initial commit
This commit is contained in:
82
Assets/Shader/AtmosphereLayer.shader
Normal file
82
Assets/Shader/AtmosphereLayer.shader
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@@ -0,0 +1,82 @@
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Shader "Custom/AtmosphereLayer"
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{
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Properties
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{
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_RimColor("Rim Color", Color) = (0.4, 0.75, 1.0, 1.0)
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_CoreColor("Core Color", Color) = (0.0, 0.1, 0.4, 0.3)
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_RimPower("Rim Power", Range(0.5, 8.0)) = 1.5
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_RimIntensity("Rim Intensity", Range(0.0, 5.0)) = 2.5
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_CoreIntensity("Core Intensity", Range(0.0, 2.0)) = 0.4
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_PulseSpeed("Pulse Speed", Range(0.0, 3.0)) = 0.8
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_PulseStrength("Pulse Strength", Range(0.0, 1.0)) = 0.15
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Cull Back
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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};
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struct Varyings
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{
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float4 positionHCS : SV_POSITION;
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float3 normalWS : TEXCOORD0;
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float3 viewDirWS : TEXCOORD1;
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float3 positionWS : TEXCOORD2;
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};
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CBUFFER_START(UnityPerMaterial)
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half4 _RimColor;
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half4 _CoreColor;
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float _RimPower;
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float _RimIntensity;
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float _CoreIntensity;
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float _PulseSpeed;
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float _PulseStrength;
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CBUFFER_END
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
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OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
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OUT.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
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OUT.viewDirWS = normalize(_WorldSpaceCameraPos - OUT.positionWS);
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return OUT;
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}
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half4 frag(Varyings IN) : SV_Target
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{
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float3 normal = normalize(IN.normalWS);
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float3 viewDir = normalize(IN.viewDirWS);
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float fresnel = 1.0 - saturate(dot(normal, viewDir));
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float pulse = 1.0 + sin(_Time.y * _PulseSpeed) * _PulseStrength;
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float rim = pow(fresnel, _RimPower) * _RimIntensity * pulse;
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float core = (1.0 - fresnel) * _CoreIntensity;
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half3 col = lerp(_CoreColor.rgb * core, _RimColor.rgb * rim, fresnel);
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float alpha = saturate(rim * 0.8 + core * _CoreColor.a);
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return half4(col, alpha);
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}
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ENDHLSL
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}
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}
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}
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10
Assets/Shader/AtmosphereLayer.shader.meta
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10
Assets/Shader/AtmosphereLayer.shader.meta
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@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: cd5d4c5bba82eaf469f5cad7dbef1ba2
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ShaderImporter:
|
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externalObjects: {}
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||||
defaultTextures: []
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||||
nonModifiableTextures: []
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||||
preprocessorOverride: 0
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||||
userData:
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assetBundleName:
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||||
assetBundleVariant:
|
||||
110
Assets/Shader/AtmosphereLayerTexture.shader
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110
Assets/Shader/AtmosphereLayerTexture.shader
