Created
April 16, 2020 08:00
-
-
Save lyuma/63a584ff2f6e030d7ce484c879c2720f to your computer and use it in GitHub Desktop.
Cubemap shader - Added second and third third skybox if light is at sunset, or below the horizon respectively.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) | |
// Edited by Lyuma - Added second and third third skybox if light is at sunset, or below the horizon respectively. | |
Shader "Skybox/CubemapTrio" | |
{ | |
Properties | |
{ | |
_Rotation ("Rotation", Range(0, 360)) = 0 | |
[NoScaleOffset] _Tex ("Cubemap Day", Cube) = "grey" {} | |
[NoScaleOffset] _TexSunset ("Cubemap Sunset", Cube) = "grey" {} | |
[NoScaleOffset] _TexNight ("Cubemap Night", Cube) = "grey" {} | |
_SunsetDotThreshold ("Sunset Dot Threshold", Range(-1, 1)) = 0.1 | |
_NightDotThreshold ("Night Dot Threshold", Range(-1, 1)) = -0.05 | |
} | |
SubShader | |
{ | |
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" } | |
Cull Off | |
ZWrite Off | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma target 2.0 | |
#include "UnityCG.cginc" | |
samplerCUBE _Tex; | |
samplerCUBE _TexNight; | |
samplerCUBE _TexSunset; | |
float _Rotation; | |
float _SunsetDotThreshold; | |
float _NightDotThreshold; | |
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; | |
UNITY_VERTEX_INPUT_INSTANCE_ID | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
float3 texcoord : TEXCOORD0; | |
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.vertex = UnityObjectToClipPos(rotated); | |
o.texcoord = v.vertex.xyz; | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
half4 tex; | |
[branch] | |
if (dot(float3(0,1,0), normalize(_WorldSpaceLightPos0.xyz + float3(0,0.01,0))) < _NightDotThreshold) { | |
tex = texCUBE(_TexNight, i.texcoord); | |
} else if (dot(float3(0,1,0), normalize(_WorldSpaceLightPos0.xyz + float3(0,0.01,0))) < _SunsetDotThreshold) { | |
tex = texCUBE(_TexSunset, i.texcoord); | |
} else { | |
tex = texCUBE(_Tex, i.texcoord); | |
} | |
return tex; | |
} | |
ENDCG | |
} | |
} | |
Fallback Off | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment