520,y:32549,ptovrint:False,ptlb:Ambiant atmosphere intensity,ptin:_Ambiantatmosphereintensity,varname:node_3987,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1;n:type:ShaderForge.SFN_Add,id:5072,x:31584,y:32234,varname:node_5072,prsc:2|A-314-OUT,B-440-OUT;n:type:ShaderForge.SFN_Vector1,id:440,x:31370,y:32408,varname:node_440,prsc:2,v1:0;n:type:ShaderForge.SFN_OneMinus,id:2618,x:30500,y:33004,varname:node_2618,prsc:2|IN-7173-A;n:type:ShaderForge.SFN_Multiply,id:2588,x:32166,y:31735,cmnt:Clouds occluding night cities,varname:node_2588,prsc:2|A-9266-OUT,B-2618-OUT;n:type:ShaderForge.SFN_Lerp,id:8890,x:30887,y:32607,cmnt:Clouds first pass,varname:node_8890,prsc:2|A-120-OUT,B-7173-RGB,T-7482-OUT;n:type:ShaderForge.SFN_Multiply,id:2911,x:32100,y:32974,cmnt:Clouds occludint specularity,varname:node_2911,prsc:2|A-2618-OUT,B-9153-OUT;n:type:ShaderForge.SFN_OneMinus,id:894,x:30911,y:32871,varname:node_894,prsc:2|IN-7482-OUT;n:type:ShaderForge.SFN_Multiply,id:1839,x:32483,y:32070,cmnt:Sub atmosphere Intensity,varname:node_1839,prsc:2|A-1027-OUT,B-820-OUT;n:type:ShaderForge.SFN_ValueProperty,id:820,x:32316,y:32149,ptovrint:False,ptlb:Sub atmosphere intensity,ptin:_Subatmosphereintensity,varname:node_820,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1;n:type:ShaderForge.SFN_Lerp,id:6698,x:32584,y:33473,varname:node_6698,prsc:2|A-7033-OUT,B-7875-RGB,T-1025-OUT;n:type:ShaderForge.SFN_Slider,id:1025,x:32194,y:33488,ptovrint:False,ptlb:Normal intensity,ptin:_Normalintensity,varname:node_1025,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:2;n:type:ShaderForge.SFN_Vector3,id:7033,x:32346,y:33157,varname:node_7033,prsc:2,v1:0,v2:0,v3:1;proporder:8533-8608-820-9953-517-4658-7111-8727-4321-7875-1025-7482-6934-7173-9266-8984-2895-6863-4369-3987;pass:END;sub:END;*/ Shader "Exo-Planets/Planet" { Properties { [MaterialToggle] _SubAtmosphere ("Sub Atmosphere", Float ) = 0 _Subatmospherecolor ("Sub atmosphere color", Color) = (0.7058823,0.8174442,1,1) _Subatmosphereintensity ("Sub atmosphere intensity", Float ) = 1 _SubAtmospherepower ("Sub Atmosphere power", Range(1, 10)) = 1.983384 _Albedocolor ("Albedo color", Color) = (1,1,1,1) _Albedo ("Albedo", 2D) = "white" {} _Specular ("Specular", 2D) = "white" {} _Specularcolor ("Specular color", Color) = (0.9926471,0.9926471,0.9926471,1) _Specularpower ("Specular power", Range(0, 1)) = 0.382126 _Normalmap ("Normal map", 2D) = "white" {} _Normalintensity ("Normal intensity", Range(0, 2)) = 1 [MaterialToggle] _Clouds ("Clouds", Float ) = 0 _Cloudscolor ("Clouds color", Color) = (1,1,1,1) _Cloudstexture ("Clouds texture", 2D) = "white" {} [MaterialToggle] _Nightemissivecities ("Night emissive (cities) ", Float ) = 0 _Citycolor ("City color", Color) = (1,0.7241379,0,1) _Emissive ("Emissive", 2D) = "white" {} _LookuprampSunset ("Look up ramp (Sunset)", 2D) = "white" {} _Ambiantatmospherecolor ("Ambiant atmosphere color ", Color) = (0,0,0,1) _Ambiantatmosphereintensity ("Ambiant atmosphere intensity", Float ) = 1 } SubShader { Tags { "RenderType"="Opaque" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #include "AutoLight.cginc" #pragma multi_compile_fwdbase_fullshadows #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform float4 _LightColor0; uniform float4 _TimeEditor; uniform sampler2D _Albedo; uniform float4 _Albedo_ST; uniform sampler2D _Specular; uniform float4 _Specular_ST; uniform sampler2D _Cloudstexture; uniform float4 _Cloudstexture_ST; uniform sampler2D _Normalmap; uniform float4 _Normalmap_ST; uniform float4 _Cloudscolor; uniform fixed _Clouds; uniform sampler2D _Emissive; uniform