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@@ -0,0 +1,110 @@
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Shader "Custom/AtmosphereLayerTexture"
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{
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Properties
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{
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_MainTex("Cloud Texture", 2D) = "white" {}
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_RimColor("Rim Color", Color) = (1.0, 0.8, 0.2, 1.0)
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_CoreColor("Core Color", Color) = (0.9, 0.5, 0.0, 0.3)
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_RimPower("Rim Power", Range(0.5, 8.0)) = 1.5
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_RimIntensity("Rim Intensity", Range(0.0, 5.0)) = 2.5
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_CoreIntensity("Core Intensity", Range(0.0, 2.0)) = 0.4
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_ScrollSpeedX("Scroll Speed X", Range(-2.0, 2.0)) = 0.05
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_ScrollSpeedY("Scroll Speed Y", Range(-2.0, 2.0)) = 0.01
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_TextureStrength("Texture Strength", Range(0.0, 1.0)) = 0.6
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_PulseSpeed("Pulse Speed", Range(0.0, 3.0)) = 0.8
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_PulseStrength("Pulse Strength", Range(0.0, 1.0)) = 0.15
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}
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||||
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SubShader
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{
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Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Cull Back
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
|
||||
{
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float4 positionOS : POSITION;
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||||
float3 normalOS : NORMAL;
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float2 uv : TEXCOORD0;
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||||
};
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||||
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||||
struct Varyings
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||||
{
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float4 positionHCS : SV_POSITION;
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float3 normalWS : TEXCOORD0;
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float3 viewDirWS : TEXCOORD1;
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float2 uv : TEXCOORD2;
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};
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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half4 _RimColor;
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half4 _CoreColor;
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float _RimPower;
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float _RimIntensity;
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float _CoreIntensity;
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float _ScrollSpeedX;
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float _ScrollSpeedY;
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float _TextureStrength;
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float _PulseSpeed;
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float _PulseStrength;
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CBUFFER_END
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
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OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
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float3 posWS = TransformObjectToWorld(IN.positionOS.xyz);
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OUT.viewDirWS = normalize(_WorldSpaceCameraPos - posWS);
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OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
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return OUT;
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}
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half4 frag(Varyings IN) : SV_Target
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{
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float2 scrolledUV = IN.uv + float2(_ScrollSpeedX, _ScrollSpeedY) * _Time.y;
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float2 uv2 = IN.uv + float2(_ScrollSpeedX * 0.4, _ScrollSpeedY * 1.7) * _Time.y;
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half4 tex1 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, scrolledUV);
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half4 tex2 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv2);
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half lum1 = dot(tex1.rgb, half3(0.299, 0.587, 0.114));
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half lum2 = dot(tex2.rgb, half3(0.299, 0.587, 0.114));
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half raw = (lum1 + lum2) * 0.5;
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half texVal = saturate((raw - 0.4) * 3.0);
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half texMod = 0.5 + texVal * 1.0;
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float3 normal = normalize(IN.normalWS);
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float3 viewDir = normalize(IN.viewDirWS);
