├── .gitattributes ├── ProceduralSkyBox ├── Assets │ ├── SkyBox.meta │ └── SkyBox │ │ ├── Clock.prefab │ │ ├── Clock.prefab.meta │ │ ├── Materials.meta │ │ ├── Materials │ │ ├── LapuSky.mat │ │ ├── LapuSky.mat.meta │ │ ├── TOON.mat │ │ ├── TOON.mat.meta │ │ ├── TOON02.mat │ │ ├── TOON02.mat.meta │ │ ├── TOON03.mat │ │ └── TOON03.mat.meta │ │ ├── Scripts.meta │ │ ├── Scripts │ │ ├── CameraControl.cs │ │ ├── CameraControl.cs.meta │ │ ├── Clock.cs │ │ └── Clock.cs.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ ├── LapuSky.shader │ │ ├── LapuSky.shader.meta │ │ ├── Skybox.shader │ │ ├── Skybox.shader.meta │ │ ├── ToonBasic.shader │ │ └── ToonBasic.shader.meta │ │ ├── Skybox.unity │ │ ├── Skybox.unity.meta │ │ ├── Textures.meta │ │ └── Textures │ │ ├── 01.renderTexture │ │ ├── 01.renderTexture.meta │ │ ├── 02.renderTexture │ │ ├── 02.renderTexture.meta │ │ ├── Noise1.png │ │ ├── Noise1.png.meta │ │ ├── Perlin.png │ │ ├── Perlin.png.meta │ │ ├── noise3.png │ │ ├── noise3.png.meta │ │ ├── perlin_noise.png │ │ ├── perlin_noise.png.meta │ │ ├── round_rec.png │ │ ├── round_rec.png.meta │ │ ├── rt01.mat │ │ ├── rt01.mat.meta │ │ ├── rt02.mat │ │ ├── rt02.mat.meta │ │ ├── stars.jpg │ │ ├── stars.jpg.meta │ │ ├── uvtext.jpg │ │ └── uvtext.jpg.meta └── ProjectSettings │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── UnityConnectSettings.asset │ ├── VFXManager.asset │ └── XRSettings.asset ├── README.md └── sample.gif /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | 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folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /ProceduralSkyBox/Assets/SkyBox/Scripts/CameraControl.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Copyright (c) 2014 All Rights Reserved 3 | // 4 | // This is script for OrbitCamera 5 | 6 | using UnityEngine; 7 | using System.Collections; 8 | 9 | public class CameraControl : MonoBehaviour 10 | { 11 | public Transform targetObject; 12 | public Vector3 targetOffset; 13 | public float averageDistance = 5.0f; 14 | public float maxDistance = 20; 15 | public float minDistance = .6f; 16 | public float xSpeed = 200.0f; 17 | public float ySpeed = 200.0f; 18 | public int yMinLimit = -80; 19 | public int yMaxLimit = 80; 20 | public int zoomSpeed = 40; 21 | public float panSpeed = 0.3f; 22 | public float zoomDampening = 5.0f; 23 | public float rotateOnOff = 1; 24 | 25 | private float xDeg = 0.0f; 26 | private float yDeg = 0.0f; 27 | private float currentDistance; 28 | private float desiredDistance; 29 | private Quaternion currentRotation; 30 | private Quaternion desiredRotation; 31 | private Quaternion rotation; 32 | private Vector3 position; 33 | private float idleTimer = 0.0f; 34 | private float idleSmooth = 0.0f; 35 | 36 | void Start() { Init(); } 37 | void OnEnable() { Init(); } 38 | 39 | public void Init() 40 | { 41 | if (!targetObject) 42 | { 43 | GameObject go = new GameObject("Cam Target"); 44 | go.transform.position = transform.position + (transform.forward * averageDistance); 45 | targetObject = go.transform; 46 | } 47 | 48 | currentDistance = averageDistance; 49 | desiredDistance = averageDistance; 50 | 51 | position = transform.position; 52 | rotation = transform.rotation; 53 | currentRotation = transform.rotation; 54 | desiredRotation = transform.rotation; 55 | 56 | //xDeg = desiredRotation.eulerAngles.y;// Vector3.Angle(Vector3.right, transform.right); 57 | //yDeg = desiredRotation.eulerAngles.x;// Vector3.Angle(Vector3.up, transform.up); 58 | 59 | 60 | Vector3.Angle(Vector3.right, transform.right); 61 | Vector3.Angle(Vector3.up, transform.up); 62 | 63 | position = targetObject.position - (Quaternion.Euler(yDeg, xDeg, 0f) * Vector3.forward * currentDistance + targetOffset); 64 | } 65 | 66 | void LateUpdate() 67 | { 68 | if (targetObject != null) 69 | { 70 | if (Input.GetMouseButton(2) && Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftControl)) 71 | { 72 | desiredDistance -= Input.GetAxis("Mouse Y") * 0.02f * zoomSpeed * 0.125f * Mathf.Abs(desiredDistance); 73 | Debug.Log(desiredDistance); 74 | } 75 | else if (Input.GetMouseButton(1)) 76 | { 77 | xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f; 78 | yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f; 79 | yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit); 80 | 81 | desiredRotation = Quaternion.Euler(yDeg, xDeg, 0); 82 | currentRotation = transform.rotation; 83 | rotation = Quaternion.Lerp(currentRotation, desiredRotation, 0.02f * zoomDampening); 84 | transform.rotation = rotation; 85 | idleTimer = 0; 86 | idleSmooth = 0; 87 | 88 | } 89 | else if (Input.GetMouseButton(2)) 90 | { 91 | 92 | position.x += Input.GetAxis("Mouse X") * 0.02f * zoomSpeed * 0.125f * Mathf.Abs(desiredDistance); 93 | } 94 | else 95 | { 96 | //idleTimer += 0.02f; 97 | //if (idleTimer > rotateOnOff && rotateOnOff > 0) 98 | //{ 99 | // idleSmooth += (0.02f + idleSmooth) * 0.005f; 100 | // idleSmooth = Mathf.Clamp(idleSmooth, 0, 1); 101 | // xDeg += xSpeed * 0.001f * idleSmooth; 102 | //} 103 | 104 | //yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit); 105 | //desiredRotation = Quaternion.Euler(yDeg, xDeg, 0); 106 | //currentRotation = transform.rotation; 107 | //rotation = Quaternion.Lerp(currentRotation, desiredRotation, 0.02f * zoomDampening * 2); 108 | //transform.rotation = rotation; 109 | } 110 | 111 | if (Input.GetKey(KeyCode.A)) { } 112 | 113 | desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * 0.02f * zoomSpeed * Mathf.Abs(desiredDistance); 114 | desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance); 115 | currentDistance = Mathf.Lerp(currentDistance, desiredDistance, 0.02f * zoomDampening); 116 | position = targetObject.position - (rotation * Vector3.forward * currentDistance + targetOffset); 117 | transform.position = position; 118 | } 119 | } 120 | 121 | private static float ClampAngle(float angle, float min, float max) 122 | { 123 | if (angle < -360) 124 | angle += 360; 125 | if (angle > 360) 126 | angle -= 360; 127 | return Mathf.Clamp(angle, min, max); 128 | } 129 | } -------------------------------------------------------------------------------- /ProceduralSkyBox/Assets/SkyBox/Scripts/CameraControl.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2574d74481749344ebd44c5f15124ee1 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /ProceduralSkyBox/Assets/SkyBox/Scripts/Clock.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.UI; 4 | 5 | public class Clock : MonoBehaviour { 6 | 7 | [Header("Date and Time UI")] 8 | public Text dateUI; 9 | 10 | [Header("Real Time?")] 11 | public bool realtime = false; 12 | 13 | [Header("Pause Time?")] 14 | public bool isPause = false; 15 | 16 | [Header("Timespan(min) for One Day")] 17 | public float minPerDay = 5; //1 day real time = 5 min in game 18 | private int date = 1;//set initial date 19 | 20 | [Header("Skybox")] 21 | public GameObject sky; 22 | private Vector3 skydegree; 23 | 24 | [Header("Transform Setting")] 25 | public Transform hoursTransform; 26 | public Transform minutesTransform; 27 | public Transform secondsTransform; 28 | 29 | [Header("UI Button")] 30 | public GameObject pauseBtn; 31 | public GameObject playBtn; 32 | 33 | private float degreesPerHour, degreesPerMinute, degreesPerSecond; 34 | private double initialHour, initialMinute, initialSecond; 35 | private double gapHour = 0f, gapMinute = 0f, gapSecond = 0f; 36 | private bool getStopTime = false; 37 | private TimeSpan stopTime; 38 | private double oldTotal; 39 | 40 | void InitialDegrees() 41 | { 42 | if (realtime) 43 | { 44 | //1 day equals to 5 min, speedup → 24*60/5 45 | degreesPerHour = 30f; 46 | degreesPerMinute = 6f; 47 | degreesPerSecond = 6f; 48 | } 49 | else 50 | { 51 | //1 day equals to 5 min, speedup → 24*60/5 52 | degreesPerHour = 30f * (24 * 60 / minPerDay); 53 | degreesPerMinute = 360f * (24 * 60 / minPerDay); 54 | degreesPerSecond = 1 * (24 * 60 / minPerDay); 55 | } 56 | } 57 | 58 | void InitialTime() 59 | { 60 | TimeSpan initialTime = DateTime.Now.TimeOfDay; 61 | if (realtime) 62 | { 63 | initialHour = 0; 64 | initialMinute = 0; 65 | initialSecond = 0; 66 | } 67 | else 68 | { 69 | initialHour = initialTime.TotalHours; 70 | initialMinute = initialTime.TotalMinutes; 71 | initialSecond = initialTime.TotalSeconds; 72 | } 73 | } 74 | void GetGapTime() 75 | { 76 | TimeSpan currentTime = DateTime.Now.TimeOfDay; 77 | 78 | if (getStopTime == false) 79 | { 80 | stopTime = DateTime.Now.TimeOfDay;//get pause time 81 | getStopTime = true; 82 | } 83 | 84 | gapHour = currentTime.TotalHours - stopTime.TotalHours;//get timespan of current time and pause time 85 | gapMinute = currentTime.TotalMinutes - stopTime.TotalMinutes; 86 | gapSecond = currentTime.TotalSeconds - stopTime.TotalSeconds; 87 | } 88 | 89 | private void Start() 90 | { 91 | InitialDegrees(); 92 | InitialTime(); 93 | if (dateUI) 94 | { 95 | dateUI.text = "Day " + date; 96 | } 97 | } 98 | 99 | void Update () { 100 | 101 | if (realtime) { 102 | UpdateContinuous(); 103 | } 104 | else { 105 | if (isPause) 106 | { 107 | GetGapTime(); 108 | } 109 | else 110 | { 111 | if (getStopTime == true) 112 | { 113 | getStopTime = false; 114 | initialHour += gapHour; 115 | } 116 | UpdateContinuous(); 117 | } 118 | 119 | } 120 | 121 | sky.transform.rotation = Quaternion.Euler(skydegree); 122 | dateUI.text = "Day " + date; 123 | } 124 | 125 | public void SetPause() 126 | { 127 | isPause = !isPause; 128 | 129 | if (!isPause) 130 | { 131 | pauseBtn.SetActive(true); 132 | playBtn.SetActive(false); 133 | } 134 | else 135 | { 136 | pauseBtn.SetActive(false); 137 | playBtn.SetActive(true); 138 | } 139 | } 140 | 141 | 142 | void UpdateContinuous() 143 | { 144 | TimeSpan time = DateTime.Now.TimeOfDay; 145 | hoursTransform.localRotation = 146 | Quaternion.Euler(0f, (float)(time.TotalHours - initialHour) * degreesPerHour, 0f); 147 | minutesTransform.localRotation = 148 | Quaternion.Euler(0f, (float)(time.TotalMinutes - initialMinute) * degreesPerMinute, 0f); 149 | secondsTransform.localRotation = 150 | Quaternion.Euler(0f, (float)(time.TotalSeconds - initialSecond) * degreesPerSecond, 0f); 151 | 152 | //skybox 153 | skydegree.x = ((float)((time.TotalHours - initialHour) * degreesPerHour) / 2) % 360; 154 | 155 | date = 1 + (int)(((float)((time.TotalHours - initialHour) * degreesPerHour) / 2) / 360); 156 | } 157 | 158 | public double ReturnDeltaTime() 159 | { 160 | if (oldTotal == null) 161 | { 162 | Debug.Log("awsl"); 163 | oldTotal = initialHour; 164 | } 165 | 166 | TimeSpan time = DateTime.Now.TimeOfDay; 167 | double delta = (time.TotalHours - oldTotal); 168 | oldTotal = time.TotalHours; 169 | 170 | Debug.Log(delta); 171 | return delta; 172 | } 173 | } -------------------------------------------------------------------------------- /ProceduralSkyBox/Assets/SkyBox/Scripts/Clock.