├── .gitignore ├── Assets ├── Examples.meta ├── Examples │ ├── LatLong.mat │ ├── LatLong.mat.meta │ ├── LatLong.png │ ├── LatLong.png.meta │ ├── LatLong.unity │ ├── LatLong.unity.meta │ ├── LatLongScreenShot.png │ ├── LatLongScreenShot.png.meta │ ├── StarrySky.mat │ ├── StarrySky.mat.meta │ ├── StarrySky.unity │ ├── StarrySky.unity.meta │ ├── StarrySkyScreenShot.png │ └── StarrySkyScreenShot.png.meta ├── SkyboxShaders.meta └── SkyboxShaders │ ├── Skybox-LatLong.shader │ ├── Skybox-LatLong.shader.meta │ ├── Skybox-StarrySky.shader │ └── Skybox-StarrySky.shader.meta ├── ProjectSettings ├── AudioManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityAdsSettings.asset └── UnityAnalyticsManager.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | 6 | # Autogenerated VS/MD solution and project files 7 | *.csproj 8 | *.unityproj 9 | *.sln 10 | *.suo 11 | *.tmp 12 | *.user 13 | *.userprefs 14 | *.pidb 15 | *.booproj 16 | 17 | # Unity3D generated meta files 18 | *.pidb.meta 19 | 20 | # Unity3D Generated File On Crash Reports 21 | sysinfo.txt 22 | -------------------------------------------------------------------------------- /Assets/Examples.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ac53a5929d7c345d5ac69f5245cefe32 3 | folderAsset: yes 4 | timeCreated: 1448463291 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Examples/LatLong.mat: 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.5, .5, .5) 4 | [Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0 5 | _MainTex ("LatLong (HDR)", 2D) = "grey" {} 6 | } 7 | 8 | SubShader { 9 | Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" } 10 | Cull Off ZWrite Off 11 | 12 | Pass { 13 | 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | 20 | sampler2D _MainTex; 21 | float4 _MainTex_ST; 22 | half4 _MainTex_HDR; 23 | half4 _Tint; 24 | half _Exposure; 25 | 26 | struct appdata_t { 27 | float4 vertex : POSITION; 28 | }; 29 | 30 | struct v2f { 31 | float4 vertex : SV_POSITION; 32 | float2 uv : TEXCOORD0; 33 | fixed t : TEXCOORD1; 34 | }; 35 | 36 | v2f vert (appdata_t v) 37 | { 38 | float3 d = normalize(v.vertex.xyz); 39 | v2f o; 40 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); 41 | o.uv = float2(abs(atan2(d.z, d.x)), acos(-d.y)) / UNITY_PI; 42 | o.t = d.z * 0.5; 43 | return o; 44 | } 45 | 46 | fixed4 frag (v2f i) : SV_Target 47 | { 48 | float2 uv = float2((0.5 - ceil(i.t)) * i.uv.x, i.uv.y); 49 | half4 tex = tex2D (_MainTex, TRANSFORM_TEX(uv, _MainTex)); 50 | half3 c = DecodeHDR (tex, _MainTex_HDR); 51 | c = c * _Tint.rgb * unity_ColorSpaceDouble.rgb; 52 | c *= _Exposure; 53 | return half4(c, 1); 54 | } 55 | ENDCG 56 | } 57 | } 58 | 59 | Fallback Off 60 | 61 | } 62 | -------------------------------------------------------------------------------- /Assets/SkyboxShaders/Skybox-LatLong.