Aetheria/Assets/Plugins/Celestial Body/Scripts/Test/Phase.shader
Reinier Vens 53a91351b7 Procedural Planets
Integrated Sebastian Lague's Planet Generator
Created Tour function in SectorRenderer which makes the camera follow each terrestrial planet in turn
2020-12-05 23:43:02 +00:00

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Text

Shader "Unlit/Phase"
{
Properties
{
_G ("G", Range(-1, 1)) = 0
_Params ("Params", Vector) = (0,0,0,0)
[Toggle]
_UseHG ("UseHG", Float) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
float _G;
float4 _Params;
float _UseHG;
float phaseRayleight(float cosTheta) {
return 3/(16*3.1415) * (1+cosTheta * cosTheta);
}
float phaseHG(float cosTheta, float g) {
float a = (3 * (1 - g * g)) / (2 * (2 + g * g));
float b = (1 + cosTheta * cosTheta) / pow (1 + g*g - 2 * g * cosTheta, 3/2);
return a * b;
}
float phaseHG2(float cosTheta, float g) {
float g2 = g*g;
return (1-g2) / (4*3.1415*pow(1+g2-2*g*(cosTheta), 1.5));
}
float Schlick(float k, float cosTheta) {
return (1 - k * k) / (4 * 3.1415 * pow(1.0 - k * cosTheta, 2.0));
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float cosTheta = dot (normalize(i.uv-0.5), float2(1,0));
return phaseRayleight(cosTheta);
return phaseHG(cosTheta, _G) * _UseHG + Schlick(_G, cosTheta) * (1-_UseHG);
}
ENDCG
}
}
}