add weather and time
This commit is contained in:
@@ -0,0 +1,306 @@
|
||||
Shader "Enviro/Skybox"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MoonTex("Moon Tex", 2D) = "black" {}
|
||||
_MoonGlowTex("Moon Glow Tex", 2D) = "black" {}
|
||||
_SunTex("Sun Tex", 2D) = "black" {}
|
||||
_StarsTex ("Stars Tex", Cube) = "black" {}
|
||||
_GalaxyTex ("Galaxy Tex", Cube) = "black" {}
|
||||
|
||||
|
||||
_CloudTex("Cloud LatLong Texture", 2D) = "white" {}
|
||||
_CloudStrength("Cloud Strength", Range(0,10)) = 0.8
|
||||
_HorizonRemap("Horizon UV Remap", Range(0.3,1.0)) = 0.7
|
||||
_HorizonFade("Horizon Detail Fade", Range(0,1)) = 0.5
|
||||
_MirrorOffset("Mirror Offset", Range(0,1)) = 0.03 // proportion of texture width
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Lod 300
|
||||
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" "IgnoreProjector"="True" }
|
||||
|
||||
Pass
|
||||
{
|
||||
Cull Back
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
#include "../Includes/SkyInclude.cginc"
|
||||
#pragma target 3.0
|
||||
#pragma multi_compile __ UNITY_COLORSPACE_GAMMA
|
||||
#pragma multi_compile __ ENVIRO_SIMPLESKY
|
||||
|
||||
|
||||
uniform float4 _SkyMoonParameters;
|
||||
uniform float4 _SkySunParameters;
|
||||
|
||||
uniform sampler2D _MoonTex;
|
||||
//uniform sampler2D _MoonGlowTex;
|
||||
uniform sampler2D _SunTex;
|
||||
|
||||
uniform float4 _MoonColor;
|
||||
|
||||
uniform float _MoonGlowIntensity;
|
||||
uniform float _StarIntensity;
|
||||
uniform float _GalaxyIntensity;
|
||||
|
||||
uniform float _CirrusClouds;
|
||||
uniform float _FlatClouds;
|
||||
uniform float _Aurora;
|
||||
uniform samplerCUBE _StarsTex;
|
||||
uniform samplerCUBE _GalaxyTex;
|
||||
|
||||
uniform samplerCUBE _StarsTwinklingTex;
|
||||
uniform float4x4 _StarsMatrix;
|
||||
uniform float4x4 _StarsTwinklingMatrix;
|
||||
uniform float _StarsTwinkling;
|
||||
|
||||
|
||||
uniform sampler2D _CloudTex;
|
||||
uniform float _CloudStrength;
|
||||
uniform float _HorizonRemap;
|
||||
uniform float _HorizonFade;
|
||||
uniform float _MirrorOffset;
|
||||
|
||||
|
||||
|
||||
//uniform samplerCUBE _CubeTex;
|
||||
//uniform float _CubeIntensity;
|
||||
//uniform float _CubeBlend;
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 texcoord : TEXCOORD0;
|
||||
float3 worldPos : TEXCOORD1;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
|
||||
struct v2f {
|
||||
float4 position : SV_POSITION;
|
||||
float4 sunAndMoonPos : TEXCOORD0;
|
||||
float3 starPos : TEXCOORD1;
|
||||
float3 texcoord : TEXCOORD2;
|
||||
float3 cirrusCoords : TEXCOORD3;
|
||||
float3 flatCoords : TEXCOORD4;
|
||||
float3 worldPos : TEXCOORD5;
|
||||
float3 starsTwinklingPos : TEXCOORD6;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
v2f vert(VertexInput v) {
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
o.position = UnityObjectToClipPos(v.vertex);
|
||||
|
||||
float3 rSun = normalize(cross(_SunDir.xyz, float3(0, -1, 0)));
|
||||
float3 uSun = cross(_SunDir.xyz, rSun);
|
||||
|
||||
float3 rMoon = normalize(cross(_MoonDir.xyz, float3(0, -1, 0)));
|
||||
float3 uMoon = cross(_MoonDir.xyz, rMoon);