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d275d181c2e1e4385994b598e7772414 3 | timeCreated: 1446048554 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/SkyboxShaders/Skybox-StarrySky.shader: -------------------------------------------------------------------------------- 1 | // 2 | // Original: Unity 5.2.1f1 built in shader "Skybox/Procedural" 3 | // Modified by n-yoda 4 | // 5 | Shader "Skybox/Starry Sky" { 6 | Properties { 7 | [Header(Sun)] 8 | [KeywordEnum(None, Simple, High Quality)] _SunDisk ("Sun", Int) = 2 9 | _SunSize ("Sun Size", Range(0,1)) = 0.04 10 | 11 | [Header(Sky and Ground)] 12 | _AtmosphereThickness ("Atmoshpere Thickness", Range(0,5)) = 1.0 13 | _SkyTint ("Sky Tint", Color) = (.5, .5, .5, 1) 14 | _GroundColor ("Ground", Color) = (.369, .349, .341, 1) 15 | 16 | _Exposure("Exposure", Range(0, 8)) = 1.3 17 | 18 | [Header(Stars)] 19 | [Toggle] _Stars ("Stars", Int) = 1 20 | _StarsSize ("Stars Size", Range(0,0.1)) = 0.009 21 | _StarsDensity ("Stars Density", Range(0,1)) = 0.02 22 | _StarsHash ("Stars Hash", Vector) = (641, -113, 271, 1117) 23 | } 24 | 25 | SubShader { 26 | Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" } 27 | Cull Off ZWrite Off 28 | 29 | Pass { 30 | 31 | CGPROGRAM 32 | #pragma vertex vert 33 | #pragma fragment frag 34 | 35 | #include "UnityCG.cginc" 36 | #include "Lighting.cginc" 37 | 38 | #pragma multi_compile __ UNITY_COLORSPACE_GAMMA 39 | #pragma multi_compile _SUNDISK_NONE _SUNDISK_SIMPLE _SUNDISK_HIGH_QUALITY 40 | #pragma multi_compile _STARS_OFF _STARS_ON 41 | 42 | uniform half _Exposure; // HDR exposure 43 | uniform half3 _GroundColor; 44 | uniform half _SunSize; 45 | uniform half3 _SkyTint; 46 | uniform half _AtmosphereThickness; 47 | uniform half _StarsDensity; 48 | uniform half _StarsSize; 49 | uniform half4 _StarsHash; 50 | 51 | #if defined(UNITY_COLORSPACE_GAMMA) 52 | #define GAMMA 2 53 | #define COLOR_2_GAMMA(color) color 54 | #define COLOR_2_LINEAR(color) color*color 55 | #define LINEAR_2_OUTPUT(color) sqrt(color) 56 | #else 57 | #define GAMMA 2.2 58 | // HACK: to get gfx-tests in Gamma mode to agree until UNITY_ACTIVE_COLORSPACE_IS_GAMMA is working properly 59 | #define COLOR_2_GAMMA(color) ((unity_ColorSpaceDouble.r>2.0) ? pow(color,1.0/GAMMA) : color) 60 | #define COLOR_2_LINEAR(color) color 61 | #define LINEAR_2_LINEAR(color) color 62 | #endif 63 | 64 | // RGB wavelengths 65 | // .35 (.62=158), .43 (.68=174), .525 (.75=190) 66 | static const float3 kDefaultScatteringWavelength = float3(.65, .57, .475); 67 | static const float3 kVariableRangeForScatteringWavelength = float3(.15, .15, .15); 68 | 69 | #define OUTER_RADIUS 1.025 70 | static const float kOuterRadius = OUTER_RADIUS; 71 | static const float kOuterRadius2 = OUTER_RADIUS*OUTER_RADIUS; 72 | static const float kInnerRadius = 1.0; 73 | static const float kInnerRadius2 = 1.0; 74 | 75 | static const float kCameraHeight = 0.0001; 76 | 77 | #define kRAYLEIGH (lerp(0, 0.0025, pow(_AtmosphereThickness,2.5))) // Rayleigh constant 78 | #define kMIE 0.0010 // Mie constant 79 | #define kSUN_BRIGHTNESS 20.0 // Sun brightness 80 | 81 | #define kMAX_SCATTER 50.0 // Maximum scattering value, to prevent math overflows on Adrenos 82 | 83 | static const half kSunScale = 400.0 * kSUN_BRIGHTNESS; 84 | static const float kKmESun = kMIE * kSUN_BRIGHTNESS; 85 | static const float kKm4PI = kMIE * 4.0 * 3.14159265; 86 | static const float kScale = 1.0 / (OUTER_RADIUS - 1.0); 87 | static const float kScaleDepth = 0.25; 88 | static const float kScaleOverScaleDepth = (1.0 / (OUTER_RADIUS - 1.0)) / 0.25; 89 | static const float kSamples = 2.0; // THIS IS UNROLLED MANUALLY, DON'T TOUCH 90 | 91 | #define MIE_G (-0.990) 92 | #define MIE_G2 0.9801 93 | 94 | #define SKY_GROUND_THRESHOLD 0.02 