Negin Soltani 37239732ac Initial Push
- Globe Asset
- Spatial Anchors
- Photon Implementation
- Scripts for Globe Control and Initial Country Colorizing
- Script for Reading csv file
2024-05-16 14:41:23 +02:00

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Shader "World Political Map/Skybox/6SidedWithSun" {
Properties {
_Tint ("Sky Tint", Color) = (.5, .5, .5, 1)
_SunColor ("Sun Tint", Color) = (1,0.9568,0.8392)
_SunSize ("Sun Size", Range(0,1)) = 0.15
_SunFlareSize ("Sun Flare Size", Float) = 5
[Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0
_Rotation ("Rotation", Range(0, 360)) = 0
[NoScaleOffset] _SunFlareTex ("Sun Flare Tex", 2D) = "black" {}
[NoScaleOffset] _FrontTex ("Front [+Z] (HDR)", 2D) = "grey" {}
[NoScaleOffset] _BackTex ("Back [-Z] (HDR)", 2D) = "grey" {}
[NoScaleOffset] _LeftTex ("Left [+X] (HDR)", 2D) = "grey" {}
[NoScaleOffset] _RightTex ("Right [-X] (HDR)", 2D) = "grey" {}
[NoScaleOffset] _UpTex ("Up [+Y] (HDR)", 2D) = "grey" {}
[NoScaleOffset] _DownTex ("Down [-Y] (HDR)", 2D) = "grey" {}
}
SubShader {
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
Cull Off ZWrite Off
CGINCLUDE
#include "UnityCG.cginc"
half _Exposure;
float _Rotation;
float _SunFlareSize;
half3 _Tint;
half _SunSize;
half3 _SunColor;
sampler2D _SunFlareTex;
float3 RotateAroundYInDegrees (float3 vertex, float degrees)
{
float alpha = degrees * UNITY_PI / 180.0;
float sina, cosa;
sincos(alpha, sina, cosa);
float2x2 m = float2x2(cosa, -sina, sina, cosa);
return float3(mul(m, vertex.xz), vertex.y).xzy;
}
struct appdata_t {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 scrPos : TEXCOORD1;
float4 lightPos : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 rotated = RotateAroundYInDegrees(v.vertex, _Rotation);
o.pos = UnityObjectToClipPos(rotated);
o.uv = v.uv;
o.scrPos = o.pos;
o.lightPos = UnityObjectToClipPos(_WorldSpaceLightPos0.xyz);
return o;
}
inline half3 LinearColor(half3 color) {
#if defined(UNITY_COLORSPACE_GAMMA)
// color properties are passed in gamma space, we need to switch to linear
color *= color;
#endif
return color;
}
half3 addSun(v2f i) {
// sun
float2 scrDist = i.scrPos.xy/i.scrPos.w - i.lightPos.xy/i.lightPos.w;
scrDist.x *= _ScreenParams.x/_ScreenParams.y;
half sunDist = length(scrDist);
half sunIntensity = 1.0 - smoothstep(0.0, _SunSize, sunDist);
sunIntensity *= sunIntensity;
half3 sunColor = LinearColor(_SunColor) * sunIntensity;
half3 sunFlare = tex2D(_SunFlareTex, scrDist.xy * _SunFlareSize + 0.5).rgb;
sunColor += max(0, sunFlare - 0.007);
return sunColor;
}
half4 skybox_frag (v2f i, sampler2D smp, half4 smpDecode)
{
half4 tex = tex2D (smp, i.uv);
half3 color = DecodeHDR (tex, smpDecode);
color *= _Tint;
color += addSun(i);
color *= _Exposure;
// gamma
#if defined(UNITY_COLORSPACE_GAMMA)
color = sqrt(color);
#endif
return half4(color, 1);
}
ENDCG
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
sampler2D _FrontTex;
half4 _FrontTex_HDR;
half4 frag (v2f i) : SV_Target { return skybox_frag(i,_FrontTex, _FrontTex_HDR); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
sampler2D _BackTex;
half4 _BackTex_HDR;
half4 frag (v2f i) : SV_Target { return skybox_frag(i,_BackTex, _BackTex_HDR); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
sampler2D _LeftTex;
half4 _LeftTex_HDR;
half4 frag (v2f i) : SV_Target { return skybox_frag(i,_LeftTex, _LeftTex_HDR); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
sampler2D _RightTex;
half4 _RightTex_HDR;
half4 frag (v2f i) : SV_Target { return skybox_frag(i,_RightTex, _RightTex_HDR); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
sampler2D _UpTex;
half4 _UpTex_HDR;
half4 frag (v2f i) : SV_Target { return skybox_frag(i,_UpTex, _UpTex_HDR); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
sampler2D _DownTex;
half4 _DownTex_HDR;
half4 frag (v2f i) : SV_Target { return skybox_frag(i,_DownTex, _DownTex_HDR); }
ENDCG
}
}
}