Last active
June 6, 2021 23:52
-
-
Save partybusiness/92fed5bb609fefd3ac72c0c70c8e42a4 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "Skybox/MoonSkybox" | |
{ | |
//Displays a skybox with an overlayed texture that can be positioned as a moon | |
Properties | |
{ | |
_MoonTex ("Moon Texture", 2D) = "white" {} | |
_SkyMap ("Sky Map", Cube) = "" {} | |
_MoonDirection ("Moon Direction", Vector) = (0.4, 0.8, 0, 0) | |
_MoonScale ("Moon Scale", Range(0.01, 1.0)) = 0.2 | |
} | |
SubShader | |
{ | |
Tags{ "Queue" = "Background" | |
"RenderType" = "Background" | |
"PreviewType" = "Skybox" } | |
Cull Back | |
Lighting Off | |
ZWrite Off | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
float3 viewDir : TEXCOORD1; | |
}; | |
sampler2D _MoonTex; | |
float4 _MoonTex_ST; | |
float4 _MoonDirection; | |
float _MoonScale; | |
uniform samplerCUBE _SkyMap; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.viewDir = mul(unity_ObjectToWorld, v.vertex).xyz - _WorldSpaceCameraPos; | |
o.uv = TRANSFORM_TEX(v.uv, _MoonTex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed4 backCol = texCUBE(_SkyMap, (i.viewDir)); | |
fixed3 moonVector = normalize(_MoonDirection.xyz); | |
fixed3 diff = normalize(i.viewDir) - moonVector; //difference between view dir and moon dir | |
//side vector | |
fixed3 sideVector = normalize(cross(fixed3(0,1,0), moonVector)); | |
//up vector | |
fixed3 upVector = normalize(cross(sideVector, moonVector)); | |
fixed2 moonUV = (fixed2(dot(sideVector,diff),dot(upVector,diff))/_MoonScale) +0.5; | |
fixed4 moonColour = tex2D(_MoonTex, moonUV); | |
moonColour.a = moonColour.a * (dot(normalize(i.viewDir), _MoonDirection) > 0); //Make sure only one moon | |
return lerp(backCol, moonColour, moonColour.a); | |
} | |
ENDCG | |
} | |
} | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "Skybox/MoonWithTransparentSkybox" | |
{ | |
Properties | |
{ | |
_MoonTex ("Moon Texture", 2D) = "white" {} | |
_SkyMap ("Sky Map", Cube) = "" {} | |
_MoonDirection ("Moon Direction", Vector) = (0.4, 0.8, 0, 0) | |
_MoonScale ("Moon Scale", Range(0.01, 1.0)) = 0.2 | |
_TransparencyThreshold ("Sky Transparency Threshold", Range(0.01, 1.0)) = 0.2 | |
} | |
SubShader | |
{ | |
Tags{ "Queue" = "Background" | |
"RenderType" = "Background" | |
"PreviewType" = "Skybox" } | |
Cull Back | |
Lighting Off | |
ZWrite Off | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
float3 viewDir : TEXCOORD1; | |
}; | |
sampler2D _MoonTex; | |
float4 _MoonTex_ST; | |
float4 _MoonDirection; | |
float _MoonScale; | |
uniform samplerCUBE _SkyMap; | |
float _TransparencyThreshold; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.viewDir = mul(unity_ObjectToWorld, v.vertex).xyz - _WorldSpaceCameraPos; | |
o.uv = TRANSFORM_TEX(v.uv, _MoonTex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed4 backCol = texCUBE(_SkyMap, (i.viewDir)); | |
fixed3 moonVector = normalize(_MoonDirection.xyz); | |
fixed3 diff = normalize(i.viewDir) - moonVector; //difference between view dir and moon dir | |
//side vector | |
fixed3 sideVector = normalize(cross(fixed3(0,1,0), moonVector)); | |
//up vector | |
fixed3 upVector = normalize(cross(sideVector, moonVector)); | |
fixed2 moonUV = (fixed2(dot(sideVector,diff),dot(upVector,diff))/_MoonScale) +0.5; | |
fixed4 moonColour = tex2D(_MoonTex, moonUV); | |
moonColour.a = moonColour.a * (dot(normalize(i.viewDir), _MoonDirection) > 0); //Make sure only one moon | |
fixed skyAlpha = (backCol.a-_TransparencyThreshold)/(1-_TransparencyThreshold); | |
//Uses threshold because compression algorithms often discard RGB data if it was really completely transparent | |
return lerp(backCol, lerp(moonColour,backCol,skyAlpha), moonColour.a); | |
} | |
ENDCG | |
} | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment