Shader "Enviro/HDRP/Skybox" { //Properties //{ //_Stars("Stars Cubemap", Cube) = "black" {} //_Galaxy("Galaxy Cubemap", Cube) = "black" {} //_SatTex("Satellites Tex", 2D) = "black" {} //_MoonTex("Moon Tex", 2D) = "black" {} //_MoonNormal("Moon Normal", 2D) = "black" {} //} HLSLINCLUDE //#pragma target 4.5 #pragma editor_sync_compilation #pragma multi_compile __ ENVIROHDRP #if defined (ENVIROHDRP) #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl" uniform float3 _Br; uniform float3 _Bm; uniform float3 _mieG; uniform float _SunIntensity; uniform float _SkyLuminance; uniform float _scatteringPower; uniform float _SunDiskSize; uniform float _SunDiskIntensity; uniform float _StarsIntensity; uniform float4 _scatteringColor; uniform float4 _sunDiskColor; uniform float4x4 _StarsMatrix; uniform float4x4 _StarsTwinklingMatrix; uniform float4x4 _PixelCoordToViewDirBake; uniform float _SkyColorPower; uniform float3 _SunDir; uniform float3 _MoonDir; uniform float4 _weatherSkyMod; uniform float _Tonemapping; uniform float _SkyExposure; uniform float _moonGlowStrenght; uniform float4 _moonGlowColor; uniform sampler2D _MoonTex; uniform sampler2D _SatTex; uniform sampler2D _GlowTex; uniform float4 _MoonColor; uniform float4 _moonParams; uniform float _GalaxyIntensity; uniform int _blackGround; uniform float _MoonPhase; uniform float _StarsTwinkling; uniform float _EnviroSkyIntensity; uniform float4 _ambientColorMod; float _DitheringIntensity; TEXTURECUBE(_Galaxy); SAMPLER(sampler_Galaxy); TEXTURECUBE(_Stars); SAMPLER(sampler_Stars); TEXTURECUBE(_StarsTwinklingNoise); SAMPLER(sampler_StarsTwinklingNoise); struct Attributes { uint vertexID : SV_VertexID; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; Varyings Vert(Attributes input) { Varyings output; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID, UNITY_RAW_FAR_CLIP_VALUE); return output; } float MoonPhaseFactor(float2 uv, float phase) { float alpha = 1.0; float srefx = uv.x - 0.5; float refx = abs(uv.x - 0.5); if (phase > 0) { srefx = (1 - uv.x) - 0.5; refx = abs((1 - uv.x) - 0.5); } phase = abs(_moonParams.w); float refy = abs(uv.y - 0.5); float refxfory = sqrt(0.25 - refy * refy); float xmin = -refxfory; float xmax = refxfory; float xmin1 = (xmax - xmin) * (phase / 2) + xmin; float xmin2 = (xmax - xmin) * phase + xmin; if (srefx < xmin1) { alpha = 0; } else if (srefx < xmin2 && xmin1 != xmin2) { alpha = (srefx - xmin1) / (xmin2 - xmin1); } return alpha; } float3 ScreenSpaceDither(float2 vScreenPos, float3 clr) { float d = dot(float2(131.0, 312.0), vScreenPos.xy + _Time.y); float3 vDither = float3(d, d, d); vDither.rgb = frac(vDither.rgb / float3(103.0, 71.0, 97.0)) - float3(0.5, 0.5, 0.5); return (vDither.rgb / 15.0) * _DitheringIntensity * Luminance(clr); } half3 tonemapACES(half3 color, float Exposure) { color *= Exposure; // See https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/ const half a = 2.51; const half b = 0.03; const half c = 2.43; const half d = 0.59; const half e = 0.14; return saturate((color * (a * color + b)) / (color * (c * color + d) + e)); } float4 Frag(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float3 viewDirWS = GetSkyViewDirWS(input.positionCS.xy); // Reverse it to point into the scene float3 dir = -viewDirWS; //float2 screenPosition = (i.screenUV.xy / i.screenUV.w); float3 viewDir = normalize(-viewDirWS); float night = pow(max(0.0, viewDir.y), 1.25); float3 sky = float3(saturate(_SunDir.y + 0.25), saturate(clamp(1.0 - _SunDir.y, 0.0, 0.5)), saturate(dot(-_MoonDir.xyz, viewDir))); float cosTheta = dot(viewDir,_SunDir); float zen = acos(saturate(viewDir.y)); float alb = (cos(zen) + 0.5 * pow(93.885 - ((zen * 180.0) / 3.141592), -0.253)); float3 fex = exp(-(_Br * (4 / alb) + _Bm * (1.25 / alb))); float rayPhase = 2.5 + pow(cosTheta,1); float miePhase = _mieG.x / pow(_mieG.y - _mieG.z * cosTheta, 1); float3 BrTheta = 0.059683 * _Br * rayPhase; float3 BmTheta = 0.079577 * _Bm * miePhase; float3 BrmTheta = (BrTheta + BmTheta * 2.0) / ((_Bm + _Br) * 0.75); float3 scattering = BrmTheta * _SunIntensity * (1.0 - fex); float3 sunClr = lerp(fex, _sunDiskColor.rgb, 0.75) * _SunDiskIntensity; float3 sunDisk = (min(2, pow((1 - cosTheta) * (_SunDiskSize * 100), -2)) * sunClr) * (_sunDiskColor * 10); // Moon UV float3 r = normalize(cross(_MoonDir.xyz, float3(0, 0, 1))); float3 u = cross(_MoonDir.xyz, r); float2 moonUV = float2(dot(r, dir), dot(u, dir)) * (21.0 - _moonParams.x) + 0.5; float2 moonGlowUV = float2(dot(r, dir), dot(u, dir)) * (21.0 - _moonParams.y) + 0.5; float4 moonSampler = tex2D(_MoonTex, moonUV); float alpha = MoonPhaseFactor(moonUV, 1-_moonParams.w); float3 moonArea = clamp(moonSampler * 10, 0, 1); moonSampler = lerp(float4(0, 0, 0, 0), moonSampler, alpha); moonSampler = (moonSampler * _MoonColor) * 2; float4 moonGlow = tex2D(_GlowTex, moonGlowUV) * sky.z; float3 skyFinalize = saturate((pow(1.0 - fex, 2.0) * 0.234) * (1 - sky.x)) * _SkyLuminance; skyFinalize = saturate(lerp(float3(0.1,0.1,0.1), skyFinalize, saturate(dot(viewDir.y + 0.3, float3(0,1,0)))) * (1 - fex)); float fadeStar = night * _StarsIntensity * 50; float3 starsUV = mul((float3x3)_StarsMatrix, dir); float3 starsMap = SAMPLE_TEXTURECUBE_LOD(_Stars, sampler_Stars, starsUV, 0).rgb; float3 galaxyMap = SAMPLE_TEXTURECUBE_LOD(_Galaxy, sampler_Galaxy, starsUV, 0).rgb; if (_StarsTwinkling > 0) { float3 starsTWUV = mul((float3x3)_StarsTwinklingMatrix, dir); float3 starsTwinklingMap = SAMPLE_TEXTURECUBE_LOD(_StarsTwinklingNoise, sampler_StarsTwinklingNoise, starsTWUV, 0).rgb; starsMap = starsMap * starsTwinklingMap; } float starsBehindMoon = 1 - clamp((moonArea * 5), 0, 1); float3 stars = clamp((starsMap * fadeStar) * starsBehindMoon, 0, 4); float3 galaxy = galaxyMap * starsBehindMoon * (night * _GalaxyIntensity); scattering *= saturate((lerp(float3(_scatteringPower, _scatteringPower, _scatteringPower), pow(2000.0f * BrmTheta * fex, 0.75f), sky.y) * 0.05)); scattering *= (_SkyLuminance * _scatteringColor.rgb) * pow((1 - fex), 2) * sky.x; float3 skyScattering = (scattering + sunDisk) + (skyFinalize + galaxy + stars); skyScattering += (moonSampler.rgb * sky.z) + ((moonGlow.xyz * _moonGlowColor) * _moonParams.z) * (1 - moonSampler.a); skyScattering += moonSampler.rgb * sky.z; //Tonemapping if (_Tonemapping == 1) { skyScattering.rgb = tonemapACES(skyScattering.rgb, _SkyExposure); } skyScattering = pow(skyScattering,_SkyColorPower); skyScattering = lerp(skyScattering, (lerp(skyScattering,_weatherSkyMod.rgb,_weatherSkyMod.a)),_weatherSkyMod.a); //#if defined(UNITY_COLORSPACE_GAMMA) // skyScattering = pow(skyScattering,0.454545); //#endif if (viewDir.y < 0 && _blackGround > 0) skyScattering = float4(0.07,0.05,0.01,1); //Dithering skyScattering = skyScattering + ScreenSpaceDither(input.positionCS.xy, skyScattering); return float4(skyScattering * _EnviroSkyIntensity * GetCurrentExposureMultiplier(), 1); } float4 FragBaking(Varyings input) : SV_Target { float3 viewDirWS = GetSkyViewDirWS(input.positionCS.xy); float3 dir = -viewDirWS; float3 viewDir = normalize(-viewDirWS); float night = pow(max(0.0, viewDir.y), 1.25); float3 sky = float3(saturate(_SunDir.y + 0.25), saturate(clamp(1.0 - _SunDir.y, 0.0, 0.5)), saturate(dot(-_MoonDir.xyz, viewDir))); float cosTheta = dot(viewDir,_SunDir); float zen = acos(saturate(viewDir.y)); float alb = (cos(zen) + 0.5 * pow(93.885 - ((zen * 180.0) / 3.141592), -0.253)); float3 fex = exp(-(_Br * (4 / alb) + _Bm * (1.25 / alb))); float rayPhase = 2.5 + pow(cosTheta,1); float miePhase = _mieG.x / pow(_mieG.y - _mieG.z * cosTheta, 1); float3 BrTheta = 0.059683 * _Br * rayPhase; float3 BmTheta = 0.079577 * _Bm * miePhase; float3 BrmTheta = (BrTheta + BmTheta * 2.0) / ((_Bm + _Br) * 0.75); float3 scattering = BrmTheta * _SunIntensity * (1.0 - fex); float3 sunClr = lerp(fex, _sunDiskColor.rgb, 0.75) * _SunDiskIntensity; float3 sunDisk = (min(2, pow((1 - cosTheta) * (_SunDiskSize * 100), -2)) * sunClr) * (_sunDiskColor * 10); // Moon UV float3 r = normalize(cross(_MoonDir.xyz, float3(0, 0, 1))); float3 u = cross(_MoonDir.xyz, r); float2 moonUV = float2(dot(r, dir), dot(u, dir)) * (21.0 - _moonParams.x) + 0.5; float2 moonGlowUV = float2(dot(r, dir), dot(u, dir)) * (21.0 - _moonParams.y) + 0.5; float4 moonSampler = tex2D(_MoonTex, moonUV); float alpha = MoonPhaseFactor(moonUV, 1 - _moonParams.w); float3 moonArea = clamp(moonSampler * 10, 0, 1); moonSampler = lerp(float4(0, 0, 0, 0), moonSampler, alpha); moonSampler = (moonSampler * _MoonColor) * 2; float4 moonGlow = tex2D(_GlowTex, moonGlowUV) * sky.z; float3 skyFinalize = saturate((pow(1.0 - fex, 2.0) * 0.234) * (1 - sky.x)) * _SkyLuminance; skyFinalize = saturate(lerp(float3(0.1,0.1,0.1), skyFinalize, saturate(dot(viewDir.y + 0.3, float3(0,1,0)))) * (1 - fex)); float fadeStar = night * _StarsIntensity * 50; float3 starsUV = mul((float3x3)_StarsMatrix, dir); float3 starsMap = SAMPLE_TEXTURECUBE_LOD(_Stars, sampler_Stars, starsUV, 0).rgb; float3 galaxyMap = SAMPLE_TEXTURECUBE_LOD(_Galaxy, sampler_Galaxy, starsUV, 0).rgb; if (_StarsTwinkling > 0) { float3 starsTWUV = mul((float3x3)_StarsTwinklingMatrix, dir); float3 starsTwinklingMap = SAMPLE_TEXTURECUBE_LOD(_StarsTwinklingNoise, sampler_StarsTwinklingNoise, starsTWUV, 0).rgb; starsMap = starsMap * starsTwinklingMap; } float starsBehindMoon = 1 - clamp((moonArea * 5), 0, 1); float3 stars = clamp((starsMap * fadeStar) * starsBehindMoon, 0, 4); float3 galaxy = galaxyMap * starsBehindMoon * (night * _GalaxyIntensity); scattering *= saturate((lerp(float3(_scatteringPower, _scatteringPower, _scatteringPower), pow(2000.0f * BrmTheta * fex, 0.75f), sky.y) * 0.05)); scattering *= (_SkyLuminance * _scatteringColor.rgb) * pow((1 - fex), 2) * sky.x; //float3 skyScattering = (scattering + sunDisk) + (skyFinalize + galaxy + stars); float3 skyScattering = (scattering) + (skyFinalize + galaxy + stars); skyScattering += (moonSampler.rgb * sky.z) + ((moonGlow.xyz * _moonGlowColor) * _moonParams.z) * (1 - moonSampler.a); skyScattering += moonSampler.rgb * sky.z; //Tonemapping if (_Tonemapping == 1) { skyScattering.rgb = tonemapACES(skyScattering.rgb, _SkyExposure); } skyScattering = pow(skyScattering,_SkyColorPower); skyScattering = lerp(skyScattering, (lerp(skyScattering,_weatherSkyMod.rgb,_weatherSkyMod.a)),_weatherSkyMod.a); if (dir.y < 0 && _blackGround > 0) skyScattering = float4(0.07,0.05,0.01,1); skyScattering = lerp(skyScattering, _ambientColorMod.rgb, _ambientColorMod.a); //Dithering skyScattering = skyScattering + ScreenSpaceDither(input.positionCS.xy, skyScattering); return float4(skyScattering * _EnviroSkyIntensity, 1); } uniform sampler2D _CloudMap; uniform float _CloudAlpha; uniform float _CloudCoverage; uniform float _CloudAltitude; uniform float4 _CloudColor; uniform float _CloudColorPower; uniform float2 _CloudCirrusAnimation; Varyings VertCirrus(Attributes input) { Varyings output; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID, UNITY_RAW_FAR_CLIP_VALUE); return output; } float4 FragCirrus(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float3 viewDirWS = GetSkyViewDirWS(input.positionCS.xy); // Reverse it to point into the scene float3 dir = -viewDirWS; float3 wpos = normalize(mul((float4x4)UNITY_MATRIX_M, dir)).xyz; float3 viewDir = normalize(wpos + float3(0,1,0)); wpos.y *= 1 - dot(viewDir.y + _CloudAltitude, float3(0,-0.15,0)); float3 uvs = normalize(wpos); float4 uv1; float4 uv2; uv1.xy = (uvs.xz * 0.2) + _CloudCirrusAnimation; uv2.xy = (uvs.xz * 0.4) + _CloudCirrusAnimation; float4 clouds1 = tex2D(_CloudMap, uv1.xy); float4 clouds2 = tex2D(_CloudMap, uv2.xy); float color1 = pow(clouds1.g + clouds2.g, 0.1); float color2 = pow(clouds2.b * clouds1.r, 0.2); float4 finalClouds = lerp(clouds1, clouds2, color1 * color2); float cloudExtinction = pow(uvs.y , 2); finalClouds.a *= _CloudAlpha; finalClouds.a *= cloudExtinction; if (uvs.y < 0) finalClouds.a = 0; finalClouds.rgb = finalClouds.a * pow(_CloudColor,_CloudColorPower); finalClouds.rgb = pow(finalClouds.rgb,1 - _CloudCoverage); return float4(finalClouds.rgb * _EnviroSkyIntensity * GetCurrentExposureMultiplier(), finalClouds.a); } uniform sampler2D _FlatCloudsBaseTexture; uniform sampler2D _FlatCloudsDetailTexture; uniform float4 _FlatCloudsAnimation; uniform float3 _FlatCloudsLightDirection; uniform float3 _FlatCloudsLightColor; uniform float3 _FlatCloudsAmbientColor; uniform float4 _FlatCloudsLightingParams; // x = LightIntensity, y = AmbientIntensity, z = Absorbtion, w = HgPhase uniform float4 _FlatCloudsParams; // x = Coverage, y = Density, z = Altitude, w = tonemapping uniform float4 _FlatCloudsTiling; // x = Base, y = Detail uniform float _CloudsExposure; Varyings VertFlat(Attributes input) { Varyings output; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID, UNITY_RAW_FAR_CLIP_VALUE); return output; } float Remap(float org_val, float org_min, float org_max, float new_min, float new_max) { return new_min + saturate(((org_val - org_min) / (org_max - org_min))*(new_max - new_min)); } float HenryGreenstein(float cosTheta, float g) { float k = 3.0 / (8.0 * 3.1415926f) * (1.0 - g * g) / (2.0 + g * g); return k * (1.0 + cosTheta * cosTheta) / pow(abs(1.0 + g * g - 2.0 * g * cosTheta), 1.5); } float CalculateCloudDensity(float2 posBase, float2 posDetail, float coverage) { float4 baseNoise = tex2D(_FlatCloudsBaseTexture, posBase); float low_freq_fBm = (baseNoise.g * 0.625) + (baseNoise.b * 0.25) + (baseNoise.a * 0.125); float base_cloud = Remap(baseNoise.r, -(1.0 - low_freq_fBm), 1.0, 0.0, 1.0) * coverage; float4 detailNoise = tex2D(_FlatCloudsDetailTexture, posDetail * 2); float high_freq_fBm = (detailNoise.r * 0.625) + (detailNoise.g * 0.25) + (detailNoise.b * 0.125); float density = Remap(base_cloud, 1.0 - high_freq_fBm * 0.5, 1.0, 0.0, 1.0); density *= pow(high_freq_fBm, 0.4); density *= _FlatCloudsParams.y; return density; } float4 FragFlat(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float4 col; float3 viewDirWS = GetSkyViewDirWS(input.positionCS.xy); // Reverse it to point into the scene float3 dir = -viewDirWS; float3 wpos = normalize(mul((float4x4)UNITY_MATRIX_M, dir)).xyz; float3 viewDir = normalize(wpos + float3(0,1,0)); wpos.y *= 1 - dot(viewDir.y + _FlatCloudsParams.z, float3(0,-0.2,0)); float3 uvs = normalize(wpos); float4 uv1; uv1.xy = (uvs.xz * _FlatCloudsTiling.x) + _FlatCloudsAnimation.xy; uv1.zw = (uvs.xz * _FlatCloudsTiling.y) + _FlatCloudsAnimation.zw; float cloudExtinction = pow(uvs.y, 2); float density = CalculateCloudDensity(uv1.xy, uv1.zw, _FlatCloudsParams.x); //Lighting float absorbtion = exp2(-1 * (density * _FlatCloudsLightingParams.z)); //float3 viewDir = normalize(i.worldPos - _WorldSpaceCameraPos); float inscatterAngle = dot(normalize(_FlatCloudsLightDirection), -viewDir); float hg = HenryGreenstein(inscatterAngle, _FlatCloudsLightingParams.w) * 2 * absorbtion; float lighting = density * (absorbtion + hg); float3 lightColor = pow(_FlatCloudsLightColor, 2) * (_FlatCloudsLightingParams.x ); col.rgb = lightColor * lighting; col.rgb = col.rgb + (_FlatCloudsAmbientColor * _FlatCloudsLightingParams.y); col.a = saturate(density * cloudExtinction); if (uvs.y < 0) col.a = 0; return float4(col.rgb * _EnviroSkyIntensity * GetCurrentExposureMultiplier(), col.a); } ///Aurora sampler2D _Aurora_Layer_1; sampler2D _Aurora_Layer_2; sampler2D _Aurora_Colorshift; float4 _AuroraColor; float _AuroraIntensity; float _AuroraBrightness; float _AuroraContrast; float _AuroraHeight; float _AuroraScale; float _AuroraSpeed; float _AuroraSteps; float4 _Aurora_Tiling_Layer1; float4 _Aurora_Tiling_Layer2; float4 _Aurora_Tiling_ColorShift; Varyings VertAurora(Attributes input) { Varyings output; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID, UNITY_RAW_FAR_CLIP_VALUE); return output; } float randomNoise(float3 co) { return frac(sin(dot(co.xyz, float3(17.2486, 32.76149, 368.71564))) * 32168.47512); } half4 SampleAurora(float3 uv) { float2 uv_1 = uv.xy * _Aurora_Tiling_Layer1.xy + (_Aurora_Tiling_Layer1.zw * _AuroraSpeed * _Time.y); half4 aurora = tex2Dlod(_Aurora_Layer_1, float4(uv_1.xy, 0, 0)); float2 uv_2 = uv_1 * _Aurora_Tiling_Layer2.xy + (_Aurora_Tiling_Layer2.zw * _AuroraSpeed * _Time.y); half4 aurora2 = tex2Dlod(_Aurora_Layer_2, float4(uv_2.xy, 0, 0)); aurora += (aurora2 - 0.5) * 0.5; aurora.w = aurora.w * 0.8 + 0.05; float3 uv_3 = float3(uv.xy * _Aurora_Tiling_ColorShift.xy + (_Aurora_Tiling_ColorShift.zw * _AuroraSpeed * _Time.y), 0.0); half4 cloudColor = tex2Dlod(_Aurora_Colorshift, float4(uv_3.xy, 0, 0)); half contrastMask = 1.0 - saturate(aurora.a); contrastMask = pow(contrastMask, _AuroraContrast); aurora.rgb *= lerp(half3(0, 0, 0), _AuroraColor.rgb * cloudColor.rgb * _AuroraBrightness, contrastMask); half cloudSub = 