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- uniform float4 _SunDir;
- uniform float4 _MoonDir;
- uniform float4 _SunColor;
- uniform half4 _FrontColor0;
- uniform half4 _FrontColor1;
- uniform half4 _FrontColor2;
- uniform half4 _FrontColor3;
- uniform half4 _FrontColor4;
- uniform half4 _FrontColor5;
- uniform half4 _FrontColor6;
- uniform half4 _BackColor0;
- uniform half4 _BackColor1;
- uniform half4 _BackColor2;
- uniform half4 _BackColor3;
- uniform half4 _BackColor4;
- uniform half4 _BackColor5;
- uniform half4 _BackColor6;
- uniform float _frontBackDistribution0;
- uniform float _frontBackDistribution1;
- uniform float _frontBackDistribution2;
- uniform float _frontBackDistribution3;
- uniform float _frontBackDistribution4;
- uniform float _Intensity;
- uniform float _MieScatteringIntensity;
- float Mie(float costh, float g)
- {
- g = min(g, 0.9381);
- float k = 1.55 * g - 0.55 * g * g * g;
- float kcosth = k * costh;
- return (1 - k * k) / ((4 * 3.14159265f) * (1 - kcosth) * (1 - kcosth));
- }
- float Remap(float org_val, float org_min, float org_max, float new_min, float new_max)
- {
- return new_min + saturate(((org_val - org_min) / (org_max - org_min))*(new_max - new_min));
- }
- //Cirrus Clouds
- uniform sampler2D _CirrusCloudMap;
- uniform float _CirrusCloudAlpha;
- uniform float _CirrusCloudCoverage;
- uniform float _CirrusCloudAltitude;
- uniform float4 _CirrusCloudColor;
- uniform float _CirrusCloudColorPower;
- uniform float2 _CirrusCloudAnimation;
- float4 CirrusClouds(float3 uvs)
- {
- uvs = normalize(uvs);
-
- float4 uv1;
- float4 uv2;
- uv1.xy = (uvs.xz * 0.2) + _CirrusCloudAnimation;
- uv2.xy = (uvs.xz * 0.6) + _CirrusCloudAnimation;
- float4 clouds1 = tex2D(_CirrusCloudMap, uv1.xy);
- float4 clouds2 = tex2D(_CirrusCloudMap, uv2.xy);
- float color1 = pow(clouds1.g + clouds2.g, 0.1);
- float color2 = pow(clouds2.b * clouds1.r, 0.2);
- float4 finalClouds = lerp(clouds1, clouds2, color1 * color2);
- float cloudExtinction = pow(uvs.y , 2);
- finalClouds.a *= _CirrusCloudAlpha;
- finalClouds.a *= cloudExtinction;
- if (uvs.y < 0)
- finalClouds.a = 0;
- finalClouds.rgb = finalClouds.a * pow(_CirrusCloudColor,_CirrusCloudColorPower);
- finalClouds.rgb = pow(finalClouds.rgb,1 - _CirrusCloudCoverage);
- return finalClouds;
- }
- //2D Clouds
- uniform sampler2D _FlatCloudsBaseTexture;
- uniform sampler2D _FlatCloudsDetailTexture;
- uniform float4 _FlatCloudsAnimation;
- uniform float3 _FlatCloudsLightDirection;
- uniform float3 _FlatCloudsLightColor;
- uniform float3 _FlatCloudsAmbientColor;
- uniform float4 _FlatCloudsLightingParams; // x = LightIntensity, y = AmbientIntensity, z = Absorbtion, w = HgPhase
- uniform float4 _FlatCloudsParams; // x = Coverage, y = Density, z = Altitude, w = tonemapping
