37239732ac
- Globe Asset - Spatial Anchors - Photon Implementation - Scripts for Globe Control and Initial Country Colorizing - Script for Reading csv file
89 lines
2.6 KiB
Plaintext
89 lines
2.6 KiB
Plaintext
Shader "World Political Map/Unlit Earth Glow" {
|
|
|
|
Properties {
|
|
_GlowColor("Glow Color", Color) = (0.4, 0.3, 0.9, 1)
|
|
_GlowIntensity("Glow Intensity", Range(0, 5)) = 2
|
|
_GlowGrow("Glow Grow", Range(0.9, 1.2)) = 0.9
|
|
_GlowFallOff("Glow FallOff", Range(0, 5)) = 1
|
|
_SunLightDirection("Sun Light Direction", Vector) = (0,0,1)
|
|
}
|
|
|
|
Subshader {
|
|
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
Cull Front
|
|
Zwrite Off
|
|
Pass {
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma fragmentoption ARB_precision_hint_fastest
|
|
|
|
#include "UnityCG.cginc"
|
|
|
|
half3 _GlowColor;
|
|
half _GlowGrow, _GlowIntensity, _GlowFallOff;
|
|
half3 _SunLightDirection;
|
|
|
|
struct v2f {
|
|
float4 pos : SV_POSITION;
|
|
half4 color: COLOR0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
v2f vert (appdata_tan v) {
|
|
v2f o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
v.vertex *= _GlowGrow;
|
|
o.pos = UnityObjectToClipPos (v.vertex);
|
|
|
|
float3 center = float3(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3]);
|
|
float3 v3CameraPos = _WorldSpaceCameraPos - center;
|
|
float fCameraHeight2 = dot(v3CameraPos, v3CameraPos);
|
|
|
|
float3 v3Pos = mul(unity_ObjectToWorld, v.vertex).xyz - center;
|
|
float3 v3Ray = v3Pos - v3CameraPos;
|
|
float t = length(v3Ray);
|
|
v3Ray /= t;
|
|
|
|
// Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere)
|
|
float B = 2.0 * dot(v3CameraPos, v3Ray);
|
|
float r = length(v3Pos);
|
|
float C = fCameraHeight2 - r * r;
|
|
float t0 = 0;
|
|
if (C>0) {
|
|
float fDet = B*B - 4.0 * C;
|
|
t0 = 0.5 * (-B - sqrt(fDet));
|
|
}
|
|
t = (t-t0) / r; // make it independent of scale
|
|
|
|
half3 wNormal = normalize(v3Pos);
|
|
half d = dot(-wNormal, _SunLightDirection);
|
|
half atten = 1.0 - saturate(d * _GlowFallOff);
|
|
|
|
t = saturate(t * atten);
|
|
|
|
o.color = fixed4(_GlowColor + t * t, t) * _GlowIntensity;
|
|
|
|
return o;
|
|
}
|
|
|
|
half4 frag (v2f i) : SV_Target {
|
|
UNITY_SETUP_INSTANCE_ID(i);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
|
half4 color = i.color;
|
|
#if !UNITY_COLORSPACE_GAMMA
|
|
color.rgb = GammaToLinearSpace(color.rgb);
|
|
#endif
|
|
return saturate(color);
|
|
}
|
|
|
|
ENDCG
|
|
}
|
|
}
|
|
} |