Repository: hmcGit/UniPixelPlanet Branch: main Commit: 2a819304d2ed Files: 603 Total size: 2.5 MB Directory structure: gitextract_9evw5t0x/ ├── .gitignore ├── Assets/ │ ├── ColorGradientPicker/ │ │ ├── HowToUse.pdf.meta │ │ ├── Prefabs/ │ │ │ ├── ColorPicker.prefab │ │ │ ├── ColorPicker.prefab.meta │ │ │ ├── GradientPicker.prefab │ │ │ └── GradientPicker.prefab.meta │ │ ├── Prefabs.meta │ │ ├── SampleSceneAssets/ │ │ │ ├── ColorPickerExampleScript.cs │ │ │ ├── ColorPickerExampleScript.cs.meta │ │ │ ├── Example.unity │ │ │ ├── Example.unity.meta │ │ │ ├── GradientPickerExample.cs │ │ │ └── GradientPickerExample.cs.meta │ │ ├── SampleSceneAssets.meta │ │ ├── Scripts/ │ │ │ ├── ColorPicker.cs │ │ │ ├── ColorPicker.cs.meta │ │ │ ├── DragWindowCntrl.cs │ │ │ ├── DragWindowCntrl.cs.meta │ │ │ ├── GradientPicker.cs │ │ │ └── GradientPicker.cs.meta │ │ ├── Scripts.meta │ │ ├── Textures/ │ │ │ ├── Colortransition.png.meta │ │ │ ├── Tranparence.png.meta │ │ │ ├── WhiteAlpha.png.meta │ │ │ └── WhiteArrow.png.meta │ │ └── Textures.meta │ ├── ColorGradientPicker.meta │ ├── Fonts/ │ │ └── slkscr.ttf.meta │ ├── Fonts.meta │ ├── Images/ │ │ ├── btn1.png.meta │ │ └── btn2.png.meta │ ├── Images.meta │ ├── NewShaderVariants.shadervariants │ ├── NewShaderVariants.shadervariants.meta │ ├── Planets/ │ │ ├── Asteroids/ │ │ │ ├── Asteroid.cs │ │ │ ├── Asteroid.cs.meta │ │ │ ├── Asteroid.mat │ │ │ ├── Asteroid.mat.meta │ │ │ ├── Asteroid.shader │ │ │ └── Asteroid.shader.meta │ │ ├── Asteroids.meta │ │ ├── DryTerran/ │ │ │ ├── DryTerran.cs │ │ │ ├── DryTerran.cs.meta │ │ │ ├── DryTerran.mat │ │ │ ├── DryTerran.mat.meta │ │ │ ├── DryTerran.shader │ │ │ └── DryTerran.shader.meta │ │ ├── DryTerran.meta │ │ ├── GasPlanet/ │ │ │ ├── GasPlanet.cs │ │ │ ├── GasPlanet.cs.meta │ │ │ ├── GasPlanet.mat │ │ │ ├── GasPlanet.mat.meta │ │ │ ├── GasPlanet.shader │ │ │ ├── GasPlanet.shader.meta │ │ │ ├── GasPlanet2.mat │ │ │ └── GasPlanet2.mat.meta │ │ ├── GasPlanet.meta │ │ ├── GasPlanetLayers/ │ │ │ ├── GasLayers.cs │ │ │ ├── GasLayers.cs.meta │ │ │ ├── GasLayers.mat │ │ │ ├── GasLayers.mat.meta │ │ │ ├── GasLayers.shader │ │ │ ├── GasLayers.shader.meta │ │ │ ├── Ring.mat │ │ │ ├── Ring.mat.meta │ │ │ ├── Ring.shader │ │ │ └── Ring.shader.meta │ │ ├── GasPlanetLayers.meta │ │ ├── IceWorld/ │ │ │ ├── IceClouds.mat │ │ │ ├── IceClouds.mat.meta │ │ │ ├── IceClouds.shader │ │ │ ├── IceClouds.shader.meta │ │ │ ├── IcePlanetUnder.mat │ │ │ ├── IcePlanetUnder.mat.meta │ │ │ ├── IcePlanetUnder.shader │ │ │ ├── IcePlanetUnder.shader.meta │ │ │ ├── IceWorld.cs │ │ │ ├── IceWorld.cs.meta │ │ │ ├── Lakes.mat │ │ │ ├── Lakes.mat.meta │ │ │ ├── Lakes.shader │ │ │ └── Lakes.shader.meta │ │ ├── IceWorld.meta │ │ ├── LandMasses/ │ │ │ ├── Clouds.mat │ │ │ ├── Clouds.mat.meta │ │ │ ├── Clouds.shader │ │ │ ├── Clouds.shader.meta │ │ │ ├── LandMasses.cs │ │ │ ├── LandMasses.cs.meta │ │ │ ├── PlanetLandMass.mat │ │ │ ├── PlanetLandMass.mat.meta │ │ │ ├── PlanetLandMass.shader │ │ │ ├── PlanetLandMass.shader.meta │ │ │ ├── PlanetUnder.mat │ │ │ ├── PlanetUnder.mat.meta │ │ │ ├── PlanetUnder.shader │ │ │ └── PlanetUnder.shader.meta │ │ ├── LandMasses.meta │ │ ├── LavaWorld/ │ │ │ ├── LavaCraters.mat │ │ │ ├── LavaCraters.mat.meta │ │ │ ├── LavaCraters.shader │ │ │ ├── LavaCraters.shader.meta │ │ │ ├── LavaPlanetUnder.mat │ │ │ ├── LavaPlanetUnder.mat.meta │ │ │ ├── LavaPlanetUnder.shader │ │ │ ├── LavaPlanetUnder.shader.meta │ │ │ ├── LavaRivers.mat │ │ │ ├── LavaRivers.mat.meta │ │ │ ├── LavaRivers.shader │ │ │ ├── LavaRivers.shader.meta │ │ │ ├── LavaWorld.cs │ │ │ └── LavaWorld.cs.meta │ │ ├── LavaWorld.meta │ │ ├── Misc/ │ │ │ ├── BG.mat │ │ │ ├── BG.mat.meta │ │ │ ├── BG.shader │ │ │ ├── BG.shader.meta │ │ │ ├── BG2.mat │ │ │ ├── BG2.mat.meta │ │ │ ├── BG2.shader │ │ │ ├── BG2.shader.meta │ │ │ ├── icon.png.meta │ │ │ ├── particle_starts.mat │ │ │ ├── particle_starts.mat.meta │ │ │ └── stars.png.meta │ │ ├── Misc.meta │ │ ├── NoAtmosphere/ │ │ │ ├── Craters.mat │ │ │ ├── Craters.mat.meta │ │ │ ├── Craters.shader │ │ │ ├── Craters.shader.meta │ │ │ ├── NoAtmosphere.cs │ │ │ ├── NoAtmosphere.cs.meta │ │ │ ├── NoAtmosphere.mat │ │ │ ├── NoAtmosphere.mat.meta │ │ │ ├── NoAtmosphere.shader │ │ │ └── NoAtmosphere.shader.meta │ │ ├── NoAtmosphere.meta │ │ ├── Prefabs/ │ │ │ ├── Asteroids.prefab │ │ │ ├── Asteroids.prefab.meta │ │ │ ├── BG_star.prefab │ │ │ ├── BG_star.prefab.meta │ │ │ ├── DryTerran.prefab │ │ │ ├── DryTerran.prefab.meta │ │ │ ├── GasPlanet.prefab │ │ │ ├── GasPlanet.prefab.meta │ │ │ ├── GasPlanetLayers.prefab │ │ │ ├── GasPlanetLayers.prefab.meta │ │ │ ├── IceWorld.prefab │ │ │ ├── IceWorld.prefab.meta │ │ │ ├── Island.prefab │ │ │ ├── Island.prefab.meta │ │ │ ├── LandRivers.prefab │ │ │ ├── LandRivers.prefab.meta │ │ │ ├── LavaWorld.prefab │ │ │ ├── LavaWorld.prefab.meta │ │ │ ├── NoAtmosphere.prefab │ │ │ ├── NoAtmosphere.prefab.meta │ │ │ ├── Star.prefab │ │ │ ├── Star.prefab.meta │ │ │ ├── colorButton.prefab │ │ │ └── colorButton.prefab.meta │ │ ├── Prefabs.meta │ │ ├── Rivers/ │ │ │ ├── CloudsRiver.mat │ │ │ ├── CloudsRiver.mat.meta │ │ │ ├── LandRivers.cs │ │ │ ├── LandRivers.cs.meta │ │ │ ├── LandRivers.mat │ │ │ ├── LandRivers.mat.meta │ │ │ ├── LandRivers.shader │ │ │ └── LandRivers.shader.meta │ │ ├── Rivers.meta │ │ ├── Scripts/ │ │ │ ├── ColorChooserButton.cs │ │ │ ├── ColorChooserButton.cs.meta │ │ │ ├── ColorUtil.cs │ │ │ ├── ColorUtil.cs.meta │ │ │ ├── ExportControl.cs │ │ │ ├── ExportControl.cs.meta │ │ │ ├── GradientTextureGenerate.cs │ │ │ ├── GradientTextureGenerate.cs.meta │ │ │ ├── GradientTextureMultiGenerate.cs │ │ │ ├── GradientTextureMultiGenerate.cs.meta │ │ │ ├── IPlanet.cs │ │ │ ├── IPlanet.cs.meta │ │ │ ├── MaterialSave.cs │ │ │ ├── MaterialSave.cs.meta │ │ │ ├── PlanetControl.cs │ │ │ ├── PlanetControl.cs.meta │ │ │ ├── ShaderProperties.cs │ │ │ └── ShaderProperties.cs.meta │ │ ├── Scripts.meta │ │ ├── Stars/ │ │ │ ├── Star.mat │ │ │ ├── Star.mat.meta │ │ │ ├── Star.shader │ │ │ ├── Star.shader.meta │ │ │ ├── StarBlobs.mat │ │ │ ├── StarBlobs.mat.meta │ │ │ ├── StarBlobs.shader │ │ │ ├── StarBlobs.shader.meta │ │ │ ├── StarFlares.mat │ │ │ ├── StarFlares.mat.meta │ │ │ ├── StarFlares.shader │ │ │ ├── StarFlares.shader.meta │ │ │ ├── Stars.cs │ │ │ └── Stars.cs.meta │ │ ├── Stars.meta │ │ ├── cginc/ │ │ │ ├── hlmod.cginc │ │ │ └── hlmod.cginc.meta │ │ └── cginc.meta │ ├── Planets.meta │ ├── Plugins/ │ │ └── Editor.meta │ ├── Plugins.meta │ ├── Scenes/ │ │ ├── SampleScene.unity │ │ └── SampleScene.unity.meta │ ├── Scenes.meta │ ├── SimplePixelUI/ │ │ ├── ExamleScene.unity │ │ ├── ExamleScene.unity.meta │ │ ├── artwork/ │ │ │ ├── colorCustomizible/ │ │ │ │ ├── rounded/ │ │ │ │ │ ├── Background_CC_rounded.png.meta │ │ │ │ │ ├── InputField_CC.png.meta │ │ │ │ │ ├── Slot3D_rounded_CC.png.meta │ │ │ │ │ ├── Slot_rounded_CC.png.meta │ │ │ │ │ ├── bar_rounded_CC_Vertical.png.meta │ │ │ │ │ ├── bar_rounded_CC_horizontal.png.meta │ │ │ │ │ ├── border_Rounded_CC.png.meta │ │ │ │ │ ├── buttons/ │ │ │ │ │ │ ├── button2_rounded_CC.png.meta │ │ │ │ │ │ └── button_rounded_CC.png.meta │ │ │ │ │ └── buttons.meta │ │ │ │ ├── rounded.meta │ │ │ │ ├── square/ │ │ │ │ │ ├── Buttons/ │ │ │ │ │ │ ├── button_1.png.meta │ │ │ │ │ │ ├── button_2.png.meta │ │ │ │ │ │ ├── button_small_1.png.meta │ │ │ │ │ │ └── button_small_2.png.meta │ │ │ │ │ ├── Buttons.meta │ │ │ │ │ ├── background.png.meta │ │ │ │ │ ├── border.png.meta │ │ │ │ │ ├── health_Bar_Vertical.png.meta │ │ │ │ │ ├── health_bar.png.meta │ │ │ │ │ ├── scroll_horizontal/ │ │ │ │ │ │ ├── Background.png.meta │ │ │ │ │ │ └── handle.png.meta │ │ │ │ │ ├── scroll_horizontal.meta │ │ │ │ │ ├── scroll_vertical/ │ │ │ │ │ │ ├── background.png.meta │ │ │ │ │ │ └── handle.png.meta │ │ │ │ │ ├── scroll_vertical.meta │ │ │ │ │ ├── slot.png.meta │ │ │ │ │ └── slot3D.png.meta │ │ │ │ └── square.meta │ │ │ ├── colorCustomizible.meta │ │ │ ├── gray/ │ │ │ │ ├── rounded/ │ │ │ │ │ ├── Background_GB_rounded.png.meta │ │ │ │ │ ├── InputField_Rounded_GB.png.meta │ │ │ │ │ ├── Slot3D_rounded_GB.png.meta │ │ │ │ │ ├── Slot_rounded_GB.png.meta │ │ │ │ │ ├── border_Rounded_GB.png.meta │ │ │ │ │ ├── buttons/ │ │ │ │ │ │ ├── button2_rounded_GB.png.meta │ │ │ │ │ │ └── button_rounded_GB.png.meta │ │ │ │ │ ├── buttons.meta │ │ │ │ │ └── off_rounded.png.meta │ │ │ │ ├── rounded.meta │ │ │ │ ├── square/ │ │ │ │ │ ├── Buttons/ │ │ │ │ │ │ ├── button_1.png.meta │ │ │ │ │ │ ├── button_2.png.meta │ │ │ │ │ │ ├── button_small_1.png.meta │ │ │ │ │ │ └── button_small_2.png.meta │ │ │ │ │ ├── Buttons.meta │ │ │ │ │ ├── InputField.png.meta │ │ │ │ │ ├── background.png.meta │ │ │ │ │ ├── border.png.meta │ │ │ │ │ ├── slot.png.meta │ │ │ │ │ └── slot3D.png.meta │ │ │ │ └── square.meta │ │ │ ├── gray.meta │ │ │ ├── halfcustomizible/ │ │ │ │ ├── rounded/ │ │ │ │ │ ├── Background_HCC_rounded.png.meta │ │ │ │ │ ├── InputField_Rounded_HCC.png.meta │ │ │ │ │ ├── Slot3D_rounded_HCC.png.meta │ │ │ │ │ ├── Slot_rounded_HCC.png.meta │ │ │ │ │ ├── bar_rounded_HCC_Vertical.png.meta │ │ │ │ │ ├── bar_rounded_HCC_horizontal.png.meta │ │ │ │ │ ├── border_Rounded_HCC.png.meta │ │ │ │ │ ├── buttons/ │ │ │ │ │ │ ├── button2_rounded_HCC.png.meta │ │ │ │ │ │ └── button_rounded_HCC.png.meta │ │ │ │ │ └── buttons.meta │ │ │ │ ├── rounded.meta │ │ │ │ ├── square/ │ │ │ │ │ ├── Background.png.meta │ │ │ │ │ ├── Border.png.meta │ │ │ │ │ ├── Buttons/ │ │ │ │ │ │ ├── button_1.png.meta │ │ │ │ │ │ ├── button_2.png.meta │ │ │ │ │ │ ├── button_small_1.png.meta │ │ │ │ │ │ └── button_small_2.png.meta │ │ │ │ │ ├── Buttons.meta │ │ │ │ │ ├── InputField.png.meta │ │ │ │ │ ├── Slider/ │ │ │ │ │ │ ├── background.png.meta │ │ │ │ │ │ ├── background_Vertical.png.meta │ │ │ │ │ │ ├── filled.png.meta │ │ │ │ │ │ ├── filled_vertical.png.meta │ │ │ │ │ │ └── handle.png.meta │ │ │ │ │ ├── Slider.meta │ │ │ │ │ ├── Slider2/ │ │ │ │ │ │ ├── background_background.png.meta │ │ │ │ │ │ ├── background_vertical.png.meta │ │ │ │ │ │ ├── filled_Vertical.png.meta │ │ │ │ │ │ ├── filled_horizontal.png.meta │ │ │ │ │ │ └── handle.png.meta │ │ │ │ │ ├── Slider2.meta │ │ │ │ │ ├── Slider3/ │ │ │ │ │ │ ├── Background_vertical.png.meta │ │ │ │ │ │ ├── background_horizontal.png.meta │ │ │ │ │ │ ├── filled_horizontal.png.meta │ │ │ │ │ │ ├── filled_vertical.png.meta │ │ │ │ │ │ └── handle.png.meta │ │ │ │ │ ├── Slider3.meta │ │ │ │ │ ├── Slot.png.meta │ │ │ │ │ ├── Slot3D.png.meta │ │ │ │ │ ├── health_Bar_vertical.png.meta │ │ │ │ │ ├── health_bar.png.meta │ │ │ │ │ ├── toogle/ │ │ │ │ │ │ ├── off.png.meta │ │ │ │ │ │ ├── off2.png.meta │ │ │ │ │ │ ├── on 1.png.meta │ │ │ │ │ │ ├── on2.png.meta │ │ │ │ │ │ └── on3.png.meta │ │ │ │ │ └── toogle.meta │ │ │ │ └── square.meta │ │ │ ├── halfcustomizible.meta │ │ │ ├── icons/ │ │ │ │ ├── icons_color_customizible.png.meta │ │ │ │ ├── isons_black.png.meta │ │ │ │ ├── locked.png.meta │ │ │ │ └── locked_white.png.meta │ │ │ └── icons.meta │ │ ├── artwork.meta │ │ ├── fonts/ │ │ │ ├── Font1/ │ │ │ │ ├── license.txt │ │ │ │ ├── license.txt.meta │ │ │ │ ├── pixelfont.ttf.meta │ │ │ │ ├── readme.txt │ │ │ │ └── readme.txt.meta │ │ │ ├── Font1.meta │ │ │ ├── Font2/ │ │ │ │ ├── license.txt │ │ │ │ ├── license.txt.meta │ │ │ │ ├── pixelfont2.ttf.meta │ │ │ │ ├── readme.txt │ │ │ │ └── readme.txt.meta │ │ │ └── Font2.meta │ │ ├── fonts.meta │ │ ├── prefabs/ │ │ │ ├── Gray_black/ │ │ │ │ ├── rounded/ │ │ │ │ │ ├── InputField.prefab │ │ │ │ │ ├── InputField.prefab.meta │ │ │ │ │ ├── Inventory.prefab │ │ │ │ │ ├── Inventory.prefab.meta │ │ │ │ │ ├── background.prefab │ │ │ │ │ ├── background.prefab.meta │ │ │ │ │ ├── border.prefab │ │ │ │ │ ├── border.prefab.meta │ │ │ │ │ ├── buttons/ │ │ │ │ │ │ ├── button_1.prefab │ │ │ │ │ │ ├── button_1.prefab.meta │ │ │ │ │ │ ├── button_2.prefab │ │ │ │ │ │ └── button_2.prefab.meta │ │ │ │ │ └── buttons.meta │ │ │ │ ├── rounded.meta │ │ │ │ ├── square/ │ │ │ │ │ ├── InputField.prefab │ │ │ │ │ ├── InputField.prefab.meta │ │ │ │ │ ├── Inventory.prefab │ │ │ │ │ ├── Inventory.prefab.meta │ │ │ │ │ ├── background.prefab │ │ │ │ │ ├── background.prefab.meta │ │ │ │ │ ├── border.prefab │ │ │ │ │ ├── border.prefab.meta │ │ │ │ │ ├── buttons/ │ │ │ │ │ │ ├── button_1.prefab │ │ │ │ │ │ ├── button_1.prefab.meta │ │ │ │ │ │ ├── button_2.prefab │ │ │ │ │ │ ├── button_2.prefab.meta │ │ │ │ │ │ ├── button_small_1.prefab │ │ │ │ │ │ ├── button_small_1.prefab.meta │ │ │ │ │ │ ├── button_small_2.prefab │ │ │ │ │ │ └── button_small_2.prefab.meta │ │ │ │ │ ├── buttons.meta │ │ │ │ │ ├── icon.prefab │ │ │ │ │ └── icon.prefab.meta │ │ │ │ └── square.meta │ │ │ ├── Gray_black.meta │ │ │ ├── Half_color_customizible/ │ │ │ │ ├── rounded/ │ │ │ │ │ ├── Border.prefab │ │ │ │ │ ├── Border.prefab.meta │ │ │ │ │ ├── Inventory.prefab │ │ │ │ │ ├── Inventory.prefab.meta │ │ │ │ │ ├── Toggle.prefab │ │ │ │ │ ├── Toggle.prefab.meta │ │ │ │ │ ├── backgroundHalfCustom.prefab │ │ │ │ │ ├── backgroundHalfCustom.prefab.meta │ │ │ │ │ ├── buttons/ │ │ │ │ │ │ ├── button_1.prefab │ │ │ │ │ │ ├── button_1.prefab.meta │ │ │ │ │ │ ├── button_2.prefab │ │ │ │ │ │ └── button_2.prefab.meta │ │ │ │ │ ├── buttons.meta │ │ │ │ │ ├── health_bar_rounded/ │ │ │ │ │ │ ├── HealthBar_BT.prefab │ │ │ │ │ │ ├── HealthBar_BT.prefab.meta │ │ │ │ │ │ ├── HealthBar_LR.prefab │ │ │ │ │ │ ├── HealthBar_LR.prefab.meta │ │ │ │ │ │ ├── HealthBar_RL.prefab │ │ │ │ │ │ ├── HealthBar_RL.prefab.meta │ │ │ │ │ │ ├── HealthBar_TB.prefab │ │ │ │ │ │ └── HealthBar_TB.prefab.meta │ │ │ │ │ └── health_bar_rounded.meta │ │ │ │ ├── rounded.meta │ │ │ │ ├── square/ │ │ │ │ │ ├── Border.prefab │ │ │ │ │ ├── Border.prefab.meta │ │ │ │ │ ├── Health_bar/ │ │ │ │ │ │ ├── HealthBar_BT.prefab │ │ │ │ │ │ ├── HealthBar_BT.prefab.meta │ │ │ │ │ │ ├── HealthBar_RL .prefab │ │ │ │ │ │ ├── HealthBar_RL .prefab.meta │ │ │ │ │ │ ├── HealthBar_RL 1.prefab │ │ │ │ │ │ ├── HealthBar_RL 1.prefab.meta │ │ │ │ │ │ ├── HealthBar_TB 1.prefab │ │ │ │ │ │ └── HealthBar_TB 1.prefab.meta │ │ │ │ │ ├── Health_bar.meta │ │ │ │ │ ├── Inventory.prefab │ │ │ │ │ ├── Inventory.prefab.meta │ │ │ │ │ ├── ScrollBar/ │ │ │ │ │ │ ├── Scrollbar.prefab │ │ │ │ │ │ ├── Scrollbar.prefab.meta │ │ │ │ │ │ ├── ScrollbarBT.prefab │ │ │ │ │ │ ├── ScrollbarBT.prefab.meta │ │ │ │ │ │ ├── ScrollbarLR.prefab │ │ │ │ │ │ ├── ScrollbarLR.prefab.meta │ │ │ │ │ │ ├── ScrollbarTB.prefab │ │ │ │ │ │ └── ScrollbarTB.prefab.meta │ │ │ │ │ ├── ScrollBar.meta │ │ │ │ │ ├── Slider/ │ │ │ │ │ │ ├── SliderBT.prefab │ │ │ │ │ │ ├── SliderBT.prefab.meta │ │ │ │ │ │ ├── SliderLR.prefab │ │ │ │ │ │ ├── SliderLR.prefab.meta │ │ │ │ │ │ ├── SliderRL.prefab │ │ │ │ │ │ ├── SliderRL.prefab.meta │ │ │ │ │ │ ├── SliderTB.prefab │ │ │ │ │ │ └── SliderTB.prefab.meta │ │ │ │ │ ├── Slider 2/ │ │ │ │ │ │ ├── Slider 2 BT.prefab │ │ │ │ │ │ ├── Slider 2 BT.prefab.meta │ │ │ │ │ │ ├── Slider 2 LR.prefab │ │ │ │ │ │ ├── Slider 2 LR.prefab.meta │ │ │ │ │ │ ├── Slider 2 RL.prefab │ │ │ │ │ │ ├── Slider 2 RL.prefab.meta │ │ │ │ │ │ ├── Slider 2 TB.prefab │ │ │ │ │ │ └── Slider 2 TB.prefab.meta │ │ │ │ │ ├── Slider 2.meta │ │ │ │ │ ├── Slider.meta │ │ │ │ │ ├── Toggle.prefab │ │ │ │ │ ├── Toggle.prefab.meta │ │ │ │ │ ├── backgroundHalfCustom.prefab │ │ │ │ │ ├── backgroundHalfCustom.prefab.meta │ │ │ │ │ ├── buttons/ │ │ │ │ │ │ ├── button_1.prefab │ │ │ │ │ │ ├── button_1.prefab.meta │ │ │ │ │ │ ├── button_2.prefab │ │ │ │ │ │ ├── button_2.prefab.meta │ │ │ │ │ │ ├── button_small_1.prefab │ │ │ │ │ │ ├── button_small_1.prefab.meta │ │ │ │ │ │ ├── button_small_2.prefab │ │ │ │ │ │ └── button_small_2.prefab.meta │ │ │ │ │ ├── buttons.meta │ │ │ │ │ ├── slider3/ │ │ │ │ │ │ ├── SliderBT.prefab │ │ │ │ │ │ ├── SliderBT.prefab.meta │ │ │ │ │ │ ├── SliderLR.prefab │ │ │ │ │ │ ├── SliderLR.prefab.meta │ │ │ │ │ │ ├── SliderRL.prefab │ │ │ │ │ │ ├── SliderRL.prefab.meta │ │ │ │ │ │ ├── SliderTB.prefab │ │ │ │ │ │ └── SliderTB.prefab.meta │ │ │ │ │ └── slider3.meta │ │ │ │ └── square.meta │ │ │ ├── Half_color_customizible.meta │ │ │ ├── color_customizible/ │ │ │ │ ├── rounded/ │ │ │ │ │ ├── Border.prefab │ │ │ │ │ ├── Border.prefab.meta │ │ │ │ │ ├── Inventory.prefab │ │ │ │ │ ├── Inventory.prefab.meta │ │ │ │ │ ├── backgroundCustom.prefab │ │ │ │ │ ├── backgroundCustom.prefab.meta │ │ │ │ │ ├── buttons/ │ │ │ │ │ │ ├── button_1.prefab │ │ │ │ │ │ ├── button_1.prefab.meta │ │ │ │ │ │ ├── button_2.prefab │ │ │ │ │ │ └── button_2.prefab.meta │ │ │ │ │ ├── buttons.meta │ │ │ │ │ ├── health_bar_rounded 1/ │ │ │ │ │ │ ├── HealthBar_BT.prefab │ │ │ │ │ │ ├── HealthBar_BT.prefab.meta │ │ │ │ │ │ ├── HealthBar_LR.prefab │ │ │ │ │ │ ├── HealthBar_LR.prefab.meta │ │ │ │ │ │ ├── HealthBar_RL.prefab │ │ │ │ │ │ ├── HealthBar_RL.prefab.meta │ │ │ │ │ │ ├── HealthBar_TB.prefab │ │ │ │ │ │ └── HealthBar_TB.prefab.meta │ │ │ │ │ └── health_bar_rounded 1.meta │ │ │ │ ├── rounded.meta │ │ │ │ ├── square/ │ │ │ │ │ ├── Border.prefab │ │ │ │ │ ├── Border.prefab.meta │ │ │ │ │ ├── Inventory.prefab │ │ │ │ │ ├── Inventory.prefab.meta │ │ │ │ │ ├── backgroundCustom.prefab │ │ │ │ │ ├── backgroundCustom.prefab.meta │ │ │ │ │ ├── buttons/ │ │ │ │ │ │ ├── button_1.prefab │ │ │ │ │ │ ├── button_1.prefab.meta │ │ │ │ │ │ ├── button_2.prefab │ │ │ │ │ │ ├── button_2.prefab.meta │ │ │ │ │ │ ├── button_small_1.prefab │ │ │ │ │ │ ├── button_small_1.prefab.meta │ │ │ │ │ │ ├── button_small_2.prefab │ │ │ │ │ │ └── button_small_2.prefab.meta │ │ │ │ │ ├── buttons.meta │ │ │ │ │ ├── icon.prefab │ │ │ │ │ └── icon.prefab.meta │ │ │ │ └── square.meta │ │ │ └── color_customizible.meta │ │ ├── prefabs.meta │ │ ├── update 1.15/ │ │ │ ├── arrow_CC.png.meta │ │ │ ├── dropdown_CC.png.meta │ │ │ ├── dropdown_GB.png.meta │ │ │ ├── dropdown_HCC.png.meta │ │ │ ├── dropdown_rounded_CC.png.meta │ │ │ ├── dropdown_rounded_GB.png.meta │ │ │ ├── dropdown_rounded_HCC.png.meta │ │ │ ├── prefabs/ │ │ │ │ ├── Dropdown_CC.prefab │ │ │ │ ├── Dropdown_CC.prefab.meta │ │ │ │ ├── Dropdown_GB.prefab │ │ │ │ ├── Dropdown_GB.prefab.meta │ │ │ │ ├── Dropdown_HHC.prefab │ │ │ │ ├── Dropdown_HHC.prefab.meta │ │ │ │ ├── Dropdown_rounded_CC.prefab │ │ │ │ ├── Dropdown_rounded_CC.prefab.meta │ │ │ │ ├── Dropdown_rounded_GB.prefab │ │ │ │ ├── Dropdown_rounded_GB.prefab.meta │ │ │ │ ├── Dropdown_rounded_HHC.prefab │ │ │ │ └── Dropdown_rounded_HHC.prefab.meta │ │ │ └── prefabs.meta │ │ └── update 1.15.meta │ ├── SimplePixelUI.meta │ ├── StandaloneFileBrowser/ │ │ ├── IStandaloneFileBrowser.cs │ │ ├── IStandaloneFileBrowser.cs.meta │ │ ├── Plugins/ │ │ │ ├── Linux/ │ │ │ │ ├── x86_64/ │ │ │ │ │ └── libStandaloneFileBrowser.so.meta │ │ │ │ └── x86_64.meta │ │ │ ├── Linux.meta │ │ │ ├── Ookii.Dialogs.dll.meta │ │ │ ├── StandaloneFileBrowser.bundle/ │ │ │ │ ├── Contents/ │ │ │ │ │ ├── Info.plist │ │ │ │ │ ├── Info.plist.meta │ │ │ │ │ ├── MacOS/ │ │ │ │ │ │ ├── StandaloneFileBrowser │ │ │ │ │ │ └── StandaloneFileBrowser.meta │ │ │ │ │ └── MacOS.meta │ │ │ │ └── Contents.meta │ │ │ ├── StandaloneFileBrowser.bundle.meta │ │ │ ├── StandaloneFileBrowser.jslib │ │ │ ├── StandaloneFileBrowser.jslib.meta │ │ │ └── System.Windows.Forms.dll.meta │ │ ├── Plugins.meta │ │ ├── Sample/ │ │ │ ├── BasicSample.cs │ │ │ ├── BasicSample.cs.meta │ │ │ ├── BasicSampleScene.unity │ │ │ ├── BasicSampleScene.unity.meta │ │ │ ├── CanvasSampleOpenFileImage.cs │ │ │ ├── CanvasSampleOpenFileImage.cs.meta │ │ │ ├── CanvasSampleOpenFileText.cs │ │ │ ├── CanvasSampleOpenFileText.cs.meta │ │ │ ├── CanvasSampleOpenFileTextMultiple.cs │ │ │ ├── CanvasSampleOpenFileTextMultiple.cs.meta │ │ │ ├── CanvasSampleSaveFileImage.cs │ │ │ ├── CanvasSampleSaveFileImage.cs.meta │ │ │ ├── CanvasSampleSaveFileText.cs │ │ │ ├── CanvasSampleSaveFileText.cs.meta │ │ │ ├── CanvasSampleScene.unity │ │ │ └── CanvasSampleScene.unity.meta │ │ ├── Sample.meta │ │ ├── StandaloneFileBrowser.cs │ │ ├── StandaloneFileBrowser.cs.meta │ │ ├── StandaloneFileBrowserEditor.cs │ │ ├── StandaloneFileBrowserEditor.cs.meta │ │ ├── StandaloneFileBrowserLinux.cs │ │ ├── StandaloneFileBrowserLinux.cs.meta │ │ ├── StandaloneFileBrowserMac.cs │ │ ├── StandaloneFileBrowserMac.cs.meta │ │ ├── StandaloneFileBrowserWindows.cs │ │ └── StandaloneFileBrowserWindows.cs.meta │ ├── StandaloneFileBrowser.meta │ ├── UniversalRenderPipelineAsset.asset │ ├── UniversalRenderPipelineAsset.asset.meta │ ├── UniversalRenderPipelineAsset_Renderer.asset │ ├── UniversalRenderPipelineAsset_Renderer.asset.meta │ ├── UniversalRenderPipelineGlobalSettings.asset │ └── UniversalRenderPipelineGlobalSettings.asset.meta ├── LICENSE ├── Packages/ │ ├── manifest.json │ └── packages-lock.json ├── ProjectSettings/ │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── MemorySettings.asset │ ├── NavMeshAreas.asset │ ├── NetworkManager.asset │ ├── PackageManagerSettings.