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CrowdControl/Assets/3rd/_CustomSkyboxShader.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Skybox/Horizon With Sun Skybox"
{
Properties
{
_SkyColor1("Top Color", Color) = (0.37, 0.52, 0.73, 0)
_SkyExponent1("Top Exponent", Float) = 8.5
_SkyColor2("Horizon Color", Color) = (0.89, 0.96, 1, 0)
_SkyColor3("Bottom Color", Color) = (0.89, 0.89, 0.89, 0)
_SkyExponent2("Bottom Exponent", Float) = 3.0
_SkyIntensity("Sky Intensity", Float) = 1.0
_SunColor("Sun Color", Color) = (1, 0.99, 0.87, 1)
_SunIntensity("Sun Intensity", float) = 2.0
_SunAlpha("Sun Alpha", float) = 550
_SunBeta("Sun Beta", float) = 1
_SunVector("Sun Vector", Vector) = (0.269, 0.615, 0.740, 0)
_SunAzimuth("Sun Azimuth (editor only)", float) = 20
_SunAltitude("Sun Altitude (editor only)", float) = 38
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata
{
float4 position : POSITION;
float3 texcoord : TEXCOORD0;
};
struct v2f
{
float4 position : SV_POSITION;
float3 texcoord : TEXCOORD0;
};
half3 _SkyColor1;
half _SkyExponent1;
half3 _SkyColor2;
half3 _SkyColor3;
half _SkyExponent2;
half _SkyIntensity;
half3 _SunColor;
half _SunIntensity;
half _SunAlpha;
half _SunBeta;
half3 _SunVector;
v2f vert(appdata v)
{
v2f o;
o.position = UnityObjectToClipPos(v.position);
o.texcoord = v.texcoord;
return o;
}
half4 frag(v2f i) : COLOR
{
float3 v = normalize(i.texcoord);
float p = v.y;
float p1 = 1 - pow(min(1, 1 - p), _SkyExponent1);
float p3 = 1 - pow(min(1, 1 + p), _SkyExponent2);
float p2 = 1 - p1 - p3;
half3 c_sky = _SkyColor1 * p1 + _SkyColor2 * p2 + _SkyColor3 * p3;
half3 c_sun = _SunColor * min(pow(max(0, dot(v, _SunVector)), _SunAlpha) * _SunBeta, 1);
return half4(c_sky * _SkyIntensity + c_sun * _SunIntensity, 0);
}
ENDCG
SubShader
{
Tags { "RenderType"="Background" "Queue"="Background" }
Pass
{
ZWrite Off
Cull Off
Fog { Mode Off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
CustomEditor "HorizonWithSunSkyboxInspector"
}