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December 15, 2021 13:10
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Realistic sun position based on time of year and latitude/longitude in Unity 3D. Making it possible to simulate phenomena like the midnight sun. If this came in handy, say hi over at @SnutiHQ on Twitter.
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// This code is licensed under the terms of the MIT license | |
using UnityEngine; | |
public class SunPosition : MonoBehaviour | |
{ | |
[SerializeField, Range(-90f, 90f)] | |
public float latitude = 69.6546f; | |
[SerializeField, Range(-180f, 180f)] | |
public float longitude = 18.9637f; | |
[SerializeField, Range(0, 365)] | |
public int dayOfYear = 180; | |
[SerializeField, Range(0f, 24f)] | |
public float hourOfDay = 22f; | |
private float zenith = 41f; | |
private float azimuth = 160f; | |
private float solarHourAngle = 13f; | |
private void OnValidate() | |
{ | |
UpdateSun(); | |
} | |
public void UpdateSun() | |
{ | |
Calculate(); | |
SetRotation(); | |
} | |
private void Calculate() | |
{ | |
// Time of year | |
var time = Mathf.Deg2Rad * (360f / 365.25f) * (90f - dayOfYear + hourOfDay / 24f); | |
// Solar Declination | |
var declination = 0.396372f - 22.91327f * Mathf.Sin(time) + 4.02543f * Mathf.Sin(time) | |
- 0.387205f * Mathf.Cos(2f * time) + 0.051967f * Mathf.Sin(2f * time) | |
- 0.154527f * Mathf.Cos(3f * time) + 0.084798f * Mathf.Sin(3f * time); | |
// Time correction for solar angle | |
var timeCorrection = 0.004297f + 0.107029f * Mathf.Cos(time) | |
- 1.837877f * Mathf.Sin(time) | |
- 0.837378f * Mathf.Cos(2f * time) | |
- 2.340475f * Mathf.Sin(2f * time); | |
// Solar Hour Angle | |
solarHourAngle = (hourOfDay - 12f) * 15f + longitude + timeCorrection; | |
if (solarHourAngle > 180f) solarHourAngle -= 360f; | |
if (solarHourAngle < -180f) solarHourAngle += 360f; | |
// Sun Zenith Angle | |
var cosZenith = Mathf.Sin(Mathf.Deg2Rad * latitude) * Mathf.Sin(Mathf.Deg2Rad * declination) + | |
Mathf.Cos(Mathf.Deg2Rad * latitude) * Mathf.Cos(Mathf.Deg2Rad * declination) * | |
Mathf.Cos(Mathf.Deg2Rad * solarHourAngle); | |
zenith = Mathf.Rad2Deg * Mathf.Acos(cosZenith); | |
// Azimuth Angle | |
var cosAzimuth = (Mathf.Sin(Mathf.Deg2Rad * declination) - | |
Mathf.Sin(Mathf.Deg2Rad * latitude) * Mathf.Cos(Mathf.Deg2Rad * zenith)) | |
/ (Mathf.Cos(Mathf.Deg2Rad * latitude) * Mathf.Sin(Mathf.Deg2Rad * zenith)); | |
azimuth = Mathf.Rad2Deg * Mathf.Acos(cosAzimuth); | |
} | |
private void SetRotation() | |
{ | |
var x = 90f - zenith; | |
var y = 180f + (solarHourAngle > 0f ? -azimuth : azimuth); // Z+ is north | |
transform.eulerAngles = new Vector3(x, y, 0f); | |
} | |
} |
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