// SpaceUnity: Shader from Unity wiki Shader "SpaceUnity/PlanetStandard" { //Earth Shader created by Julien Lynge @ Fragile Earth Studios //Upgrade of a shader originally put together in Strumpy Shader Editor by Clamps //Feel free to use and share this shader, but please include this attribution Properties { _MainTex("_MainTex", 2D) = "black" {} _Normals("_Normals", 2D) = "black" {} _Lights("_Lights", 2D) = "black" {} _LightScale("_LightScale", Float) = 1 _AtmosNear("_AtmosNear", Color) = (0.1686275,0.7372549,1,1) _AtmosFar("_AtmosFar", Color) = (0.4557808,0.5187039,0.9850746,1) _AtmosFalloff("_AtmosFalloff", Float) = 3 } SubShader { Tags { "Queue"="Geometry" "IgnoreProjector"="False" "RenderType"="Opaque" } Cull Back ZWrite On ZTest LEqual ColorMask RGBA Fog{ } CGPROGRAM #pragma surface surf BlinnPhongEditor #pragma target 2.0 sampler2D _MainTex; sampler2D _Normals; sampler2D _Lights; float _LightScale; float4 _AtmosNear; float4 _AtmosFar; float _AtmosFalloff; struct EditorSurfaceOutput { half3 Albedo; half3 Normal; half3 Emission; half3 Gloss; half Specular; half Alpha; half4 Custom; }; inline half4 LightingBlinnPhongEditor_PrePass (EditorSurfaceOutput s, half4 light) { half3 spec = light.a * s.Gloss; half4 c; c.rgb = (s.Albedo * light.rgb + light.rgb * spec); c.g -= .01 * s.Alpha; c.r -= .03 * s.Alpha; c.rg += min(s.Custom, s.Alpha); c.b += 0.75 * min(s.Custom, s.Alpha); c.b = saturate(c.b + s.Alpha * .02); c.a = 1.0; return c; } inline half4 LightingBlinnPhongEditor (EditorSurfaceOutput s, half3 lightDir, half3 viewDir, half atten) { half3 h = normalize (lightDir + viewDir); half diff = max (0, dot ( lightDir, s.Normal )); float nh = max (0, dot (s.Normal, h)); float spec = pow (nh, s.Specular*128.0); half4 res; res.rgb = _LightColor0.rgb * diff; res.w = spec * Luminance (_LightColor0.rgb); res *= atten * 2.0; //s.Alpha is now 1 where the earth is dark. The value of night lights has been saved to Alpha half invdiff = 1 - saturate(16 * diff); s.Alpha = invdiff; return LightingBlinnPhongEditor_PrePass( s, res ); } struct Input { float3 viewDir; float2 uv_MainTex; float2 uv_Normals; float2 uv_Lights; }; void surf (Input IN, inout EditorSurfaceOutput o) { o.Gloss = 0.0; o.Specular = 0.0; o.Custom = 0.0; o.Alpha = 1.0; float4 Fresnel0_1_NoInput = float4(0,0,1,1); float4 Fresnel0=(1.0 - dot( normalize( float4( IN.viewDir.x, IN.viewDir.y,IN.viewDir.z,1.0 ).xyz), normalize( Fresnel0_1_NoInput.xyz ) )).xxxx; float4 Pow0=pow(Fresnel0,_AtmosFalloff.xxxx); float4 Saturate0=saturate(Pow0); float4 Lerp0=lerp(_AtmosNear,_AtmosFar,Saturate0); float4 Multiply1=Lerp0 * Saturate0; float4 Sampled2D2=tex2D(_MainTex,IN.uv_MainTex.xy); float4 Add0=Multiply1 + Sampled2D2; float4 Sampled2D0=tex2D(_Normals,IN.uv_Normals.xy); float4 UnpackNormal0=float4(UnpackNormal(Sampled2D0).xyz, 1.0); o.Albedo = Add0; o.Normal = UnpackNormal0; //o.Emission = Multiply0; o.Emission = 0.0; //float4 Multiply0=Sampled2D1 * _LightScale.xxxx; o.Custom = tex2D(_Lights,IN.uv_Lights.xy).r * _LightScale; o.Normal = normalize(o.Normal); } ENDCG } Fallback "Diffuse" }