123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373 |
- Shader "Unlit/StarSky"
- {
- Properties
- {
- [Header(Sky Setting)]
- _Color1 ("Top Color", Color) = (1, 1, 1, 0)
- _Color2 ("Horizon Color", Color) = (1, 1, 1, 0)
- _Color3 ("Bottom Color", Color) = (1, 1, 1, 0)
- _Exponent1 ("Exponent Factor for Top Half", Float) = 1.0
- _Exponent2 ("Exponent Factor for Bottom Half", Float) = 1.0
- _Intensity ("Intensity Amplifier", Float) = 1.0
- [Header(Star Setting)]
- [HDR]_StarColor ("Star Color", Color) = (1,1,1,0)
- _StarIntensity("Star Intensity", Range(0,1)) = 0.5
- _StarSpeed("Star Speed", Range(0,1)) = 0.5
- [Header(Cloud Setting)]
- [HDR]_CloudColor ("Cloud Color", Color) = (1,1,1,0)
- _CloudIntensity("Cloud Intensity", Range(0,1)) = 0.5
- _CloudSpeed("CloudSpeed", Range(0,1)) = 0.5
- [Header(Aurora Setting)]
- [HDR]_AuroraColor ("Aurora Color", Color) = (1,1,1,0)
- _AuroraIntensity("Aurora Intensity", Range(0,1)) = 0.5
- _AuroraSpeed("AuroraSpeed", Range(0,1)) = 0.5
- _SurAuroraColFactor("Sur Aurora Color Factor", Range(0,1)) = 0.5
- [Header(Envirment Setting)]
- [HDR]_MountainColor ("Mountain Color", Color) = (1,1,1,0)
- _MountainFactor("Mountain Factor", Range(0,1)) = 0.5
- _MountainHeight("Mountain Height", Range(0,2)) = 0.5
- }
- CGINCLUDE
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 position : POSITION;
- float3 texcoord : TEXCOORD0;
- float3 normal : NORMAL;
- };
-
- struct v2f
- {
- float4 position : SV_POSITION;
- float3 texcoord : TEXCOORD0;
- float3 normal : TEXCOORD1;
- };
-
- // 环境背景颜色
- half4 _Color1;
- half4 _Color2;
- half4 _Color3;
- half _Intensity;
- half _Exponent1;
- half _Exponent2;
- //星星
- half4 _StarColor;
- half _StarIntensity;
- half _StarSpeed;
- // 云
- half4 _CloudColor;
- half _CloudIntensity;
- half _CloudSpeed;
- // 极光
- half4 _AuroraColor;
- half _AuroraIntensity;
- half _AuroraSpeed;
- half _SurAuroraColFactor;
-
- // 远景山
- half4 _MountainColor;
- float _MountainFactor;
- half _MountainHeight;
-
- v2f vert (appdata v)
- {
- v2f o;
- o.position = UnityObjectToClipPos (v.position);
- o.texcoord = v.texcoord;
- o.normal = v.normal;
- return o;
- }
-
-
- // 星空散列哈希
- float StarAuroraHash(float3 x) {
- float3 p = float3(dot(x,float3(214.1 ,127.7,125.4)),
- dot(x,float3(260.5,183.3,954.2)),
- dot(x,float3(209.5,571.3,961.2)) );
- return -0.001 + _StarIntensity*frac(sin(p)*43758.5453123);
- }
- // 星空噪声
- float StarNoise(float3 st){
- // 卷动星空
- st += float3(0,_Time.y*_StarSpeed,0);
- // fbm
- float3 i = floor(st);
- float3 f = frac(st);
-
- float3 u = f*f*(3.0-1.0*f);
- return lerp(lerp(dot(StarAuroraHash( i + float3(0.0,0.0,0.0)), f - float3(0.0,0.0,0.0) ),
- dot(StarAuroraHash( i + float3(1.0,0.0,0.0)), f - float3(1.0,0.0,0.0) ), u.x),
- lerp(dot(StarAuroraHash( i + float3(0.0,1.0,0.0)), f - float3(0.0,1.0,0.0) ),
- dot(StarAuroraHash( i + float3(1.0,1.0,0.0)), f - float3(1.0,1.0,0.0) ), u.y), u.z) ;
- }
- // 云散列哈希
- float CloudHash (float2 st) {
- return frac(sin(dot(st.xy,
- float2(12.9898,78.233)))*
- 43758.5453123);
- }
- // 云噪声
- float CloudNoise (float2 st,int flow) {
- // 云卷动
- st += float2(0,_Time.y*_CloudSpeed*flow);
- float2 i = floor(st);
- float2 f = frac(st);
- float a = CloudHash(i);
- float b = CloudHash(i + float2(1.0, 0.0));
- float c = CloudHash(i + float2(0.0, 1.0));
- float d = CloudHash(i + float2(1.0, 1.0));
- float2 u = f * f * (3.0 - 2.0 * f);
- return lerp(a, b, u.x) +
- (c - a)* u.y * (1.0 - u.x) +
- (d - b) * u.x * u.y;
- }
- // 云分型
- float Cloudfbm (float2 st,int flow) {
- float value = 0.0;
- float amplitude = .5;
- float frequency = 0.;
- for (int i = 0; i < 6; i++) {
- value += amplitude * CloudNoise(st,flow);
- st *= 2.;
- amplitude *= .5;
- }
- return value;
- }
- //极光噪声
- float AuroraHash(float n ) {
- return frac(sin(n)*758.5453);
- }
- float AuroraNoise(float3 x)
- {
- float3 p = floor(x);
- float3 f = frac(x);
- float n = p.x + p.y*57.0 + p.z*800.0;
- float res = lerp(lerp(lerp( AuroraHash(n+ 0.0), AuroraHash(n+ 1.0),f.x), lerp( AuroraHash(n+ 57.0), AuroraHash(n+ 58.0),f.x),f.y),
- lerp(lerp( AuroraHash(n+800.0), AuroraHash(n+801.0),f.x), lerp( AuroraHash(n+857.0), AuroraHash(n+858.0),f.x),f.y),f.z);
- return res;
- }
- //极光分型
- float Aurorafbm(float3 p )
- {
- float f = 0.50000*AuroraNoise( p );
- p *= 2.02;
- f += 0.25000*AuroraNoise( p );
- p *= 2.03;
- f += 0.12500*AuroraNoise( p );
- p *= 2.01;
- f += 0.06250*AuroraNoise( p );
- p *= 2.04;
- f += 0.03125*AuroraNoise( p );
- return f*1.032258;
- }
- float GetAurora(float3 p)
- {
- p+=Aurorafbm(float3(p.x,p.y,0.0)*0.5)*2.25;
- float a = smoothstep(.0, .9, Aurorafbm(p*2.)*2.2-1.1);
- return a<0.0 ? 0.0 : a;
- }
- /**************带状极光***************/
- // 旋转矩阵
- float2x2 RotateMatrix(float a){
- float c = cos(a);
- float s = sin(a);
- return float2x2(c,s,-s,c);
- }
- float tri(float x){
- return clamp(abs(frac(x)-0.5),0.01,0.49);
- }
- float2 tri2(float2 p){
- return float2(tri(p.x)+tri(p.y),tri(p.y+tri(p.x)));
- }
- // 极光噪声
- float SurAuroraNoise(float2 pos)
- {
- float intensity=1.8;
- float size=2.5;
- float rz = 0;
- pos = mul(RotateMatrix(pos.x*0.06),pos);
- float2 bp = pos;
- for (int i=0; i<5; i++)
- {
- float2 dg = tri2(bp*1.85)*.75;
- dg = mul(RotateMatrix(_Time.y*_AuroraSpeed),dg);
- pos -= dg/size;
- bp *= 1.3;
- size *= .45;
- intensity *= .42;
- pos *= 1.21 + (rz-1.0)*.02;
- rz += tri(pos.x+tri(pos.y))*intensity;
- pos = mul(-float2x2(0.95534, 0.29552, -0.29552, 0.95534),pos);
- }
- return clamp(1.0/pow(rz*29., 1.3),0,0.55);
- }
- float SurHash(float2 n){
- return frac(sin(dot(n, float2(12.9898, 4.1414))) * 43758.5453);
- }
- float4 SurAurora(float3 pos,float3 ro)
- {
- float4 col = float4(0,0,0,0);
- float4 avgCol = float4(0,0,0,0);
- // 逐层
- for(int i=0;i<30;i++)
- {
- // 坐标
- float of = 0.006*SurHash(pos.xy)*smoothstep(0,15, i);
- float pt = ((0.8+pow(i,1.4)*0.002)-ro.y)/(pos.y*2.0+0.8);
- pt -= of;
- float3 bpos = ro + pt*pos;
- float2 p = bpos.zx;
- // 颜色
- float noise = SurAuroraNoise(p);
- float4 col2 = float4(0,0,0, noise);
- col2.rgb = (sin(1.0-float3(2.15,-.5, 1.2)+i*_SurAuroraColFactor*0.1)*0.8+0.5)*noise;
- avgCol = lerp(avgCol, col2, 0.5);
- col += avgCol*exp2(-i*0.065 - 2.5)*smoothstep(0.,5., i);
- }
- col *= (clamp(pos.y*15.+.4,0.,1.));
- return col*1.8;
- }
- half4 frag (v2f i) : COLOR
- {
- // return fixed4(SurAuroraNoise(i.texcoord.xy),SurAuroraNoise(i.texcoord.xy),SurAuroraNoise(i.texcoord.xy),1);
- // 底色
- float p = normalize(i.texcoord).y;
- float p1 = 1.0f - pow (min (1.0f, 1.0f - p), _Exponent1);
- float p3 = 1.0f - pow (min (1.0f, 1.0f + p), _Exponent2);
- float p2 = 1.0f - p1 - p3;
- int reflection = i.texcoord.y < 0 ? -1 : 1;
- //// 云
- //float cloud = Cloudfbm(fixed2(i.texcoord.x,i.texcoord.z) * 8,1);
- //float4 cloudCol = float4(cloud * _CloudColor.rgb,cloud*0.8) * _CloudIntensity;
- // 星星
- float star =StarNoise(fixed3(i.texcoord.x,i.texcoord.y * reflection,i.texcoord.z) * 64);
- float4 starOriCol = float4(_StarColor.r + 3.25*sin(i.texcoord.x) + 2.45 * (sin(_Time.y * _StarSpeed) + 1)*0.5,
- _StarColor.g + 3.85*sin(i.texcoord.y) + 1.45 * (sin(_Time.y * _StarSpeed) + 1)*0.5,
- _StarColor.b + 3.45*sin(i.texcoord.z) + 4.45 * (sin(_Time.y * _StarSpeed) + 1)*0.5,
- _StarColor.a + 3.85*star);
- star = star > 0.8 ? star:smoothstep(0.81,0.98,star);
- float4 starCol = fixed4((starOriCol * star).rgb,star);
- ////带状极光
- //float4 surAuroraCol = smoothstep(0.0,1.5,SurAurora(
- // float3(i.texcoord.x,abs(i.texcoord.y),i.texcoord.z),
- // float3(0,0,-6.7)
- // )) + (reflection-1)*-0.2*0.5;
- //极光
- float3 aurora = float3 (_AuroraColor.rgb * GetAurora(float3(i.texcoord.xy*float2(1.2,1.0), _Time.y*_AuroraSpeed*0.22)) * 0.9 +
- _AuroraColor.rgb * GetAurora(float3(i.texcoord.xy*float2(1.0,0.7) , _Time.y*_AuroraSpeed*0.27)) * 0.9 +
- _AuroraColor.rgb * GetAurora(float3(i.texcoord.xy*float2(0.8,0.6) , _Time.y*_AuroraSpeed*0.29)) * 0.5 +
- _AuroraColor.rgb * GetAurora(float3(i.texcoord.xy*float2(0.9,0.5) , _Time.y*_AuroraSpeed*0.20)) * 0.57);
- float4 auroraCol = float4(aurora,0.1354);
- //// 远处山脉
- //float mountain = Cloudfbm(fixed2(lerp(0,1,(i.texcoord.x+1)/2),0.412436) * 10,0);
- //mountain = (smoothstep(0,(Cloudfbm(fixed2(lerp(0,1,(i.texcoord.x+1)/2),0.412436) * 10,0)),mountain)) * mountain *1.8 - _MountainHeight;
- //float4 mountainCol = fixed4(_MountainColor.rgb,(abs(i.texcoord.y) < mountain * 0.15) ? 1 : 0);
-
- //混合
- float4 skyCol = (_Color1 * p1 + _Color2 * p2 + _Color3 * p3) * _Intensity;
- starCol = reflection==1?starCol:starCol*0.5;
- skyCol = skyCol*(1 - starCol.a) + starCol * starCol.a;
- //skyCol = skyCol*(1 - cloudCol.a) + cloudCol * cloudCol.a;
- //skyCol = skyCol*(1 - surAuroraCol.a) + surAuroraCol * surAuroraCol.a;
- skyCol = skyCol*(1 - auroraCol.a) + auroraCol * auroraCol.a;
- //skyCol = skyCol*(1 - mountainCol.a) + mountainCol * mountainCol.a;
- // 计算水面反射
- if(reflection == -1){
- // 水面波纹
- float c = dot(float3(0,1,0),i.texcoord.xyz);
- float3 pos = i.texcoord.xyz * (1.23 / c);
- float re = Cloudfbm(pos.xz * 0.5,1);
- skyCol.rgb *= (lerp(0.35,1.12,re) - 0.1) ;
- float4 reCol = fixed4(skyCol.rgb + re*0.085,re*0.05);
- skyCol = skyCol*(1 - reCol.a) + reCol * reCol.a;
- skyCol+=_Color2 * p2 * 0.2;
- }
- return skyCol;
- }
- ENDCG
- 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
- ENDCG
- }
- }
- }
|