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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/Planet_Clouds_Atmosphere"
{
Properties{
_MainTex("Clouds Base (RGB)", 2D) = "white" {}
_AlphaScale("Clouds alpha Scale", Range(0.0, 2.0)) = 1.0
[NoScaleOffset]_BumpMap("Clouds normal Map", 2D) = "bump" {}
_BumpScale("Clouds bump Scale", Range(0.0, 1.0)) = 1.0
_DisplacementClouds ("Clouds displacement", Range(0, .05)) = 0.005
_Highatmospherecolor ("High atmosphere color", Color) = (0.5,0.5,0.5,0)
_Lowatmospherecolor ("Low atmosphere color", Color) = (0.5,0.5,0.5,1)
_Inneratmosphere ("Inner atmosphere", Color) = (0.5,0.5,0.5,1)
_Outeratmospherelimit ("Outer atmosphere limit", Range(0, 1)) = 0.548887
_Outeratmopsheredensity ("Outer atmopshere density", Range(0, 1)) = 1
_Inneratmopsheredensity ("Inner atmopshere density", Range(0, 1)) = 0.08092485
_Innerouterlimit ("Inner outer limit", Range(0, 1)) = 0.6647399
_Inneroutersmoothness ("Inner outer smoothness", Range(0, 1)) = 0.2572428
_DisplacementAtmosphere ("Displacement atmosphere", Range(0, .1)) = 0.1
}
CGINCLUDE
#define _GLOSSYENV 1
#define UNITY_SETUP_BRDF_INPUT SpecularSetup
ENDCG
SubShader
{
Tags
{
"RenderType" = "Transparent"
"Queue" = "Transparent"
}
LOD 300
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
CGPROGRAM
#pragma target 3.0
#include "UnityPBSLighting.cginc"
//#pragma surface surf Standard
#pragma surface surf Standard fullforwardshadows alpha vertex:vert
//#pragma surface surf Lambert
//#define UNITY_PASS_FORWARDBASE
sampler2D _MainTex;
sampler2D _BumpMap;
uniform float _BumpScale;
uniform float _AlphaScale;
uniform float _DisplacementClouds;
struct Input
{
float2 uv_MainTex;
};
void vert (inout appdata_full v)
{
v.vertex.xyz += v.normal * _DisplacementClouds;
}
void surf(Input IN, inout SurfaceOutputStandard o)
{
float4 albedotex = tex2D(_MainTex, IN.uv_MainTex);
float4 normaltex = tex2D(_BumpMap, IN.uv_MainTex);
o.Albedo = albedotex.rgb;
o.Alpha = saturate(albedotex.a * _AlphaScale);
o.Normal = normalize(UnpackScaleNormal(normaltex, _BumpScale));
o.Metallic = 0.0f;
o.Smoothness = 0.0f;
}
ENDCG
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
//Offset 10, -1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
//#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform float4 _LightColor0;
uniform float4 _Highatmospherecolor;
uniform float4 _Lowatmospherecolor;
uniform float _Outeratmopsheredensity;
uniform float _Inneratmopsheredensity;
uniform float _Innerouterlimit;
uniform float _Inneroutersmoothness;
uniform float _Outeratmospherelimit;
uniform float4 _Inneratmosphere;
uniform float _DisplacementAtmosphere;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float4 posWorld : TEXCOORD0;
float3 normalDir : TEXCOORD1;
};
VertexOutput vert (VertexInput v)
{
float4 vpos = v.vertex + float4(normalize(v.normal)*_DisplacementAtmosphere, 0.0f);
VertexOutput o = (VertexOutput)0;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.posWorld = mul(unity_ObjectToWorld, vpos);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos(vpos);
return o;
}
float4 frag(VertexOutput i) : COLOR
{
i.normalDir = normalize(i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 normalDirection = i.normalDir;
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
float3 halfDirection = normalize(viewDirection+lightDirection);
float attenuation = 1;
float3 attenColor = _LightColor0.xyz;
float NdotL = max(0, dot( normalDirection, lightDirection ));
