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6.6 KiB

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Custom/Atmosphere sun"
{
Properties
{
[HideInInspector] __dirty( "", Int ) = 1
_MaskClipValue( "Mask Clip Value", Float ) = 0
_Atmospheresize("Atmosphere size", Range( 0 , 10)) = 0
_Atmospherecolor("Atmosphere color", Color) = (1,1,1,0)
_Atmosphereintensity("Atmosphere intensity", Range( 0 , 10)) = 3.041
_Atmospherepower("Atmosphere power", Range( 1 , 20)) = 0
_Atmospherecircle("Atmosphere circle", Range( 0 , 1)) = 0
}
SubShader
{
Tags{ "RenderType" = "Overlay" "Queue" = "Overlay+0" "IsEmissive" = "true" }
Cull Front
ZWrite Off
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;
INTERNAL_DATA
float3 viewDir;
};
uniform float4 _Atmospherecolor;
uniform float _Atmosphereintensity;
uniform float _Atmospherepower;
uniform float _Atmospherecircle;
uniform float _Atmospheresize;
uniform float _MaskClipValue = 0;
void vertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
v.vertex.xyz += ( v.normal * _Atmospheresize );
}
void surf( Input i , inout SurfaceOutput o )
{
float temp_output_32_0 = pow( (0.0 + (-dot( i.worldNormal , i.viewDir ) - 0.0) * (_Atmosphereintensity - 0.0) / (1.0 - 0.0)) , _Atmospherepower );
o.Emission = ( _Atmospherecolor * clamp( lerp( ( dot( UnityWorldSpaceLightDir( i.worldPos ) , i.worldNormal ) * temp_output_32_0 ) , temp_output_32_0 , _Atmospherecircle ) , 0.0 , 1.0 ) ).rgb;
o.Alpha = 1;
}
ENDCG
}
CustomEditor "ASEMaterialInspector"
}
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WireConnection;0;11;9;0
ASEEND*/
//CHKSM=ACCD1E356A916D6EDB276D76B316029AF79090C0