// 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"
|
|
}
|