add weather and time

This commit is contained in:
XuGaoFeng
2026-05-09 09:10:52 +08:00
parent 48e0dea5e1
commit 0ca1b49fa7
639 changed files with 121558 additions and 102 deletions

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Shader "Enviro3/Lightning" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_BrightnessMod("Brightness Mod ", float) = 250
_Brightness("Brightness ", float) = 250
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend One One
ColorMask RGBA
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#pragma exclude_renderers gles
#include "UnityCG.cginc"
#include "../Includes/FogInclude.cginc"
sampler2D _MainTex;
float4 _TintColor;
float _Brightness = 1;
float _BrightnessMod = 1;
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float4 wpos : TEXCOORD1;
float4 screenPos : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
float3 viewVector = mul(unity_CameraInvProjection, float4(v.texcoord.xy * 5 - 1, 0, 1));
o.wpos = mul(unity_CameraToWorld, float4(viewVector, 0));
o.screenPos = ComputeScreenPos(v.vertex);
return o;
}
float4 frag (v2f i) : SV_Target
{
float3 worldPos = i.wpos.xyz;
float2 screenPos = (i.screenPos.xy/i.screenPos.w);
float depth = i.screenPos.w;
float4 col = tex2D(_MainTex, i.texcoord) * _TintColor;
col.rgb *= _Brightness * _BrightnessMod;
//col.rgb = ApplyFogAndVolumetricLights(col.rgb,screenPos,worldPos,depth);
col.rgb *= col.a;
return col;
}
ENDCG
}
}
}
Fallback "Legacy Shaders/Transparent/Diffuse"
}

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licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 236601
packageName: Enviro 3 - Sky and Weather
packageVersion: 3.1.2
assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Particles/EnviroLightning.shader
uploadId: 660896

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ScriptedImporter:
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assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Particles/EnviroParticles.shadergraph
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Shader "Enviro3/Particles/WeatherParticles"
{
Properties
{
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
//_EnviroLightIntensity ("Light Intensity", Range(0.0,1.0)) = 1.0
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGBA
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#pragma exclude_renderers gles
#include "UnityCG.cginc"
#if !SHADER_API_GLES3
#include "../Includes/ParticlesInclude.cginc"
#endif
sampler2D _MainTex;
fixed4 _TintColor;
float4 _EnviroLighting;
float _EnviroLightIntensity;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 projPos : TEXCOORD2;
float3 posWorld : TEXCOORD3;
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
fixed4 frag (v2f i) : SV_Target
{
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
#ifdef SOFTPARTICLES_ON
float partZ = i.projPos.z;
float fade = saturate (0.5 * (sceneZ-partZ));
i.color.a *= fade;
#endif
float4 tex = tex2D(_MainTex, i.texcoord);
float4 col = 2.0f * i.color * _TintColor * tex;
col.a = i.color.a * _TintColor.a * tex.a;
UNITY_APPLY_FOG(i.fogCoord, col);
//float4 fog = TransparentFog(col,i.posWorld,i.projPos.xy,sceneZ);
float blend = 1.0;
#if !SHADER_API_GLES3
ParticleZones(i.posWorld, blend);
#endif
return float4(col.rgb * max(_EnviroLightIntensity,0.1) ,col.a * blend);
}
ENDCG
}
}
}
}

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