Seven is the number.
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// Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID'
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Custom/corona"
{
Properties
{
_MaskClipValue( "Mask Clip Value", Float ) = 0.5
[HideInInspector] __dirty( "", Int ) = 1
_Suncorona("Sun corona", 2D) = "white" {}
_coronacolor("corona color", Color) = (1,0.7053753,0.3897059,0)
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
SubShader
{
Tags{ "RenderType" = "Overlay" "Queue" = "Overlay+0" "IsEmissive" = "true" }
Cull Off
ZWrite Off
Blend One One
BlendOp Add
CGINCLUDE
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
#ifdef UNITY_PASS_SHADOWCASTER
#undef INTERNAL_DATA
#undef WorldReflectionVector
#undef WorldNormalVector
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
#endif
struct Input
{
float3 worldNormal;
INTERNAL_DATA
float3 viewDir;
float2 uv_texcoord;
};
uniform float4 _coronacolor;
uniform sampler2D _Suncorona;
uniform float4 _Suncorona_ST;
uniform float _MaskClipValue = 0.5;
void surf( Input i , inout SurfaceOutput o )
{
float2 uv_Suncorona = i.uv_texcoord * _Suncorona_ST.xy + _Suncorona_ST.zw;
o.Emission = ( _coronacolor * ( pow( dot( i.worldNormal , i.viewDir ) , 6.0 ) * tex2D( _Suncorona,uv_Suncorona) ) ).xyz;
o.Alpha = 1;
}
ENDCG
CGPROGRAM
#pragma surface surf Lambert keepalpha noambient nofog
ENDCG
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_shadowcaster
#pragma multi_compile UNITY_PASS_SHADOWCASTER
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
# include "HLSLSupport.cginc"
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 )
#define CAN_SKIP_VPOS
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
sampler3D _DitherMaskLOD;
struct v2f
{
V2F_SHADOW_CASTER;
float3 worldPos : TEXCOORD6;
float4 tSpace0 : TEXCOORD1;
float4 tSpace1 : TEXCOORD2;
float4 tSpace2 : TEXCOORD3;
float4 texcoords01 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata_full v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_OUTPUT( v2f, o );
UNITY_TRANSFER_INSTANCE_ID( v, o );
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
o.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy );
o.worldPos = worldPos;
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
return o;
}
fixed4 frag( v2f IN
#if !defined( CAN_SKIP_VPOS )
, UNITY_VPOS_TYPE vpos : VPOS
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
Input surfIN;
UNITY_INITIALIZE_OUTPUT( Input, surfIN );
surfIN.uv_texcoord = IN.texcoords01.xy;
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
surfIN.viewDir = worldViewDir;
surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
SurfaceOutput o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutput, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
/*ASEBEGIN
Version=6001
1953;26;1906;1003;1010.3;572.5999;1;True;True
Node;AmplifyShaderEditor.ViewDirInputsCoordNode;3;-493.4,-190.4003;Float;False;World;FLOAT3;FLOAT;FLOAT;FLOAT
Node;AmplifyShaderEditor.WorldNormalVector;2;-529.4,-323.4003;Float;False;0;FLOAT3;0,0,0;False;FLOAT3;FLOAT;FLOAT;FLOAT
Node;AmplifyShaderEditor.RangedFloatNode;9;-227.3005,-97.79999;Float;False;Constant;_Float0;Float 0;1;0;6;0;0;FLOAT
Node;AmplifyShaderEditor.DotProductOpNode;4;-299.4,-333.4003;Float;True;0;FLOAT3;0,0,0;False;1;FLOAT3;0.0;False;FLOAT
Node;AmplifyShaderEditor.SamplerNode;1;-490.4,7.599731;Float;True;Property;_Suncorona;Sun corona;0;0;Assets/Exo planets/Textures/Sun/Sun corona.tga;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;FLOAT4;FLOAT;FLOAT;FLOAT;FLOAT
Node;AmplifyShaderEditor.PowerNode;8;-81.30048,-193.8;Float;False;0;FLOAT;0.0;False;1;FLOAT;0.0;False;FLOAT
Node;AmplifyShaderEditor.ColorNode;12;77.69983,-155.6;Float;False;Property;_coronacolor;corona color;1;0;1,0.7053753,0.3897059,0;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;6;53.00003,14.59973;Float;True;0;FLOAT;0.0,0,0,0;False;1;FLOAT4;0.0;False;FLOAT4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;11;319.6998,-15.59998;Float;False;0;COLOR;0,0,0,0;False;1;FLOAT4;0.0,0,0,0;False;FLOAT4
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;449,-28;Float;False;True;2;Float;ASEMaterialInspector;Lambert;Custom/corona;False;False;False;False;True;False;False;False;False;True;False;False;Off;2;0;False;100;100;Custom;0.5;True;True;0;True;Overlay;Overlay;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;False;0;255;255;0;0;0;0;False;0;4;10;25;False;0.5;True;4;One;One;0;Zero;Zero;Add;Add;0;False;0;0,0,0,0;VertexOffset;False;Cylindrical;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0.0;False;4;FLOAT;0.0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0.0;False;9;FLOAT;0.0;False;10;OBJECT;0.0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;13;OBJECT;0.0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False
WireConnection;4;0;2;0
WireConnection;4;1;3;0
WireConnection;8;0;4;0
WireConnection;8;1;9;0
WireConnection;6;0;8;0
WireConnection;6;1;1;0
WireConnection;11;0;12;0
WireConnection;11;1;6;0
WireConnection;0;2;11;0
ASEEND*/
//CHKSM=94DBCEEEC796C7AC966D064EEF954A9D275BAB80