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 } } }