- uniform float4 _FlatCloudsTiling; // x = Base, y = Detail
- //uniform float _FlatCloudsExposure;
- float HenryGreenstein(float cosTheta, float g)
- {
- float k = 3.0 / (8.0 * 3.1415926f) * (1.0 - g * g) / (2.0 + g * g);
- return k * (1.0 + cosTheta * cosTheta) / pow(abs(1.0 + g * g - 2.0 * g * cosTheta), 1.5);
- }
- half3 tonemapACES(half3 color, float Exposure)
- {
- color *= Exposure;
- // See https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
- const half a = 2.51;
- const half b = 0.03;
- const half c = 2.43;
- const half d = 0.59;
- const half e = 0.14;
- return saturate((color * (a * color + b)) / (color * (c * color + d) + e));
- }
- float CalculateCloudDensity(float2 posBase, float2 posDetail,float3 worldPos, float coverage)
- {
- float4 baseNoise = tex2D(_FlatCloudsBaseTexture, posBase);
- float low_freq_fBm = (baseNoise.g * 0.625) + (baseNoise.b * 0.25) + (baseNoise.a * 0.125);
- float base_cloud = Remap(baseNoise.r, -(1.0 - low_freq_fBm), 1.0, 0.0, 1.0) * coverage;
-
- float4 detailNoise = tex2D(_FlatCloudsDetailTexture, posDetail * 2);
- float high_freq_fBm = (detailNoise.r * 0.625) + (detailNoise.g * 0.25) + (detailNoise.b * 0.125);
- float density = Remap(base_cloud, 1-high_freq_fBm * 0.5, 1.0, 0.0, 1.0);
- density *= pow(high_freq_fBm, 0.4);
- density *= _FlatCloudsParams.y;
-
- return density;
- }
- float4 Clouds2D (float3 uvs, float3 worldPos)
- {
- half4 col = 0;
- uvs = normalize(uvs);
-
- float4 uv1;
- uv1.xy = (uvs.xz * _FlatCloudsTiling.x) + _FlatCloudsAnimation.xy;
- uv1.zw = (uvs.xz * _FlatCloudsTiling.y) + _FlatCloudsAnimation.zw;
- float cloudExtinction = pow(uvs.y, 2);
- float density = CalculateCloudDensity(uv1.xy, uv1.zw, uvs, _FlatCloudsParams.x);
- //Lighting
- float absorbtion = exp2(-1 * (density * _FlatCloudsLightingParams.z));
- float3 viewDir = normalize(worldPos - _WorldSpaceCameraPos);
- float inscatterAngle = dot(normalize(_FlatCloudsLightDirection), -viewDir);
- float hg = HenryGreenstein(inscatterAngle, _FlatCloudsLightingParams.w) * 2 * absorbtion;
- float lighting = density * (absorbtion + hg);
- float3 lightColor = pow(_FlatCloudsLightColor, 2) * (_FlatCloudsLightingParams.x );
- col.rgb = lightColor * lighting;
- col.rgb = col.rgb + (_FlatCloudsAmbientColor * _FlatCloudsLightingParams.y);
-
- //Tonemapping
- // if (_FlatCloudsParams.w == 1)
- // col.rgb = tonemapACES(col.rgb, _CloudsExposure);
- col.a = saturate(density * cloudExtinction);
- if (uvs.y < 0)
- col.a = 0;
- return col;
- }
-
- float4 GetSkyColor (float3 viewDir, float mieSize)
- {
- float cosTheta = smoothstep(-0.25,1.15,saturate(dot(-_SunDir.xyz, viewDir)));
- half y = -viewDir.y / 0.02;
-
- float3 frontBack0 = lerp(_FrontColor0.rgb,_BackColor0.rgb,cosTheta);
- float3 frontBack1 = lerp(_FrontColor1.rgb,_BackColor1.rgb,cosTheta);