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── SceneTemplateSettings.json │ ├── ShaderGraphSettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── URPProjectSettings.asset │ ├── UnityConnectSettings.asset │ ├── VFXManager.asset │ ├── VersionControlSettings.asset │ └── XRSettings.asset ├── README.md └── UserSettings/ ├── EditorUserSettings.asset └── Search.settings ================================================ FILE CONTENTS ================================================ ================================================ FILE: .gitignore ================================================ [Ll]ibrary/ [Tt]emp/ [Oo]bj/ [Bb]uild/ [Bb]uilds/ Assets/AssetStoreTools* # Visual Studio cache directory .vs/ # Autogenerated VS/MD/Consulo solution and project files ExportedObj/ .consulo/ *.csproj *.unityproj *.sln *.suo *.tmp *.user *.userprefs *.pidb *.booproj 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================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; public class GradientPickerExample : MonoBehaviour { private Renderer r; private Gradient myGradient; void Start() { r = GetComponent(); r.sharedMaterial = r.material; myGradient = new Gradient(); } private void Update() { r.sharedMaterial.color = myGradient.Evaluate(0.5f + Mathf.Sin(Time.time * 2f) * 0.5f); } public void ChooseGradientButtonClick() { GradientPicker.Create(myGradient, "Choose the sphere's color!", SetGradient, GradientFinished); } private void SetGradient(Gradient currentGradient) { myGradient = currentGradient; } private void GradientFinished(Gradient finishedGradient) { Debug.Log("You chose a Gradient with " + finishedGradient.colorKeys.Length + " Color keys"); } } ================================================ FILE: Assets/ColorGradientPicker/SampleSceneAssets/GradientPickerExample.cs.meta ================================================ fileFormatVersion: 2 guid: a3df09331f67e70419d45395e39b88c5 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/ColorGradientPicker/SampleSceneAssets.meta ================================================ fileFormatVersion: 2 guid: e3a85a5b114bab34cb95775689a2fae2 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/ColorGradientPicker/Scripts/ColorPicker.cs ================================================ using System; using UnityEngine; using UnityEngine.UI; public class ColorPicker : MonoBehaviour { /// /// Event that gets called by the ColorPicker /// /// received Color public delegate void ColorEvent(Color c); private static ColorPicker instance; /// /// True when the ColorPicker is closed /// public static bool done = true; //onColorChanged event private static ColorEvent onCC; //onColorSelected event private static ColorEvent onCS; //Color before editing private static Color32 originalColor; //current Color private static Color32 modifiedColor; private static HSV modifiedHsv; //useAlpha bool private static bool useA; private bool interact; // these can only work with the prefab and its children public RectTransform positionIndicator; public Slider mainComponent; public Slider rComponent; public Slider gComponent; public Slider bComponent; public Slider aComponent; public InputField hexaComponent; public RawImage colorComponent; private void Awake() { instance = this; gameObject.SetActive(false); } /// /// Creates a new Colorpicker /// /// Color before editing /// Display message /// Event that gets called when the color gets modified /// Event that gets called when one of the buttons done or cancel get pressed /// When set to false the colors used don't have an alpha channel /// /// False if the instance is already running /// public static bool Create(Color original, string message, ColorEvent onColorChanged, ColorEvent onColorSelected, bool useAlpha = false) { if(instance is null) { Debug.LogError("No Colorpicker prefab active on 'Start' in scene"); return false; } if(done) { done = false; originalColor = original; modifiedColor = original; onCC = onColorChanged; onCS = onColorSelected; useA = useAlpha; instance.gameObject.SetActive(true); instance.transform.GetChild(0).GetChild(0).GetComponent().text = message; instance.aComponent.gameObject.SetActive(useAlpha); instance.RecalculateMenu(true); instance.hexaComponent.placeholder.GetComponent().text = "RRGGBB" + (useAlpha ? "AA" : ""); return true; } else { Done(); return false; } } //called when color is modified, to update other UI components private void RecalculateMenu(bool recalculateHSV) { interact = false; if(recalculateHSV) { modifiedHsv = new HSV(modifiedColor); } else { modifiedColor = modifiedHsv.ToColor(); } rComponent.value = modifiedColor.r; rComponent.transform.GetChild(3).GetComponent().text = modifiedColor.r.ToString(); gComponent.value = modifiedColor.g; gComponent.transform.GetChild(3).GetComponent().text = modifiedColor.g.ToString(); bComponent.value = modifiedColor.b; bComponent.transform.GetChild(3).GetComponent().text = modifiedColor.b.ToString(); if (useA) { aComponent.value = modifiedColor.a; aComponent.transform.GetChild(3).GetComponent().text = modifiedColor.a.ToString(); } mainComponent.value = (float)modifiedHsv.H; rComponent.transform.GetChild(0).GetComponent().color = new Color32(255, modifiedColor.g, modifiedColor.b, 255); rComponent.transform.GetChild(0).GetChild(0).GetComponent().color = new Color32(0, modifiedColor.g, modifiedColor.b, 255); gComponent.transform.GetChild(0).GetComponent().color = new Color32(modifiedColor.r, 255, modifiedColor.b, 255); gComponent.transform.GetChild(0).GetChild(0).GetComponent().color = new Color32(modifiedColor.r, 0, modifiedColor.b, 255); bComponent.transform.GetChild(0).GetComponent().color = new Color32(modifiedColor.r, modifiedColor.g, 255, 255); bComponent.transform.GetChild(0).GetChild(0).GetComponent().color = new Color32(modifiedColor.r, modifiedColor.g, 0, 255); if (useA) aComponent.transform.GetChild(0).GetChild(0).GetComponent().color = new Color32(modifiedColor.r, modifiedColor.g, modifiedColor.b, 255); positionIndicator.parent.GetChild(0).GetComponent().color = new HSV(modifiedHsv.H, 1d, 1d).ToColor(); positionIndicator.anchorMin = new Vector2((float)modifiedHsv.S, (float)modifiedHsv.V); positionIndicator.anchorMax = positionIndicator.anchorMin; hexaComponent.text = useA ? ColorUtility.ToHtmlStringRGBA(modifiedColor) : ColorUtility.ToHtmlStringRGB(modifiedColor); colorComponent.color = modifiedColor; onCC?.Invoke(modifiedColor); interact = true; } //used by EventTrigger to calculate the chosen value in color box public void SetChooser() { RectTransformUtility.ScreenPointToLocalPointInRectangle(positionIndicator.parent as RectTransform, Input.mousePosition, GetComponentInParent().worldCamera, out Vector2 localpoint); localpoint = Rect.PointToNormalized((positionIndicator.parent as RectTransform).rect, localpoint); if (positionIndicator.anchorMin != localpoint) { positionIndicator.anchorMin = localpoint; positionIndicator.anchorMax = localpoint; modifiedHsv.S = localpoint.x; modifiedHsv.V = localpoint.y; RecalculateMenu(false); } } //gets main Slider value public void SetMain(float value) { if (interact) { modifiedHsv.H = value; RecalculateMenu(false); } } //gets r Slider value public void SetR(float value) { if (interact) { modifiedColor.r = (byte)value; RecalculateMenu(true); } } //gets r InputField value public void SetR(string value) { if(interact) { modifiedColor.r = (byte)Mathf.Clamp(int.Parse(value), 0, 255); RecalculateMenu(true); } } //gets g Slider value public void SetG(float value) { if(interact) { modifiedColor.g = (byte)value; RecalculateMenu(true); } } //gets g InputField value public void SetG(string value) { if (interact) { modifiedColor.g = (byte)Mathf.Clamp(int.Parse(value), 0, 255); RecalculateMenu(true); } } //gets b Slider value public void SetB(float value) { if (interact) { modifiedColor.b = (byte)value; RecalculateMenu(true); } } //gets b InputField value public void SetB(string value) { if (interact) { modifiedColor.b = (byte)Mathf.Clamp(int.Parse(value), 0, 255); RecalculateMenu(true); } } //gets a Slider value public void SetA(float value) { if (interact) { modifiedHsv.A = (byte)value; RecalculateMenu(false); } } //gets a InputField value public void SetA(string value) { if (interact) { modifiedHsv.A = (byte)Mathf.Clamp(int.Parse(value), 0, 255); RecalculateMenu(false); } } //gets hexa InputField value public void SetHexa(string value) { if (interact) { if (ColorUtility.TryParseHtmlString("#" + value, out Color c)) { if (!useA) c.a = 1; modifiedColor = c; RecalculateMenu(true); } else { hexaComponent.text = useA ? ColorUtility.ToHtmlStringRGBA(modifiedColor) : ColorUtility.ToHtmlStringRGB(modifiedColor); } } } //cancel button call public void CCancel() { Cancel(); } /// /// Manually cancel the ColorPicker and recover the default value /// public static void Cancel() { modifiedColor = originalColor; Done(); } //done button call public void CDone() { Done(); } /// /// Manually close the ColorPicker and apply the selected color /// public static void Done() { done = true; onCC?.Invoke(modifiedColor); onCS?.Invoke(modifiedColor); instance.transform.gameObject.SetActive(false); } //HSV helper class private sealed class HSV { public double H = 0, S = 1, V = 1; public byte A = 255; public HSV () { } public HSV (double h, double s, double v) { H = h; S = s; V = v; } public HSV (Color color) { float max = Mathf.Max(color.r, Mathf.Max(color.g, color.b)); float min = Mathf.Min(color.r, Mathf.Min(color.g, color.b)); float hue = (float)H; if (min != max) { if (max == color.r) { hue = (color.g - color.b) / (max - min); } else if (max == color.g) { hue = 2f + (color.b - color.r) / (max - min); } else { hue = 4f + (color.r - color.g) / (max - min); } hue *= 60; if (hue < 0) hue += 360; } H = hue; S = (max == 0) ? 