Files
ScienceLab.AtmosphericPressure/Assets/Shader/AtmosphereLayer.shader
2026-05-29 18:21:53 +03:00

82 lines
2.7 KiB
Plaintext

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
}
}
}