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239 lines
10 KiB
239 lines
10 KiB
Shader "Azure[Sky]/Vertex Static Cloud" |
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{ |
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SubShader |
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{ |
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Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" "IgnoreProjector"="True" } |
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Cull [_Azure_CullMode] // Render side |
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Fog{Mode Off} // Don't use fog |
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ZWrite Off // Don't draw to bepth buffer |
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Pass |
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{ |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma target 3.0 |
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uniform int _Azure_SunsetColorMode; |
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uniform float _Azure_Pi316, _Azure_Pi14, _Azure_Scattering, _Azure_SunDiskIntensity, _Azure_Pi, _Azure_Exposure, _Azure_NightIntensity, _Azure_LightSpeed, _Azure_SunSize, _Azure_MoonSize, |
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_Azure_MoonBrightRange, _Azure_MoonEmission, _Azure_StarfieldIntensity, _Azure_MilkyWayIntensity, _Azure_Kr, _Azure_Km, _Azure_StaticCloudScattering, _Azure_StaticCloudExtinction, |
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_Azure_StaticCloudPower, _Azure_StaticCloudIntensity, _Azure_StaticCloudRotationSpeed, _Azure_WeatherTransitionTime; |
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uniform float3 _Azure_SunDirection, _Azure_MoonDirection, _Azure_Br, _Azure_Bm, _Azure_MieG, _Azure_StarfieldColorBalance; |
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uniform float4 _Azure_RayleighColor, _Azure_MieColor, _Azure_SunDiskColor, _Azure_MoonColor, _Azure_MoonBrightColor, _Azure_StaticCloudColor; |
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uniform float4x4 _Azure_SunMatrix, _Azure_MoonMatrix, _Azure_StarMatrix, _Azure_NoiseMatrix, _Azure_RelativeSunMatrix, _Azure_UpMatrix; |
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uniform sampler2D _Azure_SunTexture, _Azure_MoonTexture, _Azure_StaticCloudTextureSource, _Azure_StaticCloudTextureDestination; |
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uniform samplerCUBE _Azure_StarfieldTexture, _Azure_StarNoiseTexture; |
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struct appdata |
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{ |
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float4 vertex : POSITION; |
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}; |
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struct v2f |
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{ |
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float4 Position : SV_POSITION; |
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float3 WorldPos : TEXCOORD0; |
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float3 SunPos : TEXCOORD1; |
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float3 MoonPos : TEXCOORD2; |
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float3 StarPos : TEXCOORD3; |
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float3 NoiseRot : TEXCOORD4; |
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float4 OutColor : COLOR; |
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float4 Fex : COLOR1; |
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}; |
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v2f vert (appdata v) |
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{ |
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v2f Output; |
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UNITY_INITIALIZE_OUTPUT(v2f, Output); |
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Output.Position = UnityObjectToClipPos(v.vertex); |
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Output.WorldPos = normalize(mul((float3x3)unity_WorldToObject, v.vertex.xyz)); |
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Output.WorldPos = normalize(mul((float3x3)_Azure_UpMatrix, Output.WorldPos)); |
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//Matrix. |
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//-------------------------------- |
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Output.SunPos = mul((float3x3)_Azure_SunMatrix, v.vertex.xyz) * 2.0 * _Azure_SunSize; |
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Output.StarPos = mul((float3x3)_Azure_RelativeSunMatrix, Output.WorldPos); |
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Output.StarPos = mul((float3x3)_Azure_StarMatrix, Output.StarPos); |
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Output.NoiseRot = mul((float3x3)_Azure_NoiseMatrix, v.vertex.xyz); |
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Output.MoonPos = mul((float3x3)_Azure_MoonMatrix, v.vertex.xyz) * 1.5 * _Azure_MoonSize; |
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Output.MoonPos.x *= -1.0; |
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//Initializations. |
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//-------------------------------- |
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float3 inScatter = float3(0.0, 0.0, 0.0); |
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float3 nightSky = float3(0.0, 0.0, 0.0); |
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float3 fex = float3(0.0, 0.0, 0.0); |
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float r = length(float3(0.0, _Azure_LightSpeed, 0.0)); |
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//Directions. |
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//-------------------------------- |
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float3 viewDir = normalize(Output.WorldPos); |
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float sunCosTheta = dot(viewDir, _Azure_SunDirection); |
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float sunRise = saturate(dot(float3(0.0, 500.0, 0.0), _Azure_SunDirection) / r); |
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if(_Azure_SunsetColorMode == 0) |
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{ |
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//Optical Depth. |
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//-------------------------------- |
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float zenith = acos(saturate(dot(float3(0.0, 1.0, 0.0), viewDir))); |
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float z = cos(zenith) + 0.15 * pow(93.885 - ((zenith * 180.0) / _Azure_Pi), -1.253); |
