// Shader created with Shader Forge v1.38 // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ // Note: Manually altering this data may prevent you from opening it in Shader Forge 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Shader "AHProxy/PlanetShaderLo" { Properties { _MainTex ("TextureMap", 2D) = "white" {} _CityLightMap ("CityLightMap", 2D) = "black" {} _CloudMap ("CloudMap", 2D) = "black" {} _CityLightColor ("CityLightColor", Color) = (1,1,1,1) _CityLightIntensity ("CityLightIntensity", Range(0, 2)) = 0 _CloudMapSpecularity ("CloudMapSpecularity", Range(-1, 1)) = 0 _CloudPanSpeed ("CloudPanSpeed", Range(-1, 1)) = 0 _SpecularMap ("SpecularMap", 2D) = "black" {} _Smoothness ("Smoothness", Range(0, 1)) = 0 _BumpMap ("NormalMap", 2D) = "bump" {} _AtmosphereColor ("AtmosphereColor", Color) = (0.4411765,0.6300204,1,1) _AtmosphereDensity ("AtmosphereDensity", Range(0, 8)) = 0 _LightStretch ("LightStretch", Range(0, 0.5)) = 0 } SubShader { Tags { "RenderType"="Opaque" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } ColorMask RGB CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #define _GLOSSYENV 1 #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma multi_compile_fwdbase_fullshadows #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile_fog #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu #pragma target 3.0 uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; uniform fixed _Smoothness; uniform sampler2D _SpecularMap; uniform float4 _SpecularMap_ST; uniform sampler2D _CloudMap; uniform float4 _CloudMap_ST; uniform fixed _CloudPanSpeed; uniform half _AtmosphereDensity; uniform fixed4 _AtmosphereColor; uniform fixed _CloudMapSpecularity; uniform fixed _LightStretch; uniform sampler2D _CityLightMap; uniform float4 _CityLightMap_ST; uniform float _CityLightIntensity; uniform float4 _CityLightColor; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; float3 normalDir : TEXCOORD4; float3 tangentDir : TEXCOORD5; float3 bitangentDir : TEXCOORD6; LIGHTING_COORDS(7,8) UNITY_FOG_COORDS(9) #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) float4 ambientOrLightmapUV : TEXCOORD10; #endif }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; #ifdef LIGHTMAP_ON o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.ambientOrLightmapUV.zw = 0; #elif UNITY_SHOULD_SAMPLE_SH #endif #ifdef DYNAMICLIGHTMAP_ON o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif o.normalDir = UnityObjectToWorldNormal(v.normal); o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos( v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i) : COLOR { i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); fixed3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); float3 normalLocal = _BumpMap_var.rgb; float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; float3 halfDirection = normalize(viewDirection+lightDirection); ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); float3 attenColor = attenuation * _LightColor0.xyz; float Pi = 3.141592654; float InvPi = 0.31830988618; ///////// Gloss: float gloss = 0.5; float specPow = exp2( gloss * 10.0 + 1.0 ); /////// GI Data: UnityLight light; #ifdef LIGHTMAP_OFF light.color = lightColor; light.dir = lightDirection; light.ndotl = LambertTerm (normalDirection, light.dir); #else light.color = half3(0.f, 0.f, 0.f); light.ndotl = 0.0f; light.dir = half3(0.f, 0.f, 0.f); #endif UnityGIInput d; d.light = light; d.worldPos = i.posWorld.xyz; d.worldViewDir = viewDirection; d.atten = attenuation; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) d.ambient = 0; d.lightmapUV = i.ambientOrLightmapUV; #else d.ambient = i.ambientOrLightmapUV; #endif #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION d.boxMin[0] = unity_SpecCube0_BoxMin; d.boxMin[1] = unity_SpecCube1_BoxMin; #endif #if UNITY_SPECCUBE_BOX_PROJECTION d.boxMax[0] = unity_SpecCube0_BoxMax; d.boxMax[1] = unity_SpecCube1_BoxMax; d.probePosition[0] = unity_SpecCube0_ProbePosition; d.probePosition[1] = unity_SpecCube1_ProbePosition; #endif d.probeHDR[0] = unity_SpecCube0_HDR; d.probeHDR[1] = unity_SpecCube1_HDR; Unity_GlossyEnvironmentData ugls_en_data; ugls_en_data.roughness = 1.0 - gloss; ugls_en_data.reflUVW = viewReflectDirection; UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); lightDirection = gi.light.dir; lightColor = gi.light.color; ////// Specular: float NdotL = saturate(dot( normalDirection, lightDirection )); fixed4 _SpecularMap_var = tex2D(_SpecularMap,TRANSFORM_TEX(i.uv0, _SpecularMap)); half4 node_3720 = _Time; half2 node_3503 = (i.uv0+(node_3720.g*_CloudPanSpeed)*float2(0.05,0)); fixed4 _CloudMap_var = tex2D(_CloudMap,TRANSFORM_TEX(node_3503, _CloudMap)); float3 specularColor = ((_SpecularMap_var.rgb-(_CloudMap_var.rgb*_CloudMapSpecularity))*(_Smoothness+0.2)); float specularMonochrome = max( max(specularColor.r, specularColor.g), specularColor.b); float normTerm = (specPow + 8.0 ) / (8.0 * Pi); float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*normTerm*specularColor; float3 indirectSpecular = (gi.indirect.specular)*specularColor; float3 specular = (directSpecular + indirectSpecular); /////// Diffuse: NdotL = max(0.0,dot( normalDirection, lightDirection )); float3 directDiffuse = max( 0.0, NdotL) * attenColor; float3 indirectDiffuse = float3(0,0,0); indirectDiffuse += gi.indirect.diffuse; float4 _CityLightMap_var = tex2D(_CityLightMap,TRANSFORM_TEX(i.uv0, _CityLightMap)); float3 node_6430 = (((dot(i.normalDir,lightDirection)-0.5)*(-1.0))*(_CityLightMap_var.rgb*(_CityLightColor.rgb*_CityLightIntensity))); fixed4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float3 diffuseColor = (node_6430+(_CloudMap_var.rgb+_MainTex_var.rgb)); diffuseColor *= 1-specularMonochrome; float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; ////// Emissive: float3 emissive = (saturate((dot(node_6430,float3(0.3,0.59,0.11))-_CloudMap_var.rgb))+((pow(1.0-max(0,dot(normalDirection, viewDirection)),(8.0-_AtmosphereDensity))*_AtmosphereColor.rgb)*saturate((dot(i.normalDir,lightDirection)+_LightStretch)))); /// Final Color: float3 finalColor = diffuse + specular + emissive; fixed4 finalRGBA = fixed4(finalColor,1); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "Meta" Tags { "LightMode"="Meta" } Cull Off ColorMask RGB CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_META 1 #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #define _GLOSSYENV 1 #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #include "UnityMetaPass.cginc" #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_shadowcaster #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile_fog #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu #pragma target 3.0 uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform fixed _Smoothness; uniform sampler2D _SpecularMap; uniform float4 _SpecularMap_ST; uniform sampler2D _CloudMap; uniform float4 _CloudMap_ST; uniform fixed _CloudPanSpeed; uniform half _AtmosphereDensity; uniform fixed4 _AtmosphereColor; uniform fixed _CloudMapSpecularity; uniform fixed _LightStretch; uniform sampler2D _CityLightMap; uniform float4 _CityLightMap_ST; uniform float _CityLightIntensity; uniform float4 _CityLightColor; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; float3 normalDir : TEXCOORD4; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.normalDir = UnityObjectToWorldNormal(v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); return o; } float4 frag(VertexOutput i) : SV_Target { i.normalDir = normalize(i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); UnityMetaInput o; UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); float4 _CityLightMap_var = tex2D(_CityLightMap,TRANSFORM_TEX(i.uv0, _CityLightMap)); float3 node_6430 = (((dot(i.normalDir,lightDirection)-0.5)*(-1.0))*(_CityLightMap_var.rgb*(_CityLightColor.rgb*_CityLightIntensity))); half4 node_3720 = _Time; half2 node_3503 = (i.uv0+(node_3720.g*_CloudPanSpeed)*float2(0.05,0)); fixed4 _CloudMap_var = tex2D(_CloudMap,TRANSFORM_TEX(node_3503, _CloudMap)); o.Emission = (saturate((dot(node_6430,float3(0.3,0.59,0.11))-_CloudMap_var.rgb))+((pow(1.0-max(0,dot(normalDirection, viewDirection)),(8.0-_AtmosphereDensity))*_AtmosphereColor.rgb)*saturate((dot(i.normalDir,lightDirection)+_LightStretch)))); fixed4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float3 diffColor = (node_6430+(_CloudMap_var.rgb+_MainTex_var.rgb)); fixed4 _SpecularMap_var = tex2D(_SpecularMap,TRANSFORM_TEX(i.uv0, _SpecularMap)); float3 specColor = ((_SpecularMap_var.rgb-(_CloudMap_var.rgb*_CloudMapSpecularity))*(_Smoothness+0.2)); o.Albedo = diffColor + specColor * 0.125; // No gloss connected. Assume it's 0.5 return UnityMetaFragment( o ); } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }