Shader "Enviro/Standard/SkyboxSimple" { Properties { _SkyColor ("Sky Color", Color) = (0, 0, 0, 0) _HorizonColor ("Horizon Color", Color) = (0, 0, 0, 0) _HorizonBackColor("Horizon Back Color", Color) = (0, 0, 0, 0) _SunColor ("Sun Color", Color) = (0, 0, 0, 0) _Stars ("StarsMap", Cube) = "white" {} _StarsTwinklingNoise("Stars Noise", Cube) = "black" {} _Galaxy("Galaxy Cubemap", Cube) = "black" {} _MoonTex("Moon Tex", 2D) = "black" {} _GlowTex("Glow Tex", 2D) = "black" {} _Aurora_Layer_1("Aurora Layer 1", 2D) = "black" {} _Aurora_Layer_2("Aurora Layer 2", 2D) = "black" {} _Aurora_Colorshift("Aurora Color Shift", 2D) = "black" {} } SubShader { Tags{ "Queue" = "Background" "RenderType" = "Background" "PreviewType" = "Skybox" } Cull Off Fog{ Mode Off } ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #pragma target 3.0 uniform half4 _SkyColor; uniform half4 _HorizonColor; uniform half4 _HorizonBackColor; uniform half4 _GroundColor; uniform half4 _SunColor; uniform samplerCUBE _Stars; uniform float4x4 _StarsMatrix; uniform samplerCUBE _StarsTwinklingNoise; uniform float4x4 _StarsTwinklingMatrix; uniform float _StarsTwinkling; uniform half _StarsIntensity; uniform half _SunDiskSizeSimple; uniform float4 _weatherSkyMod; uniform float4 _moonParams; uniform float4 _MoonColor; uniform float4 _moonGlowColor; uniform float3 _SunDir; uniform float3 _MoonDir; uniform sampler2D _MoonTex; uniform sampler2D _GlowTex; uniform float _GalaxyIntensity; uniform samplerCUBE _Galaxy; struct VertexInput { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 position : POSITION; float4 WorldPosition : TEXCOORD0; half3 vertex : TEXCOORD1; float3 starPos : TEXCOORD2; float3 starsTwinklingPos : TEXCOORD3; float4 moonPos : TEXCOORD4; float4 sky : TEXCOORD5; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(VertexInput v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); //Insert UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Insert o.position = UnityObjectToClipPos(v.vertex); o.WorldPosition = normalize(mul((float4x4)unity_ObjectToWorld, v.vertex)).xyzw; o.starPos = mul((float3x3)_StarsMatrix,v.vertex.xyz); o.starsTwinklingPos = mul((float3x3)_StarsTwinklingMatrix, v.vertex.xyz); float3 r = normalize(cross(_MoonDir.xyz, float3(0, -1, 0))); float3 u = cross(_MoonDir.xyz, r); o.moonPos.xy = float2(dot(r, v.vertex.xyz), dot(u, v.vertex.xyz)) * (21.0 - _moonParams.x) + 0.5; o.moonPos.zw = float2(dot(r, v.vertex.xyz), dot(u, v.vertex.xyz)) * (21.0 - _moonParams.y) + 0.5; o.sky.x = saturate(_SunDir.y + 0.25); o.sky.y = saturate(clamp(1.0 - _SunDir.y, 0.0, 0.5)); o.sky.z = saturate(dot(-_MoonDir.xyz, v.texcoord)); o.vertex = -v.vertex; return o; } half getMiePhase(half eyeCos, half eyeCos2, half y) { half temp = 1.0 + 0.9801 - 2.0 * (-0.990) * eyeCos; temp = pow(temp, pow(_SunDiskSizeSimple, 0.65) * 10); temp = max(temp, 1.0e-4); // prevent division by zero, esp. in half precision temp = 1.5 * ((1.0 - 0.9801) / (2.0 + 0.9801)) * (1.0 + eyeCos2) / temp; //#if defined(UNITY_COLORSPACE_GAMMA) && SKYBOX_COLOR_IN_TARGET_COLOR_SPACE // temp = pow(temp, .454545); //#endif return temp; } 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; } 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)); } float4 frag(v2f i) : COLOR { half3 ray = normalize(mul((float3x3)unity_ObjectToWorld, i.vertex)); half y = ray.y / 0.02; float3 skyColor = float3(0, 0, 0); float3 viewDir = normalize(i.WorldPosition + float3(0, 0.2, 0)); float3 viewDir2 = normalize(i.WorldPosition + float3(0, 0.1, 0)); float cosTheta = saturate(dot(normalize(i.WorldPosition), _SunDir)); float fade = pow(max(0.0, viewDir.y), 1.25); //Stars float3 starsMap = texCUBE(_Stars, i.starPos.xyz); if (_StarsTwinkling > 0) { float3 starsTwinklingMap = texCUBE(_StarsTwinklingNoise, i.starsTwinklingPos.xyz); starsMap = starsMap * starsTwinklingMap * 50 * _StarsIntensity * fade; } //Galaxy float3 galaxyMap = texCUBE(_Galaxy, i.starPos.xyz); float3 galaxy = galaxyMap * _GalaxyIntensity * fade; //Moon float4 moonSampler = tex2D(_MoonTex, i.moonPos.xy); float4 moonGlow = tex2D(_GlowTex, i.moonPos.zw) * i.sky.z; float alpha = MoonPhaseFactor(i.moonPos.xy, _moonParams.w); float3 moonArea = clamp(moonSampler * 10, 0, 1) * i.sky.z; moonSampler = lerp(float4(0, 0, 0, 0), moonSampler, alpha); moonSampler = (moonSampler * _MoonColor) * 2; float starsBehindMoon = 1 - clamp((moonArea * 5), 0, 1); float3 nightSky = (starsMap + galaxy) * starsBehindMoon; //Sky Colors float3 horizonColor = lerp(_HorizonBackColor.rgb, _HorizonColor.rgb, cosTheta); skyColor = lerp(horizonColor,_SkyColor.rgb,smoothstep(dot(viewDir.y, float3(0,3,0)),0,0.3)); if (y < 50.0 && y > 5.0) skyColor = horizonColor; skyColor = skyColor + nightSky; //Add moon skyColor += ((moonSampler.rgb * i.sky.z) + ((moonGlow.xyz * _moonGlowColor) * _moonParams.z) * (1 - moonSampler.a)); //Sun Disc half eyeCos = dot(_SunDir, ray); half eyeCos2 = eyeCos * eyeCos; half mie = getMiePhase(eyeCos, eyeCos2, y); skyColor += mie * _SunColor.rgb; float ground = Remap(viewDir2.y, -0.15, 0, 0, 1); //Ground Color skyColor = lerp(skyColor * _GroundColor.rgb, skyColor, saturate(ground)); //Weather Color Mod skyColor = lerp(skyColor, (lerp(skyColor, _weatherSkyMod.rgb, _weatherSkyMod.a)), _weatherSkyMod.a); return float4(skyColor,1); } ENDCG } //AURORA Pass { Blend One One CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile __ ENVIRO_AURORA #include "UnityCG.cginc" #pragma exclude_renderers gles 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; struct v2f { float4 vertex : SV_POSITION; float3 worldPos : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata_full v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); //Insert UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Insert o.vertex = UnityObjectToClipPos(v.vertex); o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; return o; } 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; } fixed4 frag(v2f i) : SV_Target { #if defined(ENVIRO_AURORA) if (_AuroraIntensity < 0.05) return float4(0,0,0,0); float3 viewDir = normalize(i.worldPos - _WorldSpaceCameraPos); 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(i.worldPos + _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 return half4(0, 0, 0, 0); #endif } ENDCG } //Cirrus Clouds Pass { Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma target 2.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform sampler2D _CloudMap; uniform float _CloudAlpha; uniform float _CloudCoverage; uniform float _CloudAltitude; uniform float4 _CloudColor; uniform float _CloudColorPower; uniform float2 _CloudAnimation; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 Position : SV_POSITION; float4 uv : TEXCOORD0; float3 worldPos : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); //Insert UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Insert o.Position = UnityObjectToClipPos(v.vertex); o.worldPos = normalize(v.vertex).xyz; float3 viewDir = normalize(o.worldPos + float3(0,1,0)); o.worldPos.y *= 1 - dot(viewDir.y + _CloudAltitude, float3(0,-0.15,0)); return o; } float4 frag(v2f i) : SV_Target { float3 uvs = normalize(i.worldPos); float4 uv1; float4 uv2; uv1.xy = (uvs.xz * 0.2) + _CloudAnimation; uv2.xy = (uvs.xz * 0.4) + _CloudAnimation; 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 finalClouds; } ENDCG } Pass { Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" 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; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 Position : SV_POSITION; float4 uv : TEXCOORD0; float3 worldPos : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata_base v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.Position = UnityObjectToClipPos(v.vertex); o.uv = normalize(v.vertex).xyzw; float3 viewDir = normalize(o.uv + float3(0, 1, 0)); o.uv.y *= 1 - dot(viewDir.y + _FlatCloudsParams.z, float3(0, -0.2, 0)); o.worldPos = mul(unity_ObjectToWorld, v.vertex); return o; } 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); } 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)); } 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; } half4 frag(v2f i) : SV_Target { half4 col = 0; float3 uvs = normalize(i.uv); float4 uv1; uv1.xy = (uvs.xz * _FlatCloudsTiling.x) + _FlatCloudsAnimation.xy; uv1.zw = (uvs.xz * _FlatCloudsTiling.y) + _FlatCloudsAnimation.zw; float cloudExtinction = pow(uvs.y, 2); half density = CalculateCloudDensity(uv1.xy, uv1.zw, _FlatCloudsParams.x); //Lighting fixed absorbtion = exp2(-1 * (density * _FlatCloudsLightingParams.z)); float3 viewDir = normalize(i.worldPos - _WorldSpaceCameraPos); float inscatterAngle = dot(normalize(_FlatCloudsLightDirection), -viewDir); fixed hg = HenryGreenstein(inscatterAngle, _FlatCloudsLightingParams.w) * 2 * absorbtion; fixed lighting = density * (absorbtion + hg); float3 lightColor = pow(_FlatCloudsLightColor, 2) * (_FlatCloudsLightingParams.x); col.rgb = lightColor * lighting; col.rgb = col.rgb + (_FlatCloudsAmbientColor * _FlatCloudsLightingParams.y); //Tonemapping if (_FlatCloudsParams.w == 1) col.rgb = tonemapACES(col.rgb, _CloudsExposure); col.a = saturate(density * cloudExtinction); if (uvs.y < 0) col.a = 0; return col; } ENDCG } } FallBack "None" }