proper horizon colours yay

This commit is contained in:
Crispy 2023-02-12 19:13:24 +01:00
parent 4647948009
commit 1acea90fc9
6 changed files with 131 additions and 13 deletions

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@ -68,6 +68,7 @@ Material:
- _Glossiness: 0.5 - _Glossiness: 0.5
- _GlossyReflections: 1 - _GlossyReflections: 1
- _Grid: 0 - _Grid: 0
- _HorizonTint: 0.1
- _Metallic: 0 - _Metallic: 0
- _Mode: 0 - _Mode: 0
- _OcclusionStrength: 1 - _OcclusionStrength: 1
@ -82,8 +83,8 @@ Material:
- _StarTint: 0.5 - _StarTint: 0.5
- _StarsMissing: 0.75 - _StarsMissing: 0.75
- _SunAngle: 0 - _SunAngle: 0
- _SunCutoff: 0.06 - _SunCutoff: 0.121
- _SunRadius: 0.06 - _SunRadius: 0.037
- _Temp: 0.5 - _Temp: 0.5
- _UVSec: 0 - _UVSec: 0
- _WaveStrength: 1 - _WaveStrength: 1
@ -92,6 +93,6 @@ Material:
- _Color: {r: 1, g: 1, b: 1, a: 1} - _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _HorizonCol: {r: 0.43, g: 0.27, b: 0.49, a: 1} - _HorizonCol: {r: 0.43, g: 0.27, b: 0.49, a: 1}
- _SkyCol: {r: 0.22, g: 0.23, b: 0.58, a: 1} - _SkyCol: {r: 0.13841508, g: 0.08388217, b: 0.2735849, a: 1}
- _SunCol: {r: 1, g: 0.65, b: 0.05, a: 1} - _SunCol: {r: 1, g: 0.5988961, b: 0.05098039, a: 1}
- _WaterCol: {r: 0.041651834, g: 0.0754717, b: 0.060873438, a: 1} - _WaterCol: {r: 0.041651834, g: 0.0754717, b: 0.060873438, a: 1}

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@ -4,7 +4,7 @@
{ {
[Header(Sky)] [Header(Sky)]
_SkyCol ("Sky color", Color) = (0.22, 0.23, 0.58, 1.0) _SkyCol ("Sky color", Color) = (0.22, 0.23, 0.58, 1.0)
_HorizonCol ("Horizon color", Color) = (0.43, 0.27, 0.49, 1.0) _HorizonTint ("Horizon tint", Range(0, 1)) = 0.1
[Header(Sun)] [Header(Sun)]
_SunCol ("Sun color", Color) = (1.0, 0.65, 0.05, 1.0) _SunCol ("Sun color", Color) = (1.0, 0.65, 0.05, 1.0)
_SunAngle ("Sun angle", Range(0, 6.28)) = 0 _SunAngle ("Sun angle", Range(0, 6.28)) = 0
@ -61,7 +61,7 @@
sampler2D _MainTex; sampler2D _MainTex;
fixed4 _SkyCol; fixed4 _SkyCol;
fixed4 _HorizonCol; float _HorizonTint;
float _StarsMissing; float _StarsMissing;
float _StarDensity; float _StarDensity;
@ -103,6 +103,18 @@
return normalize(normal.zxy); return normalize(normal.zxy);
} }
float smin(float a, float b, float k)
{
float h = max(k - abs(a-b), 0) / k;
return min(a, b) - h*h*h*k * 1/6.0;
}
float smax(float a, float b, float k)
{
float h = max(k - abs(a - b), 0) / k;
return max(a, b) + h*h*h*k * 1/6.0;
}
fixed4 frag(v2f i) : SV_Target fixed4 frag(v2f i) : SV_Target
{ {
float water_mod = 0.0; float water_mod = 0.0;
@ -131,7 +143,8 @@
/// sky /// sky
float factor = smoothstep(0.0, 0.5, dir.y + 0.2); float factor = smoothstep(0.0, 0.5, dir.y + 0.2);
factor = min(factor, 1.0); factor = min(factor, 1.0);
fixed4 col = lerp(_HorizonCol, _SkyCol, factor); fixed4 horizon_col = lerp(_SkyCol, _SunCol, _HorizonTint);
fixed4 col = lerp(horizon_col, _SkyCol, factor);
/// stars /// stars
float2 cells = float2(-1, floor(_StarDensity)); float2 cells = float2(-1, floor(_StarDensity));
@ -172,9 +185,7 @@
/// sun /// sun
float3 sun_dir = float3(sin(_SunAngle), 0.0, cos(_SunAngle)); float3 sun_dir = float3(sin(_SunAngle), 0.0, cos(_SunAngle));
float alignment = min(acos(dot(dir, sun_dir)), 1); float alignment = min(acos(dot(dir, sun_dir)), 1);
// float sun_gradient = pow(y-1, 2) * 0.5 + 0.8; float sun_amount = smax(min(_SunRadius / alignment, 5) - _SunCutoff, 0, 0.15);
float sun_gradient = 1;
float sun_amount = max(min(_SunRadius / alignment * sun_gradient, 5) - _SunCutoff, 0);
col = lerp(col, _SunCol, sun_amount); col = lerp(col, _SunCol, sun_amount);
col = lerp(col, _WaterCol, water_mod); col = lerp(col, _WaterCol, water_mod);