Shader "Enviro/Lite/SkyboxSimple" { Properties { _SkyColor ("Sky Color", Color) = (0, 0, 0, 0) _HorizonColor ("Horizon Color", Color) = (0, 0, 0, 0) _SunColor ("Sun Color", Color) = (0, 0, 0, 0) _Stars ("StarsMap", Cube) = "black" {} _MoonTex("Moon Tex", 2D) = "black" {} _FlatCloudsBaseTexture("Base Map", 2D) = "black" {} _FlatCloudsDetailTexture("Detail Map", 2D) = "black" {} } 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" #pragma target 3.0 //#pragma multi_compile_fog uniform half4 _SkyColor; uniform half4 _HorizonColor; uniform half4 _SunColor; uniform samplerCUBE _Stars; uniform float4x4 _StarsMatrix; uniform half _StarsIntensity; uniform half _SunDiskSizeSimple; uniform float4 _weatherSkyMod; uniform half _BlackGround; uniform float3 _SunDir; uniform sampler2D _MoonTex; uniform float3 _MoonDir; uniform float4 _MoonColor; uniform float4 _moonParams; struct VertexInput { float4 vertex : POSITION; float3 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 position : POSITION; float4 WorldPosition : TEXCOORD0; float3 starPos : TEXCOORD1; half3 vertex : TEXCOORD2; float3 moonPos : TEXCOORD3; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(VertexInput v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); //Insert UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Ins float3 viewDir = normalize(v.texcoord + float3(0.0, 0.1, 0.0)); o.position = UnityObjectToClipPos(v.vertex); o.WorldPosition = normalize(mul((float4x4)unity_ObjectToWorld, v.vertex)).xyzw; o.starPos = mul((float3x3)_StarsMatrix,v.vertex.xyz); o.vertex = -v.vertex; float3 r = normalize(cross(_MoonDir.xyz, float3(0, -1, 0))); float3 u = cross(_MoonDir.xyz, r); o.moonPos.xy = float2(dot(r, v.vertex.xyz), dot(u, v.vertex.xyz)) * (21.0 - _moonParams.x) + 0.5; o.moonPos.z = saturate(dot(-_MoonDir.xyz, viewDir)); 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(_moonParams.w); 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; } half getMiePhase(half eyeCos, half eyeCos2, half y) { half temp = 1.0 + 0.9801 - 2.0 * (-0.990) * eyeCos; temp = pow(temp, pow(_SunDiskSizeSimple, 0.65) * 10); temp = max(temp, 1.0e-4); // prevent division by zero, esp. in half precision temp = 1.5 * ((1.0 - 0.9801) / (2.0 + 0.9801)) * (1.0 + eyeCos2) / temp; //#if defined(UNITY_COLORSPACE_GAMMA) && SKYBOX_COLOR_IN_TARGET_COLOR_SPACE // temp = pow(temp, .454545); //#endif return temp; } fixed4 frag(v2f i) : COLOR { half3 ray = normalize(mul((float3x3)unity_ObjectToWorld, i.vertex)); half y = ray.y / 0.02; float4 skyColor = float4(0, 0, 0, 1); if(_BlackGround == 1.0 && y > 5.0) skyColor = float4(0, 0, 0, 1); else { float3 viewDir = normalize(i.WorldPosition + float3(0,0.2,0)); float4 moonSampler = tex2D(_MoonTex, i.moonPos.xy); float alpha = MoonPhaseFactor(i.moonPos.xy, _moonParams.w); float3 moonArea = clamp(moonSampler * 10, 0, 1) * i.moonPos.z; moonSampler = lerp(float4(0, 0, 0, 0), moonSampler, alpha); moonSampler = (moonSampler * _MoonColor) * 2; float starsBehindMoon = 1 - clamp((moonArea * 5), 0, 1); float3 starsMap = texCUBE(_Stars, i.starPos.xyz); float4 nightSky = float4(((_StarsIntensity * 50) * starsMap.rgb),1) * starsBehindMoon; skyColor = lerp(_HorizonColor,_SkyColor,smoothstep(dot(viewDir.y, float3(0,2,0)),0,0.3)); if (y < 50.0 && y > 5.0) skyColor = _HorizonColor; skyColor = skyColor + (1 - skyColor.a) * nightSky; half eyeCos = dot(_SunDir, ray); half eyeCos2 = eyeCos * eyeCos; half mie = getMiePhase(eyeCos, eyeCos2,y); skyColor += mie * _SunColor; skyColor.rgb += (moonSampler.rgb * i.moonPos.z); skyColor = lerp(skyColor, (lerp(skyColor, _weatherSkyMod, _weatherSkyMod.a)), _weatherSkyMod.a); } return skyColor; } ENDCG } //Cirrus Clouds Pass { Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma target 2.