Seven is the number.
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.26
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:1.26;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:2,spmd:0,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:3,bdst:7,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:False,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:3138,x:33549,y:32318,varname:node_3138,prsc:2|diff-9561-OUT,spec-2911-OUT,gloss-4321-OUT,normal-7875-RGB,emission-5870-OUT,alpha-4951-OUT;n:type:ShaderForge.SFN_Tex2d,id:4658,x:30055,y:32395,ptovrint:False,ptlb:Albedo,ptin:_Albedo,varname:node_4658,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:72ba01dab3185214982b48accb2d9664,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:7111,x:31376,y:33276,ptovrint:False,ptlb:Specular,ptin:_Specular,varname:node_7111,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:6a178afe4ebbc8543ae35a463a8966f4,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:7173,x:30186,y:32704,ptovrint:False,ptlb:Clouds 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Intensity,varname:node_1839,prsc:2|A-1027-OUT,B-820-OUT;n:type:ShaderForge.SFN_ValueProperty,id:820,x:32316,y:32149,ptovrint:False,ptlb:Sub atmosphere intensity,ptin:_Subatmosphereintensity,varname:node_820,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1;n:type:ShaderForge.SFN_Multiply,id:4951,x:33028,y:32463,varname:node_4951,prsc:2|A-3504-OUT,B-4284-OUT;n:type:ShaderForge.SFN_ValueProperty,id:4284,x:32853,y:32543,ptovrint:False,ptlb:Transparency,ptin:_Transparency,varname:node_4284,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.5;proporder:8533-8608-820-9953-517-4658-7111-8727-4321-7875-7482-6934-7173-9266-8984-2895-6863-4369-3987-4284;pass:END;sub:END;*/
Shader "Exo-Planets/Planet-Transparency" {
Properties {
[MaterialToggle] _SubAtmosphere ("Sub Atmosphere", Float ) = 0
_Subatmospherecolor ("Sub atmosphere color", Color) = (0.7058823,0.8174442,1,1)
_Subatmosphereintensity ("Sub atmosphere intensity", Float ) = 1
_SubAtmospherepower ("Sub Atmosphere power", Range(1, 10)) = 1.983384
_Albedocolor ("Albedo color", Color) = (1,1,1,1)
_Albedo ("Albedo", 2D) = "white" {}
_Specular ("Specular", 2D) = "white" {}
_Specularcolor ("Specular color", Color) = (0.9926471,0.9926471,0.9926471,1)
_Specularpower ("Specular power", Range(0, 1)) = 0.382126
_Normalmap ("Normal map", 2D) = "white" {}
[MaterialToggle] _Clouds ("Clouds", Float ) = 0
_Cloudscolor ("Clouds color", Color) = (1,1,1,1)
_Cloudstexture ("Clouds texture", 2D) = "white" {}
[MaterialToggle] _Nightemissivecities ("Night emissive (cities) ", Float ) = 0
_Citycolor ("City color", Color) = (1,0.7241379,0,1)
_Emissive ("Emissive", 2D) = "white" {}
_LookuprampSunset ("Look up ramp (Sunset)", 2D) = "white" {}
_Ambiantatmospherecolor ("Ambiant atmosphere color ", Color) = (0,0,0,1)
_Ambiantatmosphereintensity ("Ambiant atmosphere intensity", Float ) = 1
_Transparency ("Transparency", Float ) = 0.5
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha
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 _TimeEditor;
uniform sampler2D _Albedo; uniform float4 _Albedo_ST;
uniform sampler2D _Specular; uniform float4 _Specular_ST;
uniform sampler2D _Cloudstexture; uniform float4 _Cloudstexture_ST;
uniform sampler2D _Normalmap; uniform float4 _Normalmap_ST;