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fa85803ed9b05734c8df2d062a3d8324 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /ProceduralSkyBox/Assets/SkyBox/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 244ac3f30297df84e9e6d614217ed69e 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /ProceduralSkyBox/Assets/SkyBox/Shaders/LapuSky.shader: -------------------------------------------------------------------------------- 1 | Shader "Lapu/LapuSky_step1" 2 | { 3 | Properties 4 | { 5 | //debug 6 | [Header(Debug)] 7 | _Test("test", Range(0, 1000)) = 0.15 8 | [MaterialToggle] addSunandMoon("Add Sun And Moon", Float) = 0 9 | [MaterialToggle] _addGradient("Add Gradient", Float) = 0 10 | [Toggle(ADDCLOUD)] _addCloud("Add Cloud", Float) = 0 11 | [MaterialToggle] _addStar("Add Star", Float) = 0 12 | [MaterialToggle] _addHorizon("Add Horizon", Float) = 0 13 | [Toggle(MIRROR)] _MirrorMode("Mirror Mode", Float) = 0 14 | 15 | [Header(Sun Settings)] 16 | _SunColor("Sun Color", Color) = (1,1,1,1) 17 | _SunRadius("Sun Radius", Range(0, 2)) = 0.1 18 | 19 | [Header(Moon Settings)] 20 | _MoonColor("Moon Color", Color) = (1,1,1,1) 21 | _MoonRadius("Moon Radius", Range(0, 2)) = 0.15 22 | _MoonOffset("Moon Crescent", Range(-1, 1)) = -0.1 23 | 24 | [Header(Cloud Settings)] 25 | _Cloud("Cloud Texture", 2D) = "black" {} 26 | _CloudCutoff("Cloud Cutoff", Range(0, 3)) = 0.08 27 | _CloudSpeed("Cloud Move Speed", Range(-10, 10)) = 0.3 28 | _CloudScale("Cloud Scale", Range(0, 10)) = 0.3 29 | 30 | [Space()] 31 | _CloudNoise("Cloud Noise", 2D) = "black" {} 32 | _CloudNoiseScale("Cloud Noise Scale", Range(0, 1)) = 0.2 33 | _CloudNoiseSpeed("Cloud Noise Speed", Range(-1, 1)) = 0.1 34 | 35 | [Space()] 36 | _DistortTex("Distort Tex", 2D) = "black" {} 37 | _DistortScale("Distort Noise Scale", Range(0, 1)) = 0.06 38 | _DistortionSpeed("Distortion Speed", Range(-1, 1)) = 0.1 39 | 40 | [Space()] 41 | _Fuzziness("Cloud Fuzziness", Range(-5, 5)) = 0.04 42 | _FuzzinessSec("Cloud Fuzziness Sec", Range(-5, 5)) = 0.04 43 | 44 | [Header(Cloud Color Settings)] 45 | _CloudColorDayMain("Cloud Day Color Main", Color) = (0.0,0.2,0.1,1) 46 | _CloudColorDaySec("Clouds Day Color Sec", Color) = (0.6,0.7,0.6,1) 47 | 48 | [Space()] 49 | _CloudColorNightMain("Clouds Night Color Main", Color) = (1,1,1,1) 50 | _CloudColorNightSec("Cloud Night Color Sec", Color) = (0.0,0.2,0.1,1) 51 | 52 | [Space()] 53 | _CloudBrightnessDay("Cloud Brightness Day", Range(0, 2)) = 1 54 | _CloudBrightnessNight("Cloud Brightness Night", Range(0, 2)) = 1 55 | 56 | [Header(Star Settings)] 57 | _Stars("Stars Texture", 2D) = "black" {} 58 | _StarsCutoff("Stars Cutoff", Range(0, 1)) = 0.08 59 | _StarsSpeed("Stars Move Speed", Range(-10, 10)) = 0.3 60 | _StarScale("Star Scale", Range(-10, 10)) = 0.3 61 | _StarsSkyColor("Stars Sky Color", Color) = (0.0,0.2,0.1,1) 62 | 63 | [Header(Day Sky Settings)] 64 | _DayTopColor("Day Top Color", Color) = (0.4,1,1,1) 65 | _DayBottomColor("Day Bottom Color", Color) = (0,0.8,1,1) 66 | 67 | [Header(Night Sky Settings)] 68 | _NightTopColor("Night Top Color", Color) = (0.4,1,1,1) 69 | _NightBottomColor("Night Bottom Color", Color) = (0,0.8,1,1) 70 | 71 | [Header(Horizon Settings)] 72 | _HorizonHeight("Horizon Height", Range(-10,10)) = 10 73 | _HorizonIntensity("Horizon Intensity", Range(0, 100)) = 3.3 74 | _MidLightIntensity("Mid Light Intensity", Range(0, 100)) = 3.3 75 | _HorizonColorDay("Day Horizon Color", Color) = (0,0.8,1,1) 76 | _HorizonColorNight("Night Horizon Color", Color) = (0,0.8,1,1) 77 | _HorizonLightDay("Day Horizon Light", Color) = (0,0.8,1,1) 78 | _HorizonLightNight("Night Horizon Light", Color) = (0,0.8,1,1) 79 | _HorizonBrightness("Horizon Brightness", Range(-10,10)) = 10 80 | 81 | } 82 | SubShader 83 | { 84 | Tags { "RenderType" = "Opaque" } 85 | LOD 100 86 | 87 | Pass 88 | { 89 | CGPROGRAM 90 | #pragma vertex vert 91 | #pragma fragment frag 92 | #include "UnityCG.cginc" 93 | 94 | #pragma shader_feature