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3.8 KiB

// 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"
}