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Shader "Enviro/Lite/MoonShader"
{
Properties
{
_MainTex("Texture (RGB)", 2D) = "black" {}
_Color("Color", Color) = (0.8, 0.8, 0.8, 1)
_Brightness("Brightness", Float) = 5
}
SubShader
{
Tags
{
"Queue"="Transparent"
"RenderType"="Transparent"
"IgnoreProjector"="True"
}
Pass
{
Cull Back
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
uniform float4 _SunPosition;
uniform float4 _MoonPosition;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float4 _Color;
uniform float _Brightness;
uniform float _moonFogIntensity;
struct v2f
{
float4 pos : SV_POSITION;
float3 normal : TEXCOORD0;
float3 worldvertpos : TEXCOORD1;
float2 texcoord : TEXCOORD2;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.normal = mul((float3x3)unity_ObjectToWorld, v.normal);
o.worldvertpos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
float4 frag(v2f i) : COLOR
{
float3 sunPos = _SunPosition;
float3 moonPos = _MoonPosition;
float3 lightVector = normalize(_SunPosition - moonPos);
i.normal = normalize(i.normal);
float3 clr = tex2D(_MainTex, i.texcoord) * _Color;
clr = pow(clr, 0.3);
float d = saturate(max(0.0,dot(i.normal,lightVector)) * 2);
clr = (clr * d) * _Brightness;
return float4(clr * _moonFogIntensity,1);
}
ENDCG
}
}}