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float fresnel = 1.0 - saturate(dot(normal, viewDir));
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float pulse = 1.0 + sin(_Time.y * _PulseSpeed) * _PulseStrength;
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float rim = pow(fresnel, _RimPower) * _RimIntensity * pulse;
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rim = lerp(rim, rim * texMod, _TextureStrength);
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float core = (1.0 - fresnel) * _CoreIntensity;
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core = lerp(core, core * texMod, _TextureStrength * 0.5);
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half3 cloudColor = lerp(_RimColor.rgb, _CoreColor.rgb + half3(0.1, 0.05, 0.0), texVal);
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half3 col = lerp(_CoreColor.rgb * core, cloudColor * rim, fresnel);
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float alpha = saturate(rim * 0.8 + core * _CoreColor.a);
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return half4(col, alpha);
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}
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ENDHLSL
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}
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}
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}
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10
Assets/Shader/AtmosphereLayerTexture.shader.meta
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10
Assets/Shader/AtmosphereLayerTexture.shader.meta
Normal file
@@ -0,0 +1,10 @@
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||||
fileFormatVersion: 2
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||||
guid: 3ef6fbd13b48ee9478c6576813589dbf
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||||
ShaderImporter:
|
||||
externalObjects: {}
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||||
defaultTextures: []
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||||
nonModifiableTextures: []
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||||
preprocessorOverride: 0
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
|
||||
105
Assets/Shader/JupiterAtmosphereLayer.shader
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105
Assets/Shader/JupiterAtmosphereLayer.shader
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@@ -0,0 +1,105 @@
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Shader "Custom/JupiterAtmosphereLayer"
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{
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Properties
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||||
{
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_MainTex("Main Texture", 2D) = "white" {}
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_SecondTex("Second Texture", 2D) = "white" {}
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_RimColor("Rim Color", Color) = (0.8, 0.5, 0.2, 1.0)
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_CoreColor("Core Color", Color) = (0.6, 0.3, 0.1, 0.3)
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_RimPower("Rim Power", Range(0.5, 8.0)) = 1.5
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_RimIntensity("Rim Intensity", Range(0.0, 5.0)) = 2.5
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_CoreIntensity("Core Intensity", Range(0.0, 2.0)) = 0.4
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_ScrollSpeed1("Scroll Speed 1", Range(-1.0, 1.0)) = 0.02
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_ScrollSpeed2("Scroll Speed 2", Range(-1.0, 1.0)) = -0.01
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_PulseSpeed("Pulse Speed", Range(0.0, 3.0)) = 0.8
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_PulseStrength("Pulse Strength", Range(0.0, 1.0)) = 0.15
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_TextureBlend("Texture Blend", Range(0.0, 1.0)) = 0.5
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_TextureInfluence("Texture Influence", Range(0.0, 1.0)) = 0.6
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||||
}
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||||
SubShader
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||||
{
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||||
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
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||||
Blend SrcAlpha OneMinusSrcAlpha
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||||
ZWrite Off
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||||
Cull Back
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||||
Pass
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||||
{
|
||||
HLSLPROGRAM
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||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float3 normalOS : NORMAL;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionHCS : SV_POSITION;
|
||||
float3 normalWS : TEXCOORD0;
|
||||
float3 viewDirWS : TEXCOORD1;
|
||||
float3 positionWS : TEXCOORD2;
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||||
float2 uv : TEXCOORD3;
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||||
};
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||||
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||||
TEXTURE2D(_MainTex);
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||||
SAMPLER(sampler_MainTex);
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||||
