NewN_UAVPlane/Assets/3rdParty/TENKOKU - DYNAMIC SKY/SHADERS/Tenkoku_galaxy.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "TENKOKU/galaxy_shader" {
Properties {
_SIntensity ("Star Intensity", Range(0.0,1.0)) = 1.0
_GIntensity ("Galaxy Intensity", Range(0.0,1.0)) = 1.0
_Color ("Main Color", Color) = (1,1,1,1)
_GTex ("Galaxy Tex", 2D) = "white" {}
_STex ("Star Detail Tex", 2D) = "white" {}
_CubeTex ("Cube Tex", Cube) = "white" {}
_perturbation ("Perturbation", Range(0.0,1.0)) = 1.0
}
SubShader {
Tags { "Queue"="Background+1601"}
Blend One One
Cull Front
Lighting Off
ZWrite Off
Fog {Mode Off}
Offset 1,996000
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest nofog
#include "UnityCG.cginc"
sampler2D _GTex;
samplerCUBE _CubeTex;
fixed4 _Color;
float _GIntensity, _SIntensity;
float _tenkokuIsLinear;
float4 _TenkokuAmbientColor;
float _Tenkoku_AtmosphereDensity;
float _Tenkoku_AmbientGI;
float _useCube;
float _useStar;
float _useGlxy;
float _perturbation;
struct appdata_t {
float4 vertex : POSITION;
float3 texcoord : TEXCOORD0;
float3 texcoord1 : TEXCOORD1;
float3 normal : NORMAL;
};
struct v2f {
float4 vertex : POSITION;
float3 texcoord : TEXCOORD0;
float3 texcoord1 : TEXCOORD1;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
o.texcoord.y = 1.0-o.texcoord.y;
o.texcoord1 = v.normal;
return o;
}
fixed4 frag (v2f i) : COLOR
{
//coordinates
half4 col = half4(0,0,0,1);
//galaxy 2D spheremap
if (_useCube == 0.0 && _useGlxy <= 1.0){
half3 gtex = tex2D(_GTex, i.texcoord);
col.rgb = lerp(half3(0,0,0),gtex.rgb * _GIntensity,_Color.a);
}
//galaxy cubemap
if (_useCube == 1.0 && _useGlxy <= 1.0){
half3 gCtex = texCUBE(_CubeTex, i.texcoord1);
col.rgb = lerp(half3(0,0,0),gCtex.rgb * _GIntensity,_Color.a);
}
//gamma
half gammaFac = lerp(2.4,1.0,_tenkokuIsLinear);
col.rgb *= gammaFac;
//final
col.a = (1.0-_TenkokuAmbientColor.r);
col.a -= lerp(0.0,1.0,_Tenkoku_AtmosphereDensity*0.25);
col.a = saturate(col.a);
col.rgb *= col.a;
return col;
}
ENDCG
}
}
Fallback Off
}