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555 lines
16 KiB
Plaintext
555 lines
16 KiB
Plaintext
Shader "Enviro/Standard/SkyboxSimple"
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{
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Properties
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{
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_SkyColor ("Sky Color", Color) = (0, 0, 0, 0)
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_HorizonColor ("Horizon Color", Color) = (0, 0, 0, 0)
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_HorizonBackColor("Horizon Back Color", Color) = (0, 0, 0, 0)
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_SunColor ("Sun Color", Color) = (0, 0, 0, 0)
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_Stars ("StarsMap", Cube) = "white" {}
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_StarsTwinklingNoise("Stars Noise", Cube) = "black" {}
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_Galaxy("Galaxy Cubemap", Cube) = "black" {}
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_MoonTex("Moon Tex", 2D) = "black" {}
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_GlowTex("Glow Tex", 2D) = "black" {}
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_Aurora_Layer_1("Aurora Layer 1", 2D) = "black" {}
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_Aurora_Layer_2("Aurora Layer 2", 2D) = "black" {}
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_Aurora_Colorshift("Aurora Color Shift", 2D) = "black" {}
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}
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SubShader
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{
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Tags{ "Queue" = "Background" "RenderType" = "Background" "PreviewType" = "Skybox" }
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Cull Off
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Fog{ Mode Off }
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ZWrite Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#pragma target 3.0
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uniform half4 _SkyColor;
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uniform half4 _HorizonColor;
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uniform half4 _HorizonBackColor;
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uniform half4 _GroundColor;
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uniform half4 _SunColor;
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uniform samplerCUBE _Stars;
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uniform float4x4 _StarsMatrix;
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uniform samplerCUBE _StarsTwinklingNoise;
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uniform float4x4 _StarsTwinklingMatrix;
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uniform float _StarsTwinkling;
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uniform half _StarsIntensity;
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uniform half _SunDiskSizeSimple;
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uniform float4 _weatherSkyMod;
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uniform float4 _moonParams;
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uniform float4 _MoonColor;
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uniform float4 _moonGlowColor;
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uniform float3 _SunDir;
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uniform float3 _MoonDir;
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uniform sampler2D _MoonTex;
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uniform sampler2D _GlowTex;
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uniform float _GalaxyIntensity;
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uniform samplerCUBE _Galaxy;
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struct VertexInput
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 position : POSITION;
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float4 WorldPosition : TEXCOORD0;
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half3 vertex : TEXCOORD1;
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float3 starPos : TEXCOORD2;
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float3 starsTwinklingPos : TEXCOORD3;
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float4 moonPos : TEXCOORD4;
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float4 sky : TEXCOORD5;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert(VertexInput v) {
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v); //Insert
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UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Insert
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o.position = UnityObjectToClipPos(v.vertex);
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o.WorldPosition = normalize(mul((float4x4)unity_ObjectToWorld, v.vertex)).xyzw;
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o.starPos = mul((float3x3)_StarsMatrix,v.vertex.xyz);
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o.starsTwinklingPos = mul((float3x3)_StarsTwinklingMatrix, v.vertex.xyz);
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float3 r = normalize(cross(_MoonDir.xyz, float3(0, -1, 0)));
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float3 u = cross(_MoonDir.xyz, r);
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o.moonPos.xy = float2(dot(r, v.vertex.xyz), dot(u, v.vertex.xyz)) * (21.0 - _moonParams.x) + 0.5;
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o.moonPos.zw = float2(dot(r, v.vertex.xyz), dot(u, v.vertex.xyz)) * (21.0 - _moonParams.y) + 0.5;
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o.sky.x = saturate(_SunDir.y + 0.25);
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o.sky.y = saturate(clamp(1.0 - _SunDir.y, 0.0, 0.5));
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o.sky.z = saturate(dot(-_MoonDir.xyz, v.texcoord));
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o.vertex = -v.vertex;
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return o;
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}
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half getMiePhase(half eyeCos, half eyeCos2, half y)
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{
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half temp = 1.0 + 0.9801 - 2.0 * (-0.990) * eyeCos;
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temp = pow(temp, pow(_SunDiskSizeSimple, 0.65) * 10);
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temp = max(temp, 1.0e-4); // prevent division by zero, esp. in half precision
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temp = 1.5 * ((1.0 - 0.9801) / (2.0 + 0.9801)) * (1.0 + eyeCos2) / temp;
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//#if defined(UNITY_COLORSPACE_GAMMA) && SKYBOX_COLOR_IN_TARGET_COLOR_SPACE
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// temp = pow(temp, .454545);
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//#endif
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return temp;
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}
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float MoonPhaseFactor(float2 uv, float phase)
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{
