/
Skybox.shader
102 lines (85 loc) · 2.72 KB
/
Skybox.shader
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// Copyright (c) 2021 Felix Westin
//
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject to
// the following conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
// OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Shader "Atmosphere/Skybox"
{
Properties
{
[Toggle] _DrawPlanet ("Draw Planet", Float) = 1
}
SubShader
{
Tags { "RenderType"="Background" "Queue"="Background" }
Pass
{
ZWrite Off
Cull Off
Fog { Mode Off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "Atmosphere.cginc"
float _DrawPlanet;
struct appdata_t
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 worldPos : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.worldPos = mul(UNITY_MATRIX_M, v.vertex.xyz);
o.vertex = mul(UNITY_MATRIX_VP, float4(o.worldPos, 1.0));
return o;
}
float4 frag (v2f i) : COLOR
{
float3 rayStart = _WorldSpaceCameraPos;
float3 rayDir = normalize(i.worldPos - _WorldSpaceCameraPos);
float rayLength = INFINITY;
if (_DrawPlanet == 1.0)
{
float2 planetIntersection = PlanetIntersection(rayStart, rayDir);
if (planetIntersection.x > 0)
rayLength = min(rayLength, planetIntersection.x);
}
float3 lightDir = _WorldSpaceLightPos0.xyz;
float3 lightColor = _LightColor0.xyz;
float3 transmittance;
float3 color = IntegrateScattering(rayStart, rayDir, rayLength, lightDir, lightColor, transmittance);
return float4(color, 1);
}
ENDCG
}
}
}