- float3 frontBack2 = lerp(_FrontColor2.rgb,_BackColor2.rgb,cosTheta);
- float3 frontBack3 = lerp(_FrontColor3.rgb,_BackColor3.rgb,cosTheta);
- float3 frontBack4 = lerp(_FrontColor4.rgb,_BackColor4.rgb,cosTheta);
- float3 frontBack5 = lerp(_FrontColor5.rgb,_BackColor5.rgb,cosTheta);
- float heightS1 = Remap(viewDir.y,-0.75,_frontBackDistribution0,0,1);
- float heightS2 = Remap(viewDir.y,_frontBackDistribution0,_frontBackDistribution1,0,1);
- float heightS3 = Remap(viewDir.y,_frontBackDistribution1,_frontBackDistribution2,0,1);
- float heightS4 = Remap(viewDir.y,_frontBackDistribution2,_frontBackDistribution3,0,1);
- float heightS5 = Remap(viewDir.y,_frontBackDistribution3,1,0,1);
-
- float3 sky1 = lerp(frontBack0.rgb,frontBack1.rgb,heightS1);
- float3 sky2 = lerp(sky1.rgb,frontBack2.rgb,heightS2);
- float3 sky3 = lerp(sky2.rgb,frontBack3.rgb,heightS3);
- float3 sky4 = lerp(sky3.rgb,frontBack4.rgb,heightS4);
- float3 sky5 = lerp(sky4.rgb,frontBack5.rgb,heightS5);
- float3 skyColor = sky5 * _Intensity;
-
- float eyeCos = dot(_SunDir, viewDir);
- float eyeCos2 = eyeCos * eyeCos;
- float fade = saturate(dot(_SunDir.xyz, viewDir));
- float mie = Mie(eyeCos, 0.7) * _MieScatteringIntensity * fade;
-
- skyColor.rgb += (mie * skyColor) * _SunColor.rgb;
- return float4(skyColor,1);
- }
- float4 GetSkyAndCloudsColor (float3 viewDir, float mieSize)
- {
- float cosTheta = smoothstep(-0.25,1.15,saturate(dot(-_SunDir.xyz, viewDir)));
- half y = -viewDir.y / 0.02;
-
- float3 frontBack0 = lerp(_FrontColor0.rgb,_BackColor0.rgb,cosTheta);
- float3 frontBack1 = lerp(_FrontColor1.rgb,_BackColor1.rgb,cosTheta);
- float3 frontBack2 = lerp(_FrontColor2.rgb,_BackColor2.rgb,cosTheta);
- float3 frontBack3 = lerp(_FrontColor3.rgb,_BackColor3.rgb,cosTheta);
- float3 frontBack4 = lerp(_FrontColor4.rgb,_BackColor4.rgb,cosTheta);
- float3 frontBack5 = lerp(_FrontColor5.rgb,_BackColor5.rgb,cosTheta);
- float heightS1 = Remap(viewDir.y,-0.75,_frontBackDistribution0,0,1);
- float heightS2 = Remap(viewDir.y,_frontBackDistribution0,_frontBackDistribution1,0,1);
- float heightS3 = Remap(viewDir.y,_frontBackDistribution1,_frontBackDistribution2,0,1);
- float heightS4 = Remap(viewDir.y,_frontBackDistribution2,_frontBackDistribution3,0,1);
- float heightS5 = Remap(viewDir.y,_frontBackDistribution3,1,0,1);
-
- float3 sky1 = lerp(frontBack0.rgb,frontBack1.rgb,heightS1);
- float3 sky2 = lerp(sky1.rgb,frontBack2.rgb,heightS2);
- float3 sky3 = lerp(sky2.rgb,frontBack3.rgb,heightS3);
- float3 sky4 = lerp(sky3.rgb,frontBack4.rgb,heightS4);
- float3 sky5 = lerp(sky4.rgb,frontBack5.rgb,heightS5);
- float3 skyColor = sky5 * _Intensity;
-
- float eyeCos = dot(_SunDir, viewDir);
- float eyeCos2 = eyeCos * eyeCos;
- float fade = saturate(dot(_SunDir.xyz, viewDir));