95 | 96 | // fine tuning of performance. You can override defines here if you want some specific setup 97 | // or keep as is and allow later code to set it according to target api 98 | 99 | // if set vprog will output color in final color space (instead of linear always) 100 | // in case of rendering in gamma mode that means that we will do lerps in gamma mode too, so there will be tiny difference around horizon 101 | // #define SKYBOX_COLOR_IN_TARGET_COLOR_SPACE 0 102 | 103 | // sun disk rendering: 104 | // no sun disk - the fastest option 105 | #define SKYBOX_SUNDISK_NONE 0 106 | // simplistic sun disk - without mie phase function 107 | #define SKYBOX_SUNDISK_SIMPLE 1 108 | // full calculation - uses mie phase function 109 | #define SKYBOX_SUNDISK_HQ 2 110 | 111 | // uncomment this line and change SKYBOX_SUNDISK_SIMPLE to override material settings 112 | // #define SKYBOX_SUNDISK SKYBOX_SUNDISK_SIMPLE 113 | 114 | #ifndef SKYBOX_SUNDISK 115 | #if defined(_SUNDISK_NONE) 116 | #define SKYBOX_SUNDISK SKYBOX_SUNDISK_NONE 117 | #elif defined(_SUNDISK_SIMPLE) 118 | #define SKYBOX_SUNDISK SKYBOX_SUNDISK_SIMPLE 119 | #else 120 | #define SKYBOX_SUNDISK SKYBOX_SUNDISK_HQ 121 | #endif 122 | #endif 123 | 124 | #ifndef SKYBOX_COLOR_IN_TARGET_COLOR_SPACE 125 | #if defined(SHADER_API_MOBILE) 126 | #define SKYBOX_COLOR_IN_TARGET_COLOR_SPACE 1 127 | #else 128 | #define SKYBOX_COLOR_IN_TARGET_COLOR_SPACE 0 129 | #endif 130 | #endif 131 | 132 | // Calculates the Rayleigh phase function 133 | half getRayleighPhase(half eyeCos2) 134 | { 135 | return 0.75 + 0.75*eyeCos2; 136 | } 137 | half getRayleighPhase(half3 light, half3 ray) 138 | { 139 | half eyeCos = dot(light, ray); 140 | return getRayleighPhase(eyeCos * eyeCos); 141 | } 142 | 143 | 144 | struct appdata_t 145 | { 146 | float4 vertex : POSITION; 147 | }; 148 | 149 | struct v2f 150 | { 151 | float4 pos : SV_POSITION; 152 | 153 | #if SKYBOX_SUNDISK == SKYBOX_SUNDISK_HQ 154 | // for HQ sun disk, we need vertex itself to calculate ray-dir per-pixel 155 | half3 vertex : TEXCOORD0; 156 | #else 157 | half3 rayDir : TEXCOORD0; 158 | #endif 159 | 160 | // calculate sky colors in vprog 161 | half3 groundColor : TEXCOORD1; 162 | half3 skyColor : TEXCOORD2; 163 | 164 | #if SKYBOX_SUNDISK != SKYBOX_SUNDISK_NONE 165 | half3 sunColor : TEXCOORD3; 166 | #endif 167 | }; 168 | 169 | 170 | float scale(float inCos) 171 | { 172 | float x = 1.0 - inCos; 173 | #if defined(SHADER_API_N3DS) 174 | // The polynomial expansion here generates too many swizzle instructions for the 3DS vertex assembler 175 | // Approximate by removing x^1 and x^2 176 | return 0.25 * exp(-0.00287 + x*x*x*(-6.80 + x*5.25)); 177 | #else 178 | return 0.25 * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); 179 | #endif 180 | } 181 | 182 | v2f vert (appdata_t v) 183 | { 184 | v2f OUT; 185 | OUT.pos = mul(UNITY_MATRIX_MVP, v.vertex); 186 | 187 | float3 kSkyTintInGammaSpace = COLOR_2_GAMMA(_SkyTint); // convert tint from Linear back to Gamma 188 | float3 kScatteringWavelength = lerp ( 189 | kDefaultScatteringWavelength-kVariableRangeForScatteringWavelength, 190 | kDefaultScatteringWavelength+kVariableRangeForScatteringWavelength, 191 | half3(1,1,1) - kSkyTintInGammaSpace); // using Tint in sRGB gamma allows for more visually