Update: This is another planet shader, with more physical fidelity.
Shader "Planet" {
Properties {
_MainTex ("Diffuse(RGB) Spec(A)", 2D) = "white" {}
_BumpMap ("Bumpmap", 2D) = "bump" {}
_RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0)
_RimPower ("Rim Power", Range(0.5,8.0)) = 3.0
_SpecColor ("Specular Color", Color) = (0.5,0.5,0.5,1)
_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
}
SubShader {
Tags { "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf SimpleSpecular
float _Shininess;
half4 LightingSimpleSpecular (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) {
half3 h = normalize (lightDir + viewDir);
half diff = max (0, dot (s.Normal, lightDir));
float nh = max (0, dot (s.Normal, h));
float spec = pow (nh, 48.0);
half4 c;
c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec * s.Alpha * _Shininess * _SpecColor) * (atten * 2);
c.a = s.Alpha;
return c;
}
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float3 viewDir;
};
sampler2D _MainTex;
sampler2D _BumpMap;
float4 _RimColor;
float _RimPower;
void surf (Input IN, inout SurfaceOutput o) {
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * pow (rim, _RimPower);
o.Alpha = tex2D (_MainTex, IN.uv_MainTex).a;
}
ENDCG
}
Fallback "Diffuse"
}
4 comments:
nice! (and simple!)
Loved your shader!! Thanks so much for posting it!
Thanks for the awesome shader,
works just as expected. :)
This shader works on the planet itself, so doesn't represent the atmosphere thickness. What would it require to modify this into a transparent shader to apply on a sphere (slightly larger than the Earth sphere) that would represent the atmosphere?
-- Tino
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