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A unity shader code with good skybox colour and transition control ( day/night cycle)
/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer
Legal Stuff:
This code is free to use no restrictions but attribution would be appreciated.
Any damage caused either partly or completly due to usage of this stuff is not my responsibility*/
Shader "BitshiftProgrammer/Skybox"
{
Properties
{
_SkyColor1("Top Color Day", Color) = (0.37, 0.52, 0.73, 0)
_SkyColor2("Horizon Color Day", Color) = (0.89, 0.96, 1, 0)
_SkyColor3("Top Color Night", Color) = (0.2 ,0.4 ,0.6 , 0)
_SkyColor4("Horizon Color Night",Color) = (0.4, 0.2, 0.1, 0)
_Transition("Transition Value",Range(0.0 , 1.0)) = 0.5
_BaseLevel("Base Start Level",Range(-2.0 , 0.0)) = 0.0
_GradientExponent("Gradient Exponent",Range(1,100)) = 1
_SunColor("Sun Colour",Color) = (0.8,0.4,0.0)
_Scaling("Sun Scaling Factor",Range(1,350)) = 10
_SunRim("Sun Rim",Range(0.5,1.0)) = 0.8
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Background" }
ZWrite Off
Fog{ Mode Off }
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 position : POSITION;
float3 texcoord : TEXCOORD0;
};
struct v2f
{
float4 position : SV_POSITION;
float3 texcoord : TEXCOORD0;
};
fixed3 _SkyColor1;
fixed3 _SkyColor2;
fixed3 _SkyColor3;
fixed3 _SkyColor4;
half _Transition;
half _BaseLevel;
int _GradientExponent;
fixed3 _SunColor;
int _Scaling;
half _SunRim;
v2f vert(appdata v)
{
v2f o;
o.position = UnityObjectToClipPos(v.position);
o.texcoord = v.texcoord;
return o;
}
fixed4 frag(v2f i) : COLOR
{
half3 v = normalize(i.texcoord);
half p = pow(v.y + _BaseLevel, _GradientExponent);
fixed3 topCol = lerp(_SkyColor1, _SkyColor3, _Transition);
fixed3 bottomCol = lerp(_SkyColor2, _SkyColor4, _Transition);
half dotVal = dot(v, _WorldSpaceLightPos0.xyz);
if (dotVal > _SunRim)
return lerp(fixed4(lerp(topCol, bottomCol, p), 1.0), fixed4(_SunColor,1.0), pow(dotVal, _Scaling));
else
return fixed4(lerp(topCol, bottomCol, p), 1.0);
}
ENDCG
}
}
}
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