sunset box init, start work on water part of shader
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Assets/sunset_box/sunset_box_anim.controller.meta
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8
Assets/sunset_box/sunset_box_anim.controller.meta
Normal file
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144
Assets/sunset_box/sunset_dynamic.shader
Normal file
144
Assets/sunset_box/sunset_dynamic.shader
Normal file
|
@ -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)
|
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_SunAngle ("Sun angle", Range(0, 6.28)) = 0
|
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_SunRadius ("Sun radius", Range(0, 0.3)) = 0.06
|
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_SunCutoff ("Sun cutoff", Range(0, 0.5)) = 0.08
|
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[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
|
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_StarSizeRandom ("Star size randomness", Range(0, 1)) = 0.5
|
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_StarTint ("Star tint", Range(0, 1)) = 0.4
|
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[Header(Debug)]
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_Grid ("Grid visibility", Range(0, 1)) = 0
|
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|
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}
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SubShader
|
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
|
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Cull back
|
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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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#include "UnityCG.cginc"
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#define PI 3.1416f
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#define WHITE fixed4(1.0, 1.0, 1.0, 1.0)
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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 vertex : SV_POSITION;
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float3 camPos : TEXCOORD1;
|
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float3 hitPos : TEXCOORD2;
|
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};
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sampler2D _MainTex;
|
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fixed4 _SkyCol;
|
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fixed4 _HorizonCol;
|
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|
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float _StarsMissing;
|
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float _StarDensity;
|
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float _StarRandom;
|
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|
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float _StarSize;
|
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float _StarSizeRandom;
|
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float _StarTint;
|
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|
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fixed4 _SunCol;
|
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float _SunAngle;
|
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float _SunRadius;
|
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float _SunCutoff;
|
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|
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float _Grid;
|
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|
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v2f vert (appdata v)
|
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{
|
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v2f o;
|
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o.vertex = UnityObjectToClipPos(v.vertex);
|
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o.camPos = _WorldSpaceCameraPos;
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o.hitPos = mul(unity_ObjectToWorld, v.vertex);
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return o;
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}
|
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fixed4 frag (v2f i) : SV_Target
|
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{
|
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float3 dir = normalize(i.hitPos - i.camPos);
|
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float y = asin(dir.y);
|
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float phi = atan2(dir.x, dir.z);
|
||||
|
||||
/// sky
|
||||
float factor = smoothstep(0.0, 0.5, dir.y + 0.2);
|
||||
factor = min(factor, 1.0);
|
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fixed4 col = lerp(_HorizonCol, _SkyCol, factor);
|
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|
||||
/// stars
|
||||
float2 cells = float2(-1, floor(_StarDensity));
|
||||
float cell_x_base = floor(cells.y * PI);
|
||||
float celly = y * cells.y;
|
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// 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);
|
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float cellx = (phi / PI * cells.x);
|
||||
|
||||
float2 pos = float2(cellx, celly);// cell-space pos of this fragment
|
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float2 cell_pos = float2(floor(cellx), floor(celly)); // position of this cell
|
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float2 cell_center = cell_pos + float2(0.5, 0.5);
|
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|
||||
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);
|
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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
|
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star_strength *= length(r)/2; // fade stars
|
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star_strength *= rnum2 > _StarsMissing; // remove stars
|
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|
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fixed3 star_col = lerp(1.0, r, _StarTint);
|
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|
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col = lerp(col, fixed4(star_col, 1.0), star_strength);
|
||||
|
||||
|
||||
/// debug grid
|
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col = lerp(col, WHITE, _Grid * (frac(cellx) < 0.04 || frac(celly) < 0.04) );
|
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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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|
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col = lerp(col, _SunCol, sun_amount);
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return col;
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}
|
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ENDCG
|
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}
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}
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}
|
9
Assets/sunset_box/sunset_dynamic.shader.meta
Normal file
9
Assets/sunset_box/sunset_dynamic.shader.meta
Normal file
|
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fileFormatVersion: 2
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161
Assets/sunset_box/sunset_env_dynamic.shader
Normal file
161
Assets/sunset_box/sunset_env_dynamic.shader
Normal file
|
@ -0,0 +1,161 @@
|
|||
Shader "CrispyPin/Sunset Environment (Dynamic)"
|
||||
{
|
||||
Properties
|
||||
{
|
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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)
|
||||
[Header(Sun)]
|
||||
_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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_SunRadius ("Sun radius", Range(0, 0.3)) = 0.06
|
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_SunCutoff ("Sun cutoff", Range(0, 0.5)) = 0.08
|
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[Header(Star Layout)]
|
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[NoScaleOffset]
|
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_MainTex ("Noise source", 2D) = "white" {}
|
||||
_StarDensity ("Star density", Range(4, 50)) = 20
|
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_StarRandom ("Star randomness", Range(0, 1)) = 0.85
|
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[Header(Star)]
|
||||
_StarsMissing ("Stars missing", Range(0, 1)) = 0.75
|
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_StarSize ("Star size", Range(0, 0.1)) = 0.06
|
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_StarSizeRandom ("Star size randomness", Range(0, 1)) = 0.5
|
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_StarTint ("Star tint", Range(0, 1)) = 0.4
|
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[Header(Water)]
|
||||
_WaterSurface ("Surface Normal", 2D) = "white" {}
|
||||
[Header(Debug)]
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||||
_Grid ("Grid visibility", Range(0, 1)) = 0
|
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|
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Cull back
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|
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Pass
|
||||
{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
|
||||
|
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#define PI 3.1416f
|
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#define WHITE fixed4(1.0, 1.0, 1.0, 1.0)
|
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|
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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 vertex : SV_POSITION;
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float3 camPos : TEXCOORD1;
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float3 hitPos : TEXCOORD2;
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};
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sampler2D _MainTex;
|
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sampler2D _WaterSurface;
|
||||
fixed4 _SkyCol;
|
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fixed4 _HorizonCol;
|
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|
||||
float _StarsMissing;
|
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float _StarDensity;
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float _StarRandom;
|
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|
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float _StarSize;
|
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float _StarSizeRandom;
|
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float _StarTint;
|
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|
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fixed4 _SunCol;
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float _SunAngle;
|
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float _SunRadius;
|
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float _SunCutoff;
|
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|
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float _Grid;
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|
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.camPos = _WorldSpaceCameraPos;
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o.hitPos = mul(unity_ObjectToWorld, v.vertex);
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return o;
|
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}
|
||||
|
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fixed4 frag (v2f i) : SV_Target
|
||||
{
|
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float3 dir = normalize(i.hitPos - i.camPos);
|
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float real_y = asin(dir.y);
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float y = abs(real_y);
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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(
|
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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, _SunCol, sun_amount);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/sunset_box/sunset_env_dynamic.shader.meta
Normal file
9
Assets/sunset_box/sunset_env_dynamic.shader.meta
Normal file
|
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BIN
Assets/sunset_box/water_normal.png
Normal file
BIN
Assets/sunset_box/water_normal.png
Normal file
Binary file not shown.
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