TEXTURE2D(_SecondTex);
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||||
SAMPLER(sampler_SecondTex);
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||||
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||||
CBUFFER_START(UnityPerMaterial)
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||||
float4 _MainTex_ST;
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||||
float4 _SecondTex_ST;
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||||
half4 _RimColor;
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||||
half4 _CoreColor;
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||||
float _RimPower;
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||||
float _RimIntensity;
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||||
float _CoreIntensity;
|
||||
float _ScrollSpeed1;
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||||
float _ScrollSpeed2;
|
||||
float _PulseSpeed;
|
||||
float _PulseStrength;
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||||
float _TextureBlend;
|
||||
float _TextureInfluence;
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||||
CBUFFER_END
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||||
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||||
Varyings vert(Attributes IN)
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||||
{
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||||
Varyings OUT;
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||||
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
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OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
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OUT.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
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OUT.viewDirWS = normalize(_WorldSpaceCameraPos - OUT.positionWS);
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OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
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return OUT;
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||||
}
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||||
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half4 frag(Varyings IN) : SV_Target
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||||
{
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float2 uv1 = IN.uv + float2(_ScrollSpeed1 * _Time.y, 0);
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float2 uv2 = IN.uv + float2(_ScrollSpeed2 * _Time.y, 0);
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||||
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||||
half4 tex1 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv1);
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||||
half4 tex2 = SAMPLE_TEXTURE2D(_SecondTex, sampler_SecondTex, uv2);
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||||
half4 texBlended = lerp(tex1, tex2, _TextureBlend);
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||||
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||||
float3 normal = normalize(IN.normalWS);
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||||
float3 viewDir = normalize(IN.viewDirWS);
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||||
float fresnel = 1.0 - saturate(dot(normal, viewDir));
|
||||
float pulse = 1.0 + sin(_Time.y * _PulseSpeed) * _PulseStrength;
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||||
float rim = pow(fresnel, _RimPower) * _RimIntensity * pulse;
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||||
float core = (1.0 - fresnel) * _CoreIntensity;
|
||||
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||||
half3 baseCol = lerp(_CoreColor.rgb * core, _RimColor.rgb * rim, fresnel);
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||||
half3 finalCol = lerp(baseCol, texBlended.rgb * rim, _TextureInfluence);
|
||||
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||||
float alpha = saturate(rim * 0.8 + core * _CoreColor.a);
|
||||
return half4(finalCol, alpha);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
10
Assets/Shader/JupiterAtmosphereLayer.shader.meta
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10
Assets/Shader/JupiterAtmosphereLayer.shader.meta
Normal file
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6027af872f3bd5644af725dfd9e29fe9
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
118
Assets/Shader/SaturnAtmosphereLayer.shader
Normal file
118
Assets/Shader/SaturnAtmosphereLayer.shader
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@@ -0,0 +1,118 @@
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||||
Shader "Custom/SaturnAtmosphereLayer"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex("Main Texture", 2D) = "white" {}
|
||||
_SecondTex("Second Texture", 2D) = "white" {}
|
||||
_FogTex("Fog Texture", 2D) = "white" {}
|
||||
_RimColor("Rim Color", Color) = (0.9, 0.8, 0.5, 1.0)
|
||||
_CoreColor("Core Color", Color) = (0.7, 0.6, 0.3, 0.3)
|
||||
_FogColor("Fog Color", Color) = (0.95, 0.9, 0.75, 0.2)
|
||||
_RimPower("Rim Power", Range(0.5, 8.0)) = 2.0
|
||||
_RimIntensity("Rim Intensity", Range(0.0, 5.0)) = 1.5
|
||||
_CoreIntensity("Core Intensity", Range(0.0, 2.0)) = 0.3
|
||||
_ScrollSpeed1("Scroll Speed 1", Range(-1.0, 1.0)) = 0.01
|
||||
_ScrollSpeed2("Scroll Speed 2", Range(-1.0, 1.0)) = -0.007
|
||||
_FogScrollSpeed("Fog Scroll Speed", Range(-1.0, 1.0)) = 0.003
|
||||
_PulseSpeed("Pulse Speed", Range(0.0, 3.0)) = 0.4
|
||||
_PulseStrength("Pulse Strength", Range(0.0, 1.0)) = 0.08
|
||||
_TextureBlend("Texture Blend", Range(0.0, 1.0)) = 0.5
|
||||
_TextureInfluence("Texture Influence", Range(0.0, 1.0)) = 0.5
|
||||
_FogInfluence("Fog Influence", Range(0.0, 1.0)) = 0.3
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ZWrite Off
|
||||
Cull Back
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float3 normalOS : NORMAL;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionHCS : SV_POSITION;
|
||||
float3 normalWS : TEXCOORD0;
|
||||
float3 viewDirWS : TEXCOORD1;
|
||||
float3 positionWS : TEXCOORD2;
|
||||
float2 uv : TEXCOORD3;
|
||||
};
|
||||
|
||||
TEXTURE2D(_MainTex);
|
||||
SAMPLER(sampler_MainTex);
|
||||
TEXTURE2D(_SecondTex);
|
||||
SAMPLER(sampler_SecondTex);
|
||||
TEXTURE2D(_FogTex);
|
||||
SAMPLER(sampler_FogTex);
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _MainTex_ST;
|
||||
float4 _SecondTex_ST;
|
||||
float4 _FogTex_ST;
|
||||
half4 _RimColor;
|
||||
half4 _CoreColor;
|
||||
half4 _FogColor;
|
||||
float _RimPower;
|
||||
float _RimIntensity;
|
||||
float _CoreIntensity;
|
||||
float _ScrollSpeed1;
|
||||
float _ScrollSpeed2;
|
||||
float _FogScrollSpeed;
|
||||
float _PulseSpeed;
|
||||
float _PulseStrength;
|
||||
float _TextureBlend;
|
||||
float _TextureInfluence;
|
||||
float _FogInfluence;
|
||||
CBUFFER_END
|
||||
|
||||
Varyings vert(Attributes IN)
|
||||
{
|
||||
Varyings OUT;
|
||||
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
|
||||
OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
|
||||
OUT.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
|
||||
OUT.viewDirWS = normalize(_WorldSpaceCameraPos - OUT.positionWS);
|
||||
OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
|
||||
return OUT;
|
||||
}
|
||||
|
||||
half4 frag(Varyings IN) : SV_Target
|
||||
{
|
||||
float2 uv1 = IN.uv + float2(_ScrollSpeed1 * _Time.y, 0);
|
||||
float2 uv2 = IN.uv + float2(_ScrollSpeed2 * _Time.y, 0);
|
||||
float2 uvFog = IN.uv + float2(0, _FogScrollSpeed * _Time.y);
|
||||
|
||||
half4 tex1 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv1);
|
||||
half4 tex2 = SAMPLE_TEXTURE2D(_SecondTex, sampler_SecondTex, uv2);
|
||||
half4 texFog = SAMPLE_TEXTURE2D(_FogTex, sampler_FogTex, uvFog);
|
||||
half4 texBlended = lerp(tex1, tex2, _TextureBlend);
|
||||
|
||||
float3 normal = normalize(IN.normalWS);
|
||||
float3 viewDir = normalize(IN.viewDirWS);
|
||||
float fresnel = 1.0 - saturate(dot(normal, viewDir));
|
||||
float pulse = 1.0 + sin(_Time.y * _PulseSpeed) * _PulseStrength;
|
||||
float rim = pow(fresnel, _RimPower) * _RimIntensity * pulse;
|
||||
float core = (1.0 - fresnel) * _CoreIntensity;
|
||||
|
||||
half3 baseCol = lerp(_CoreColor.rgb * core, _RimColor.rgb * rim, fresnel);
|
||||
half3 texCol = lerp(baseCol, texBlended.rgb * rim, _TextureInfluence);
|
||||
half3 finalCol = lerp(texCol, texFog.rgb * _FogColor.rgb, _FogInfluence * (1.0 - fresnel));
|
||||
|
||||
float alpha = saturate(rim * 0.8 + core * _CoreColor.a);
|
||||
return half4(finalCol, alpha);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
10
Assets/Shader/SaturnAtmosphereLayer.shader.meta
Normal file
10
Assets/Shader/SaturnAtmosphereLayer.shader.meta
Normal file
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
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guid: 11b50f7cee3dc1d4286fef071a363ee5
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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3827
Assets/Shader/Venus.shadergraph
Normal file
3827
Assets/Shader/Venus.shadergraph
Normal file
File diff suppressed because it is too large
Load Diff
10
Assets/Shader/Venus.shadergraph.meta
Normal file
10
Assets/Shader/Venus.shadergraph.meta
Normal file
@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: 94aabec34b972de4a8bf5ed37d1157e2
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ScriptedImporter:
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internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||
77
Assets/Shader/VenusSurface.shader
Normal file
77
Assets/Shader/VenusSurface.shader
Normal file
@@ -0,0 +1,77 @@
|
||||
Shader "Custom/VenusSurface"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex("Surface Texture", 2D) = "white" {}
|
||||
_TroposphereLevel("Troposphere Level", Range(0, 1)) = 1
|
||||
_DayColor("Day Color", Color) = (1.0, 0.3, 0.05, 1)
|
||||
_NightColor("Night Color", Color) = (0.02, 0.02, 0.08, 1)
|
||||
_SunDirection("Sun Direction", Vector) = (1, 0, 0, 0)
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
|
||||
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float3 normalOS : NORMAL;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionHCS : SV_POSITION;
|
||||
float3 normalWS : TEXCOORD0;
|
||||
float2 uv : TEXCOORD1;
|
||||
};
|
||||
|
||||
TEXTURE2D(_MainTex);
|
||||
SAMPLER(sampler_MainTex);
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _MainTex_ST;
|
||||
float _TroposphereLevel;
|
||||
half4 _DayColor;
|
||||
half4 _NightColor;
|
||||
float4 _SunDirection;
|
||||
CBUFFER_END
|
||||
|
||||
Varyings vert(Attributes IN)
|
||||
{
|
||||
Varyings OUT;
|
||||
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
|
||||
OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
|
||||
OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
|
||||
return OUT;
|
||||
}
|
||||
|
||||
half4 frag(Varyings IN) : SV_Target
|
||||
{
|
||||
half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv);
|
||||
|
||||
float3 normal = normalize(IN.normalWS);
|
||||
float3 sunDir = normalize(_SunDirection.xyz);
|
||||
