├── .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
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69 | - _GlossyReflections: 1
70 | - _Metallic: 0
71 | - _Mode: 0
72 | - _OcclusionStrength: 1
73 | - _Parallax: 0.02
74 | - _SmoothnessTextureChannel: 0
75 | - _SpecularHighlights: 1
76 | - _SrcBlend: 1
77 | - _UVSec: 0
78 | - _ZWrite: 1
79 | m_Colors:
80 | - _Color: {r: 1, g: 0, b: 0, a: 1}
81 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
82 |
--------------------------------------------------------------------------------
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/ProceduralSkyBox/Assets/SkyBox/Scripts/CameraControl.cs:
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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 | }
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/ProceduralSkyBox/Assets/SkyBox/Scripts/Clock.cs:
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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 | }
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/ProceduralSkyBox/Assets/SkyBox/Shaders/LapuSky.shader:
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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 |
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/ProceduralSkyBox/Assets/SkyBox/Shaders/Skybox.shader:
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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, -_WorldSpaceLightPos0);
153 | float crescentMoon = distance(float3(i.uv.x + _MoonOffset, i.uv.yz), -_WorldSpaceLightPos0);
154 | float crescentMoonDisc = 1 - (crescentMoon / _MoonRadius);
155 | crescentMoonDisc = saturate(crescentMoonDisc * 50);
156 | float moonDisc = 1 - (moon / _MoonRadius);
157 | moonDisc = saturate(moonDisc * 50);
158 | moonDisc = saturate(moonDisc - crescentMoonDisc);
159 |
160 | float3 sunAndMoon = (sunDisc * _SunColor) + (moonDisc * _MoonColor);
161 | sunAndMoon *= cloudsNegative;
162 |
163 | //stars
164 | float3 stars = tex2D(_Stars, skyUV + (_StarsSpeed * _Time.x));
165 | stars *= saturate(-_WorldSpaceLightPos0.y);
166 | stars = step(_StarsCutoff, stars);
167 | stars += (baseNoise * _StarsSkyColor);
168 | stars *= cloudsNegative;
169 |
170 | // gradient day sky
171 | float3 gradientDay = lerp(_DayBottomColor, _DayTopColor, saturate(horizon));
172 |
173 | // gradient night sky
174 | float3 gradientNight = lerp(_NightBottomColor, _NightTopColor, 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:
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/ProceduralSkyBox/Assets/SkyBox/Shaders/ToonBasic.shader:
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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 | }
60 | ENDCG
61 | }
62 | }
63 |
64 | Fallback "VertexLit"
65 | }
66 |
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/README.md:
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1 | # UnityProceduralSkybox
2 |
3 | 
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 |
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/sample.gif:
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https://raw.githubusercontent.com/llapuras/UnityProceduralSkybox/ba84147185e8fddd29b17d952a27b5747a1288d8/sample.gif
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