|
||||
|
||||
o.sunAndMoonPos.xy = float2(dot(rSun, v.vertex.xyz), dot(uSun, v.vertex.xyz)) * (21.0 - _SkySunParameters.x) + 0.5;
|
||||
o.sunAndMoonPos.zw = float2(dot(rMoon, v.vertex.xyz), dot(uMoon, v.vertex.xyz)) * (20.7 - _SkyMoonParameters.z) + 0.5;
|
||||
//o.moonGlowPos.xy = float2(dot(rMoon, v.vertex.xyz), dot(uMoon, v.vertex.xyz)) * (21.0 - (_SkyMoonParameters.y)) + 0.5;
|
||||
o.starPos = mul((float3x3)_StarsMatrix,v.vertex.xyz);
|
||||
o.starsTwinklingPos = mul((float3x3)_StarsTwinklingMatrix, v.vertex.xyz);
|
||||
|
||||
o.texcoord = v.texcoord;
|
||||
|
||||
o.worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
|
||||
|
||||
if(_CirrusClouds > 0.0)
|
||||
{
|
||||
o.cirrusCoords = normalize(v.vertex).xyz;
|
||||
float3 cirrusCoords = normalize(o.cirrusCoords + float3(0,1,0));
|
||||
o.cirrusCoords.y *= 1 - dot(cirrusCoords.y + 10, float3(0,-0.15,0));
|
||||
}
|
||||
|
||||
if(_FlatClouds > 0.0)
|
||||
{
|
||||
o.flatCoords = normalize(v.vertex).xyz;
|
||||
float3 flatCoords = normalize(o.flatCoords + float3(0,1,0));
|
||||
o.flatCoords.y *= 1 - dot(flatCoords.y + 200 * _FlatCloudsParams.z, float3(0,-0.1,0));
|
||||
}
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
|
||||
float MoonPhaseFactor(float2 uv, float phase)
|
||||
{
|
||||
float alpha = 1.0;
|
||||
|
||||
|
||||
float srefx = uv.x - 0.5;
|
||||
float refx = abs(uv.x - 0.5);
|
||||
|
||||
if (phase > 0)
|
||||
{
|
||||
srefx = (1 - uv.x) - 0.5;
|
||||
refx = abs((1 - uv.x) - 0.5);
|
||||
}
|
||||
|
||||
phase = abs(_SkyMoonParameters.x);
|
||||
float refy = abs(uv.y - 0.5);
|
||||
float refxfory = sqrt(0.25 - refy * refy);
|
||||
float xmin = -refxfory;
|
||||
float xmax = refxfory;
|
||||
float xmin1 = (xmax - xmin) * (phase / 2) + xmin;
|
||||
float xmin2 = (xmax - xmin) * phase + xmin;
|
||||
|
||||
if (srefx < xmin1)
|
||||
{
|
||||
alpha = 0;
|
||||
}
|
||||
else if (srefx < xmin2 && xmin1 != xmin2)
|
||||
{
|
||||
alpha = (srefx - xmin1) / (xmin2 - xmin1);
|
||||
}
|
||||
|
||||
return alpha;
|
||||
}
|
||||
|
||||
float2 DirToLatLongUV(float3 dir)
|
||||
{
|
||||
|
||||
// spherical coords
|
||||
float theta = atan2(dir.z, dir.x); // horizontal angle (-pi, pi)
|
||||
float phi = acos(clamp(dir.y,0,1)); // vertical (0=top, pi/2=horizon)
|
||||
|
||||
// horizontal wrap using frac() to eliminate seam
|
||||
float u = frac(theta / (2.0*UNITY_PI) + 0.5);
|
||||
|
||||
u = frac(u + _MirrorOffset);
|
||||
|
||||
// vertical: map upper hemisphere to full texture
|
||||
float v = phi / (UNITY_PI/2.0);
|
||||
v = saturate(v);
|
||||
|
||||
|
||||
|
||||
|
||||
return float2(u, v);
|
||||
}
|
||||
|
||||
float3 ScreenSpaceDither(float2 vScreenPos, float3 clr)
|
||||
{
|
||||
float _DitheringIntensity = 0.05;
|
||||
float d = dot(float2(131.0, 312.0), vScreenPos.xy + _Time.y);
|
||||
float3 vDither = float3(d, d, d);
|
||||
vDither.rgb = frac(vDither.rgb / float3(103.0, 71.0, 97.0)) - float3(0.5, 0.5, 0.5);
|
||||
return (vDither.rgb / 15.0) * _DitheringIntensity;
|
||||
}
|
||||
|
||||
float4 frag(v2f i) : COLOR
|
||||
{
|
||||
float4 skyColor = float4(0, 0, 0, 1);
|
||||