0 : 1d - ((double)min / max); V = max; A = (byte)(color.a * 255); } public Color32 ToColor() { int hi = Convert.ToInt32(Math.Floor(H / 60)) % 6; double f = H / 60 - Math.Floor(H / 60); double value = V * 255; byte v = (byte)Convert.ToInt32(value); byte p = (byte)Convert.ToInt32(value * (1 - S)); byte q = (byte)Convert.ToInt32(value * (1 - f * S)); byte t = (byte)Convert.ToInt32(value * (1 - (1 - f) * S)); switch(hi) { case 0: return new Color32(v, t, p, A); case 1: return new Color32(q, v, p, A); case 2: return new Color32(p, v, t, A); case 3: return new Color32(p, q, v, A); case 4: return new Color32(t, p, v, A); case 5: return new Color32(v, p, q, A); default: return new Color32(); } } } } ================================================ FILE: Assets/ColorGradientPicker/Scripts/ColorPicker.cs.meta ================================================ fileFormatVersion: 2 guid: 0a6d047dd7b36be40a5d4f319c3aab4e MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/ColorGradientPicker/Scripts/DragWindowCntrl.cs ================================================ using UnityEngine; public class DragWindowCntrl : MonoBehaviour { private RectTransform window; //delta drag private Vector2 delta; private void Awake() { window = (RectTransform)transform; } public void BeginDrag() { delta = Input.mousePosition - window.position; } public void Drag() { Vector2 newPos = (Vector2)Input.mousePosition - delta; Vector2 Transform = new Vector2(window.rect.width * transform.root.lossyScale.x, window.rect.height * transform.root.lossyScale.y); Vector2 OffsetMin, OffsetMax; OffsetMin.x = newPos.x - window.pivot.x * Transform.x; OffsetMin.y = newPos.y - window.pivot.y * Transform.y; OffsetMax.x = newPos.x + (1 - window.pivot.x) * Transform.x; OffsetMax.y = newPos.y + (1 - window.pivot.y) * Transform.y; if (OffsetMin.x < 0) { newPos.x = window.pivot.x * Transform.x; } else if (OffsetMax.x > Screen.width) { newPos.x = Screen.width - (1 - window.pivot.x) * Transform.x; } if (OffsetMin.y < 0) { newPos.y = window.pivot.y * Transform.y; } else if (OffsetMax.y > Screen.height) { newPos.y = Screen.height - (1 - window.pivot.y) * Transform.y; } window.position = newPos; } } ================================================ FILE: Assets/ColorGradientPicker/Scripts/DragWindowCntrl.cs.meta ================================================ fileFormatVersion: 2 guid: 1e02b7694815e9c4885736485792d94c MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/ColorGradientPicker/Scripts/GradientPicker.cs ================================================ using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; public class GradientPicker : MonoBehaviour { /// /// Event that gets called by the GradientPicker. /// /// received Gradient public delegate void GradientEvent(Gradient g); private static GradientPicker instance; /// /// True when the GradientPicker is closed /// public static bool done = true; //onGradientChanged Event private static GradientEvent onGC; //onGradientSelected Event private static GradientEvent onGS; //Gradient before editing private static Gradient originalGradient; //current Gradient private static Gradient modifiedGradient; //key template private GameObject key; private static bool interact; //all these objects only work on Prefab private InputField positionComponent; private Image colorComponent; private Transform alphaComponent; private List colorKeyObjects; private List colorKeys; private int selectedColorKey; private List alphaKeyObjects; private List alphaKeys; private int selectedAlphaKey; private void Awake() { instance = this; key = transform.GetChild(2).gameObject; positionComponent = transform.parent.GetChild(3).GetComponent(); colorComponent = transform.parent.GetChild(4).GetComponent(); alphaComponent = transform.parent.GetChild(5); transform.parent.gameObject.SetActive(false); } /// /// Creates a new GradiantPicker /// /// Color before editing /// Display message /// Event that gets called when the gradient gets modified /// Event that gets called when one of the buttons done or cancel gets pressed /// False if the instance is already running public static bool Create(Gradient original, string message, GradientEvent onGradientChanged, GradientEvent onGradientSelected) { if (instance is null) { Debug.LogError("No Gradientpicker prefab active on 'Start' in scene"); return false; } if (done) { done = false; originalGradient = new Gradient(); originalGradient.SetKeys(original.colorKeys, original.alphaKeys); modifiedGradient = new Gradient(); modifiedGradient.SetKeys(original.colorKeys, original.alphaKeys); onGC = onGradientChanged; onGS = onGradientSelected; instance.transform.parent.gameObject.SetActive(true); instance.transform.parent.GetChild(0).GetChild(0).GetComponent().text = message; instance.Setup(); return true; } else { Done(); return false; } } //Setup new GradientPicker private void Setup() { interact = false; colorKeyObjects = new List(); colorKeys = new List(); alphaKeyObjects = new List(); alphaKeys = new List(); foreach (GradientColorKey k in originalGradient.colorKeys) { CreateColorKey(k); } foreach (GradientAlphaKey k in originalGradient.alphaKeys) { CreateAlphaKey(k); } CalculateTexture(); interact = true; } //creates a ColorKey UI object private void CreateColorKey(GradientColorKey k) { if (colorKeys.Count < 8) { Slider s = Instantiate(key, transform.position, new Quaternion(), transform).GetComponent(); ((RectTransform)s.transform).anchoredPosition = new Vector2(0, -29f); s.name = "ColorKey"; s.gameObject.SetActive(true); s.value = k.time; s.transform.GetChild(0).GetChild(0).GetChild(0).GetComponent().color = k.color; colorKeyObjects.Add(s); colorKeys.Add(k); ChangeSelectedColorKey(colorKeys.Count - 1); } } //checks if new ColorKey should be created public void CreateNewColorKey(float time) { if (Input.GetMouseButtonDown(0)) { interact = false; CreateColorKey(new GradientColorKey(modifiedGradient.Evaluate(time), time)); interact = true; } } //creates a AlphaKey UI object private void CreateAlphaKey(GradientAlphaKey k) { if (alphaKeys.Count < 8) { Slider s = Instantiate(key, transform.position, new Quaternion(), transform).GetComponent(); ((RectTransform)s.transform).anchoredPosition = new Vector2(0, 25f); s.transform.GetChild(0).GetChild(0).rotation = new Quaternion(); s.name = "AlphaKey"; s.gameObject.SetActive(true); s.value = k.time; s.transform.GetChild(0).GetChild(0).GetChild(0).GetComponent().color = new Color(k.alpha, k.alpha, k.alpha, 1f); alphaKeyObjects.Add(s); alphaKeys.Add(k); ChangeSelectedAlphaKey(alphaKeys.Count - 1); } } //checks if new AlphaKey should be created public void CreateNewAlphaKey(float time) { if (Input.GetMouseButtonDown(0)) { interact = false; CreateAlphaKey(new GradientAlphaKey(modifiedGradient.Evaluate(time).a, time)); interact = true; } } private void CalculateTexture() { Color[] g = new Color[325]; for (int i = 0; i < g.Length; i++) { g[i] = modifiedGradient.Evaluate(i / (float)g.Length); } Texture2D tex = new Texture2D(g.Length, 1) { wrapMode = TextureWrapMode.Clamp, filterMode = FilterMode.Bilinear }; tex.SetPixels(g); tex.Apply(); GetComponent().texture = tex; onGC?.Invoke(modifiedGradient); } //accessed by alpha Slider public void SetAlpha(float value) { if (interact) { alphaKeys[selectedAlphaKey] = new GradientAlphaKey(value, alphaKeys[selectedAlphaKey].time); modifiedGradient.SetKeys(colorKeys.ToArray(), alphaKeys.ToArray()); CalculateTexture(); alphaComponent.GetChild(4).GetComponent().text = Mathf.RoundToInt(value * 255f).ToString(); alphaKeyObjects[selectedAlphaKey].transform.GetChild(0).GetChild(0).GetChild(0).GetComponent().color = new Color(value, value, value, 1f); } } //accessed by alpha InputField public void SetAlpha(string value) { alphaComponent.GetComponent().value = Mathf.Clamp(int.Parse(value), 0, 255) / 255f; CalculateTexture(); } private void ChangeSelectedColorKey(int value) { if (colorKeyObjects.Count() > selectedColorKey) { colorKeyObjects[selectedColorKey].transform.GetChild(0).GetChild(0).GetComponent().color = Color.gray; } if (alphaKeyObjects.Count() > 0) { alphaKeyObjects[selectedAlphaKey].transform.GetChild(0).GetChild(0).GetComponent().color = Color.gray; } colorKeyObjects[value].transform.GetChild(0).GetChild(0).GetComponent().color = Color.green; if (selectedColorKey != value && !ColorPicker.done) { ColorPicker.Done(); } selectedColorKey = value; colorKeyObjects[value].Select(); } private void ChangeSelectedAlphaKey(int value) { if (alphaKeyObjects.Count > selectedAlphaKey) { alphaKeyObjects[selectedAlphaKey].transform.GetChild(0).GetChild(0).GetComponent().color = Color.gray; } if (colorKeyObjects.Count > 0) { colorKeyObjects[selectedColorKey].transform.GetChild(0).GetChild(0).GetComponent().color = Color.gray; } alphaKeyObjects[value].transform.GetChild(0).GetChild(0).GetComponent().color = Color.green; selectedAlphaKey = value; alphaKeyObjects[value].Select(); } //checks if Key can be deleted public void CheckDeleteKey(Slider s) { if (Input.GetMouseButtonDown(1)) { if (s.name == "ColorKey" && colorKeys.Count > 2) { if (!ColorPicker.done) { ColorPicker.Done(); return; } int index = colorKeyObjects.IndexOf(s); Destroy(colorKeyObjects[index].gameObject); colorKeyObjects.RemoveAt(index); colorKeys.RemoveAt(index); if (index <= selectedColorKey) { ChangeSelectedColorKey(selectedColorKey - 1); } modifiedGradient.SetKeys(colorKeys.ToArray(), alphaKeys.ToArray()); CalculateTexture(); } if(s.name == "AlphaKey" && alphaKeys.Count > 2) { int index = alphaKeyObjects.IndexOf(s); Destroy(alphaKeyObjects[index].gameObject); alphaKeyObjects.RemoveAt(index); alphaKeys.RemoveAt(index); if (index <= selectedAlphaKey) { ChangeSelectedAlphaKey(selectedAlphaKey - 1); } modifiedGradient.SetKeys(colorKeys.ToArray(), alphaKeys.ToArray()); CalculateTexture(); } } } //changes Selected Key public void Select() { Slider s = EventSystem.current.currentSelectedGameObject.GetComponent(); s.transform.SetAsLastSibling(); if (s.name == "ColorKey") { ChangeSelectedColorKey(colorKeyObjects.IndexOf(s)); alphaComponent.gameObject.SetActive(false); colorComponent.gameObject.SetActive(true); positionComponent.text = Mathf.RoundToInt(colorKeys[selectedColorKey].time * 100f).ToString(); colorComponent.GetComponent().color = colorKeys[selectedColorKey].color; } else { ChangeSelectedAlphaKey(alphaKeyObjects.IndexOf(s)); colorComponent.gameObject.SetActive(false); alphaComponent.gameObject.SetActive(true); positionComponent.text = Mathf.RoundToInt(alphaKeys[selectedAlphaKey].time * 100f).ToString(); alphaComponent.GetComponent().value = alphaKeys[selectedAlphaKey].alpha; alphaComponent.GetChild(4).GetComponent().text = Mathf.RoundToInt(alphaKeys[selectedAlphaKey].alpha * 255f).ToString(); } } //accessed by position Slider public void SetTime(float time) { if (interact) { Slider s = EventSystem.current.currentSelectedGameObject.GetComponent(); if (s.name == "ColorKey") { int index = colorKeyObjects.IndexOf(s); colorKeys[index] = new GradientColorKey(colorKeys[index].color, time); } else { int index = alphaKeyObjects.IndexOf(s); alphaKeys[index] = new GradientAlphaKey(alphaKeys[index].alpha, time); } modifiedGradient.SetKeys(colorKeys.ToArray(), alphaKeys.ToArray()); CalculateTexture(); positionComponent.text = Mathf.RoundToInt(time * 100f).ToString(); } } //accessed by position InputField public void SetTime(string time) { interact = false; float t = Mathf.Clamp(int.Parse(time), 0, 100) * 0.01f; if (colorComponent.gameObject.activeSelf) { colorKeyObjects[selectedColorKey].value = t; colorKeys[selectedColorKey] = new GradientColorKey(colorKeys[selectedColorKey].color, t); } else { alphaKeyObjects[selectedAlphaKey].value = t; alphaKeys[selectedAlphaKey] = new GradientAlphaKey(alphaKeys[selectedAlphaKey].alpha, t); } modifiedGradient.SetKeys(colorKeys.ToArray(), alphaKeys.ToArray()); CalculateTexture(); interact = true; } //choose color button call public void ChooseColor() { ColorPicker.Create(colorKeys[selectedColorKey].color, "Gradient Color Key", (c) => UpdateColor(selectedColorKey, c), null); } private void UpdateColor(int index, Color c) { interact = false; colorKeys[index] = new GradientColorKey(c, colorKeys[index].time); colorKeyObjects[index].transform.GetChild(0).GetChild(0).GetChild(0).GetComponent().color = c; colorComponent.color = c; modifiedGradient.SetKeys(colorKeys.ToArray(), alphaKeys.ToArray()); CalculateTexture(); interact = true; } //cancel button call public void CCancel() { Cancel(); } /// /// Manually cancel the GradientPicker and recovers the default value /// public static void Cancel() { modifiedGradient = originalGradient; Done(); } //done button call public void CDone() { Done(); } /// /// Manually close the GradientPicker and apply the selected color /// public static void Done() { if(!ColorPicker.done) ColorPicker.Done(); foreach (Slider s in instance.colorKeyObjects) { Destroy(s.gameObject); } foreach (Slider s in instance.alphaKeyObjects) { Destroy(s.gameObject); } instance.colorKeyObjects = null; instance.colorKeys = null; instance.alphaKeyObjects = null; instance.alphaKeys = null; done = true; onGC?.Invoke(modifiedGradient); onGS?.Invoke(modifiedGradient); 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================================================ FILE: Assets/Planets/Asteroids/Asteroid.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class Asteroid : MonoBehaviour, IPlanet { [SerializeField] private GameObject g_Asteroid; private Material m_Asteroid; private string[] color_vars = new string[]{"_Color1", "_Color2", "_Color3"}; private string[] init_colors = new string[] {"#a3a7c2", "#4c6885", "#3a3f5e"}; private void Awake() { m_Asteroid = g_Asteroid.GetComponent().material; SetInitialColors(); } public void SetPixel(float amount) { m_Asteroid.SetFloat(ShaderProperties.Key_Pixels, amount); } public void SetLight(Vector2 pos) { m_Asteroid.SetVector(ShaderProperties.Key_Light_origin, pos); } public void SetSeed(float seed) { var converted_seed = seed % 1000f / 100f; m_Asteroid.SetFloat(ShaderProperties.Key_Seed, converted_seed); } public void SetRotate(float r) { m_Asteroid.SetFloat(ShaderProperties.Key_Rotation, r); } public void UpdateTime(float time) { return; } public void SetCustomTime(float time) { var dt = time * 6.28f; time = Mathf.Clamp(dt,0.1f, 6.28f); m_Asteroid.SetFloat(ShaderProperties.Key_Rotation, time); } public void SetInitialColors() { for (int i = 0; i < color_vars.Length; i++) { m_Asteroid.SetColor(color_vars[i], ColorUtil.FromRGB(init_colors[i])); } } public Color[] GetColors() { var colors = new Color[3]; for (int i = 0; i < color_vars.Length; i++) { colors[i] = m_Asteroid.GetColor(color_vars[i]); } return colors; } public void SetColors(Color[] _colors) { for (int i = 0; i < _colors.Length; i++) { m_Asteroid.SetColor(color_vars[i], _colors[i]); } } } ================================================ FILE: Assets/Planets/Asteroids/Asteroid.cs.meta ================================================ fileFormatVersion: 2 guid: 9e859ec1bfbb50642b54bb66a6bd0e2a timeCreated: 1614994244 ================================================ FILE: Assets/Planets/Asteroids/Asteroid.mat.meta ================================================ fileFormatVersion: 2 guid: f1e89ec94155da24fa2238b981f51e64 NativeFormatImporter: externalObjects: {} mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/Asteroids/Asteroid.shader ================================================ Shader "Unlit/Asteroid" { Properties { _MainTex ("Texture", 2D) = "white" {} _Pixels("Pixels", range(10,100)) = 100.0 _Rotation("Rotation",range(0.0, 6.28)) = 0.0 _Light_origin("Light origin", Vector) = (0.39,0.39,0.39,0.39) _Time_speed("Time Speed",range(-1.0, 1.0)) = 0.2 _Color1("Color1", Color) = (1,1,1,1) _Color2("Color2", Color) = (1,1,1,1) _Color3("Color3", Color) = (1,1,1,1) _Size("size",float) = 5.294 _OCTAVES("OCTAVES", range(0,20)) = 2 _Seed("seed",range(1, 10)) = 1.567 } SubShader { //Tags { "RenderType"="Opaque" } Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"} LOD 100 Pass { Tags { "LightMode"="UniversalForward"} CULL Off ZWrite Off // don't write to depth buffer Blend SrcAlpha OneMinusSrcAlpha // use alpha blending CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" #include "../cginc/hlmod.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _Pixels; float _Rotation; float2 _Light_origin; float _Time_speed; float _Light_border_1; float _Light_border_2; float _Size; int _OCTAVES; int _Seed; fixed4 _Color1; fixed4 _Color2; fixed4 _Color3; struct Input { float2 uv_MainTex; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } float rand(float2 coord) { coord = mod(coord, float2(1.0,1.0)*round(_Size)); return frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed); } float noise(float2 coord){ float2 i = floor(coord); float2 f = frac(coord); float a = rand(i); float b = rand(i + float2(1.0, 0.0)); float c = rand(i + float2(0.0, 1.0)); float d = rand(i + float2(1.0, 1.0)); float2 cubic = f * f * (3.0 - 2.0 * f); return lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y; } float fbm(float2 coord){ float value = 0.0; float scale = 0.5; for(int i = 0; i < _OCTAVES ; i++){ value += noise(coord) * scale; coord *= 2.0; scale *= 0.5; } return value; } bool dither(float2 uv1, float2 uv2) { return mod(uv1.x+uv2.y,2.0/_Pixels) <= 1.0 / _Pixels; } float2 rotate(float2 coord, float angle){ coord -= 0.5; //coord *= mat2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))); coord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)))); return coord + 0.5; } // by Leukbaars from https://www.shadertoy.com/view/4tK3zR float circleNoise(float2 uv) { float uv_y = floor(uv.y); uv.x += uv_y*.31; float2 f = frac(uv); float h = rand(float2(floor(uv.x),floor(uv_y))); float m = (length(f-0.25-(h*0.5))); float r = h*0.25; return m = smoothstep(r-.10*r,r,m); } float crater(float2 uv) { float c = 1.0; for (int i = 0; i < 2; i++) { c *= circleNoise((uv * _Size) + (float(i+1)+10.)); } return 1.0 - c; } fixed4 frag(v2f i) : COLOR { // pixelize uv float2 uv = floor(i.uv*_Pixels)/_Pixels; //uv.y = 1 - uv.y; // we use this val later to interpolate between shades bool dith = dither(uv, i.uv); // distance from center float d = distance(uv, float2(0.5,0.5)); // optional rotation, do this after the dither or the dither will look very messed up uv = rotate(uv, _Rotation); // two noise values with one slightly offset according to light source, to create shadows later float n = fbm(uv * _Size); float n2 = fbm(uv * _Size + (rotate(_Light_origin, _Rotation)-0.5) * 0.5); // step noise values to determine where the edge of the asteroid is // step cutoff value depends on distance from center float n_step = step(0.2, n - d); float n2_step = step(0.2, n2 - d); // with this val we can determine where the shadows should be float noise_rel = (n2_step + n2) - (n_step + n); // two crater values, again one extra