uniform float4 _Cloudscolor;
uniform fixed _Clouds;
uniform sampler2D _Emissive; uniform float4 _Emissive_ST;
uniform fixed _Nightemissivecities;
uniform float _SubAtmospherepower;
uniform fixed _SubAtmosphere;
uniform float4 _Subatmospherecolor;
uniform float4 _Citycolor;
uniform sampler2D _LookuprampSunset; uniform float4 _LookuprampSunset_ST;
uniform float4 _Albedocolor;
uniform float _Specularpower;
uniform float4 _Specularcolor;
uniform float4 _Ambiantatmospherecolor;
uniform float _Ambiantatmosphereintensity;
uniform float _Subatmosphereintensity;
uniform float _Transparency;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3 normalDir : TEXCOORD2;
float3 tangentDir : TEXCOORD3;
float3 bitangentDir : TEXCOORD4;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos(v.vertex );
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 _Normalmap_var = UnpackNormal(tex2D(_Normalmap,TRANSFORM_TEX(i.uv0, _Normalmap)));
float3 normalLocal = _Normalmap_var.rgb;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
////// Lighting:
float attenuation = 1;
float3 attenColor = attenuation * _LightColor0.xyz;
///////// Gloss:
float gloss = _Specularpower;
float specPow = exp2( gloss * 10.0+1.0);
////// Specular:
float NdotL = max(0, dot( normalDirection, lightDirection ));
float4 node_6787 = _Time + _TimeEditor;
float2 node_4572 = (i.uv0+node_6787.g*float2(0.0005,0)); // Cloud speed
float4 _Cloudstexture_var = tex2D(_Cloudstexture,TRANSFORM_TEX(node_4572, _Cloudstexture));
float node_2618 = (1.0 - _Cloudstexture_var.a);
float4 _Specular_var = tex2D(_Specular,TRANSFORM_TEX(i.uv0, _Specular));
float3 specularColor = (node_2618*(_Specularcolor.rgb*_Specular_var.rgb));
float3 directSpecular = (floor(attenuation) * _LightColor0.xyz) * pow(max(0,dot(reflect(-lightDirection, normalDirection),viewDirection)),specPow)*specularColor;
float3 specular = directSpecular;
/////// Diffuse:
NdotL = max(0.0,dot( normalDirection, lightDirection ));
float3 directDiffuse = max( 0.0, NdotL) * attenColor;
float3 indirectDiffuse = float3(0,0,0);
indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
float2 node_2625 = float2(dot(lightDirection,i.normalDir),0.0);
float4 node_6971 = tex2D(_LookuprampSunset,TRANSFORM_TEX(node_2625, _LookuprampSunset)); // Sunset color
float4 _Albedo_var = tex2D(_Albedo,TRANSFORM_TEX(i.uv0, _Albedo));
float3 _Clouds_var = lerp( float3(0,0,0), (_Cloudstexture_var.a*_Cloudscolor.rgb), _Clouds ); // Clouds
float node_3504 = max(0,dot(lightDirection,i.normalDir));
float node_7821 = (1.0 - node_3504);
float3 diffuseColor = lerp((node_6971.rgb*(lerp((_Albedocolor.rgb*_Albedo_var.rgb),_Cloudstexture_var.rgb,_Clouds_var)+_Clouds_var)),(_Ambiantatmospherecolor.rgb*_Ambiantatmosphereintensity),(pow(node_7821,2.0)+0.0));
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
////// Emissive:
float4 _Emissive_var = tex2D(_Emissive,TRANSFORM_TEX(i.uv0, _Emissive)); // Cities
float3 emissive = ((lerp( float3(0,0,0), (_Citycolor.rgb*(5.0*(_Emissive_var.rgb*node_7821))), _Nightemissivecities )*node_2618)+((lerp( float3(0,0,0), (pow(1.0-max(0,dot(normalDirection, viewDirection)),_SubAtmospherepower)*node_3504), _SubAtmosphere )*_Subatmospherecolor.rgb)*_Subatmosphereintensity));
/// Final Color:
float3 finalColor = diffuse + specular + emissive;
return fixed4(finalColor,(node_3504*_Transparency));