/////// Diffuse:
NdotL = dot( normalDirection, lightDirection );
float3 w = float3(.25f,.25f,.25f)*0.5; // Light wrapping
float3 NdotLWrap = NdotL * ( 1.0 - w );
float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w );
NdotL = max(0.0,dot( normalDirection, lightDirection ));
float3 directDiffuse = forwardLight * attenColor;
float ramp1 = smoothstep( 0.0 , _Outeratmospherelimit , pow(1.0-max(0,dot(i.normalDir, viewDirection)),7.0) );
float ramp2 = smoothstep( max((_Innerouterlimit-_Inneroutersmoothness),0.0) , min((_Innerouterlimit+_Inneroutersmoothness),1.0) , 1.0-max(0,dot(i.normalDir, viewDirection)));
float3 diffuseColor = lerp(_Inneratmosphere.rgb,lerp(_Lowatmospherecolor.rgb,_Highatmospherecolor.rgb,ramp1),ramp2);
float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
float3 finalColor = diffuse;
return fixed4(finalColor,(lerp(_Inneratmopsheredensity,((1.0 - ramp1)*_Outeratmopsheredensity),ramp2)*saturate((dot(lightDirection,i.normalDir)*2.0))));
}
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags {
"LightMode"="ForwardAdd"
}
Blend One One
ZWrite Off
Offset -1, -1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDADD
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#pragma multi_compile_fwdadd
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform float4 _LightColor0;
uniform float4 _Highatmospherecolor;
uniform float4 _Lowatmospherecolor;
uniform float _Outeratmopsheredensity;
uniform float _Inneratmopsheredensity;
float Smoothstep1( float Minvalue , float Maxvalue , float Value ){
return smoothstep(Minvalue, Maxvalue, Value);
}
float Smoothstep2( float Minvalue , float Maxvalue , float Value ){
return smoothstep(Minvalue, Maxvalue, Value);
}
uniform float _Innerouterlimit;
uniform float _Inneroutersmoothness;
uniform float _Outeratmospherelimit;
uniform float4 _Inneratmosphere;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float4 posWorld : TEXCOORD0;
float3 normalDir : TEXCOORD1;
LIGHTING_COORDS(2,3)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.normalDir = UnityObjectToWorldNormal(v.normal);
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);
/////// Vectors:
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 normalDirection = i.normalDir;
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
float3 lightColor = _LightColor0.rgb;
float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
float NdotL = max(0, dot( normalDirection, lightDirection ));
/////// Diffuse:
NdotL = dot( normalDirection, lightDirection );
float3 w = float3(.25f,.25f,.25f)*0.5; // Light wrapping
float3 NdotLWrap = NdotL * ( 1.0 - w );
float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w );
NdotL = max(0.0,dot( normalDirection, lightDirection ));
float3 directDiffuse = forwardLight * attenColor;
float ramp1 = smoothstep( 0.0 , _Outeratmospherelimit , pow(1.0-max(0,dot(i.normalDir, viewDirection)),7.0) );
float ramp2 = Smoothstep2( max((_Innerouterlimit-_Inneroutersmoothness),0.0) , min((_Innerouterlimit+_Inneroutersmoothness),1.0) , 1.0-max(0,dot(i.normalDir, viewDirection)) );
float3 diffuseColor = lerp(_Inneratmosphere.rgb,lerp(_Lowatmospherecolor.rgb,_Highatmospherecolor.rgb,ramp1),ramp2);
float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
float3 finalColor = diffuse;
return fixed4(finalColor * (lerp(_Inneratmopsheredensity,((1.0 - ramp1)*_Outeratmopsheredensity),ramp2)*saturate((dot(lightDirection,i.normalDir)*2.0))),0);
}
ENDCG
}
}
FallBack "Diffuse"
}