You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

470 lines
13 KiB
Plaintext

Shader "Enviro/Standard/Skybox"
{
Properties
{
_Stars("Stars Cubemap", Cube) = "black" {}
_StarsTwinklingNoise("Stars Noise", Cube) = "black" {}
_Galaxy("Galaxy Cubemap", Cube) = "black" {}
_SatTex("Satellites Tex", 2D) = "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" {}
//_Background("Background Cubemap", Cube) = "black" {}
}
SubShader
{
Tags{ "Queue" = "Background" "RenderType" = "Background" "PreviewType" = "Skybox" }
Cull Off
Fog{ Mode Off }
ZWrite Off
Pass
{
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ UNITY_COLORSPACE_GAMMA
#include "UnityCG.cginc"
uniform float3 _Br;
uniform float3 _Bm;
uniform float3 _mieG;
uniform float _SunIntensity;
uniform float _Tonemapping;
uniform float _SkyExposure;
uniform float _SkyLuminance;
uniform float _scatteringPower;
uniform float _SunDiskSize;
uniform float _SunDiskIntensity;
uniform float _StarsIntensity;
uniform float4 _scatteringColor;
uniform float4 _sunDiskColor;
uniform samplerCUBE _Stars;
uniform samplerCUBE _StarsTwinklingNoise;
uniform float4x4 _StarsMatrix;
uniform float4x4 _StarsTwinklingMatrix;
uniform float _SkyColorPower;
uniform float3 _SunDir;
uniform float3 _MoonDir;
uniform float4 _weatherSkyMod;
uniform float4 _moonGlowColor;
uniform sampler2D _MoonTex;
uniform sampler2D _GlowTex;
uniform sampler2D _SatTex;
uniform float4 _MoonColor;
uniform float4 _moonParams;
uniform float _GalaxyIntensity;
uniform samplerCUBE _Galaxy;
uniform int _blackGround;
uniform float _StarsTwinkling;
uniform float _DitheringIntensity;
//uniform samplerCUBE _Background;
struct appdata
{
float4 vertex : POSITION;
float3 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 Position : SV_POSITION;
float4 moonPos : TEXCOORD0;
float4 sky : TEXCOORD1;
float night : TEXCOORD2;
float3 texcoord : TEXCOORD3;
float3 starPos : TEXCOORD4;
float4 screenUV : TEXCOORD5;
float3 starsTwinklingPos : TEXCOORD6;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.Position = UnityObjectToClipPos(v.vertex);
float3 viewDir = normalize(v.texcoord + float3(0.0,0.1,0.0));
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,viewDir));
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.starPos = mul((float3x3)_StarsMatrix,v.vertex.xyz);
o.starsTwinklingPos = mul((float3x3)_StarsTwinklingMatrix, v.vertex.xyz);
o.night = pow(max(0.0,viewDir.y),1.25);
o.texcoord = v.texcoord;
o.screenUV = ComputeScreenPos(o.Position);
return o;
}
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;
}
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(v2f i) : SV_Target
{
float2 screenPosition = (i.screenUV.xy / i.screenUV.w);
float3 viewDir = normalize(i.texcoord);
float cosTheta = dot(viewDir,_SunDir);
viewDir = normalize(i.texcoord + float3(0.0,0.1,0.0));
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);
float4 moonSampler = tex2D(_MoonTex, i.moonPos.xy);
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;
float4 moonGlow = tex2D(_GlowTex, i.moonPos.zw) * i.sky.z;
float3 skyFinalize = saturate((pow(1.0 - fex, 2.0) * 0.234) * (1 - i.sky.x)) * _SkyLuminance;
skyFinalize = saturate(lerp(float3(0.01,0.01,0.01), skyFinalize, saturate(dot(viewDir.y + 0.3, float3(0,1,0)))) * (1 - fex));
float fadeStar = i.night * _StarsIntensity * 75;
float3 starsMap = texCUBE(_Stars, i.starPos.xyz);
if (_StarsTwinkling > 0)
{
float3 starsTwinklingMap = texCUBE(_StarsTwinklingNoise, i.starsTwinklingPos.xyz);
starsMap = starsMap * starsTwinklingMap;
}
float starsBehindMoon = 1 - clamp((moonArea * 5), 0, 1);
float3 stars = pow(clamp((starsMap * fadeStar) * starsBehindMoon,0,4),2);
//float3 stars = pow(clamp((starsMap * 10) * starsBehindMoon,0,4),2);
float3 galaxyMap = texCUBE(_Galaxy, i.starPos.xyz);
float3 galaxy = galaxyMap * starsBehindMoon * (i.night * _GalaxyIntensity);
//float3 galaxy = galaxyMap * starsBehindMoon * (_GalaxyIntensity);
scattering *= saturate((lerp(float3(_scatteringPower, _scatteringPower, _scatteringPower), pow(2000.0f * BrmTheta * fex, 0.75f), i.sky.y) * 0.05));
scattering *= (_SkyLuminance * _scatteringColor.rgb) * pow((1 - fex), 2) * i.sky.x;
if (viewDir.y - 0.08 < 0)
sunDisk = float3(0,0,0);
float3 skyScattering = (scattering + sunDisk) + (skyFinalize + galaxy + stars);
float4 satSampler = tex2D(_SatTex, screenPosition);
skyScattering = satSampler.rgb + skyScattering * (1 - satSampler.a);
skyScattering += (moonSampler.rgb * i.sky.z) + ((moonGlow.xyz * _moonGlowColor) * _moonParams.z) * (1 - moonSampler.a);
//Tonemapping
if (_Tonemapping == 1)
{
skyScattering.rgb = tonemapACES(skyScattering.rgb, _SkyExposure);
}
skyScattering = pow(skyScattering,_SkyColorPower);
//half4 background = texCUBE(_Background, i.texcoord);
//skyScattering = skyScattering * (1 - background.a) + background.rgb * background.a;
skyScattering = lerp(skyScattering, (lerp(skyScattering,_weatherSkyMod.rgb,_weatherSkyMod.a)),_weatherSkyMod.a);
#if defined(UNITY_COLORSPACE_GAMMA)
skyScattering = LinearToGammaSpace(skyScattering);
#endif
if (viewDir.y + 0.1 < 0 && _blackGround > 0)
skyScattering = 0;
float3 final = float3(0, 0, 0);
//Dithering
final = skyScattering + ScreenSpaceDither(i.Position.xy, final.rgb);
return float4(final , 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 iCount = 0; iCount < _AuroraSteps; iCount++)
{
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 3.0
#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 _CloudCirrusAnimation;
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) + _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 finalClouds;
}
ENDCG
}
///CIRRUS END
}
}