proper horizon colours yay
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4647948009
commit
1acea90fc9
6 changed files with 131 additions and 13 deletions
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@ -68,6 +68,7 @@ Material:
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- _Glossiness: 0.5
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- _GlossyReflections: 1
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- _Grid: 0
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- _HorizonTint: 0.1
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- _Metallic: 0
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@ -82,8 +83,8 @@ Material:
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- _StarTint: 0.5
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- _StarsMissing: 0.75
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- _SunAngle: 0
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- _SunCutoff: 0.06
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- _SunRadius: 0.06
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- _SunCutoff: 0.121
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- _SunRadius: 0.037
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@ -92,6 +93,6 @@ Material:
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- _HorizonCol: {r: 0.43, g: 0.27, b: 0.49, a: 1}
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- _SkyCol: {r: 0.22, g: 0.23, b: 0.58, a: 1}
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- _SunCol: {r: 1, g: 0.65, b: 0.05, a: 1}
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- _SkyCol: {r: 0.13841508, g: 0.08388217, b: 0.2735849, a: 1}
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- _SunCol: {r: 1, g: 0.5988961, b: 0.05098039, a: 1}
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- _WaterCol: {r: 0.041651834, g: 0.0754717, b: 0.060873438, a: 1}
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@ -1,5 +1,5 @@
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98
Assets/sunset_box/Sunset Env_old.mat
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98
Assets/sunset_box/Sunset Env_old.mat
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@ -0,0 +1,98 @@
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- _SunRadius: 0.06
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m_Colors:
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- _HorizonCol: {r: 0.43, g: 0.27, b: 0.49, a: 1}
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- _SkyCol: {r: 0.22, g: 0.23, b: 0.58, a: 1}
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- _SunCol: {r: 1, g: 0.65, b: 0.05, a: 1}
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8
Assets/sunset_box/Sunset Env_old.mat.meta
Normal file
8
Assets/sunset_box/Sunset Env_old.mat.meta
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@ -0,0 +1,8 @@
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@ -567,7 +567,7 @@ PrefabInstance:
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@ -618,7 +618,7 @@ PrefabInstance:
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@ -4,7 +4,7 @@
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{
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[Header(Sky)]
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_SkyCol ("Sky color", Color) = (0.22, 0.23, 0.58, 1.0)
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_HorizonCol ("Horizon color", Color) = (0.43, 0.27, 0.49, 1.0)
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_HorizonTint ("Horizon tint", Range(0, 1)) = 0.1
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[Header(Sun)]
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_SunCol ("Sun color", Color) = (1.0, 0.65, 0.05, 1.0)
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_SunAngle ("Sun angle", Range(0, 6.28)) = 0
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@ -61,7 +61,7 @@
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sampler2D _MainTex;
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fixed4 _SkyCol;
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fixed4 _HorizonCol;
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float _HorizonTint;
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float _StarsMissing;
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float _StarDensity;
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@ -103,6 +103,18 @@
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return normalize(normal.zxy);
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}
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float smin(float a, float b, float k)
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{
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float h = max(k - abs(a-b), 0) / k;
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return min(a, b) - h*h*h*k * 1/6.0;
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}
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float smax(float a, float b, float k)
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{
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float h = max(k - abs(a - b), 0) / k;
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return max(a, b) + h*h*h*k * 1/6.0;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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float water_mod = 0.0;
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@ -131,7 +143,8 @@
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/// sky
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float factor = smoothstep(0.0, 0.5, dir.y + 0.2);
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factor = min(factor, 1.0);
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fixed4 col = lerp(_HorizonCol, _SkyCol, factor);
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fixed4 horizon_col = lerp(_SkyCol, _SunCol, _HorizonTint);
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fixed4 col = lerp(horizon_col, _SkyCol, factor);
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/// stars
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float2 cells = float2(-1, floor(_StarDensity));
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@ -172,9 +185,7 @@
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/// sun
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float3 sun_dir = float3(sin(_SunAngle), 0.0, cos(_SunAngle));
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float alignment = min(acos(dot(dir, sun_dir)), 1);
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// float sun_gradient = pow(y-1, 2) * 0.5 + 0.8;
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float sun_gradient = 1;
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float sun_amount = max(min(_SunRadius / alignment * sun_gradient, 5) - _SunCutoff, 0);
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float sun_amount = smax(min(_SunRadius / alignment, 5) - _SunCutoff, 0, 0.15);
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col = lerp(col, _SunCol, sun_amount);
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col = lerp(col, _WaterCol, water_mod);
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