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- // Made with Amplify Shader Editor
- // Available at the Unity Asset Store - http://u3d.as/y3X
- Shader "SyntyStudios/Planets"
- {
- Properties
- {
- _ASEOutlineColor( "Outline Color", Color ) = (0.5181034,0.4426903,0.6764706,0)
- _ASEOutlineWidth( "Outline Width", Float ) = 0.01
- _RimColor("Rim Color", Color) = (0,0,0,0)
- _RimPower("Rim Power", Range( 0 , 10)) = 0
- _PlanetOverlayMiddle("Planet Overlay Middle", 2D) = "white" {}
- _PlanetOverlayTop("Planet Overlay Top", 2D) = "white" {}
- _PlanetSurfaceContrast("PlanetSurfaceContrast", Float) = 0
- _Planet_Tiling("Planet_Tiling", Float) = 0
- _Color0("Color 0", Color) = (0,0,0,0)
- _Second_Color("Second_Color", Color) = (0,0,0,0)
- _Planet_Falloff("Planet_Falloff", Float) = 0
- _Cloud_Contrast("Cloud_Contrast", Float) = 0
- _Clouds("Clouds", 2D) = "white" {}
- _CloudPower("Cloud Power", Float) = 0
- _CloudColor("Cloud Color", Color) = (0,0,0,0)
- _CloudCoverage("Cloud Coverage", Float) = 0
- _CloudSpeed("Cloud Speed", Float) = 0
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
- [HideInInspector] __dirty( "", Int ) = 1
- }
- SubShader
- {
- Tags{ }
- Cull Front
- CGPROGRAM
- #pragma target 3.0
- #pragma surface outlineSurf Outline keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nometa noforwardadd vertex:outlineVertexDataFunc
- uniform half4 _ASEOutlineColor;
- uniform half _ASEOutlineWidth;
- void outlineVertexDataFunc( inout appdata_full v, out Input o )
- {
- UNITY_INITIALIZE_OUTPUT( Input, o );
- v.vertex.xyz *= ( 1 + _ASEOutlineWidth);
- }
- inline half4 LightingOutline( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0,0,0, s.Alpha); }
- void outlineSurf( Input i, inout SurfaceOutput o )
- {
- o.Emission = _ASEOutlineColor.rgb;
- o.Alpha = 1;
- }
- ENDCG
-
- Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
- Cull Back
- CGINCLUDE
- #include "UnityShaderVariables.cginc"
- #include "UnityPBSLighting.cginc"
- #include "Lighting.cginc"
- #pragma target 3.0
- #ifdef UNITY_PASS_SHADOWCASTER
- #undef INTERNAL_DATA
- #undef WorldReflectionVector
- #undef WorldNormalVector
- #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
- #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
- #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
- #endif
- struct Input
- {
- float2 uv_texcoord;
- float4 vertexColor : COLOR;
- float3 worldPos;
- float3 worldNormal;
- INTERNAL_DATA
- float3 viewDir;
- };
- uniform float _CloudCoverage;
- uniform float4 _CloudColor;
- uniform float _CloudPower;
- uniform sampler2D _Clouds;
- uniform float _CloudSpeed;
- uniform float4 _Color0;
- uniform float4 _Second_Color;
- uniform float _PlanetSurfaceContrast;
- uniform sampler2D _PlanetOverlayTop;
- uniform sampler2D _PlanetOverlayMiddle;
- uniform float _Planet_Tiling;
- uniform float _Planet_Falloff;
- uniform float _Cloud_Contrast;
- uniform sampler2D Normals;
- uniform float4 Normals_ST;
- uniform float _RimPower;
- uniform float4 _RimColor;
- float4 CalculateContrast( float contrastValue, float4 colorTarget )
- {
- float t = 0.5 * ( 1.0 - contrastValue );
- return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
- }
- inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 normalScale, float3 index )
- {
- float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
- projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
- float3 nsign = sign( worldNormal );
- float negProjNormalY = max( 0, projNormal.y * -nsign.y );
- projNormal.y = max( 0, projNormal.y * nsign.y );
- half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
- xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
- yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
- yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
- zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
- return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
- }
- void surf( Input i , inout SurfaceOutputStandard o )
- {
- o.Normal = float3(0,0,1);
- float4 appendResult91 = (float4(_CloudSpeed , 0.0 , 0.0 , 0.0));
- float4 appendResult89 = (float4((float)1 , (float)1 , 0.0 , 0.0));
- float2 uv_TexCoord74 = i.uv_texcoord * appendResult89.xy + float2( 1,0 );
- float2 panner72 = ( 1.0 * _Time.y * appendResult91.xy + uv_TexCoord74);
- float div81=256.0/float((int)_CloudPower);
- float4 posterize81 = ( floor( tex2D( _Clouds, panner72 ) * div81 ) / div81 );
- float4 lerpResult85 = lerp( _CloudColor , float4( 0,0,0,0 ) , posterize81);
- float4 lerpResult99 = lerp( lerpResult85 , float4( 0,0,0,0 ) , i.vertexColor.r);