linear interpolation and to keep (.5) at (128, gray in sRGB) point 192 | float3 kInvWavelength = 1.0 / pow(kScatteringWavelength, 4); 193 | 194 | float kKrESun = kRAYLEIGH * kSUN_BRIGHTNESS; 195 | float kKr4PI = kRAYLEIGH * 4.0 * 3.14159265; 196 | 197 | float3 cameraPos = float3(0,kInnerRadius + kCameraHeight,0); // The camera's current position 198 | 199 | // Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere) 200 | float3 eyeRay = normalize(mul((float3x3)_Object2World, v.vertex.xyz)); 201 | 202 | float far = 0.0; 203 | half3 cIn, cOut; 204 | 205 | if(eyeRay.y >= 0.0) 206 | { 207 | // Sky 208 | // Calculate the length of the "atmosphere" 209 | far = sqrt(kOuterRadius2 + kInnerRadius2 * eyeRay.y * eyeRay.y - kInnerRadius2) - kInnerRadius * eyeRay.y; 210 | 211 | float3 pos = cameraPos + far * eyeRay; 212 | 213 | // Calculate the ray's starting position, then calculate its scattering offset 214 | float height = kInnerRadius + kCameraHeight; 215 | float depth = exp(kScaleOverScaleDepth * (-kCameraHeight)); 216 | float startAngle = dot(eyeRay, cameraPos) / height; 217 | float startOffset = depth*scale(startAngle); 218 | 219 | 220 | // Initialize the scattering loop variables 221 | float sampleLength = far / kSamples; 222 | float scaledLength = sampleLength * kScale; 223 | float3 sampleRay = eyeRay * sampleLength; 224 | float3 samplePoint = cameraPos + sampleRay * 0.5; 225 | 226 | // Now loop through the sample rays 227 | float3 frontColor = float3(0.0, 0.0, 0.0); 228 | // Weird workaround: WP8 and desktop FL_9_1 do not like the for loop here 229 | // (but an almost identical loop is perfectly fine in the ground calculations below) 230 | // Just unrolling this manually seems to make everything fine again. 231 | // for(int i=0; i 1 [eyeRay.y < -SKY_GROUND_THRESHOLD] - ground 355 | // if y >= 0 and < 1 [eyeRay.y <= 0 and > -SKY_GROUND_THRESHOLD] - horizon 356 | // if y < 0 [eyeRay.y > 0] - sky 357 | #if SKYBOX_SUNDISK == SKYBOX_SUNDISK_HQ 358 | half3 ray = normalize(mul((float3x3)_Object2World, IN.vertex)); 359 | half y = ray.y / SKY_GROUND_THRESHOLD; 360 | #else 361 | half3 ray = IN.rayDir.xyz; 362 | half y = ray.y / SKY_GROUND_THRESHOLD; 363 | #endif 364 | 365 | // if we did precalculate color in vprog: just do lerp between them 366 | col = lerp(IN.skyColor, IN.groundColor, saturate(y)); 367 | 368 | if(y < 0.0) 369 | { 370 | #if _STARS_ON 371 | half3 pos = ray / _StarsSize; 372 | half3 center = round(pos); 373 | half hash = dot(_StarsHash.xyz, center) % _StarsHash.w; 374 | half threshold = _StarsHash.w * _StarsDensity; 375 | if (abs(hash) < threshold) 376 | { 377 | half dist = length(pos - center); 378 | half star = 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-------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity Skybox Shaders 2 | 3 | ## Skybox-StarrySky.shader 4 | Procedural starry sky based on builtin *Skybox-Procedural.shader*. 5 | 6 | ![StarrySky](Assets/Examples/StarrySkyScreenShot.png) 7 | 8 | ## Skybox-LatLong.shader 9 | Latitude-longitude style textures can be used **without converting them to cube maps**. Switch off mipmap generation when using this. 10 | 11 | ![LatLong](Assets/Examples/LatLongScreenShot.png) 12 | --------------------------------------------------------------------------------