81 lines
2.9 KiB
GLSL
81 lines
2.9 KiB
GLSL
Shader "Shader Graphs/Sky Shader" {
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Properties {
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[NoScaleOffset] _Stars_3D_texture ("Stars 3D texture", 3D) = "white" {}
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[NoScaleOffset] _Stars_Density_Cubemap ("Stars Density Cubemap", Cube) = "" {}
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_Stars_Intensity ("Stars Intensity", Float) = 150
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_Stars_Brightness ("Stars Brightness", Float) = 10
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_Stars_Texture_Tiling ("Stars Texture Tiling", Float) = 4
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_Stars_Low_Density_Amount ("Stars Low Density Amount", Range(0, 1)) = 0.7
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_Stars_High_Density_Amount ("Stars High Density Amount", Range(0, 1)) = 0
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[NoScaleOffset] _Projector_Texture ("Projector Texture", 2D) = "white" {}
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_Projector_Intensity ("Projector Intensity", Float) = 1
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_Projector_Altitude ("Projector Altitude", Range(0, 1)) = 0
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_Projector_Azimuth ("Projector Azimuth", Range(0, 1)) = 0
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_Projector_Width ("Projector Width", Range(0.001, 1)) = 1
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_Projector_Height ("Projector Height", Range(0.001, 1)) = 1
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[NoScaleOffset] _NorthernLights_Texture ("NorthernLights Texture", 2D) = "white" {}
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_Northern_Lights_Intensity ("Northern Lights Intensity", Float) = 1
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_Edge ("Edge", Range(0, 1)) = 0.9
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_Smoothness ("Smoothness", Range(0, 0.5)) = 0.15
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_Max_Thickness_Zone ("Max Thickness Zone", Range(0, 1)) = 0.25
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_Rotation ("Rotation", Range(-180, 180)) = 0
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_Global_Speed ("Global Speed", Vector) = (0.01,-0.001,0,0)
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_Noise_Speed ("Noise Speed", Vector) = (0.02,0.002,0,0)
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_Steps ("Steps", Range(8, 128)) = 32
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_Height ("Height", Float) = 0.4
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_Noise_Intensity ("Noise Intensity", Float) = 0.01
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_Noise_Scale ("Noise Scale", Float) = 1
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_Noise_Energy_Influence ("Noise Energy Influence", Range(0, 1)) = 0.5
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_Flatness ("Flatness", Float) = 4
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_Color ("Color", Vector) = (0.5254902,1,0.6980392,0)
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_Hue_Shift ("Hue Shift", Range(-1, 1)) = 0
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_Saturation_Shift ("Saturation Shift", Range(0, 1)) = 0
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[NoScaleOffset] _SampleTexture2D_5283fa6e7f894c50bbc6498bb75ffc33_Texture_1_Texture2D ("Texture2D", 2D) = "white" {}
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[HideInInspector] [NoScaleOffset] unity_Lightmaps ("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector] [NoScaleOffset] unity_LightmapsInd ("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector] [NoScaleOffset] unity_ShadowMasks ("unity_ShadowMasks", 2DArray) = "" {}
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType"="Opaque" }
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LOD 200
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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float4x4 unity_ObjectToWorld;
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float4x4 unity_MatrixVP;
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struct Vertex_Stage_Input
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{
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float4 pos : POSITION;
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};
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struct Vertex_Stage_Output
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{
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float4 pos : SV_POSITION;
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};
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Vertex_Stage_Output vert(Vertex_Stage_Input input)
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{
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Vertex_Stage_Output output;
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output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
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return output;
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}
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float4 _Color;
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float4 frag(Vertex_Stage_Output input) : SV_TARGET
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{
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return _Color; // RGBA
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}
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ENDHLSL
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}
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}
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Fallback "Hidden/Shader Graph/FallbackError"
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//CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
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} |