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b/Assets/sunset_box/sunset_dynamic.shader @@ -0,0 +1,144 @@ +Shader "CrispyPin/Sunset (Dynamic)" +{ + Properties + { + [Header(Sky)] + _SkyCol ("Sky color", Color) = (0.22, 0.23, 0.58, 1.0) + _HorizonCol ("Horizon color", Color) = (0.43, 0.27, 0.49, 1.0) + [Header(Sun)] + _SunCol ("Sun color", Color) = (1.0, 0.65, 0.05, 1.0) + _SunAngle ("Sun angle", Range(0, 6.28)) = 0 + _SunRadius ("Sun radius", Range(0, 0.3)) = 0.06 + _SunCutoff ("Sun cutoff", Range(0, 0.5)) = 0.08 + [Header(Star Layout)] + [NoScaleOffset] + _MainTex ("Noise source", 2D) = "white" {} + _StarDensity ("Star density", Range(4, 50)) = 20 + _StarRandom ("Star randomness", Range(0, 1)) = 0.85 + [Header(Star)] + _StarsMissing ("Stars missing", Range(0, 1)) = 0.75 + _StarSize ("Star size", Range(0, 0.1)) = 0.06 + _StarSizeRandom ("Star size randomness", Range(0, 1)) = 0.5 + _StarTint ("Star tint", Range(0, 1)) = 0.4 + [Header(Debug)] + _Grid ("Grid visibility", Range(0, 1)) = 0 + + } + SubShader + { + Tags { "RenderType"="Opaque" } + LOD 100 + Cull back + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + #define PI 3.1416f + #define WHITE fixed4(1.0, 1.0, 1.0, 1.0) + + struct appdata + { + float4 vertex : POSITION; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + float3 camPos : TEXCOORD1; + float3 hitPos : TEXCOORD2; + }; + + sampler2D _MainTex; + fixed4 _SkyCol; + fixed4 _HorizonCol; + + float _StarsMissing; + float _StarDensity; + float _StarRandom; + + float _StarSize; + float _StarSizeRandom; + float _StarTint; + + fixed4 _SunCol; + float _SunAngle; + float _SunRadius; + float _SunCutoff; + + float _Grid; + + v2f vert (appdata v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + o.camPos = _WorldSpaceCameraPos; + o.hitPos = mul(unity_ObjectToWorld, v.vertex); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + float3 dir = normalize(i.hitPos - i.camPos); + float y = asin(dir.y); + float phi = atan2(dir.x, dir.z); + + /// sky + float factor = smoothstep(0.0, 0.5, dir.y + 0.2); + factor = min(factor, 1.0); + fixed4 col = lerp(_HorizonCol, _SkyCol, factor); + + /// stars + float2 cells = float2(-1, floor(_StarDensity)); + float cell_x_base = floor(cells.y * PI); + float celly = y * cells.y; + // cells per ring depend on y pos, to reduce warping around the poles: + cells.x = max(floor(cos(floor(celly)/_StarDensity) * cell_x_base), 3); + float cellx = (phi / PI * cells.x); + + float2 pos = float2(cellx, celly);// cell-space pos of this fragment + float2 cell_pos = float2(floor(cellx), floor(celly)); // position of this cell + float2 cell_center = cell_pos + float2(0.5, 0.5); + + float2 star_pos = cell_center + (tex2D(_MainTex, cell_pos / cells + float2(0., 0.1)) - 0.5) * _StarRandom; + + /// star color + float3 r = tex2D(_MainTex, cell_pos / cells); + float rnum = frac((r.r + r.g - r.b) * 10); + float rnum2 = frac((r.r - r.g + r.b) * 10); + + float star_size = _StarSize * (rnum * _StarSizeRandom + (1 - _StarSizeRandom)); + + float distance = length(pos - star_pos); + float star_strength = max(min(star_size/distance*0.5, 1.25)-0.25, 0); // star glow + + star_strength *= clamp(sin(y*2) - 0.1, 0, 1); // fade stars near/under horizon + star_strength *= length(r)/2; // fade stars + star_strength *= rnum2 > _StarsMissing; // remove stars + + fixed3 star_col = lerp(1.0, r, _StarTint); + + col = lerp(col, fixed4(star_col, 1.0), star_strength); + + + /// debug grid + col = lerp(col, WHITE, _Grid * (frac(cellx) < 0.04 || frac(celly) < 0.04) ); + + /// sun + float3 sun_dir = float3(sin(_SunAngle), 0.0, cos(_SunAngle)); + float alignment = min(acos(dot(dir, sun_dir)), 1); + // float sun_gradient = pow(y-1, 2) * 0.5 + 0.8; + float sun_gradient = 1; + float sun_amount = max(min(_SunRadius/alignment * sun_gradient, 5) - _SunCutoff, 0); + + col = lerp(col, _SunCol, sun_amount); + return col; + } + ENDCG + } + } +} diff --git a/Assets/sunset_box/sunset_dynamic.shader.meta b/Assets/sunset_box/sunset_dynamic.shader.meta new file mode 100644 index 0000000..29771c7 --- /dev/null +++ b/Assets/sunset_box/sunset_dynamic.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 4dd6fe6fbba80bbe2bd535a39c9f31d3 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/sunset_box/sunset_env_dynamic.shader b/Assets/sunset_box/sunset_env_dynamic.shader new file mode 100644 index 0000000..25f9e7c --- /dev/null +++ b/Assets/sunset_box/sunset_env_dynamic.shader @@ -0,0 +1,161 @@ +Shader "CrispyPin/Sunset Environment (Dynamic)" +{ + Properties + { + [Header(Sky)] + _SkyCol ("Sky color", Color) = (0.22, 0.23, 0.58, 1.0) + _HorizonCol ("Horizon color", Color) = (0.43, 0.27, 0.49, 1.0) + [Header(Sun)] + _SunCol ("Sun color", Color) = (1.0, 0.65, 0.05, 1.0) + _SunAngle ("Sun angle", Range(0, 6.28)) = 0 + _SunRadius ("Sun radius", Range(0, 0.3)) = 0.06 + _SunCutoff ("Sun cutoff", Range(0, 0.5)) = 0.08 + [Header(Star Layout)] + [NoScaleOffset] + _MainTex ("Noise source", 2D) = "white" {} + _StarDensity ("Star density", Range(4, 50)) = 20 + _StarRandom ("Star randomness", Range(0, 1)) = 0.85 + [Header(Star)] + _StarsMissing ("Stars missing", Range(0, 1)) = 0.75 + _StarSize ("Star size", Range(0, 0.1)) = 0.06 + _StarSizeRandom ("Star size randomness", Range(0, 1)) = 0.5 + _StarTint ("Star tint", Range(0, 1)) = 0.4 + [Header(Water)] + _WaterSurface ("Surface Normal", 2D) = "white" {} + [Header(Debug)] + _Grid ("Grid visibility", Range(0, 1)) = 0 + + } + SubShader + { + Tags { "RenderType"="Opaque" } + LOD 100 + Cull back + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + #define PI 3.1416f + #define WHITE fixed4(1.0, 1.0, 1.0, 1.0) + + struct appdata + { + float4 vertex : POSITION; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + float3 camPos : TEXCOORD1; + float3 hitPos : TEXCOORD2; + }; + + sampler2D _MainTex; + sampler2D _WaterSurface; + fixed4 _SkyCol; + fixed4 _HorizonCol; + + float _StarsMissing; + float _StarDensity; + float _StarRandom; + + float _StarSize; + float _StarSizeRandom; + float _StarTint; + + fixed4 _SunCol; + float _SunAngle; + float _SunRadius; + float _SunCutoff; + + float _Grid; + + v2f vert (appdata v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + o.camPos = _WorldSpaceCameraPos; + o.hitPos = mul(unity_ObjectToWorld, v.vertex); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + float3 dir = normalize(i.hitPos - i.camPos); + float real_y = asin(dir.y); + float y = abs(real_y); + if (real_y < -0.0) { // distort to look like water reflection + float3 camera_local_pos = i.camPos + mul(unity_WorldToObject, float4(0,0,0,1)); + float3 surface_pos = float3( + camera_local_pos.x - camera_local_pos.y / (dir.y / dir.x), + 0.0, + camera_local_pos.z - camera_local_pos.y / (dir.y / dir.z) + ); + // return fixed4(surface_pos, 1.0); + + // float3 surface_pos = + dir += (tex2D(_WaterSurface, surface_pos.xz * 0.1) - 0.5) * 0.4; + } + + float phi = atan2(dir.x, dir.z); + + /// sky + float factor = smoothstep(0.0, 0.5, dir.y + 0.2); + factor = min(factor, 1.0); + fixed4 col = lerp(_HorizonCol, _SkyCol, factor); + + /// stars + float2 cells = float2(-1, floor(_StarDensity)); + float cell_x_base = floor(cells.y * PI); + float celly = y * cells.y; + // cells per ring depend on y pos, to reduce warping around the poles: + cells.x = max(floor(cos(floor(celly)/_StarDensity) * cell_x_base), 3); + float cellx = (phi / PI * cells.x); + + float2 pos = float2(cellx, celly);// cell-space pos of this fragment + float2 cell_pos = float2(floor(cellx), floor(celly)); // position of this cell + float2 cell_center = cell_pos + float2(0.5, 0.5); + + float2 star_pos = cell_center + (tex2D(_MainTex, cell_pos / cells + float2(0., 0.1)) - 0.5) * _StarRandom; + + /// star color + float3 r = tex2D(_MainTex, cell_pos / cells); + float rnum = frac((r.r + r.g - r.b) * 10); + float rnum2 = frac((r.r - r.g + r.b) * 10); + + float star_size = _StarSize * (rnum * _StarSizeRandom + (1 - _StarSizeRandom)); + + float distance = length(pos - star_pos); + float star_strength = max(min(star_size/distance*0.5, 1.25)-0.25, 0); // star glow + + star_strength *= clamp(sin(y*2) - 0.1, 0, 1); // fade stars near/under horizon + star_strength *= length(r)/2; // fade stars + star_strength *= rnum2 > _StarsMissing; // remove stars + + fixed3 star_col = lerp(1.0, r, _StarTint); + + col = lerp(col, fixed4(star_col, 1.0), star_strength); + + + /// debug grid + col = lerp(col, WHITE, _Grid * (frac(cellx) < 0.04 || frac(celly) < 0.04) ); + + /// sun + float3 sun_dir = float3(sin(_SunAngle), 0.0, cos(_SunAngle)); + float alignment = min(acos(dot(dir, sun_dir)), 1); + // float sun_gradient = pow(y-1, 2) * 0.5 + 0.8; + float sun_gradient = 1; + float sun_amount = max(min(_SunRadius/alignment * sun_gradient, 5) - _SunCutoff, 0); + + col = lerp(col, 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