float4 _Emissive_ST; uniform fixed _Nightemissivecities; uniform float _SubAtmospherepower; uniform fixed _SubAtmosphere; uniform float4 _Subatmospherecolor; uniform float4 _Citycolor; uniform sampler2D _LookuprampSunset; uniform float4 _LookuprampSunset_ST; uniform float4 _Albedocolor; uniform float _Specularpower; uniform float4 _Specularcolor; uniform float4 _Ambiantatmospherecolor; uniform float _Ambiantatmosphereintensity; uniform float _Subatmosphereintensity; uniform float _Normalintensity; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 posWorld : TEXCOORD1; float3 normalDir : TEXCOORD2; float3 tangentDir : TEXCOORD3; float3 bitangentDir : TEXCOORD4; LIGHTING_COORDS(5,6) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.normalDir = UnityObjectToWorldNormal(v.normal); o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos(v.vertex ); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i) : COLOR { i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 _Normalmap_var = UnpackNormal(tex2D(_Normalmap,TRANSFORM_TEX(i.uv0, _Normalmap))); float3 normalLocal = lerp(float3(0,0,1),_Normalmap_var.rgb,_Normalintensity); float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); float3 attenColor = attenuation * _LightColor0.xyz; ///////// Gloss: float gloss = _Specularpower; float specPow = exp2( gloss * 10.0+1.0); ////// Specular: float NdotL = max(0, dot( normalDirection, lightDirection )); float4 node_6781 = _Time + _TimeEditor; float2 node_4572 = (i.uv0+node_6781.g*float2(0.0005,0)); // Cloud speed float4 _Cloudstexture_var = tex2D(_Cloudstexture,TRANSFORM_TEX(node_4572, _Cloudstexture)); float node_2618 = (1.0 - _Cloudstexture_var.a); float4 _Specular_var = tex2D(_Specular,TRANSFORM_TEX(i.uv0, _Specular)); float3 specularColor = (node_2618*(_Specularcolor.rgb*_Specular_var.rgb)); float3 directSpecular = (floor(attenuation) * _LightColor0.xyz) * pow(max(0,dot(reflect(-lightDirection, normalDirection),viewDirection)),specPow)*specularColor; float3 specular = directSpecular; /////// Diffuse: NdotL = max(0.0,dot( normalDirection, lightDirection )); float3 directDiffuse = max( 0.0, NdotL) * attenColor; float3 indirectDiffuse = float3(0,0,0); indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light float2 node_2625 = float2(dot(lightDirection,i.normalDir),0.0); float4 node_6971 = tex2D(_LookuprampSunset,TRANSFORM_TEX(node_2625, _LookuprampSunset)); // Sunset color float4 _Albedo_var = tex2D(_Albedo,TRANSFORM_TEX(i.uv0, _Albedo)); float3 _Clouds_var = lerp( float3(0,0,0), (_Cloudstexture_var.a*_Cloudscolor.rgb), _Clouds ); // Clouds float node_3504 = max(0,dot(lightDirection,i.normalDir)); float node_7821 = (1.0 - node_3504); float3 diffuseColor = lerp((node_6971.rgb*(lerp((_Albedocolor.rgb*_Albedo_var.rgb),_Cloudstexture_var.rgb,_Clouds_var)+_Clouds_var)),(_Ambiantatmospherecolor.rgb*_Ambiantatmosphereintensity),(pow(node_7821,2.0)+0.0)); float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; ////// Emissive: float4 _Emissive_var = tex2D(_Emissive,TRANSFORM_TEX(i.uv0, _Emissive)); // Cities float3 emissive = ((lerp( float3(0,0,0), (_Citycolor.rgb*(5.0*(_Emissive_var.rgb*node_7821))), _Nightemissivecities )*node_2618)+((lerp( float3(0,0,0), (pow(1.0-max(0,dot(normalDirection, viewDirection)),_SubAtmospherepower)*node_3504), _SubAtmosphere )*_Subatmospherecolor.rgb)*_Subatmosphereintensity)); /// Final Color: float3 finalColor = diffuse + specular + emissive; return fixed4(finalColor,1); } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode"="ForwardAdd" } Blend One One CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDADD #include "UnityCG.cginc" #include "AutoLight.cginc" #pragma multi_compile_fwdadd_fullshadows #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform float4 _LightColor0; uniform float4 _TimeEditor; uniform sampler2D _Albedo; uniform float4 _Albedo_ST; uniform sampler2D _Specular; uniform float4 _Specular_ST; uniform sampler2D _Cloudstexture; uniform float4 _Cloudstexture_ST; uniform sampler2D _Normalmap; uniform float4 _Normalmap_ST; uniform float4 _Cloudscolor; uniform fixed _Clouds; uniform sampler2D _Emissive; uniform float4 _Emissive_ST; uniform fixed _Nightemissivecities; uniform float _SubAtmospherepower; uniform fixed _SubAtmosphere; uniform float4 _Subatmospherecolor; uniform float4 _Citycolor; uniform sampler2D _LookuprampSunset; uniform float4 _LookuprampSunset_ST; uniform float4 _Albedocolor; uniform float _Specularpower; uniform float4 _Specularcolor; uniform float4 _Ambiantatmospherecolor; uniform float _Ambiantatmosphereintensity; uniform float _Subatmosphereintensity; uniform float _Normalintensity; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 posWorld : TEXCOORD1; float3 normalDir : TEXCOORD2; float3 tangentDir : TEXCOORD3; float3 bitangentDir : TEXCOORD4; LIGHTING_COORDS(5,6) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.normalDir = UnityObjectToWorldNormal(v.normal); o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos(v.vertex ); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i) : COLOR { i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 _Normalmap_var = UnpackNormal(tex2D(_Normalmap,TRANSFORM_TEX(i.uv0, _Normalmap))); float3 normalLocal = lerp(float3(0,0,1),_Normalmap_var.rgb,_Normalintensity); float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); float3 lightColor = _LightColor0.rgb; ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); float3 attenColor = attenuation * _LightColor0.xyz; ///////// Gloss: float gloss = _Specularpower; float specPow = exp2( gloss * 10.0+1.0); ////// Specular: float NdotL = max(0, dot( normalDirection, lightDirection )); float4 node_1753 = _Time + _TimeEditor; float2 node_4572 = (i.uv0+node_1753.g*float2(0.0005,0)); // Cloud speed float4 _Cloudstexture_var = tex2D(_Cloudstexture,TRANSFORM_TEX(node_4572, _Cloudstexture)); float node_2618 = (1.0 - _Cloudstexture_var.a); float4 _Specular_var = tex2D(_Specular,TRANSFORM_TEX(i.uv0, _Specular)); float3 specularColor = (node_2618*(_Specularcolor.rgb*_Specular_var.rgb)); float3 directSpecular = attenColor * pow(max(0,dot(reflect(-lightDirection, normalDirection),viewDirection)),specPow)*specularColor; float3 specular = directSpecular; /////// Diffuse: NdotL = max(0.0,dot( normalDirection, lightDirection )); float3 directDiffuse = max( 0.0, NdotL) * attenColor; float2 node_2625 = float2(dot(lightDirection,i.normalDir),0.0); float4 node_6971 = tex2D(_LookuprampSunset,TRANSFORM_TEX(node_2625, _LookuprampSunset)); // Sunset color float4 _Albedo_var = tex2D(_Albedo,TRANSFORM_TEX(i.uv0, _Albedo)); float3 _Clouds_var = lerp( float3(0,0,0), (_Cloudstexture_var.a*_Cloudscolor.rgb), _Clouds ); // Clouds float node_3504 = max(0,dot(lightDirection,i.normalDir)); float node_7821 = (1.0 - node_3504); float3 diffuseColor = lerp((node_6971.rgb*(lerp((_Albedocolor.rgb*_Albedo_var.rgb),_Cloudstexture_var.rgb,_Clouds_var)+_Clouds_var)),(_Ambiantatmospherecolor.rgb*_Ambiantatmosphereintensity),(pow(node_7821,2.0)+0.0)); float3 diffuse = directDiffuse * diffuseColor; /// Final Color: float3 finalColor = diffuse + specular; return fixed4(finalColor * 1,0); } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }