贺州人民医院电子沙盘
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// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "azure[Sky]/azure[Moon]"
{
Properties
{
_MoonTexture ("Moon Texture", 2D) = "white" {}
_Saturation("Saturation", Range(0.5,2)) = 0.5
_Penunbra("Penunbra", Range(0,4)) = 2
_Shadow("Shadow", Range(0,0.1)) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" "IgnoreProjector"="True" }
LOD 100
Pass
{
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 WorldPos : TEXCOORD0;
float3 nDirection : NORMAL;
};
sampler2D _MoonTexture;
#define _pi 3.14159265359f
fixed3 _SunDir;
float4 _MoonColor;
float _LightIntensity;
float _Saturation;
float _Penunbra;
float _Shadow;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
// float4x4 inverseMatrix = _World2Object;
o.nDirection = normalize(float3(mul(float4(v.normal, 0.0), (float4x4)unity_WorldToObject).xyz));;
o.WorldPos = v.vertex.xyz;
return o;
}
fixed4 frag (v2f IN) : SV_Target
{
float3 pos = normalize(IN.WorldPos);
float2 uv = float2(atan2(pos.z, pos.x)+1.5, -acos(pos.y)) / float2(2.0*_pi, _pi);
// float3 lightDirection = normalize(float3(_WorldSpaceLightPos0.xyz));
float3 lightColor = _MoonColor * max(0.0, dot(IN.nDirection, normalize(_SunDir)));
float4 finalLightColor = float4(lightColor, 1) + _Shadow;// + UNITY_LIGHTMODEL_AMBIENT;
// sample the texture
fixed4 moonSampler = tex2D(_MoonTexture, uv) * (pow(finalLightColor,_Penunbra) * _LightIntensity );
return pow(moonSampler,_Saturation);
}
ENDCG
}
}
}