// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' Shader "Atmosphere/SkyFromSpace" { SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} //Tags { "RenderType"="Opaque" } Pass { Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull Front //Blend One One CGPROGRAM #include "UnityCG.cginc" #pragma target 3.0 #pragma vertex vert #pragma fragment frag uniform float3 v3Translate; // The objects world pos uniform float3 v3LightPos; // The direction vector to the light source uniform float3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels uniform float fOuterRadius; // The outer (atmosphere) radius uniform float fOuterRadius2; // fOuterRadius^2 uniform float fInnerRadius; // The inner (planetary) radius uniform float fInnerRadius2; // fInnerRadius^2 uniform float fKrESun; // Kr * ESun uniform float fKmESun; // Km * ESun uniform float fKr4PI; // Kr * 4 * PI uniform float fKm4PI; // Km * 4 * PI uniform float fScale; // 1 / (fOuterRadius - fInnerRadius) uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found) uniform float fScaleOverScaleDepth; // fScale / fScaleDepth uniform float fHdrExposure; // HDR exposure uniform float g; // The Mie phase asymmetry factor uniform float g2; // The Mie phase asymmetry factor squared struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float3 t0 : TEXCOORD1; float3 c0 : COLOR0; float3 c1 : COLOR1; }; float scale(float fCos) { float x = 1.0 - fCos; return 0.25 * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } v2f vert(appdata_base v) { float3 v3CameraPos = _WorldSpaceCameraPos - v3Translate; // The camera's current position float fCameraHeight = length(v3CameraPos); // The camera's current height float fCameraHeight2 = fCameraHeight*fCameraHeight; // fCameraHeight^2 // Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere) float3 v3Pos = mul(unity_ObjectToWorld, v.vertex).xyz - v3Translate; float3 v3Ray = v3Pos - v3CameraPos; float fFar = length(v3Ray); v3Ray /= fFar; // Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere) float B = 2.0 * dot(v3CameraPos, v3Ray); float C = fCameraHeight2 - fOuterRadius2; float fDet = max(0.0, B*B - 4.0 * C); float fNear = 0.5 * (-B - sqrt(fDet)); // Calculate the ray's start and end positions in the atmosphere, then calculate its scattering offset float3 v3Start = v3CameraPos + v3Ray * fNear; fFar -= fNear; float fStartAngle = dot(v3Ray, v3Start) / fOuterRadius; float fStartDepth = exp(-1.0/fScaleDepth); float fStartOffset = fStartDepth*scale(fStartAngle); const float fSamples = 2.0; // Initialize the scattering loop variables float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * fScale; float3 v3SampleRay = v3Ray * fSampleLength; float3 v3SamplePoint = v3Start + v3SampleRay * 0.5; // Now loop through the sample rays float3 v3FrontColor = float3(0.0, 0.0, 0.0); for(int i=0; i