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform sampler2D _CloudMap; uniform float _CloudAlpha; uniform float _CloudCoverage; uniform float _CloudAltitude; uniform float4 _CloudColor; uniform float _CloudColorPower; uniform float2 _CloudAnimation; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 Position : SV_POSITION; float4 uv : TEXCOORD0; float3 worldPos : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); //Insert UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Ins o.Position = UnityObjectToClipPos(v.vertex); o.worldPos = normalize(v.vertex).xyz; float3 viewDir = normalize(o.worldPos + float3(0,1,0)); o.worldPos.y *= 1 - dot(viewDir.y + _CloudAltitude, float3(0,-0.15,0)); return o; } float4 frag(v2f i) : SV_Target { float3 uvs = normalize(i.worldPos); float4 uv1; float4 uv2; uv1.xy = (uvs.xz * 0.2) + _CloudAnimation; uv2.xy = (uvs.xz * 0.4) + _CloudAnimation; float4 clouds1 = tex2D(_CloudMap, uv1.xy); float4 clouds2 = tex2D(_CloudMap, uv2.xy); float color1 = pow(clouds1.g + clouds2.g, 0.1); float color2 = pow(clouds2.b * clouds1.r, 0.2); float4 finalClouds = lerp(clouds1, clouds2, color1 * color2); float cloudExtinction = pow(uvs.y , 2); finalClouds.a *= _CloudAlpha; finalClouds.a *= cloudExtinction; if (uvs.y < 0) finalClouds.a = 0; finalClouds.rgb = finalClouds.a * pow(_CloudColor,_CloudColorPower); finalClouds.rgb = pow(finalClouds.rgb,1 - _CloudCoverage); return finalClouds; } ENDCG } //Flat Clouds Pass { Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform sampler2D _FlatCloudsBaseTexture; uniform sampler2D _FlatCloudsDetailTexture; uniform float4 _FlatCloudsAnimation; uniform float3 _FlatCloudsLightDirection; uniform float3 _FlatCloudsLightColor; uniform float3 _FlatCloudsAmbientColor; uniform float4 _FlatCloudsLightingParams; // x = LightIntensity, y = AmbientIntensity, z = Absorbtion, w = HgPhase uniform float4 _FlatCloudsParams; // x = Coverage, y = Density, z = Altitude, w = tonemapping uniform float4 _FlatCloudsTiling; // x = Base, y = Detail uniform float _CloudsExposure; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 Position : SV_POSITION; float4 uv : TEXCOORD0; float3 worldPos : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata_base v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.Position = UnityObjectToClipPos(v.vertex); o.uv = normalize(v.vertex).xyzw; float3 viewDir = normalize(o.uv + float3(0, 1, 0)); o.uv.y *= 1 - dot(viewDir.y + _FlatCloudsParams.z, float3(0, -0.2, 0)); o.worldPos = mul(unity_ObjectToWorld, v.vertex); return o; } float Remap(float org_val, float org_min, float org_max, float new_min, float new_max) { return new_min + saturate(((org_val - org_min) / (org_max - org_min))*(new_max - new_min)); } float HenryGreenstein(float cosTheta, float g) { float k = 3.0 / (8.0 * 3.1415926f) * (1.0 - g * g) / (2.0 + g * g); return k * (1.0 + cosTheta * cosTheta) / pow(abs(1.0 + g * g - 2.0 * g * cosTheta), 1.5); } half3 tonemapACES(half3 color, float Exposure) { color *= Exposure; // See https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/ const half a = 2.51; const half b = 0.03; const half c = 2.43; const half d = 0.59; const half e = 0.14; return saturate((color * (a * color + b)) / (color * (c * color + d) + e)); } float CalculateCloudDensity(float2 posBase, float2 posDetail, float coverage) { float4 baseNoise = tex2D(_FlatCloudsBaseTexture, posBase); float low_freq_fBm = (baseNoise.g * 0.625) + (baseNoise.b * 0.25) + (baseNoise.a * 0.125); float base_cloud = Remap(baseNoise.r, -(1.0 - low_freq_fBm), 1.0, 0.0, 1.0) * coverage; float4 detailNoise = tex2D(_FlatCloudsDetailTexture, posDetail * 2); float high_freq_fBm = (detailNoise.r * 0.625) + (detailNoise.g * 0.25) + (detailNoise.b * 0.125); float density = Remap(base_cloud, 1.0 - high_freq_fBm * 0.5, 1.0, 0.0, 1.0); density *= pow(high_freq_fBm, 0.4); density *= _FlatCloudsParams.y; return density; } half4 frag(v2f i) : SV_Target { half4 col = 0; float3 uvs = normalize(i.uv); float4 uv1; uv1.xy = (uvs.xz * _FlatCloudsTiling.x) + _FlatCloudsAnimation.xy; uv1.zw = (uvs.xz * _FlatCloudsTiling.y) + _FlatCloudsAnimation.zw; float cloudExtinction = pow(uvs.y, 2); half density = CalculateCloudDensity(uv1.xy, uv1.zw, _FlatCloudsParams.x); //Lighting fixed absorbtion = exp2(-1 * (density * _FlatCloudsLightingParams.z)); float3 viewDir = normalize(i.worldPos - _WorldSpaceCameraPos); float inscatterAngle = dot(normalize(_FlatCloudsLightDirection), -viewDir); fixed hg = HenryGreenstein(inscatterAngle, _FlatCloudsLightingParams.w) * 2 * absorbtion; fixed lighting = density * (absorbtion + hg); float3 lightColor = pow(_FlatCloudsLightColor, 2) * (_FlatCloudsLightingParams.x); col.rgb = lightColor * lighting; col.rgb = col.rgb + (_FlatCloudsAmbientColor * _FlatCloudsLightingParams.y); //Tonemapping if (_FlatCloudsParams.w == 1) col.rgb = tonemapACES(col.rgb, _CloudsExposure); col.a = saturate(density * cloudExtinction); if (uvs.y < 0) col.a = 0; return col; } ENDCG } } FallBack "None" }