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float alpha = 1.0;
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float srefx = uv.x - 0.5;
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float refx = abs(uv.x - 0.5);
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if (phase > 0)
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{
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srefx = (1 - uv.x) - 0.5;
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refx = abs((1 - uv.x) - 0.5);
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}
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phase = abs(_moonParams.w);
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float refy = abs(uv.y - 0.5);
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float refxfory = sqrt(0.25 - refy * refy);
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float xmin = -refxfory;
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float xmax = refxfory;
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float xmin1 = (xmax - xmin) * (phase / 2) + xmin;
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float xmin2 = (xmax - xmin) * phase + xmin;
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if (srefx < xmin1)
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{
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alpha = 0;
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}
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else if (srefx < xmin2 && xmin1 != xmin2)
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{
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alpha = (srefx - xmin1) / (xmin2 - xmin1);
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}
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return alpha;
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}
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float Remap(float org_val, float org_min, float org_max, float new_min, float new_max)
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{
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return new_min + saturate(((org_val - org_min) / (org_max - org_min))*(new_max - new_min));
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}
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float4 frag(v2f i) : COLOR
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{
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half3 ray = normalize(mul((float3x3)unity_ObjectToWorld, i.vertex));
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half y = ray.y / 0.02;
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float3 skyColor = float3(0, 0, 0);
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float3 viewDir = normalize(i.WorldPosition + float3(0, 0.2, 0));
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float3 viewDir2 = normalize(i.WorldPosition + float3(0, 0.1, 0));
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float cosTheta = saturate(dot(normalize(i.WorldPosition), _SunDir));
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float fade = pow(max(0.0, viewDir.y), 1.25);
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//Stars
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float3 starsMap = texCUBE(_Stars, i.starPos.xyz);
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if (_StarsTwinkling > 0)
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{
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float3 starsTwinklingMap = texCUBE(_StarsTwinklingNoise, i.starsTwinklingPos.xyz);
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starsMap = starsMap * starsTwinklingMap * 50 * _StarsIntensity * fade;
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}
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//Galaxy
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float3 galaxyMap = texCUBE(_Galaxy, i.starPos.xyz);
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float3 galaxy = galaxyMap * _GalaxyIntensity * fade;
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//Moon
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float4 moonSampler = tex2D(_MoonTex, i.moonPos.xy);
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float4 moonGlow = tex2D(_GlowTex, i.moonPos.zw) * i.sky.z;
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float alpha = MoonPhaseFactor(i.moonPos.xy, _moonParams.w);
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float3 moonArea = clamp(moonSampler * 10, 0, 1) * i.sky.z;
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moonSampler = lerp(float4(0, 0, 0, 0), moonSampler, alpha);
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moonSampler = (moonSampler * _MoonColor) * 2;
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float starsBehindMoon = 1 - clamp((moonArea * 5), 0, 1);
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float3 nightSky = (starsMap + galaxy) * starsBehindMoon;
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//Sky Colors
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float3 horizonColor = lerp(_HorizonBackColor.rgb, _HorizonColor.rgb, cosTheta);
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skyColor = lerp(horizonColor,_SkyColor.rgb,smoothstep(dot(viewDir.y, float3(0,3,0)),0,0.3));
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if (y < 50.0 && y > 5.0)
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skyColor = horizonColor;
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skyColor = skyColor + nightSky;
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//Add moon
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skyColor += ((moonSampler.rgb * i.sky.z) + ((moonGlow.xyz * _moonGlowColor) * _moonParams.z) * (1 - moonSampler.a));
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//Sun Disc
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half eyeCos = dot(_SunDir, ray);
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half eyeCos2 = eyeCos * eyeCos;
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half mie = getMiePhase(eyeCos, eyeCos2, y);
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skyColor += mie * _SunColor.rgb;
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float ground = Remap(viewDir2.y, -0.15, 0, 0, 1);
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//Ground Color
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skyColor = lerp(skyColor * _GroundColor.rgb, skyColor, saturate(ground));
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//Weather Color Mod
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skyColor = lerp(skyColor, (lerp(skyColor, _weatherSkyMod.rgb, _weatherSkyMod.a)), _weatherSkyMod.a);
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return float4(skyColor,1);
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}
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ENDCG
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}
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//AURORA
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Pass
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{
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Blend One One
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile __ ENVIRO_AURORA
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#include "UnityCG.cginc"
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#pragma exclude_renderers gles