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float SR = _Azure_Kr / z; |
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float SM = _Azure_Km / z; |
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//Total Extinction. |
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//-------------------------------- |
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fex = exp(-(_Azure_Br*SR + _Azure_Bm*SM)); |
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float sunset = clamp(dot(float3(0.0, 1.0, 0.0), _Azure_SunDirection), 0.0, 0.5); |
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float3 extinction = lerp(fex, (1.0 - fex), sunset); |
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//Scattering. |
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//-------------------------------- |
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//float rayPhase = 1.0 + pow(sunCosTheta, 2.0); //Preetham rayleigh phase function. |
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float rayPhase = 2.0 + 0.5 * pow(sunCosTheta, 2.0); //Rayleigh phase function based on the Nielsen's paper. |
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float miePhase = _Azure_MieG.x / pow(_Azure_MieG.y - _Azure_MieG.z * sunCosTheta, 1.5); //The Henyey-Greenstein phase function. |
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float3 BrTheta = _Azure_Pi316 * _Azure_Br * rayPhase * _Azure_RayleighColor.rgb * extinction; |
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float3 BmTheta = _Azure_Pi14 * _Azure_Bm * miePhase * _Azure_MieColor.rgb * extinction * sunRise; |
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float3 BrmTheta = (BrTheta + BmTheta) / (_Azure_Br + _Azure_Bm); |
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inScatter = BrmTheta * _Azure_Scattering * (1.0 - fex); |
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inScatter *= sunRise; |
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//Night Sky. |
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//-------------------------------- |
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BrTheta = _Azure_Pi316 * _Azure_Br * rayPhase * _Azure_RayleighColor.rgb; |
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BrmTheta = (BrTheta) / (_Azure_Br + _Azure_Bm); |
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nightSky = BrmTheta * _Azure_NightIntensity * (1.0 - fex); |
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} |
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else |
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{ |
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//Optical Depth |
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//-------------------------------- |
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float zenith = acos(length(viewDir.y)); |
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//float zenith = acos(saturate(dot(float3(0.0, 1.0, 0.0), viewDir))); |
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float z = cos(zenith) + 0.15 * pow(93.885 - ((zenith * 180.0) / _Azure_Pi), -1.253); |
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float SR = _Azure_Kr / z; |
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float SM = _Azure_Km / z; |
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//Total Extinction. |
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//-------------------------------- |
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fex = exp(-(_Azure_Br*SR + _Azure_Bm*SM)); |
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//Scattering. |
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//-------------------------------- |
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float rayPhase = 2.0 + 0.5 * pow(sunCosTheta, 2.0); |
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float miePhase = _Azure_MieG.x / pow(_Azure_MieG.y - _Azure_MieG.z * sunCosTheta, 1.5); |
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float3 BrTheta = _Azure_Pi316 * _Azure_Br * rayPhase * _Azure_RayleighColor.rgb; |
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float3 BmTheta = _Azure_Pi14 * _Azure_Bm * miePhase * _Azure_MieColor.rgb * sunRise; |
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float3 BrmTheta = (BrTheta + BmTheta) / (_Azure_Br + _Azure_Bm); |
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inScatter = BrmTheta * _Azure_Scattering * (1.0 - fex); |
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inScatter *= sunRise; |
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//inScatter *= pow(max(0.5, viewDir.y + 0.5), 2.0); |
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//Night Sky. |
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//-------------------------------- |
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//nightSky = (1.0 - fex) * _Azure_RayleighColor.rgb * _Azure_NightIntensity; |
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BrmTheta = (BrTheta) / (_Azure_Br + _Azure_Bm); |
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nightSky = BrmTheta * _Azure_NightIntensity * (1.0 - fex); |
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} |
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float horizonExtinction = saturate((viewDir.y) * 1000.0) * fex.b; |
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//Moon Bright. |
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//-------------------------------- |
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float moonRise = saturate(dot(float3(0.0, 500.0, 0.0), _Azure_MoonDirection) / r); |
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float bright = 1.0 + dot(viewDir, -_Azure_MoonDirection); |
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float3 moonBright = 1.0 / (1.0 + bright * _Azure_MoonBrightRange) * _Azure_MoonBrightColor.rgb; |
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moonBright += 1.0 / (_Azure_MoonEmission + bright * 200.0) * _Azure_MoonColor.rgb; |
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moonBright = moonBright * moonRise; |
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float4 OutputColor = float4(inScatter + nightSky + moonBright, horizonExtinction); |
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//Outputs. |
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//-------------------------------- |
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Output.OutColor = OutputColor; |
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Output.Fex = float4(fex, sunCosTheta); |
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return Output; |
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} |