for the shadows float c1 = crater(uv ); float c2 = crater(uv + (_Light_origin-0.5)*0.03); // now we just assign colors depending on noise values and crater values // base float3 col = _Color2.rgb; // noise if (noise_rel < -0.06 || (noise_rel < -0.04 && dith)) { col = _Color1.rgb; } if (noise_rel > 0.05 || (noise_rel > 0.03 && dith)) { col = _Color3.rgb; } // crater if (c1 > 0.4) { col = _Color2.rgb; } if (c2().material; setGragientColor(); } public void SetPixel(float amount) { m_Land.SetFloat(ShaderProperties.Key_Pixels, amount); } public void SetLight(Vector2 pos) { m_Land.SetVector(ShaderProperties.Key_Light_origin, pos); } public void SetSeed(float seed) { var converted_seed = seed % 1000f / 100f; m_Land.SetFloat(ShaderProperties.Key_Seed, converted_seed); } public void SetRotate(float r) { m_Land.SetFloat(ShaderProperties.Key_Rotation, r); } public void UpdateTime(float time) { m_Land.SetFloat(ShaderProperties.Key_time, time ); } public void SetCustomTime(float time) { var dt = 10f + time * 60f; m_Land.SetFloat(ShaderProperties.Key_time, dt); } public void SetInitialColors() { setGragientColor(); } private void setGragientColor() { for (int i = 0; i < colorKey.Length; i++) { colorKey[i].color = default(Color); ColorUtility.TryParseHtmlString(_colors1[i], out colorKey[i].color); colorKey[i].time = _color_times[i]; alphaKey[i].alpha = 1.0f; alphaKey[i].time = _color_times[i]; } _gradientLand.SetColors(colorKey,alphaKey); } public Color[] GetColors() { var colors = new Color[5]; var gradColors = _gradientLand.GetColorKeys(); for (int i = 0; i < gradColors.Length; i++) { colors[i] = gradColors[i].color; } return colors; } public void SetColors(Color[] _colors) { for (int i = 0; i < colorKey.Length; i++) { colorKey[i].color = _colors[i]; colorKey[i].time = _color_times[i]; alphaKey[i].alpha = 1.0f; alphaKey[i].time = _color_times[i]; } _gradientLand.SetColors(colorKey,alphaKey); } } ================================================ FILE: Assets/Planets/DryTerran/DryTerran.cs.meta ================================================ fileFormatVersion: 2 guid: 949046de95ac42bf92006de85edc03ed timeCreated: 1614994244 ================================================ FILE: Assets/Planets/DryTerran/DryTerran.mat.meta ================================================ fileFormatVersion: 2 guid: e0e6655b9dc2523428ed154ec8eb6834 NativeFormatImporter: externalObjects: {} mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/DryTerran/DryTerran.shader ================================================ Shader "Unlit/DryTerran" { Properties { _MainTex ("Texture", 2D) = "white" {} _Pixels("Pixels", range(10,100)) = 100.0 _Rotation("Rotation",range(0.0, 6.28)) = 0.0 _Light_origin("Light origin", Vector) = (0.39,0.39,0.39,0.39) _Time_speed("Time Speed",range(-1.0, 1.0)) = 0.2 _Dither_size("Dither Size",range(0.0, 10.0)) = 2.0 _Light_distance1("Light distance1",float) = 0.362 _Light_distance2("Light distance2",float) = 0.525 _GradientTex("Gradient", 2D) = "white"{} _Size("size",float) = 8.0 _OCTAVES("OCTAVES", range(0,20)) = 3 _Seed("seed",range(1, 10)) = 1.175 time("time",float) = 0.0 } SubShader { //Tags { "RenderType"="Opaque" } Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"} LOD 100 Pass { Tags { "LightMode"="UniversalForward"} CULL Off ZWrite Off // don't write to depth buffer Blend SrcAlpha OneMinusSrcAlpha // use alpha blending CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" #include "../cginc/hlmod.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _Pixels; float _Rotation; float _Dither_size; float2 _Light_origin; float _Time_speed; float _Light_distance1; float _Light_distance2; float _Size; int _OCTAVES; int _Seed; float time; sampler2D _GradientTex; struct Input { float2 uv_MainTex; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } float rand(float2 coord) { coord = mod(coord, float2(2.0,1.0)*round(_Size)); return frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 43758.5453 * _Seed); } float noise(float2 coord){ float2 i = floor(coord); float2 f = frac(coord); float a = rand(i); float b = rand(i + float2(1.0, 0.0)); float c = rand(i + float2(0.0, 1.0)); float d = rand(i + float2(1.0, 1.0)); float2 cubic = f * f * (3.0 - 2.0 * f); return lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y; } float fbm(float2 coord){ float value = 0.0; float scale = 0.5; for(int i = 0; i < _OCTAVES ; i++){ value += noise(coord) * scale; coord *= 2.0; scale *= 0.5; } return value; } float2 spherify(float2 uv) { float2 centered= uv *2.0-1.0; float z = sqrt(1.0 - dot(centered.xy, centered.xy)); float2 sphere = centered/(z + 1.0); return sphere * 0.5+0.5; } float2 rotate(float2 coord, float angle){ coord -= 0.5; //coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))); coord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)))); return coord + 0.5; } bool dither(float2 uv1, float2 uv2) { return mod(uv1.x+uv2.y,2.0/_Pixels) <= 1.0 / _Pixels; } fixed4 frag(v2f i) : COLOR { // pixelize uv float2 uv = floor(i.uv*_Pixels)/_Pixels; //uv.y = 1 - uv.y; bool dith = dither(uv, uv); // cut out a circle float d_circle = distance(uv, float2(0.5,0.5)); float a = step(d_circle, 0.5); uv = spherify(uv); // check distance distance to light float d_light = distance(uv , float2(_Light_origin)); uv = rotate(uv, _Rotation); // noise float f = fbm(uv*_Size+float2( time * _Time_speed, 0.0)); // remap light d_light = smoothstep(-0.3, 1.2, d_light); if (d_light < _Light_distance1) { d_light *= 0.9; } if (d_light < _Light_distance2) { d_light *= 0.9; } float c = d_light*pow(f,0.8)*3.5; // change the magic nums here for different light strengths // apply dithering if (dith) { c += 0.02; c *= 1.05; } // now we can assign colors based on distance to light origin float posterize = floor(c*4.0)/4.0; float3 col = tex2D(_GradientTex, float2(posterize, 0.0)).rgb; return fixed4(col, a); } ENDCG } } } ================================================ FILE: Assets/Planets/DryTerran/DryTerran.shader.meta ================================================ fileFormatVersion: 2 guid: 6231bec63574c854c891c2671b7f36c3 ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] preprocessorOverride: 0 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/DryTerran.meta ================================================ fileFormatVersion: 2 guid: 438891086d9368342aff35ed09d2a1b4 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/GasPlanet/GasPlanet.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class GasPlanet : MonoBehaviour, IPlanet { [SerializeField] private GameObject Cloud1; [SerializeField] private GameObject Cloud2; private Material m_cloud1; private Material m_cloud2; private string[] color_vars1 = new string[]{"_Base_color", "_Outline_color", "_Shadow_base_color","_Shadow_outline_color"}; private string[] init_colors1 = new string[] {"#3b2027", "#3b2027", "#21181b","#21181b"}; private string[] color_vars2 = new string[]{"_Base_color", "_Outline_color", "_Shadow_base_color","_Shadow_outline_color"}; private string[] init_colors2 = new string[] {"#f0b541", "#cf752b","#ab5130","#7d3833"}; private void Awake() { m_cloud1 = Cloud1.GetComponent().material; m_cloud2 = Cloud2.GetComponent().material; SetInitialColors(); } public void SetPixel(float amount) { m_cloud1.SetFloat(ShaderProperties.Key_Pixels, amount); m_cloud2.SetFloat(ShaderProperties.Key_Pixels, amount); } public void SetLight(Vector2 pos) { m_cloud1.SetVector(ShaderProperties.Key_Light_origin, pos); m_cloud2.SetVector(ShaderProperties.Key_Light_origin, pos); } public void SetSeed(float seed) { var converted_seed = seed % 1000f / 100f; m_cloud1.SetFloat(ShaderProperties.Key_Seed, converted_seed); m_cloud2.SetFloat(ShaderProperties.Key_Seed, converted_seed); m_cloud2.SetFloat(ShaderProperties.Key_Cloud_cover, Random.Range(0.28f, 0.5f)); } public void SetRotate(float r) { m_cloud1.SetFloat(ShaderProperties.Key_Rotation, r); m_cloud2.SetFloat(ShaderProperties.Key_Rotation, r); } public void UpdateTime(float time) { m_cloud1.SetFloat(ShaderProperties.Key_time, time * 0.5f); m_cloud2.SetFloat(ShaderProperties.Key_time, time * 0.5f); } public void SetCustomTime(float time) { var dt = 10f + time * 60f; m_cloud1.SetFloat(ShaderProperties.Key_time, dt * 0.5f); m_cloud2.SetFloat(ShaderProperties.Key_time, dt * 0.5f); } public void SetInitialColors() { for (int i = 0; i < color_vars1.Length; i++) { m_cloud1.SetColor(color_vars1[i], ColorUtil.FromRGB(init_colors1[i])); } for (int i = 0; i < color_vars2.Length; i++) { m_cloud2.SetColor(color_vars2[i], ColorUtil.FromRGB(init_colors2[i])); } } public Color[] GetColors() { var colors = new Color[10]; int pos = 0; for (int i = 0; i < color_vars1.Length; i++) { colors[i] = m_cloud1.GetColor(color_vars1[i]); } pos = color_vars1.Length; for (int i = 0; i < color_vars2.Length; i++) { colors[i + pos] = m_cloud2.GetColor(color_vars2[i]); } return colors; } public void SetColors(Color[] _colors) { for (int i = 0; i < color_vars1.Length; i++) { m_cloud1.SetColor(color_vars1[i], _colors[i]); } for (int i = 0; i < color_vars2.Length; i++) { m_cloud2.SetColor(color_vars2[i], _colors[i + color_vars1.Length]); } } } ================================================ FILE: Assets/Planets/GasPlanet/GasPlanet.cs.meta ================================================ fileFormatVersion: 2 guid: 6bd82a6c95e74d018bda510fb7c9b973 timeCreated: 1615006901 ================================================ FILE: Assets/Planets/GasPlanet/GasPlanet.mat.meta ================================================ fileFormatVersion: 2 guid: 25d365a6860cc9e49aad3f7ea8831b75 NativeFormatImporter: externalObjects: {} mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/GasPlanet/GasPlanet.shader ================================================ Shader "Unlit/GasPlanet" { Properties { _MainTex ("Texture", 2D) = "white" {} _Pixels("Pixels", range(10,100)) = 100.0 _Rotation("Rotation",range(0.0, 6.28)) = 0.0 _Light_origin("Light origin", Vector) = (0.39,0.39,0.39,0.39) _Time_speed("Time Speed",range(-1.0, 1.0)) = 0.2 _Stretch("Stretch",range(1.0,3.0)) = 1.0 _Cloud_cover("Cloud Cover",range(0.0, 1.0)) = 0 _Cloud_curve("Cloud Curve",range(1.0, 2.0)) = 1.3 _Light_border_1("Light border1",range(0.0, 1.0)) = 0.692 _Light_border_2("Light border2",range(0.0, 1.0)) = 0.666 _Base_color("Base Color", Color) = (59,32,39,1) _Outline_color("Outline Color",Color) = (0,0,0,0) _Shadow_base_color("Shadow Base Color",Color) = (0,0,0,0) _Shadow_outline_color("Shadow outline Color", Color) = (0,0,0,0) _Size("size",float) = 9.0 _OCTAVES("OCTAVES", range(0,20)) = 5 _Seed("seed",range(1, 10)) = 5.938 time("time",float) = 0.0 } SubShader { //Tags { "RenderType"="Opaque" } Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"} LOD 100 Pass { Tags { "LightMode"="UniversalForward"} CULL Off ZWrite Off // don't write to depth buffer Blend SrcAlpha OneMinusSrcAlpha // use alpha blending CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" #include "../cginc/hlmod.