37239732ac
- Globe Asset - Spatial Anchors - Photon Implementation - Scripts for Globe Control and Initial Country Colorizing - Script for Reading csv file
196 lines
5.8 KiB
Plaintext
196 lines
5.8 KiB
Plaintext
Shader "World Political Map/Skybox/DualSkybox" {
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Properties {
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_SkyboxTint ("Skybox Tint", Color) = (.5, .5, .5, 1)
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_SunColor ("Sun Tint", Color) = (1,0.9568,0.8392)
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_SunSize ("Sun Size", Range(0,1)) = 0.15
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_SunFlareSize ("Sun Flare Size", Float) = 5
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_SpaceToGround("Space To Ground", Range(0,1)) = 1
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[NoScaleOffset] _Environment ("Environment (HDR)", 2D) = "black" {}
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[Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0
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_Rotation ("Rotation", Range(0, 360)) = 0
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[NoScaleOffset] _SunFlareTex ("Sun Flare Tex", 2D) = "black" {}
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[NoScaleOffset] _FrontTex ("Space Front [+Z] (HDR)", 2D) = "grey" {}
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[NoScaleOffset] _BackTex ("Space Back [-Z] (HDR)", 2D) = "grey" {}
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[NoScaleOffset] _LeftTex ("Space Left [+X] (HDR)", 2D) = "grey" {}
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[NoScaleOffset] _RightTex ("Space Right [-X] (HDR)", 2D) = "grey" {}
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[NoScaleOffset] _UpTex ("Space Up [+Y] (HDR)", 2D) = "grey" {}
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[NoScaleOffset] _DownTex ("Space Down [-Y] (HDR)", 2D) = "grey" {}
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}
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SubShader {
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Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
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Cull Off ZWrite Off
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CGINCLUDE
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#include "UnityCG.cginc"
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half _Exposure;
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float _Rotation;
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float _SunFlareSize;
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half3 _SkyboxTint;
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half _SunSize;
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half3 _SunColor;
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sampler2D _SunFlareTex;
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half _SpaceToGround;
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sampler2D _Environment;
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half4 _Environment_HDR;
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float4x4 _CameraRot;
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float3 RotateAroundYInDegrees (float3 vertex, float degrees)
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{
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float alpha = degrees * UNITY_PI / 180.0;
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float sina, cosa;
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sincos(alpha, sina, cosa);
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float2x2 m = float2x2(cosa, -sina, sina, cosa);
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return float3(mul(m, vertex.xz), vertex.y).xzy;
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}
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struct appdata_t {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 scrPos : TEXCOORD1;
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float4 lightPos : TEXCOORD2;
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float3 ray: TEXCOORD3;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert (appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float3 rotated = RotateAroundYInDegrees(v.vertex, _Rotation);
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o.pos = UnityObjectToClipPos(rotated);
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o.uv = v.uv;
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o.scrPos = o.pos;
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o.lightPos = UnityObjectToClipPos(_WorldSpaceLightPos0.xyz);
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o.ray = mul((float3x3)_CameraRot, v.vertex.xyz);
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return o;
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}
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inline half3 LinearColor(half3 color) {
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#if defined(UNITY_COLORSPACE_GAMMA)
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// color properties are passed in gamma space, we need to switch to linear
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color *= color;
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#endif
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return color;
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}
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half3 addSun(v2f i) {
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// sun
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float2 scrDist = i.scrPos.xy/i.scrPos.w - i.lightPos.xy/i.lightPos.w;
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scrDist.x *= _ScreenParams.x/_ScreenParams.y;
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half sunDist = length(scrDist);
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half sunIntensity = 1.0 - smoothstep(0.0, _SunSize, sunDist);
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sunIntensity *= sunIntensity;
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half3 sunColor = LinearColor(_SunColor) * sunIntensity;
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half3 sunFlare = tex2D(_SunFlareTex, scrDist.xy * _SunFlareSize + 0.5).rgb;
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sunColor += sunFlare;
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return sunColor;
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}
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inline float2 ToRadialCoords(float3 coords)
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{
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float3 normalizedCoords = normalize(coords);
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float latitude = acos(normalizedCoords.y);
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float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
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float2 sphereCoords = float2(longitude, latitude) * float2(0.5/UNITY_PI, 1.0/UNITY_PI);
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return float2(0.5,1.0) - sphereCoords;
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}
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half4 skybox_frag (v2f i, sampler2D smpSpace, half4 smpDecode)
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{
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half4 texSpace = tex2D (smpSpace, i.uv);
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texSpace.rgb = DecodeHDR (texSpace, smpDecode);
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texSpace.rgb = max(texSpace.rgb, addSun(i));
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float2 tc = ToRadialCoords(i.ray);
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half4 texEnvironment = tex2D(_Environment, tc);
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texEnvironment.rgb = DecodeHDR (texEnvironment, _Environment_HDR);
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half4 color = lerp(texEnvironment, texSpace, _SpaceToGround);
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color.rgb *= _SkyboxTint * unity_ColorSpaceDouble.rgb;
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color.rgb *= _Exposure;
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return color;
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}
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ENDCG
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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sampler2D _FrontTex;
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half4 _FrontTex_HDR;
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half4 frag (v2f i) : SV_Target { return skybox_frag(i,_FrontTex, _FrontTex_HDR); }
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ENDCG
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}
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Pass{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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sampler2D _BackTex;
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half4 _BackTex_HDR;
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half4 frag (v2f i) : SV_Target { return skybox_frag(i,_BackTex,_BackTex_HDR); }
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ENDCG
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}
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Pass{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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sampler2D _LeftTex;
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half4 _LeftTex_HDR;
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half4 frag (v2f i) : SV_Target { return skybox_frag(i,_LeftTex,_LeftTex_HDR); }
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ENDCG
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}
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Pass{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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sampler2D _RightTex;
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half4 _RightTex_HDR;
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half4 frag (v2f i) : SV_Target { return skybox_frag(i,_RightTex,_RightTex_HDR); }
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ENDCG
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}
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Pass{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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sampler2D _UpTex;
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half4 _UpTex_HDR;
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half4 frag (v2f i) : SV_Target { return skybox_frag(i,_UpTex,_UpTex_HDR); }
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ENDCG
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}
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Pass{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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sampler2D _DownTex;
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half4 _DownTex_HDR;
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half4 frag (v2f i) : SV_Target { return skybox_frag(i,_DownTex,_DownTex_HDR); }
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ENDCG
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}
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}
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}
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