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

77 lines
2.7 KiB
Plaintext

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
}
}
}