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 } } }