Скрытый текст:
Shader "Space/PlanetAtmosphere"
{
Properties
{
//_Color("Color", Color) = (0, 0, 0, 1)
_AtmoColor("Atmosphere Color", Color) = (0.5, 0.5, 1.0, 1)
_Size("Size", Float) = 0.1
_Falloff("Falloff", Float) = 5
_Transparency("Transparency", Float) = 15
}
SubShader
{
Tags {
"LightMode" = "Always"
"Queue" = "Transparent+1"
"RenderType" = "Transparent"
}
Pass {
Name "AtmosphereBase"
Cull Front
Blend SrcAlpha One
CGPROGRAM
// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain a surface program or both vertex and fragment programs.
#pragma exclude_renderers gles
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
//uniform float4 _Color;
uniform float4 _AtmoColor;
uniform float _Size;
uniform float _Falloff;
uniform float _Transparency;
struct v2f {
float4 pos : SV_POSITION;
float3 normal : TEXCOORD0;
float3 worldvertpos : TEXCOORD1;
};
v2f vert(appdata_base v) {
v2f o;
v.vertex.xyz += v.normal*_Size;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.normal = v.normal;
o.worldvertpos = mul(_Object2World, v.vertex);
return o;
}
float4 frag(v2f i) : COLOR {
i.normal = normalize(i.normal);
float3 viewdir = normalize(i.worldvertpos-_WorldSpaceCameraPos);
float4 color = _AtmoColor;
color.a = pow(saturate(dot(viewdir, i.normal)), _Falloff);
//color.a *= _Transparency*_Color*dot(normalize(i.worldvertpos+_WorldSpaceLightPos0), i.normal);
color.a *= _Transparency*dot(normalize(i.worldvertpos+_WorldSpaceLightPos0), i.normal);
return color;
}
ENDCG
}
}
FallBack "Diffuse"
}
{
Properties
{
//_Color("Color", Color) = (0, 0, 0, 1)
_AtmoColor("Atmosphere Color", Color) = (0.5, 0.5, 1.0, 1)
_Size("Size", Float) = 0.1
_Falloff("Falloff", Float) = 5
_Transparency("Transparency", Float) = 15
}
SubShader
{
Tags {
"LightMode" = "Always"
"Queue" = "Transparent+1"
"RenderType" = "Transparent"
}
Pass {
Name "AtmosphereBase"
Cull Front
Blend SrcAlpha One
CGPROGRAM
// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain a surface program or both vertex and fragment programs.
#pragma exclude_renderers gles
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
//uniform float4 _Color;
uniform float4 _AtmoColor;
uniform float _Size;
uniform float _Falloff;
uniform float _Transparency;
struct v2f {
float4 pos : SV_POSITION;
float3 normal : TEXCOORD0;
float3 worldvertpos : TEXCOORD1;
};
v2f vert(appdata_base v) {
v2f o;
v.vertex.xyz += v.normal*_Size;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.normal = v.normal;
o.worldvertpos = mul(_Object2World, v.vertex);
return o;
}
float4 frag(v2f i) : COLOR {
i.normal = normalize(i.normal);
float3 viewdir = normalize(i.worldvertpos-_WorldSpaceCameraPos);
float4 color = _AtmoColor;
color.a = pow(saturate(dot(viewdir, i.normal)), _Falloff);
//color.a *= _Transparency*_Color*dot(normalize(i.worldvertpos+_WorldSpaceLightPos0), i.normal);
color.a *= _Transparency*dot(normalize(i.worldvertpos+_WorldSpaceLightPos0), i.normal);
return color;
}
ENDCG
}
}
FallBack "Diffuse"
}
Кто может помочь? В шейдерах к сожалению не разбираюсь.