MIRROR 95 | #pragma shader_feature ADDCLOUD 96 | 97 | struct appdata 98 | { 99 | float4 vertex : POSITION; 100 | float3 uv : TEXCOORD0; 101 | }; 102 | 103 | struct v2f 104 | { 105 | float3 uv : TEXCOORD0; 106 | float4 vertex : SV_POSITION; 107 | float3 worldPos : TEXCOORD1; 108 | }; 109 | 110 | void scaleTex() { 111 | 112 | } 113 | 114 | //debug 115 | float _Test, addSunandMoon, _addHorizon, _addGradient, _addCloud, _addStar, _MirrorMode; 116 | 117 | float _SunRadius, _MoonRadius, _MoonOffset; 118 | float4 _DayTopColor, _DayBottomColor, _NightBottomColor, _NightTopColor, _StarsSkyColor; 119 | float4 _HorizonLightNight, _HorizonLightDay, _HorizonColorDay, _HorizonColorNight, _SunSet, _SunColor, _MoonColor; 120 | float4 _CloudColorDayMain, _CloudColorDaySec, _CloudColorNightMain, _CloudColorNightSec; 121 | float _HorizonBrightness, _MidLightIntensity, _CloudBrightnessDay, _CloudBrightnessNight, _Fuzziness, _FuzzinessSec, _DistortionSpeed, _CloudNoiseSpeed, _CloudNoiseScale, _DistortScale, _StarsCutoff, _StarsSpeed, _CloudCutoff, _CloudSpeed, _HorizonHeight, _HorizonIntensity, _CloudScale, _StarScale; 122 | sampler2D _Stars, _CloudNoise, _Cloud, _DistortTex; 123 | 124 | v2f vert(appdata v) 125 | { 126 | v2f o; 127 | o.vertex = UnityObjectToClipPos(v.vertex); 128 | o.uv = v.uv; 129 | o.worldPos = mul(unity_ObjectToWorld, v.vertex); 130 | return o; 131 | } 132 | 133 | fixed4 frag(v2f i) : SV_Target 134 | { 135 | 136 | // sun 137 | float sun = distance(i.uv.xyz, _WorldSpaceLightPos0); 138 | float sunDisc = 1 - (sun / _SunRadius); 139 | sunDisc = saturate(sunDisc * 50); 140 | 141 | // moon 142 | float moon = distance(i.uv.xyz, -_WorldSpaceLightPos0); 143 | float moonDisc = 1 - (moon / _MoonRadius); 144 | moonDisc = saturate(moonDisc * 50); 145 | float crescentMoon = distance(float3(i.uv.x + _MoonOffset, i.uv.yz), -_WorldSpaceLightPos0); 146 | float crescentMoonDisc = 1 - (crescentMoon / _MoonRadius); 147 | crescentMoonDisc = saturate(crescentMoonDisc * 50); 148 | moonDisc = saturate(moonDisc - crescentMoonDisc); 149 | 150 | float3 SunAndMoon = (sunDisc * _SunColor) + (moonDisc * _MoonColor); 151 | 152 | float2 skyuv = (i.worldPos.xz) / (clamp(i.worldPos.y, 0, 10000)); 153 | 154 | //cloud 155 | float cloud = tex2D(_Cloud, (skyuv + (_Time.x * _CloudSpeed)) * _CloudScale); 156 | float distort = tex2D(_DistortTex, (skyuv + (_Time.x * _DistortionSpeed)) * _DistortScale); 157 | float noise = tex2D(_CloudNoise, ((skyuv + distort) - (_Time.x * _CloudSpeed)) * _CloudNoiseScale); 158 | float finalNoise = saturate(noise) * 3 * saturate(i.worldPos.y); 159 | cloud = saturate(smoothstep(_CloudCutoff * cloud, _CloudCutoff * cloud + _Fuzziness, finalNoise)); 160 | float cloudSec = saturate(smoothstep(_CloudCutoff * cloud, _CloudCutoff * cloud + _Fuzziness + _FuzzinessSec, finalNoise)); 161 | 162 | float3 cloudColoredDay = cloud * _CloudColorDayMain * _CloudBrightnessDay; 163 | float3 cloudSecColoredDay = cloudSec * _CloudColorDaySec * _CloudBrightnessDay; 164 | cloudColoredDay += cloudSecColoredDay; 165 | 166 | float3 cloudColoredNight = cloud * _CloudColorNightMain * _CloudBrightnessNight; 167 | float3 cloudSecColoredNight = cloudSec * _CloudColorNightSec * _CloudBrightnessNight; 168 | cloudColoredNight += cloudSecColoredNight; 169 | 170 | float3 finalcloud = lerp(cloudColoredNight, cloudColoredDay, saturate(_WorldSpaceLightPos0.y)); 171 | 172 | float3 stars = tex2D(_Stars, (skyuv + float2(_StarsSpeed, _StarsSpeed) * _Time.x) * _StarScale); 173 | stars = step(_StarsCutoff, stars) * saturate(-_WorldSpaceLightPos0.y); 174 | #if ADDCLOUD 175 | stars *= (1 - cloud); 176 | #endif 177 | 178 | //gradient day sky 179 | #if MIRROR 180 | float ypos = saturate(abs(i.uv.y)); 181 | #else 182 | float ypos = saturate(i.uv.y); 183 | #endif 184 | float3 gradientDay = lerp(_DayBottomColor, _DayTopColor, ypos); 185 | float3 gradientNight = lerp(_NightBottomColor, _NightTopColor, ypos); 186 | float3 skyGradients = lerp(gradientNight, gradientDay,saturate(_WorldSpaceLightPos0.y)); 187 | 188 | //horizon 189 | float3 horizon = abs((i.uv.y * _HorizonIntensity) - _HorizonHeight); 190 | float midline = saturate((1 - horizon * _MidLightIntensity)); 191 | horizon = saturate((1 - horizon)) * ((_HorizonColorDay + midline * _HorizonLightDay) * saturate(_WorldSpaceLightPos0.y*10) 192 | + (_HorizonColorNight + midline * _HorizonLightNight) * saturate(-_WorldSpaceLightPos0.y * 10)) * _HorizonBrightness; 193 | 194 | //combine all effects 195 | float3 combined = horizon * _addHorizon 196 | + stars * _addStar * _StarsSkyColor 197 | + skyGradients * _addGradient 198 | + SunAndMoon * addSunandMoon 199 | + finalcloud * _addCloud; 200 | 201 | return float4(combined,1); 202 | } 203 | ENDCG 204 | } 205 | } 206 | } 207 | -------------------------------------------------------------------------------- /ProceduralSkyBox/Assets/SkyBox/Shaders/LapuSky.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e60c2cccd37cfb44bbdb764d4b43b9f1 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /ProceduralSkyBox/Assets/SkyBox/Shaders/Skybox.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/SkyboxProc" 2 | { 3 | Properties 4 | { 5 | [Header(Stars Settings)] 6 | _Stars("Stars Texture", 2D) = "black" {} 7 | _StarsCutoff("Stars Cutoff", Range(0, 1)) = 0.08 8 | _StarsSpeed("Stars Move Speed", Range(0, 1)) = 0.3 9 | _StarsSkyColor("Stars Sky Color", Color) = (0.0,0.2,0.1,1) 10 | 11 | [Header(Horizon Settings)] 12 | _OffsetHorizon("Horizon Offset", Range(-1, 1)) = 0 13 | _HorizonIntensity("Horizon Intensity", Range(0, 10)) = 3.3 14 | _SunSet("Sunset/Rise Color", Color) = (1,0.8,1,1) 15 | _HorizonColorDay("Day Horizon Color", Color) = (0,0.8,1,1) 16 | _HorizonColorNight("Night Horizon Color", Color) = (0,0.8,1,1) 17 | 18 | [Header(Sun Settings)] 19 | _SunColor("Sun Color", Color) = (1,1,1,1) 20 | _SunRadius("Sun Radius", Range(0, 2)) = 0.1 21 | 22 | [Header(Moon Settings)] 23 | _MoonColor("Moon Color", Color) = (1,1,1,1) 24 | _MoonRadius("Moon Radius", Range(0, 2)) = 0.15 25 | _MoonOffset("Moon Crescent", Range(-1, 1)) = -0.1 26 | 27 | [Header(Day Sky Settings)] 28 | _DayTopColor("Day Sky Color Top", Color) = (0.4,1,1,1) 29 | _DayBottomColor("Day Sky Color Bottom", Color) = (0,0.8,1,1) 30 | 31 | [Header(Main Cloud Settings)] 32 | _BaseNoise("Base Noise", 2D) = "black" {} 33 | _Distort("Distort", 2D) = "black" {} 34 | _SecNoise("Secondary Noise", 2D) = "black" {} 35 | _BaseNoiseScale("Base Noise Scale", Range(0, 1)) = 0.2 36 | _DistortScale("Distort Noise Scale", Range(0, 1)) = 0.06 37 | _SecNoiseScale("Secondary Noise Scale", Range(0, 1)) = 0.05 38 | _Distortion("Extra Distortion", Range(0, 1)) = 0.1 39 | _Speed("Movement Speed", Range(0, 10)) = 1.4 40 | _CloudCutoff("Cloud Cutoff", Range(0, 1)) = 0.3 41 | _Fuzziness("Cloud Fuzziness", Range(0, 5)) = 0.04 42 | _FuzzinessUnder("Cloud Fuzziness Under", Range(0, 1)) = 0.01 43 | [Toggle(FUZZY)] _FUZZY("Extra Fuzzy clouds", Float) = 1 44 | 45 | [Header(Day Clouds Settings)] 46 | _CloudColorDayEdge("Clouds Edge Day", Color) = (1,1,1,1) 47 | _CloudColorDayMain("Clouds Main Day", Color) = (0.8,0.9,0.8,1) 48 | _CloudColorDayUnder("Clouds Under Day", Color) = (0.6,0.7,0.6,1) 49 | _Brightness("Cloud Brightness", Range(1, 10)) = 2.5 50 | [Header(Night Sky Settings)] 51 | _NightTopColor("Night Sky Color Top", Color) = (0,0,0,1) 52 | _NightBottomColor("Night Sky Color Bottom", Color) = (0,0,0.2,1) 