holopy3/Assets/Normal/Examples/Blank Scene Template/Skybox/GradientSkybox.shader
2020-12-10 15:25:12 +01:00

102 lines
2.8 KiB
Text

Shader "Normal/Examples/Gradient Skybox" {
Properties {
[Header(Gradient Colors)]
_ColorT ("Top Color", Color) = (1,1,1,1)
_ColorM ("Middle Color", Color) = (1,1,1,1)
_ColorB ("Bottom Color", Color) = (1,1,1,1)
[Header(Gradient Settings)]
_ExponentT ("Upper Exponent", Float) = 1.0
_ExponentB ("Lower Exponent", Float) = 1.0
_Intensity ("Intensity", Float) = 1.0
[Header(Sun Settings)]
[Toggle(SUN)] _Sun ("Show Sun", Float) = 0
[HideIfDisabled(SUN)] _SunColor("Sun Color", Color) = (1, 1, 1, 1)
[HideIfDisabled(SUN)] _SunSize("Sun Size", Range(0,1)) = 0.3
[HideIfDisabled(SUN)] _SunAzimuth("Sun Azimuth", Range(0,360)) = 60
[HideIfDisabled(SUN)] _SunAltitude("Sun Altitude", Range(-90,90)) = 30
[HideIfDisabled(SUN)] _SunIntensity("Sun Intensity", Float) = 2.0
[HideInInspector] _SunVector("Sun Vector", Vector) = (1,0,0,0)
[Header(Additional Settings)]
[Toggle(DITHER)] _Dither ("Add Screenspace Dither", Float) = 0
}
SubShader {
Tags { "RenderType"="Background" "Queue"="Background" "DisableBatching"="True" "IgnoreProjector"="True" "PreviewType"="Skybox" }
Fog { Mode Off }
ZWrite Off
Cull Back
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature SUN
#pragma shader_feature DITHER
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
fixed3 _ColorT;
fixed3 _ColorM;
fixed3 _ColorB;
half _ExponentT;
half _ExponentB;
half _Intensity;
#ifdef SUN
fixed3 _SunColor;
half _SunSize;
half _SunIntensity;
half3 _SunVector;
#endif
#ifdef DITHER
float3 ScreenSpaceDither(float2 screenpos)
{
float3 dither = dot(float2(171.0, 231.0), screenpos + _Time.yy).xxx;
dither.rgb = frac(dither / float3(103.0, 71.0, 97.0)) - float3(0.5, 0.5, 0.5);
return (dither / 255.0);
}
#endif
struct appdata {
float4 vertex : POSITION;
float3 texcoord : TEXCOORD0;
};
struct Varyings {
float4 vertex : SV_POSITION;
float3 texcoord : TEXCOORD0;
};
Varyings vert(appdata v) {
Varyings o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
return o;
}
fixed4 frag (Varyings i) : SV_Target {
float3 n = normalize(i.texcoord);
float factorT = 1.0 - pow(min(1.0, 1.0 - n.y), _ExponentT);
float factorB = 1.0 - pow(min(1.0, 1.0 + n.y), _ExponentB);
float factorM = 1.0 - factorT - factorB;
fixed3 color = (_ColorT * factorT + _ColorM * factorM + _ColorB * factorB) * _Intensity;
#if SUN
color += min(pow(max(0, dot(n, _SunVector)), pow(50000.0, 1.0 - _SunSize)), 1) * _SunColor * _SunIntensity;
#endif
#if DITHER
color += ScreenSpaceDither(i.vertex.xy);
#endif
return fixed4(color, 1);
}
ENDCG
}
}
}