float dayFactor = saturate(dot(normal, sunDir));
|
||||
|
||||
float heatBlend = saturate((1.0 - _TroposphereLevel) * 2.0);
|
||||
float contrastFactor = saturate((1.0 - _TroposphereLevel) * 3.0);
|
||||
dayFactor = saturate(dayFactor * (1.0 + contrastFactor * 2.0));
|
||||
|
||||
half3 heatColor = lerp(_NightColor.rgb, _DayColor.rgb, dayFactor);
|
||||
half3 finalColor = lerp(tex.rgb, heatColor, heatBlend);
|
||||
|
||||
return half4(finalColor, 1.0);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
10
Assets/Shader/VenusSurface.shader.meta
Normal file
10
Assets/Shader/VenusSurface.shader.meta
Normal file
@@ -0,0 +1,10 @@
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||||
fileFormatVersion: 2
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guid: 90cfcfa61fa0c624ab1a32cdfad0439d
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
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BIN
Assets/Shader/skybox_earth.jpg
Normal file
BIN
Assets/Shader/skybox_earth.jpg
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 4.3 MiB |
85
Assets/Shader/skybox_earth.jpg.meta
Normal file
85
Assets/Shader/skybox_earth.jpg.meta
Normal file
@@ -0,0 +1,85 @@
|
||||
fileFormatVersion: 2
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guid: e1084384d7b2df446a77766c6559569c
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||||
timeCreated: 1505996242
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||||
licenseType: Store
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||||
TextureImporter:
|
||||
fileIDToRecycleName:
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||||
8900000: generatedCubemap
|
||||
serializedVersion: 4
|
||||
mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 1
|
||||
sRGBTexture: 1
|
||||
linearTexture: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: 0.25
|
||||
normalMapFilter: 0
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||||
isReadable: 0
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grayScaleToAlpha: 0
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generateCubemap: 6
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cubemapConvolution: 0
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seamlessCubemap: 0
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textureFormat: 1
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maxTextureSize: 2048
|
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textureSettings:
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filterMode: -1
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aniso: -1
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mipBias: -1
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wrapMode: -1
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nPOTScale: 1
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lightmap: 0
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compressionQuality: 50
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spriteMode: 0
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spritePixelsToUnits: 100
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alphaUsage: 1
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alphaIsTransparency: 0
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spriteTessellationDetail: -1
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textureType: 0
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textureShape: 2
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maxTextureSizeSet: 0
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compressionQualitySet: 0
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textureFormatSet: 0
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platformSettings:
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- buildTarget: DefaultTexturePlatform
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maxTextureSize: 2048
|
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textureFormat: -1
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textureCompression: 1
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||||
compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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- buildTarget: Standalone
|
||||
maxTextureSize: 2048
|
||||
textureFormat: -1
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||||
textureCompression: 1
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||||
compressionQuality: 50
|
||||
crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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- buildTarget: Android
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||||
maxTextureSize: 2048
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||||
textureFormat: -1
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||||
textureCompression: 1
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||||
compressionQuality: 50
|
||||
crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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||||
spriteSheet:
|
||||
serializedVersion: 2
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sprites: []
|
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outline: []
|
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spritePackingTag:
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userData:
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assetBundleName:
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assetBundleVariant:
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Reference in New Issue
Block a user