1.0 - uv.z; aurora.a = aurora.a - cloudSub * cloudSub; aurora.a = saturate(aurora.a * _AuroraIntensity); aurora.rgb *= aurora.a; return aurora; } float4 FragAurora(Varyings input) : SV_Target { if (_AuroraIntensity < 0.05) return float4(0,0,0,0); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float3 viewDirWS = GetSkyViewDirWS(input.positionCS.xy); // Reverse it to point into the scene //float3 dir = -viewDirWS; float3 wpos = normalize(mul((float4x4)UNITY_MATRIX_M, -viewDirWS)).xyz; //float3 viewDir = normalize(wpos + float3(0, 1, 0)); //float3 viewDir = normalize(wpos - _WorldSpaceCameraPos); float3 viewDir = normalize(-viewDirWS); float viewFalloff = 1.0 - saturate(dot(viewDir, float3(0,1,0))); if (viewDir.y < 0 || viewDir.y > 1) return half4(0, 0, 0, 0); float3 traceDir = normalize(viewDir + float3(0, viewFalloff * 0.2 ,0)); float3 worldPos = _WorldSpaceCameraPos + traceDir * ((_AuroraHeight - _WorldSpaceCameraPos.y) / max(traceDir.y, 0.01)); float3 uv = float3(worldPos.xz * 0.01 * _AuroraScale, 0); half3 uvStep = half3(traceDir.xz * -1.0 * (1.0 / traceDir.y), 1.0) * (1.0 / _AuroraSteps); uv += uvStep * randomNoise(wpos + _SinTime.w); half4 finalColor = half4(0,0,0,0); [loop] for (int i = 0; i < _AuroraSteps; i++) { if (finalColor.a > 1) break; uv += uvStep; finalColor += SampleAurora(uv) * (1.0 - finalColor.a); } finalColor *= viewDir.y; return finalColor; } #else struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f Vert (appdata v) { v2f o; o.vertex = v.vertex; o.uv = v.uv; return o; } v2f VertCirrus (appdata v) { v2f o; o.vertex = v.vertex; o.uv = v.uv; return o; } v2f VertFlat (appdata v) { v2f o; o.vertex = v.vertex; o.uv = v.uv; return o; } v2f VertAurora (appdata v) { v2f o; o.vertex = v.vertex; o.uv = v.uv; return o; } sampler2D _MainTex; float4 FragBaking (v2f i) : SV_Target { float4 col = tex2D(_MainTex, i.uv); // just invert the colors col.rgb = 1 - col.rgb; return col; } float4 Frag (v2f i) : SV_Target { float4 col = tex2D(_MainTex, i.uv); // just invert the colors col.rgb = 1 - col.rgb; return col; } float4 FragCirrus (v2f i) : SV_Target { float4 col = tex2D(_MainTex, i.uv); // just invert the colors col.rgb = 1 - col.rgb; return col; } float4 FragFlat (v2f i) : SV_Target { float4 col = tex2D(_MainTex, i.uv); // just invert the colors col.rgb = 1 - col.rgb; return col; } float4 FragAurora (v2f i) : SV_Target { float4 col = tex2D(_MainTex, i.uv); // just invert the colors col.rgb = 1 - col.rgb; return col; } #endif ENDHLSL SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline" } Pass { ZWrite Off ZTest Always Blend Off Cull Off HLSLPROGRAM #pragma vertex Vert #pragma fragment FragBaking ENDHLSL } // For fullscreen Sky Pass { ZWrite Off ZTest LEqual Blend Off Cull Off HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag ENDHLSL } //Cirrus Clouds Pass { Blend SrcAlpha OneMinusSrcAlpha ZWrite Off ZTest LEqual Cull Off HLSLPROGRAM #pragma vertex VertCirrus #pragma fragment FragCirrus #pragma target 3.0 ENDHLSL } //Flat Clouds Pass { Blend SrcAlpha OneMinusSrcAlpha ZWrite Off ZTest LEqual Cull Off HLSLPROGRAM #pragma vertex VertFlat #pragma fragment FragFlat #pragma target 3.0 ENDHLSL } //Aurora Pass Pass { Blend One One ZWrite Off ZTest LEqual Cull Off HLSLPROGRAM #pragma vertex VertAurora #pragma fragment FragAurora #pragma target 3.0 ENDHLSL } } }