- float mie = Mie(eyeCos, 0.7) * _MieScatteringIntensity * fade;
-
- skyColor.rgb += (mie * skyColor) * _SunColor.rgb;
- float4 cirrus = CirrusClouds(viewDir);
- skyColor.rgb = skyColor.rgb * (1 - cirrus.a) + cirrus.rgb * cirrus.a;
- return float4(skyColor,1);
- }
- ///Aurora
- sampler2D _Aurora_Layer_1;
- sampler2D _Aurora_Layer_2;
- sampler2D _Aurora_Colorshift;
- float4 _AuroraColor;
- float _AuroraIntensity;
- float _AuroraBrightness;
- float _AuroraContrast;
- float _AuroraHeight;
- float _AuroraScale;
- float _AuroraSpeed;
- float _AuroraSteps;
- float4 _Aurora_Tiling_Layer1;
- float4 _Aurora_Tiling_Layer2;
- float4 _Aurora_Tiling_ColorShift;
- float randomNoise(float3 co)
- {
- return frac(sin(dot(co.xyz ,float3(17.2486,32.76149, 368.71564))) * 32168.47512);
- }
- float4 SampleAurora(float3 uv)
- {
- float2 uv_1 = uv.xy * _Aurora_Tiling_Layer1.xy + (_Aurora_Tiling_Layer1.zw * _AuroraSpeed * _Time.y);
- float4 aurora = tex2Dlod(_Aurora_Layer_1, float4(uv_1.xy,0,0));
- float2 uv_2 = uv_1 * _Aurora_Tiling_Layer2.xy + (_Aurora_Tiling_Layer2.zw * _AuroraSpeed * _Time.y);
- float4 aurora2 = tex2Dlod(_Aurora_Layer_2, float4(uv_2.xy,0,0));
- aurora += (aurora2 - 0.5) * 0.5;
- aurora.w = aurora.w * 0.8 + 0.05;
- float3 uv_3 = float3(uv.xy * _Aurora_Tiling_ColorShift.xy + (_Aurora_Tiling_ColorShift.zw * _AuroraSpeed * _Time.y), 0.0);
- float4 cloudColor = tex2Dlod(_Aurora_Colorshift, float4(uv_3.xy,0,0));
- float contrastMask = 1.0 - saturate(aurora.a);
- contrastMask = pow(contrastMask, _AuroraContrast);
- aurora.rgb *= lerp(float3(0,0,0), _AuroraColor.rgb * cloudColor.rgb * _AuroraBrightness, contrastMask);
- float cloudSub = 1.0 - uv.z;
- aurora.a = aurora.a - cloudSub * cloudSub;
- aurora.a = saturate(aurora.a * _AuroraIntensity);
- aurora.rgb *= aurora.a;
- return aurora;
- }
- float4 Aurora (float3 wpos)
- {
- if (_AuroraIntensity < 0.05)
- return float4(0,0,0,0);
- float3 viewDir = normalize(wpos - _WorldSpaceCameraPos);
- float viewFalloff = 1.0 - saturate(dot(viewDir, float3(0,1,0)));
- if (viewDir.y < 0 || viewDir.y > 1)
- return half4(0, 0, 0, 0);
- float3 traceDir = normalize(viewDir + float3(0, viewFalloff * 0.2 ,0));
- float3 worldPos = _WorldSpaceCameraPos + traceDir * ((_AuroraHeight - _WorldSpaceCameraPos.y) / max(traceDir.y, 0.01));
- float3 uv = float3(worldPos.xz * 0.01 * _AuroraScale, 0);
- half3 uvStep = half3(traceDir.xz * -1.0 * (1.0 / traceDir.y), 1.0) * (1.0 / _AuroraSteps);
- uv += uvStep * randomNoise(wpos + _SinTime.w);
- half4 finalColor = half4(0,0,0,0);
- [loop]
- for (int iCount = 0; iCount < _AuroraSteps; iCount++)
- {
- if (finalColor.a > 1)
- break;
- uv += uvStep;
- finalColor += SampleAurora(uv) * (1.0 - finalColor.a);
- }
- finalColor *= viewDir.y;
- return finalColor;
- }
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