53 | 54 | [Header(Night Clouds Settings)] 55 | _CloudColorNightEdge("Clouds Edge Night", Color) = (0,1,1,1) 56 | _CloudColorNightMain("Clouds Main Night", Color) = (0,0.2,0.8,1) 57 | _CloudColorNightUnder("Clouds Under Night", Color) = (0,0.2,0.6,1) 58 | } 59 | SubShader 60 | { 61 | Tags { "RenderType" = "Opaque" } 62 | LOD 100 63 | 64 | Pass 65 | { 66 | CGPROGRAM 67 | #pragma vertex vert 68 | #pragma fragment frag 69 | // make fog work 70 | #pragma multi_compile_fog 71 | #pragma shader_feature FUZZY 72 | #include "UnityCG.cginc" 73 | 74 | struct appdata 75 | { 76 | float4 vertex : POSITION; 77 | float3 uv : TEXCOORD0; 78 | }; 79 | 80 | struct v2f 81 | { 82 | float3 uv : TEXCOORD0; 83 | UNITY_FOG_COORDS(1) 84 | float4 vertex : SV_POSITION; 85 | float3 worldPos : TEXCOORD1; 86 | }; 87 | 88 | sampler2D _Stars, _BaseNoise, _Distort, _SecNoise; 89 | 90 | float _SunRadius, _MoonRadius, _MoonOffset, _OffsetHorizon; 91 | float4 _SunColor, _MoonColor; 92 | float4 _DayTopColor, _DayBottomColor, _NightBottomColor, _NightTopColor; 93 | float4 _HorizonColorDay, _HorizonColorNight, _SunSet; 94 | float _StarsCutoff, _StarsSpeed, _HorizonIntensity; 95 | float _BaseNoiseScale, _DistortScale, _SecNoiseScale, _Distortion; 96 | float _Speed, _CloudCutoff, _Fuzziness, _FuzzinessUnder, _Brightness; 97 | float4 _CloudColorDayEdge, _CloudColorDayMain, _CloudColorDayUnder; 98 | float4 _CloudColorNightEdge, _CloudColorNightMain, _CloudColorNightUnder, _StarsSkyColor; 99 | 100 | v2f vert(appdata v) 101 | { 102 | v2f o; 103 | o.vertex = UnityObjectToClipPos(v.vertex); 104 | o.uv = v.uv; 105 | o.worldPos = mul(unity_ObjectToWorld, v.vertex); 106 | UNITY_TRANSFER_FOG(o,o.vertex); 107 | return o; 108 | } 109 | 110 | fixed4 frag(v2f i) : SV_Target 111 | { 112 | 113 | float horizon = abs((i.uv.y * _HorizonIntensity) - _OffsetHorizon); 114 | 115 | // uv for the sky 116 | float2 skyUV = i.worldPos.xz / i.worldPos.y; 117 | 118 | // moving clouds 119 | float baseNoise = tex2D(_BaseNoise, (skyUV - _Time.x) * _BaseNoiseScale).x; 120 | 121 | float noise1 = tex2D(_Distort, ((skyUV + baseNoise) - (_Time.x * _Speed)) * _DistortScale); 122 | 123 | float noise2 = tex2D(_SecNoise, ((skyUV + (noise1 * _Distortion)) - (_Time.x * (_Speed * 0.5))) * _SecNoiseScale); 124 | 125 | float finalNoise = saturate(noise1 * noise2) * 3 * saturate(i.worldPos.y); 126 | 127 | #if FUZZY 128 | float clouds = saturate(smoothstep(_CloudCutoff * baseNoise, _CloudCutoff * baseNoise + _Fuzziness, finalNoise)); 129 | float cloudsunder = saturate(smoothstep(_CloudCutoff* baseNoise, _CloudCutoff * baseNoise + _FuzzinessUnder + _Fuzziness, noise2) * clouds); 130 | 131 | #else 132 | float clouds = saturate(smoothstep(_CloudCutoff, _CloudCutoff + _Fuzziness, finalNoise)); 133 | float cloudsunder = saturate(smoothstep(_CloudCutoff, _CloudCutoff + _Fuzziness + _FuzzinessUnder , noise2) * clouds); 134 | 135 | #endif 136 | float3 cloudsColored = lerp(_CloudColorDayEdge, lerp(_CloudColorDayUnder, _CloudColorDayMain, cloudsunder), clouds) * clouds; 137 | float3 cloudsColoredNight = lerp(_CloudColorNightEdge, lerp(_CloudColorNightUnder,_CloudColorNightMain , cloudsunder), clouds) * clouds; 138 | cloudsColoredNight *= horizon; 139 | 140 | 141 | cloudsColored = lerp(cloudsColoredNight, cloudsColored, saturate(_WorldSpaceLightPos0.y)); // lerp the night and day clouds over the light direction 142 | cloudsColored += (_Brightness * cloudsColored * horizon); // add some extra brightness 143 | 144 | 145 | float cloudsNegative = (1 - clouds) * horizon; 146 | // sun 147 | float sun = distance(i.uv.xyz, _WorldSpaceLightPos0); 148 | float sunDisc = 1 - (sun / _SunRadius); 149 | sunDisc = saturate(sunDisc * 50); 150 | 151 | // (crescent) moon 152 | float moon = distance(i.uv.xyz, 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saturate(horizon)); 175 | 176 | float3 skyGradients = lerp(gradientNight, gradientDay, saturate(_WorldSpaceLightPos0.y)) * cloudsNegative; 177 | 178 | // horizon glow / sunset/rise 179 | float sunset = saturate((1 - horizon) * saturate(_WorldSpaceLightPos0.y * 5)); 180 | 181 | float3 sunsetColoured = sunset * _SunSet; 182 | 183 | float3 horizonGlow = saturate((1 - horizon * 5) * saturate(_WorldSpaceLightPos0.y * 10)) * _HorizonColorDay;// 184 | float3 horizonGlowNight = saturate((1 - horizon * 5) * saturate(-_WorldSpaceLightPos0.y * 10)) * _HorizonColorNight;// 185 | horizonGlow += horizonGlowNight; 186 | 187 | float3 combined = skyGradients + sunAndMoon + sunsetColoured + stars + cloudsColored + horizonGlow; 188 | UNITY_APPLY_FOG(i.fogCoord, combined); 189 | return float4(combined,1); 190 | 191 | } 192 | ENDCG 193 | } 194 | } 195 | } 196 | -------------------------------------------------------------------------------- /ProceduralSkyBox/Assets/SkyBox/Shaders/Skybox.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 49c0771d43738be4d92cf8ff35524c44 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /ProceduralSkyBox/Assets/SkyBox/Shaders/ToonBasic.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "Toon/Basic" { 4 | Properties { 5 | _Color ("Main Color", Color) = (.5,.5,.5,1) 6 | _MainTex ("Base (RGB)", 2D) = "white" {} 7 | _ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { } 8 | } 9 | 10 | 11 | SubShader { 12 | Tags { "RenderType"="Opaque" } 13 | Pass { 14 | Name "BASE" 15 | Cull Off 16 | 17 | CGPROGRAM 18 | #pragma vertex vert 19 | #pragma fragment frag 20 | #pragma multi_compile_fog 21 | 22 | #include "UnityCG.cginc" 23 | 24 | sampler2D _MainTex; 25 | samplerCUBE _ToonShade; 26 | float4 _MainTex_ST; 27 | float4 _Color; 28 | 29 | struct appdata { 30 | float4 vertex : POSITION; 31 | float2 texcoord : TEXCOORD0; 32 | float3 normal : NORMAL; 33 | }; 34 | 35 | struct v2f { 36 | float4 pos : SV_POSITION; 37 | float2 texcoord : TEXCOORD0; 38 | float3 cubenormal : TEXCOORD1; 39 | UNITY_FOG_COORDS(2) 40 | }; 41 | 42 | v2f vert (appdata v) 43 | { 44 | v2f o; 45 | o.pos = UnityObjectToClipPos (v.vertex); 46 | o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); 47 | o.cubenormal = mul (UNITY_MATRIX_MV, float4(v.normal,0)); 48 | UNITY_TRANSFER_FOG(o,o.pos); 49 | return o; 50 | } 51 | 52 | fixed4 frag (v2f i) : SV_Target 53 | { 54 | fixed4 col = _Color * tex2D(_MainTex, i.texcoord); 55 | fixed4 cube = texCUBE(_ToonShade, i.cubenormal); 56 | fixed4 c = fixed4(2.0f * cube.rgb * col.rgb, col.a); 57 | UNITY_APPLY_FOG(i.fogCoord, c); 58 | return c; 59 | 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m_RenderPipeSettingsPath: 11 | m_FixedTimeStep: 0.016666668 12 | m_MaxDeltaTime: 0.05 13 | -------------------------------------------------------------------------------- /ProceduralSkyBox/ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UnityProceduralSkybox 2 | 3 | ![](https://github.com/llapuras/UnityProceduralSkybox/blob/master/sample.gif) 4 | 5 | Unity日夜循环天空球。[文章](https://zhuanlan.zhihu.com/p/197107007) 6 | 7 | **时间** 8 | - 可选现实时间同步模式, 9 | - 可选从开游戏开始时计时,可定义游戏中时间速度,支持时间暂停 10 | 11 | **Unity Procedural Skybox** 12 | - 可定义日月 13 | - 可定义天色 14 | - 可定义星空 15 | - 可定义云 16 | - 可定义地平线光晕 17 | -------------------------------------------------------------------------------- /sample.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/llapuras/UnityProceduralSkybox/ba84147185e8fddd29b17d952a27b5747a1288d8/sample.gif --------------------------------------------------------------------------------