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sampler2D _Aurora_Layer_1;
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sampler2D _Aurora_Layer_2;
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sampler2D _Aurora_Colorshift;
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float4 _AuroraColor;
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float _AuroraIntensity;
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float _AuroraBrightness;
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float _AuroraContrast;
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float _AuroraHeight;
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float _AuroraScale;
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float _AuroraSpeed;
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float _AuroraSteps;
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float4 _Aurora_Tiling_Layer1;
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float4 _Aurora_Tiling_Layer2;
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float4 _Aurora_Tiling_ColorShift;
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float3 worldPos : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert(appdata_full v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v); //Insert
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UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Insert
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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return o;
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}
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float randomNoise(float3 co) {
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return frac(sin(dot(co.xyz ,float3(17.2486,32.76149, 368.71564))) * 32168.47512);
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}
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half4 SampleAurora(float3 uv) {
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float2 uv_1 = uv.xy * _Aurora_Tiling_Layer1.xy + (_Aurora_Tiling_Layer1.zw * _AuroraSpeed * _Time.y);
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half4 aurora = tex2Dlod(_Aurora_Layer_1, float4(uv_1.xy,0,0));
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float2 uv_2 = uv_1 * _Aurora_Tiling_Layer2.xy + (_Aurora_Tiling_Layer2.zw * _AuroraSpeed * _Time.y);
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half4 aurora2 = tex2Dlod(_Aurora_Layer_2, float4(uv_2.xy,0,0));
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aurora += (aurora2 - 0.5) * 0.5;
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aurora.w = aurora.w * 0.8 + 0.05;
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float3 uv_3 = float3(uv.xy * _Aurora_Tiling_ColorShift.xy + (_Aurora_Tiling_ColorShift.zw * _AuroraSpeed * _Time.y), 0.0);
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half4 cloudColor = tex2Dlod(_Aurora_Colorshift, float4(uv_3.xy,0,0));
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half contrastMask = 1.0 - saturate(aurora.a);
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contrastMask = pow(contrastMask, _AuroraContrast);
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aurora.rgb *= lerp(half3(0,0,0), _AuroraColor.rgb * cloudColor.rgb * _AuroraBrightness, contrastMask);
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half cloudSub = 1.0 - uv.z;
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aurora.a = aurora.a - cloudSub * cloudSub;
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aurora.a = saturate(aurora.a * _AuroraIntensity);
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aurora.rgb *= aurora.a;
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return aurora;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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#if defined(ENVIRO_AURORA)
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if (_AuroraIntensity < 0.05)
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return float4(0,0,0,0);
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float3 viewDir = normalize(i.worldPos - _WorldSpaceCameraPos);
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float viewFalloff = 1.0 - saturate(dot(viewDir, float3(0,1,0)));
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if (viewDir.y < 0 || viewDir.y > 1)
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return half4(0, 0, 0, 0);
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float3 traceDir = normalize(viewDir + float3(0, viewFalloff * 0.2 ,0));
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float3 worldPos = _WorldSpaceCameraPos + traceDir * ((_AuroraHeight - _WorldSpaceCameraPos.y) / max(traceDir.y, 0.01));
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float3 uv = float3(worldPos.xz * 0.01 * _AuroraScale, 0);
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half3 uvStep = half3(traceDir.xz * -1.0 * (1.0 / traceDir.y), 1.0) * (1.0 / _AuroraSteps);
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uv += uvStep * randomNoise(i.worldPos + _SinTime.w);
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half4 finalColor = half4(0,0,0,0);
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[loop]
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for (int i = 0; i < _AuroraSteps; i++)
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{
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if (finalColor.a > 1)
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break;
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uv += uvStep;
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finalColor += SampleAurora(uv) * (1.0 - finalColor.a);
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}
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finalColor *= viewDir.y;
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return finalColor;
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#else
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return half4(0, 0, 0, 0);
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#endif
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}
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ENDCG
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}
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//Cirrus Clouds
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma target 2.0
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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uniform sampler2D _CloudMap;
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uniform float _CloudAlpha;
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uniform float _CloudCoverage;
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uniform float _CloudAltitude;
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uniform float4 _CloudColor;
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uniform float _CloudColorPower;
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uniform float2 _CloudAnimation;
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struct appdata {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 Position : SV_POSITION;
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float4 uv : TEXCOORD0;
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float3 worldPos : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert(appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v); //Insert
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UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Insert
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o.Position = UnityObjectToClipPos(v.vertex);
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o.worldPos = normalize(v.vertex).xyz;
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float3 viewDir = normalize(o.worldPos + float3(0,1,0));
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o.worldPos.y *= 1 - dot(viewDir.y + _CloudAltitude, float3(0,-0.15,0));
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return o;
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}
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float4 frag(v2f i) : SV_Target
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{
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float3 uvs = normalize(i.worldPos);
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float4 uv1;
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float4 uv2;
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uv1.xy = (uvs.xz * 0.2) + _CloudAnimation;
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uv2.xy = (uvs.xz * 0.4) + _CloudAnimation;
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float4 clouds1 = tex2D(_CloudMap, uv1.xy);
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float4 clouds2 = tex2D(_CloudMap, uv2.xy);
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float color1 = pow(clouds1.g + clouds2.g, 0.1);
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float color2 = pow(clouds2.b * clouds1.r, 0.2);
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float4 finalClouds = lerp(clouds1, clouds2, color1 * color2);
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float cloudExtinction = pow(uvs.y , 2);
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finalClouds.a *= _CloudAlpha;
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finalClouds.a *= cloudExtinction;
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if (uvs.y < 0)
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finalClouds.a = 0;
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finalClouds.rgb = finalClouds.a * pow(_CloudColor,_CloudColorPower);
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finalClouds.rgb = pow(finalClouds.rgb,1 - _CloudCoverage);
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return finalClouds;
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}
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ENDCG
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}
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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uniform sampler2D _FlatCloudsBaseTexture;
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uniform sampler2D _FlatCloudsDetailTexture;
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uniform float4 _FlatCloudsAnimation;
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uniform float3 _FlatCloudsLightDirection;
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uniform float3 _FlatCloudsLightColor;
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uniform float3 _FlatCloudsAmbientColor;
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uniform float4 _FlatCloudsLightingParams; // x = LightIntensity, y = AmbientIntensity, z = Absorbtion, w = HgPhase
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uniform float4 _FlatCloudsParams; // x = Coverage, y = Density, z = Altitude, w = tonemapping
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uniform float4 _FlatCloudsTiling; // x = Base, y = Detail
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uniform float _CloudsExposure;
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 Position : SV_POSITION;
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float4 uv : TEXCOORD0;
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float3 worldPos : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert(appdata_base v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.Position = UnityObjectToClipPos(v.vertex);
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o.uv = normalize(v.vertex).xyzw;
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float3 viewDir = normalize(o.uv + float3(0, 1, 0));
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o.uv.y *= 1 - dot(viewDir.y + _FlatCloudsParams.z, float3(0, -0.2, 0));
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o.worldPos = mul(unity_ObjectToWorld, v.vertex);
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return o;
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}
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float Remap(float org_val, float org_min, float org_max, float new_min, float new_max)
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{
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return new_min + saturate(((org_val - org_min) / (org_max - org_min))*(new_max - new_min));
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}
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|
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float HenryGreenstein(float cosTheta, float g)
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{
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float k = 3.0 / (8.0 * 3.1415926f) * (1.0 - g * g) / (2.0 + g * g);
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return k * (1.0 + cosTheta * cosTheta) / pow(abs(1.0 + g * g - 2.0 * g * cosTheta), 1.5);
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}
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half3 tonemapACES(half3 color, float Exposure)
|
|
{
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|
color *= Exposure;
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|
|
|
// See https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
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const half a = 2.51;
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const half b = 0.03;
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const half c = 2.43;
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const half d = 0.59;
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const half e = 0.14;
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return saturate((color * (a * color + b)) / (color * (c * color + d) + e));
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|
}
|
|
|
|
float CalculateCloudDensity(float2 posBase, float2 posDetail, float coverage)
|
|
{
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|
float4 baseNoise = tex2D(_FlatCloudsBaseTexture, posBase);
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|
float low_freq_fBm = (baseNoise.g * 0.625) + (baseNoise.b * 0.25) + (baseNoise.a * 0.125);
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|
float base_cloud = Remap(baseNoise.r, -(1.0 - low_freq_fBm), 1.0, 0.0, 1.0) * coverage;
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|
|
|
float4 detailNoise = tex2D(_FlatCloudsDetailTexture, posDetail * 2);
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|
float high_freq_fBm = (detailNoise.r * 0.625) + (detailNoise.g * 0.25) + (detailNoise.b * 0.125);
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|
float density = Remap(base_cloud, 1.0 - high_freq_fBm * 0.5, 1.0, 0.0, 1.0);
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|
|
|
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"
|
|
}
|