float3 viewDir = normalize(i.texcoord);
|
||||
|
||||
|
||||
#if ENVIRO_SIMPLESKY
|
||||
skyColor = GetSkyColorSimple(viewDir, 0.005f);
|
||||
#else
|
||||
skyColor = GetSkyColor(viewDir, 0.005f);
|
||||
#endif
|
||||
|
||||
|
||||
//Stars
|
||||
float4 starsTex = texCUBE(_StarsTex, i.starPos.xyz) * saturate(viewDir.y);
|
||||
float4 stars = starsTex * _StarIntensity * 10;
|
||||
|
||||
#ifndef ENVIRO_SIMPLESKY
|
||||
if (_StarsTwinkling > 0)
|
||||
{
|
||||
float4 starsTwinklingMap = texCUBE(_StarsTwinklingTex, i.starsTwinklingPos.xyz);
|
||||
stars = stars * starsTwinklingMap;
|
||||
}
|
||||
|
||||
//Galaxy
|
||||
float4 galaxyTex = texCUBE(_GalaxyTex, i.starPos.xyz) * saturate(viewDir.y);
|
||||
float4 galaxy = galaxyTex * _GalaxyIntensity;
|
||||
#endif
|
||||
|
||||
//Sun
|
||||
float4 sun = float4(0,0,0,1);
|
||||
float hideBackSun = saturate(dot(_SunDir.xyz, viewDir));
|
||||
float4 sunDisk = tex2D(_SunTex, i.sunAndMoonPos.xy) * hideBackSun;
|
||||
sun = sunDisk * _SunColor * 10;
|
||||
skyColor += sun;
|
||||
|
||||
//Moon
|
||||
if(_SkyMoonParameters.w > 0.0)
|
||||
{
|
||||
float hideBackMoon = saturate(dot(-_MoonDir.xyz, viewDir));
|
||||
float4 moon = tex2D(_MoonTex, i.sunAndMoonPos.zw) * hideBackMoon;
|
||||
float alpha = MoonPhaseFactor(i.sunAndMoonPos.zw, _SkyMoonParameters.x);
|
||||
float moonArea = clamp(moon.a * 10, 0, 1);
|
||||
float starsBehindMoon = 1 - clamp((moonArea * 5), 0, 1);
|
||||
moon = lerp(float4(0, 0, 0, 0), moon, alpha);
|
||||
moon = moon * _MoonColor;
|
||||
//float4 moonGlow = tex2D(_MoonGlowTex, i.moonGlowPos.xy) * hideBackMoon;
|
||||
//moonGlow = moonGlow * _MoonColor * _MoonGlowIntensity;
|
||||
skyColor += stars * starsBehindMoon;
|
||||
#ifndef ENVIRO_SIMPLESKY
|
||||
skyColor += galaxy * starsBehindMoon;
|
||||
#endif
|
||||
skyColor += moon;
|
||||
}
|
||||
else
|
||||
{
|
||||
skyColor += stars;
|
||||
#ifndef ENVIRO_SIMPLESKY
|
||||
skyColor += galaxy;
|
||||
#endif
|
||||
}
|
||||
|
||||
//Aurora
|
||||
if(_Aurora > 0.0)
|
||||
{
|
||||
float4 aurora = Aurora(i.worldPos);
|
||||
skyColor.rgb += aurora.rgb;
|
||||
}
|
||||
|
||||
//Cube
|
||||
//float4 cubeMap = texCUBE(_CubeTex, i.texcoord.xyz);
|
||||
//skyColor.rgb = skyColor.rgb * (1 - cubeMap.a * _CubeBlend) + (cubeMap.rgb * _CubeIntensity) * cubeMap.a * _CubeBlend;
|
||||
|
||||
//Dithering
|
||||
#ifndef ENVIRO_SIMPLESKY
|
||||
skyColor.rgb += ScreenSpaceDither(i.position.xy,skyColor.rgb);
|
||||
#endif
|
||||
|
||||
//Cirrus
|
||||
if(_CirrusClouds > 0.0)
|
||||
{
|
||||
float4 cirrus = CirrusClouds(i.cirrusCoords);
|
||||
skyColor.rgb = skyColor.rgb * (1 - cirrus.a) + cirrus.rgb * cirrus.a;
|
||||
}
|
||||
|
||||
//2D Clouds
|
||||
if(_FlatClouds > 0.0)
|
||||
{
|
||||
float4 clouds = Clouds2D(i.flatCoords, i.worldPos);
|
||||
skyColor.rgb = skyColor.rgb * (1 - clouds.a) + clouds.rgb * clouds.a;
|
||||
}
|
||||
|
||||
#if defined(UNITY_COLORSPACE_GAMMA)
|
||||
skyColor.rgb = LinearToGammaSpace(skyColor.rgb);
|
||||
#endif
|
||||
|
||||
return skyColor;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
FallBack Off
|
||||
}
|
||||
Reference in New Issue
Block a user