initial commit

This commit is contained in:
2026-05-29 18:21:53 +03:00
commit 66ddf0ead0
2184 changed files with 1384338 additions and 0 deletions

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Shader "Custom/AtmosphereLayer"
{
Properties
{
_RimColor("Rim Color", Color) = (0.4, 0.75, 1.0, 1.0)
_CoreColor("Core Color", Color) = (0.0, 0.1, 0.4, 0.3)
_RimPower("Rim Power", Range(0.5, 8.0)) = 1.5
_RimIntensity("Rim Intensity", Range(0.0, 5.0)) = 2.5
_CoreIntensity("Core Intensity", Range(0.0, 2.0)) = 0.4
_PulseSpeed("Pulse Speed", Range(0.0, 3.0)) = 0.8
_PulseStrength("Pulse Strength", Range(0.0, 1.0)) = 0.15
}
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;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float3 normalWS : TEXCOORD0;
float3 viewDirWS : TEXCOORD1;
float3 positionWS : TEXCOORD2;
};
CBUFFER_START(UnityPerMaterial)
half4 _RimColor;
half4 _CoreColor;
float _RimPower;
float _RimIntensity;
float _CoreIntensity;
float _PulseSpeed;
float _PulseStrength;
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);
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
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 col = lerp(_CoreColor.rgb * core, _RimColor.rgb * rim, fresnel);
float alpha = saturate(rim * 0.8 + core * _CoreColor.a);
return half4(col, alpha);
}
ENDHLSL
}
}
}

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Shader "Custom/AtmosphereLayerTexture"
{
Properties
{
_MainTex("Cloud Texture", 2D) = "white" {}
_RimColor("Rim Color", Color) = (1.0, 0.8, 0.2, 1.0)
_CoreColor("Core Color", Color) = (0.9, 0.5, 0.0, 0.3)
_RimPower("Rim Power", Range(0.5, 8.0)) = 1.5
_RimIntensity("Rim Intensity", Range(0.0, 5.0)) = 2.5
_CoreIntensity("Core Intensity", Range(0.0, 2.0)) = 0.4
_ScrollSpeedX("Scroll Speed X", Range(-2.0, 2.0)) = 0.05
_ScrollSpeedY("Scroll Speed Y", Range(-2.0, 2.0)) = 0.01
_TextureStrength("Texture Strength", Range(0.0, 1.0)) = 0.6
_PulseSpeed("Pulse Speed", Range(0.0, 3.0)) = 0.8
_PulseStrength("Pulse Strength", Range(0.0, 1.0)) = 0.15
}
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;
float2 uv : TEXCOORD2;
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
half4 _RimColor;
half4 _CoreColor;
float _RimPower;
float _RimIntensity;
float _CoreIntensity;
float _ScrollSpeedX;
float _ScrollSpeedY;
float _TextureStrength;
float _PulseSpeed;
float _PulseStrength;
CBUFFER_END
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
float3 posWS = TransformObjectToWorld(IN.positionOS.xyz);
OUT.viewDirWS = normalize(_WorldSpaceCameraPos - posWS);
OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
float2 scrolledUV = IN.uv + float2(_ScrollSpeedX, _ScrollSpeedY) * _Time.y;
float2 uv2 = IN.uv + float2(_ScrollSpeedX * 0.4, _ScrollSpeedY * 1.7) * _Time.y;
half4 tex1 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, scrolledUV);
half4 tex2 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv2);
half lum1 = dot(tex1.rgb, half3(0.299, 0.587, 0.114));
half lum2 = dot(tex2.rgb, half3(0.299, 0.587, 0.114));
half raw = (lum1 + lum2) * 0.5;
half texVal = saturate((raw - 0.4) * 3.0);
half texMod = 0.5 + texVal * 1.0;
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;
rim = lerp(rim, rim * texMod, _TextureStrength);
float core = (1.0 - fresnel) * _CoreIntensity;
core = lerp(core, core * texMod, _TextureStrength * 0.5);
half3 cloudColor = lerp(_RimColor.rgb, _CoreColor.rgb + half3(0.1, 0.05, 0.0), texVal);
half3 col = lerp(_CoreColor.rgb * core, cloudColor * rim, fresnel);
float alpha = saturate(rim * 0.8 + core * _CoreColor.a);
return half4(col, alpha);
}
ENDHLSL
}
}
}

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Shader "Custom/JupiterAtmosphereLayer"
{
Properties
{
_MainTex("Main Texture", 2D) = "white" {}
_SecondTex("Second Texture", 2D) = "white" {}
_RimColor("Rim Color", Color) = (0.8, 0.5, 0.2, 1.0)
_CoreColor("Core Color", Color) = (0.6, 0.3, 0.1, 0.3)
_RimPower("Rim Power", Range(0.5, 8.0)) = 1.5
_RimIntensity("Rim Intensity", Range(0.0, 5.0)) = 2.5
_CoreIntensity("Core Intensity", Range(0.0, 2.0)) = 0.4
_ScrollSpeed1("Scroll Speed 1", Range(-1.0, 1.0)) = 0.02
_ScrollSpeed2("Scroll Speed 2", Range(-1.0, 1.0)) = -0.01
_PulseSpeed("Pulse Speed", Range(0.0, 3.0)) = 0.8
_PulseStrength("Pulse Strength", Range(0.0, 1.0)) = 0.15
_TextureBlend("Texture Blend", Range(0.0, 1.0)) = 0.5
_TextureInfluence("Texture Influence", Range(0.0, 1.0)) = 0.6
}
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);
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float4 _SecondTex_ST;
half4 _RimColor;
half4 _CoreColor;
float _RimPower;
float _RimIntensity;
float _CoreIntensity;
float _ScrollSpeed1;
float _ScrollSpeed2;
float _PulseSpeed;
float _PulseStrength;
float _TextureBlend;
float _TextureInfluence;
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);
half4 tex1 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv1);
half4 tex2 = SAMPLE_TEXTURE2D(_SecondTex, sampler_SecondTex, uv2);
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 finalCol = lerp(baseCol, texBlended.rgb * rim, _TextureInfluence);
float alpha = saturate(rim * 0.8 + core * _CoreColor.a);
return half4(finalCol, alpha);
}
ENDHLSL
}
}
}

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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
}
}
}

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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
}
}
}

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