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