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bool iSphere(in float3 origin, in float3 direction, in float3 position, in float radius, out float3 normalDirection) |
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{ |
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float3 rc = origin - position; |
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float c = dot(rc, rc) - (radius * radius); |
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float b = dot(direction, rc); |
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float d = b * b - c; |
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float t = -b - sqrt(abs(d)); |
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float st = step(0.0, min(t, d)); |
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normalDirection = normalize(-position + (origin + direction * t)); |
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if (st > 0.0) { return true; } |
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return false; |
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} |
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float4 frag (v2f IN) : SV_Target |
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{ |
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//Sun Disk. |
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//-------------------------------- |
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float3 sunTex = tex2D( _Azure_SunTexture, IN.SunPos + 0.5).rgb * _Azure_SunDiskColor * _Azure_SunDiskIntensity; |
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sunTex = pow(sunTex, 2.0); |
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sunTex *= IN.Fex.b * saturate(IN.Fex.a); |
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//Moon Sphere. |
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//-------------------------------- |
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float3 rayOrigin = float3(0.0, 0.0, 0.0);//_WorldSpaceCameraPos; |
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float3 rayDirection = normalize(IN.WorldPos); |
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float moonCosTheta = saturate(dot(rayDirection, _Azure_MoonDirection)); |
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float3 moonPosition = _Azure_MoonDirection * 38400.0 * _Azure_MoonSize; |
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float3 normalDirection = float3(0.0, 0.0, 0.0); |
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float3 moonColor = float3(0.0, 0.0, 0.0); |
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float4 moonTex = tex2D( _Azure_MoonTexture, IN.MoonPos.xy + 0.5) * moonCosTheta; |
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float moonMask = 1.0 - moonTex.a; |
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if(iSphere(rayOrigin, rayDirection, moonPosition, 17370.0, normalDirection)) |
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{ |
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float moonSphere = max(dot(normalDirection, _Azure_SunDirection), 0.0) * moonTex.a * 2.0; |
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moonColor = moonTex.rgb * moonSphere * _Azure_MoonColor.rgb * IN.OutColor.a; |
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} |
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//Starfield. |
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//-------------------------------- |
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float scintillation = texCUBE(_Azure_StarNoiseTexture, IN.NoiseRot) * 2.0; |
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float4 starTex = texCUBE(_Azure_StarfieldTexture, IN.StarPos); |
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float3 stars = starTex.rgb * starTex.a * scintillation; |
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float3 milkyWay = pow(starTex.rgb, 1.5) * _Azure_MilkyWayIntensity; |
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float3 starfield = (stars + milkyWay) * _Azure_StarfieldColorBalance * moonMask * IN.OutColor.a * _Azure_StarfieldIntensity; |
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//Clouds. |
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//-------------------------------- |
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float2 cloud_uv = float2(-atan2(IN.WorldPos.z, IN.WorldPos.x), -acos(IN.WorldPos.y)) / float2(2.0 * _Azure_Pi, _Azure_Pi) + float2(-_Azure_StaticCloudRotationSpeed, 0.0); |
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float4 cloudTex1 = tex2D(_Azure_StaticCloudTextureSource, cloud_uv); |
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float4 cloudTex2 = tex2D(_Azure_StaticCloudTextureDestination, cloud_uv); |
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float4 cloudColor = lerp(cloudTex1, cloudTex2, _Azure_WeatherTransitionTime); |
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float cloudAlpha = 1.0 - cloudColor.b; |
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float3 cloud = lerp(IN.OutColor.rgb * _Azure_StaticCloudScattering, _Azure_StaticCloudColor, cloudColor.r * pow(IN.Fex.r, _Azure_StaticCloudExtinction)) * _Azure_StaticCloudIntensity; |
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cloud = pow(cloud, _Azure_StaticCloudPower); |
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//Output. |
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//-------------------------------- |
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float3 OutputColor = IN.OutColor.rgb + cloud + (sunTex + starfield + moonColor) * lerp(1.0, cloudAlpha, saturate(_Azure_StaticCloudIntensity));; |
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//Tonemapping. |
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OutputColor = saturate(1.0 - exp(-_Azure_Exposure * OutputColor)); |
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//Color Correction. |
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OutputColor = pow(OutputColor, 2.2); |
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#ifdef UNITY_COLORSPACE_GAMMA |
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OutputColor = pow(OutputColor, 0.4545); |
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#else |
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OutputColor = OutputColor; |
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#endif |
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return float4(OutputColor, 1.0); |
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} |
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ENDCG |
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} |
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} |
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} |