- float3 desaturateInitialColor86 = CalculateContrast(_CloudCoverage,lerpResult99).rgb;
- float desaturateDot86 = dot( desaturateInitialColor86, float3( 0.299, 0.587, 0.114 ));
- float3 desaturateVar86 = lerp( desaturateInitialColor86, desaturateDot86.xxx, 0.0 );
- float3 ase_worldPos = i.worldPos;
- float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
- float3 localPos = mul( unity_WorldToObject, float4( ase_worldPos, 1 ) );
- float3 localNormal = mul( unity_WorldToObject, float4( ase_worldNormal, 0 ) );
- float4 triplanar14 = TriplanarSamplingCF( _PlanetOverlayTop, _PlanetOverlayMiddle, _PlanetOverlayTop, localPos, localNormal, _Planet_Falloff, _Planet_Tiling, float3( 1,1,1 ), float3(0,0,0) );
- float4 lerpResult127 = lerp( _Color0 , _Second_Color , CalculateContrast(_PlanetSurfaceContrast,triplanar14));
- float4 triplanar36 = TriplanarSamplingCF( _PlanetOverlayTop, _PlanetOverlayMiddle, _PlanetOverlayTop, localPos, localNormal, _Planet_Falloff, _Planet_Tiling, float3( 1,1,1 ), float3(0,0,0) );
- float4 lerpResult132 = lerp( _Color0 , _Second_Color , ( CalculateContrast(_Cloud_Contrast,triplanar36) * -1.0 ));
- float4 clampResult129 = clamp( ( lerpResult127 + lerpResult132 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
- float4 blendOpSrc76 = float4( desaturateVar86 , 0.0 );
- float4 blendOpDest76 = clampResult129;
- o.Albedo = ( saturate( ( 1.0 - ( 1.0 - blendOpSrc76 ) * ( 1.0 - blendOpDest76 ) ) )).rgb;
- float2 uvNormals = i.uv_texcoord * Normals_ST.xy + Normals_ST.zw;
- float3 normalizeResult52 = normalize( i.viewDir );
- float dotResult53 = dot( UnpackNormal( tex2D( Normals, uvNormals ) ) , normalizeResult52 );
- o.Emission = ( pow( ( 1.0 - saturate( dotResult53 ) ) , _RimPower ) * _RimColor ).rgb;
- o.Alpha = 1;
- }
- ENDCG
- CGPROGRAM
- #pragma surface surf Standard keepalpha fullforwardshadows exclude_path:deferred
- ENDCG
- Pass
- {
- Name "ShadowCaster"
- Tags{ "LightMode" = "ShadowCaster" }
- ZWrite On
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #pragma multi_compile_shadowcaster
- #pragma multi_compile UNITY_PASS_SHADOWCASTER
- #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
- #include "HLSLSupport.cginc"
- #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
- #define CAN_SKIP_VPOS
- #endif
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- struct v2f
- {
- V2F_SHADOW_CASTER;
- float2 customPack1 : TEXCOORD1;
- float4 tSpace0 : TEXCOORD2;
- float4 tSpace1 : TEXCOORD3;
- float4 tSpace2 : TEXCOORD4;
- half4 color : COLOR0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- v2f vert( appdata_full v )
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID( v );
- UNITY_INITIALIZE_OUTPUT( v2f, o );
- UNITY_TRANSFER_INSTANCE_ID( v, o );
- Input customInputData;
- float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
- half3 worldNormal = UnityObjectToWorldNormal( v.normal );
- half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
- half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
- half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
- o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
- o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
- o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
- o.customPack1.xy = customInputData.uv_texcoord;
- o.customPack1.xy = v.texcoord;
- TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
- o.color = v.color;
- return o;
- }
- half4 frag( v2f IN
- #if !defined( CAN_SKIP_VPOS )
- , UNITY_VPOS_TYPE vpos : VPOS
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID( IN );
- Input surfIN;
- UNITY_INITIALIZE_OUTPUT( Input, surfIN );
- surfIN.uv_texcoord = IN.customPack1.xy;
- float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
- half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
- surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z;
- surfIN.worldPos = worldPos;
- surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
- surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
- surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
- surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
- surfIN.vertexColor = IN.color;
- SurfaceOutputStandard o;
- UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
- surf( surfIN, o );
- #if defined( CAN_SKIP_VPOS )
- float2 vpos = IN.pos;
- #endif
- SHADOW_CASTER_FRAGMENT( IN )
- }
- ENDCG
- }
- }
- Fallback "Diffuse"
- CustomEditor "ASEMaterialInspector"
- }
- /*ASEBEGIN
- Version=16200
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