Aetheria/Assets/Shaders/Asteroid.shader
Reinier Vens 69aca09f63 Boundless
Removed hard zone boundaries
Fixed stuff that broke because of hard zone boundary assumption (stardust placement, vertical fog)
Added a skybox!
Removed density-based albedo boost (_TintExponent) to improve perceptual uniformity at different step sizes, reconfigured shader to achieve / surpass previous looks and performance
Cell Brush has a material editor now to enable variant selection
Enabled Caching Shader Preprocessor
Moved raymarching loop into CloudShader
Get environment settings from game manager to enable configuration / variation
Introduced slope-based nebulae damping and volumetric flow
Hid optional volumetric features behind preprocessor branches
Created shader variants selected by global keywords for all shaders depending on volumetrics
Environment settings used to configure shader variant selection
Moved dynamic lighting settings to own subclass
Dynamically adjust gravity map isoline contour depth range according to zone contents
2022-07-21 21:40:44 +01:00

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Shader "Aetheria/Asteroid"
{
Properties
{
[NoScaleOffset] _MainTex ("Texture", 2D) = "white" {}
}
CGINCLUDE
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc" // for UnityObjectToWorldNormal
#include_with_pragmas "Assets/Shaders/Volumetric.cginc"
uniform float _AsteroidVerticalOffset;
struct v2f
{
float2 uv : TEXCOORD0;
half3 ambient : COLOR0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata_base v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
float3 worldOrigin = mul(unity_ObjectToWorld, float4(0, 0, 0, 1.0)).xyz;
float3 worldPos = mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1.0)).xyz;
const float2 uv = getUV(worldOrigin.xz);
const float surfaceDisp = tex2Dlod(_NebulaSurfaceHeight, half4(uv, 0, 0)).r;
worldPos.y += _AsteroidVerticalOffset - surfaceDisp;
o.vertex = mul(UNITY_MATRIX_VP, float4(worldPos, 1.0));
o.uv = v.texcoord;
// get vertex normal in world space
half3 worldNormal = UnityObjectToWorldNormal(v.normal);
o.ambient = VolumeSampleColorSimple(worldPos, worldNormal).rgb * 10;
return o;
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
// sample texture
fixed4 col = tex2D(_MainTex, i.uv);
// multiply by lighting
col.rgb *= i.ambient;
return col;
}
float4 frag_shadow(v2f i) : COLOR
{
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
SubShader
{
Pass
{
Tags {"LightMode"="ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag_shadow
ENDCG
}
}
}