}
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags {
"LightMode"="ForwardAdd"
}
Blend One One
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 _TimeEditor;
uniform sampler2D _Albedo; uniform float4 _Albedo_ST;
uniform sampler2D _Specular; uniform float4 _Specular_ST;
uniform sampler2D _Cloudstexture; uniform float4 _Cloudstexture_ST;
uniform sampler2D _Normalmap; uniform float4 _Normalmap_ST;
uniform float4 _Cloudscolor;
uniform fixed _Clouds;
uniform sampler2D _Emissive; uniform float4 _Emissive_ST;
uniform fixed _Nightemissivecities;
uniform float _SubAtmospherepower;
uniform fixed _SubAtmosphere;
uniform float4 _Subatmospherecolor;
uniform float4 _Citycolor;
uniform sampler2D _LookuprampSunset; uniform float4 _LookuprampSunset_ST;
uniform float4 _Albedocolor;
uniform float _Specularpower;
uniform float4 _Specularcolor;
uniform float4 _Ambiantatmospherecolor;
uniform float _Ambiantatmosphereintensity;
uniform float _Subatmosphereintensity;
uniform float _Transparency;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3 normalDir : TEXCOORD2;
float3 tangentDir : TEXCOORD3;
float3 bitangentDir : TEXCOORD4;
LIGHTING_COORDS(5,6)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
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);
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 _Normalmap_var = UnpackNormal(tex2D(_Normalmap,TRANSFORM_TEX(i.uv0, _Normalmap)));
float3 normalLocal = _Normalmap_var.rgb;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
float3 lightColor = _LightColor0.rgb;
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
///////// Gloss:
float gloss = _Specularpower;
float specPow = exp2( gloss * 10.0+1.0);
////// Specular:
float NdotL = max(0, dot( normalDirection, lightDirection ));
float4 node_8950 = _Time + _TimeEditor;
float2 node_4572 = (i.uv0+node_8950.g*float2(0.0005,0)); // Cloud speed
float4 _Cloudstexture_var = tex2D(_Cloudstexture,TRANSFORM_TEX(node_4572, _Cloudstexture));
float node_2618 = (1.0 - _Cloudstexture_var.a);
float4 _Specular_var = tex2D(_Specular,TRANSFORM_TEX(i.uv0, _Specular));
float3 specularColor = (node_2618*(_Specularcolor.rgb*_Specular_var.rgb));
float3 directSpecular = attenColor * pow(max(0,dot(reflect(-lightDirection, normalDirection),viewDirection)),specPow)*specularColor;
float3 specular = directSpecular;
/////// Diffuse:
NdotL = max(0.0,dot( normalDirection, lightDirection ));
float3 directDiffuse = max( 0.0, NdotL) * attenColor;
float2 node_2625 = float2(dot(lightDirection,i.normalDir),0.0);
float4 node_6971 = tex2D(_LookuprampSunset,TRANSFORM_TEX(node_2625, _LookuprampSunset)); // Sunset color
float4 _Albedo_var = tex2D(_Albedo,TRANSFORM_TEX(i.uv0, _Albedo));
float3 _Clouds_var = lerp( float3(0,0,0), (_Cloudstexture_var.a*_Cloudscolor.rgb), _Clouds ); // Clouds
float node_3504 = max(0,dot(lightDirection,i.normalDir));
float node_7821 = (1.0 - node_3504);
float3 diffuseColor = lerp((node_6971.rgb*(lerp((_Albedocolor.rgb*_Albedo_var.rgb),_Cloudstexture_var.rgb,_Clouds_var)+_Clouds_var)),(_Ambiantatmospherecolor.rgb*_Ambiantatmosphereintensity),(pow(node_7821,2.0)+0.0));
float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
float3 finalColor = diffuse + specular;
return fixed4(finalColor * (node_3504*_Transparency),0);
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}