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _Pixels; float _Rotation; float2 _Light_origin; float _Time_speed; float _Stretch; float _Cloud_curve; float _Cloud_cover; float _Light_border_1; float _Light_border_2; fixed4 _Base_color; fixed4 _Outline_color; fixed4 _Shadow_base_color; fixed4 _Shadow_outline_color; float _Size; int _OCTAVES; int _Seed; float time; struct Input { float2 uv_MainTex; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } float rand(float2 coord) { coord = mod(coord, float2(1.0,1.0)*round(_Size)); return frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed); } float noise(float2 coord){ float2 i = floor(coord); float2 f = frac(coord); float a = rand(i); float b = rand(i + float2(1.0, 0.0)); float c = rand(i + float2(0.0, 1.0)); float d = rand(i + float2(1.0, 1.0)); float2 cubic = f * f * (3.0 - 2.0 * f); return lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y; } float fbm(float2 coord){ float value = 0.0; float scale = 0.5; for(int i = 0; i < _OCTAVES ; i++){ value += noise(coord) * scale; coord *= 2.0; scale *= 0.5; } return value; } // by Leukbaars from https://www.shadertoy.com/view/4tK3zR float circleNoise(float2 uv) { float uv_y = floor(uv.y); uv.x += uv_y*.31; float2 f = frac(uv); float h = rand(float2(floor(uv.x),floor(uv_y))); float m = (length(f-0.25-(h*0.5))); float r = h*0.25; return smoothstep(0.0, r, m*0.75); } float cloud_alpha(float2 uv) { float c_noise = 0.0; // more iterations for more turbulence for (int i = 0; i < 9; i++) { c_noise += circleNoise((uv * _Size * 0.3) + (float(i+1)+10.) + (float2(time*_Time_speed, 0.0))); } float fbmval = fbm(uv*_Size+c_noise + float2(time*_Time_speed, 0.0)); return fbmval;//step(a_cutoff, fbm); } bool dither(float2 uv_pixel, float2 uv_real) { return mod(uv_pixel.x+uv_real.y,2.0/_Pixels) <= 1.0 / _Pixels; } float2 spherify(float2 uv) { float2 centered= uv *2.0-1.0; float z = sqrt(1.0 - dot(centered.xy, centered.xy)); float2 sphere = centered/(z + 1.0); return sphere * 0.5+0.5; } float2 rotate(float2 coord, float angle){ coord -= 0.5; //coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))); coord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)))); return coord + 0.5; } fixed4 frag(v2f i) : COLOR { // pixelize uv float2 uv = floor(i.uv*_Pixels)/_Pixels; //uv.y = 1 - uv.y; // cut out a circle float d_circle = distance(uv, float2(0.5,0.5)); float a = step(d_circle, 0.5); uv = rotate(uv, _Rotation); // map to sphere uv = spherify(uv); // distance to light source float d_light = distance(uv , _Light_origin); // slightly make uv go down on the right, and up in the left uv.y += smoothstep(0.0, _Cloud_curve, abs(uv.x-0.4)); float c = cloud_alpha(uv*float2(1.0, _Stretch)); // assign some colors based on cloud depth & distance from light float3 col = _Base_color.rgb; if (c < _Cloud_cover + 0.03) { col = _Outline_color.rgb; } if (d_light + c*0.2 > _Light_border_1) { col = _Shadow_base_color.rgb; } if (d_light + c*0.2 > _Light_border_2) { col = _Shadow_outline_color.rgb; } return fixed4(col, step(_Cloud_cover, c) * a); } ENDCG } } } ================================================ FILE: Assets/Planets/GasPlanet/GasPlanet.shader.meta ================================================ fileFormatVersion: 2 guid: 14947aca6a4446a48812dbd1e2708b59 ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] preprocessorOverride: 0 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/GasPlanet/GasPlanet2.mat.meta ================================================ fileFormatVersion: 2 guid: b8edc414dec42f1459c3ff3dfafac1e9 NativeFormatImporter: externalObjects: {} mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/GasPlanet.meta ================================================ fileFormatVersion: 2 guid: 4667b297a8dbd224c8e26640a3dae4cd folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/GasPlanetLayers/GasLayers.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class GasLayers : MonoBehaviour, IPlanet { [SerializeField] private GameObject _GasLayers; [SerializeField] private GameObject _Ring; [SerializeField] private GradientTextureGenerate _gradientGas1; [SerializeField] private GradientTextureGenerate _gradientGas2; [SerializeField] private GradientTextureGenerate _gradientRing1; [SerializeField] private GradientTextureGenerate _gradientRing2; private Material m_GasLayers; private Material m_Ring; private string gradient_vars = "_ColorScheme"; private string gradient_dark_vars = "_Dark_ColorScheme"; private GradientColorKey[] colorKey1 = new GradientColorKey[3]; private GradientColorKey[] colorKey2 = new GradientColorKey[3]; private GradientAlphaKey[] alphaKey = new GradientAlphaKey[3]; private string[] _colors1 = new[] {"#eec39a", "#d9a066", "#8f563b"}; private string[] _colors2 = new[] {"#663931", "#45283c", "#222034"}; private float[] _color_times = new float[] { 0, 0.5f, 1.0f }; private void Awake() { m_GasLayers = _GasLayers.GetComponent().material; m_Ring = _Ring.GetComponent().material; setGragientColor(); } public void SetPixel(float amount) { m_GasLayers.SetFloat(ShaderProperties.Key_Pixels, amount); m_Ring.SetFloat(ShaderProperties.Key_Pixels, amount * 3f); } public void SetLight(Vector2 pos) { m_GasLayers.SetVector(ShaderProperties.Key_Light_origin, pos * 1.3f ); m_Ring.SetVector(ShaderProperties.Key_Light_origin, pos * 1.3f ); } public void SetSeed(float seed) { var converted_seed = seed % 1000f / 100f; m_GasLayers.SetFloat(ShaderProperties.Key_Seed, converted_seed); m_Ring.SetFloat(ShaderProperties.Key_Seed, converted_seed); // _Ring.SetFloat("cloud_cover", Random.Range(0.28f, 0.5f)); } public void SetRotate(float r) { m_GasLayers.SetFloat(ShaderProperties.Key_Rotation, r); m_Ring.SetFloat(ShaderProperties.Key_Rotation, r + 0.7f); } public void UpdateTime(float time) { m_GasLayers.SetFloat(ShaderProperties.Key_time, time * 0.5f); m_Ring.SetFloat(ShaderProperties.Key_time, time * 0.5f * -3f); } public void SetCustomTime(float time) { var dt = 10f + time * 60f; m_GasLayers.SetFloat(ShaderProperties.Key_time, dt * 0.5f); m_Ring.SetFloat(ShaderProperties.Key_time, dt * 0.5f * -3f); } public void SetInitialColors() { setGragientColor(); } private void setGragientColor() { for (int i = 0; i < colorKey1.Length; i++) { colorKey1[i].color = default(Color); ColorUtility.TryParseHtmlString(_colors1[i], out colorKey1[i].color); colorKey1[i].time = _color_times[i]; alphaKey[i].alpha = 1.0f; alphaKey[i].time = _color_times[i]; } for (int i = 0; i < colorKey2.Length; i++) { colorKey2[i].color = default(Color); ColorUtility.TryParseHtmlString(_colors2[i], out colorKey2[i].color); colorKey2[i].time = _color_times[i]; alphaKey[i].alpha = 1.0f; colorKey2[i].time = _color_times[i]; } _gradientGas1.SetColors(colorKey1,alphaKey,gradient_vars); _gradientGas2.SetColors(colorKey2,alphaKey,gradient_dark_vars); _gradientRing1.SetColors(colorKey1,alphaKey,gradient_vars); _gradientRing2.SetColors(colorKey2, alphaKey,gradient_dark_vars); } public Color[] GetColors() { var colors = new Color[12]; var gradColors = _gradientGas1.GetColorKeys(); for (int i = 0; i < gradColors.Length; i++) { colors[i] = gradColors[i].color; } var size = gradColors.Length; var gradColors2 = _gradientGas2.GetColorKeys(); for (int i = 0; i < gradColors2.Length; i++) { colors[i + size] = gradColors2[i].color; } size += gradColors2.Length; var gradColors3 = _gradientRing1.GetColorKeys(); for (int i = 0; i < gradColors3.Length; i++) { colors[i + size] = gradColors3[i].color; } size += gradColors3.Length; var gradColors4 = _gradientRing2.GetColorKeys(); for (int i = 0; i < gradColors4.Length; i++) { colors[i + size] = gradColors4[i].color; } return colors; } public void SetColors(Color[] _colors) { for (int i = 0; i < colorKey1.Length; i++) { colorKey1[i].color = _colors[i]; colorKey1[i].time = _color_times[i]; alphaKey[i].alpha = 1.0f; alphaKey[i].time = _color_times[i]; } _gradientGas1.SetColors(colorKey1,alphaKey,gradient_vars); var size = colorKey1.Length; for (int i = 0; i < colorKey2.Length; i++) { colorKey2[i].color = _colors[ i +size ]; colorKey2[i].time = _color_times[i]; alphaKey[i].alpha = 1.0f; alphaKey[i].time = _color_times[i]; } _gradientGas1.SetColors(colorKey2,alphaKey,gradient_dark_vars); size += colorKey2.Length; for (int i = 0; i < colorKey1.Length; i++) { colorKey1[i].color = _colors[ i +size ]; colorKey1[i].time = _color_times[i]; alphaKey[i].alpha = 1.0f; alphaKey[i].time = _color_times[i]; } _gradientRing1.SetColors(colorKey1,alphaKey,gradient_vars); size += colorKey1.Length; for (int i = 0; i < colorKey2.Length; i++) { colorKey2[i].color = _colors[ i +size ]; colorKey2[i].time = _color_times[i]; alphaKey[i].alpha = 1.0f; alphaKey[i].time = _color_times[i]; } _gradientRing2.SetColors(colorKey2,alphaKey,gradient_dark_vars); } } ================================================ FILE: Assets/Planets/GasPlanetLayers/GasLayers.cs.meta ================================================ fileFormatVersion: 2 guid: f0268b1f1d39e4040b928ddbff36af9c timeCreated: 1615006901 ================================================ FILE: Assets/Planets/GasPlanetLayers/GasLayers.mat.meta ================================================ fileFormatVersion: 2 guid: 36658dc20c0325143b7068cc66cbc6b8 NativeFormatImporter: externalObjects: {} mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/GasPlanetLayers/GasLayers.shader ================================================ Shader "Unlit/GasLayers" { Properties { _MainTex ("Texture", 2D) = "white" {} _Pixels("Pixels", range(10,100)) = 0.0 _Rotation("Rotation",range(0.0, 6.28)) = 0.0 _Light_origin("Light origin", Vector) = (0.39,0.39,0.39,0.39) _Time_speed("Time Speed",range(-1.0, 1.0)) = 0.2 _Stretch("Stretch",range(1.0,3.0)) = 2.0 _Cloud_cover("Cloud Cover",range(0.0, 1.0)) = 0.3 _Cloud_curve("Cloud Curve",range(1.0, 2.0)) = 1.3 _Light_border_1("Light border1",range(0.0, 1.0)) = 0.52 _Light_border_2("Light border2",range(0.0, 1.0)) = 0.62 _Bands("Bands",float) = 1.0 _ColorScheme("ColorScheme", 2D) = "white" {} _Dark_ColorScheme("Dark ColorScheme", 2D) = "white" {} _Size("Size",float) = 50.0 _OCTAVES("OCTAVES", range(0,20)) = 0 _Seed("Seed",range(1, 10)) = 7.46 time("time",float) = 0.0 } SubShader { //Tags { "RenderType"="Opaque" } Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"} LOD 100 Pass { Tags { "LightMode"="UniversalForward"} CULL Off ZWrite Off // don't write to depth buffer Blend SrcAlpha OneMinusSrcAlpha // use alpha blending CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" #include "../cginc/hlmod.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _Pixels; float _Rotation; float2 _Light_origin; float _Time_speed; float _Stretch; float _Cloud_curve; float _Cloud_cover; float _Light_border_1; float _Light_border_2; float _Bands; sampler2D _ColorScheme; sampler2D _Dark_ColorScheme; float _Size; int _OCTAVES; int _Seed; float time; struct Input { float2 uv_MainTex; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } float rand(float2 coord) { coord = mod(coord, float2(2.0,1.0)*round(_Size)); return frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed); } float noise(float2 coord){ float2 i = floor(coord); float2 f = frac(coord); float a = rand(i); float b = rand(i + float2(1.0, 0.0)); float c = rand(i + float2(0.0, 1.0)); float d = rand(i + float2(1.0, 1.0)); float2 cubic = f * f * (3.0 - 2.0 * f); return lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y; } float fbm(float2 coord){ float value = 0.0; float scale = 0.5; for(int i = 0; i < _OCTAVES ; i++){ value += noise(coord) * scale; coord *= 2.0; scale *= 0.5; } return value; } // by Leukbaars from https://www.shadertoy.com/view/4tK3zR float circleNoise(float2 uv) { float uv_y = floor(uv.y); uv.x += uv_y*.31; float2 f = frac(uv); float h = rand(float2(floor(uv.x),floor(uv_y))); float m = (length(f-0.25-(h*0.5))); float r = h*0.25; return smoothstep(0.0, r, m*0.75); } float turbulence(float2 uv) { float c_noise = 0.0; // more iterations for more turbulence for (int i = 0; i < 10; i++) { c_noise += circleNoise((uv * _Size *0.3) + (float(i+1)+10.) + (float2(time * _Time_speed, 0.0))); } return c_noise; } bool dither(float2 uv_pixel, float2 uv_real) { return mod(uv_pixel.x+uv_real.y,2.0/_Pixels) <= 1.0 / _Pixels; } float2 spherify(float2 uv) { float2 centered= uv *2.0-1.0; float z = sqrt(1.0 - dot(centered.xy, centered.xy)); float2 sphere = centered/(z + 1.0); return sphere * 0.5+0.5; } float2 rotate(float2 coord, float angle){ coord -= 0.5; //coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))); coord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)))); return coord + 0.5; } fixed4 frag(v2f i) : COLOR { // pixelize uv float2 uv = floor(i.uv*_Pixels)/_Pixels; //uv.y = 1 - uv.y; float light_d = distance(uv, _Light_origin) ; // we use this value later to dither between colors bool dith = dither(uv, i.uv); uv = rotate(uv, _Rotation); // map to sphere uv = spherify(uv); // a band is just one dimensional noise float band = fbm(float2(0.0, uv.y*_Size*_Bands)); // turbulence value is circles on top of each other float turb = turbulence(uv); // by layering multiple noise values & combining with turbulence and _Bands // we get some dynamic looking shape float fbm1 = fbm(uv*_Size); float fbm2 = fbm(uv*float2(1.0, 2.0)*_Size+fbm1+float2(-time*_Time_speed,0.0)+turb); // all of this is just increasing some contrast & applying light fbm2 *= pow(band,2.0)*7.0; float light = fbm2 + light_d * 1.8; fbm2 += pow(light_d , 1.0)-0.3; fbm2 = smoothstep(-0.2, 4.0-fbm2, light); // here apply the dither value if (dith ) { fbm2 *= 1.1; } // finally add colors float posterized = floor(fbm2*4.0)/2.0; float3 col; if (fbm2 < 0.625) { col = tex2D(_ColorScheme, float2(posterized, uv.y)).rgb; } else { col = tex2D(_Dark_ColorScheme, float2(posterized-1.0, uv.y)).rgb; } float a = step(length(uv-float2(0.5,0.5)), 0.5); return fixed4(col, a); } ENDCG } } } ================================================ FILE: Assets/Planets/GasPlanetLayers/GasLayers.shader.meta ================================================ fileFormatVersion: 2 guid: 54dc2e7b914477a47a0f21079054518b ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] preprocessorOverride: 0 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/GasPlanetLayers/Ring.mat.meta ================================================ fileFormatVersion: 2 guid: 79a071d32ae844e448c622aba260f362 NativeFormatImporter: externalObjects: {} mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/GasPlanetLayers/Ring.shader ================================================ Shader "Unlit/Ring" { Properties { _MainTex ("Texture", 2D) = "white" {} _Pixels("Pixels", range(10,300)) = 100.0 _Rotation("Rotation",range(0.0, 6.28)) = 0.0 _Light_origin("Light origin", Vector) = (0.39,0.39,0.39,0.39) _Time_speed("Time Speed",range(-1.0, 1.0)) = 0.2 _Light_border_1("Light border1",range(0.0, 1.0)) = 0.52 _Light_border_2("Light border2",range(0.0, 1.0)) = 0.62 _Ring_width("Ring Width",range(0.0, 0.15)) = 0.1 _Ring_perspective("Ring Perspective",float) = 4.0 _Scale_rel_to_planet("Scale rel to Planet",float) = 6.0 _ColorScheme("ColorScheme", 2D) = "white" {} _Dark_ColorScheme("Dark ColorScheme", 2D) = "black" {} _Size("Size",float) = 50.0 _OCTAVES("OCTAVES", range(0,20)) = 0 _Seed("Seed",range(1, 10)) = 1 time("time",float) = 0.0 } SubShader { //Tags { "RenderType"="Opaque" } Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"} LOD 100 Pass { Tags { "LightMode"="UniversalForward"} CULL Off ZWrite Off // don't write to depth buffer Blend SrcAlpha OneMinusSrcAlpha // use alpha blending CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" #include "../cginc/hlmod.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _Pixels; float _Rotation; float2 _Light_origin; float _Time_speed; float _Light_border_1; float _Light_border_2; float _Ring_width; float _Ring_perspective; float _Scale_rel_to_planet; sampler2D _ColorScheme; sampler2D _Dark_ColorScheme; float _Size; int _OCTAVES; int _Seed; float time; struct Input { float2 uv_MainTex; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } float rand(float2 coord) { coord = mod(coord, float2(2.0,1.0)*round(_Size)); return frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed); } float noise(float2 coord){ float2 i = floor(coord); float2 f = frac(coord); float a = rand(i); float b = rand(i + float2(1.0, 0.0)); float c = rand(i + float2(0.0, 1.0)); float d = rand(i + float2(1.0, 1.0)); float2 cubic = f * f * (3.0 - 2.0 * f); return lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y; } float fbm(float2 coord){ float value = 0.0; float scale = 0.5; for(int i = 0; i < _OCTAVES ; i++){ value += noise(coord) * scale; coord *= 2.0; scale *= 0.5; } return value; } // by Leukbaars from https://www.shadertoy.com/view/4tK3zR float circleNoise(float2 uv) { float uv_y = floor(uv.y); uv.x += uv_y*.31; float2 f = frac(uv); float h = rand(float2(floor(uv.x),floor(uv_y))); float m = (length(f-0.25-(h*0.5))); float r = h*0.25; return smoothstep(0.0, r, m*0.75); } bool dither(float2 uv_pixel, float2 uv_real) { return mod(uv_pixel.x+uv_real.y,2.0/_Pixels) <= 1.0 / _Pixels; } float2 spherify(float2 uv) { float2 centered= uv *2.0-1.0; float z = sqrt(1.0 - dot(centered.xy, centered.xy)); float2 sphere = centered/(z + 1.0); return sphere * 0.5+0.5; } float2 rotate(float2 coord, float angle){ coord -= 0.5; //coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))); coord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)))); return coord + 0.5; } fixed4 frag(v2f i) : COLOR { // pixelize uv float2 uv = floor(i.uv*_Pixels)/_Pixels; //uv.y = 1 - uv.y; // we use this value later to dither between colors bool dith = dither(uv, uv); float light_d = distance(uv, _Light_origin); uv = rotate(uv, _Rotation); // center is used to determine ring position float2 uv_center = uv - float2(0.0, 0.5); // tilt ring uv_center *= float2(1.0, _Ring_perspective); float center_d = distance(uv_center,float2(0.5, 0.0)); // cut out 2 circles of different _Sizes and only intersection of the 2. float ring = smoothstep(0.5-_Ring_width*2.0, 0.5-_Ring_width, center_d); ring *= smoothstep(center_d-_Ring_width, center_d, 0.4); // pretend like the ring goes behind the planet by removing it if it's in the upper half. if (uv.y < 0.5) { ring *= step(1.0/_Scale_rel_to_planet, distance(uv,float2(0.5,0.5))); } // rotate material in the ring uv_center = rotate(uv_center+float2(0, 0.5), time*_Time_speed); // some noise ring *= fbm(uv_center*_Size); // apply some colors based on final value float posterized = floor((ring+pow(light_d, 2.0)*2.0)*4.0)/4.0; float3 col; if (posterized <= 1.0) { col = tex2D(_ColorScheme, float2(posterized, uv.y)).rgb; } else { col = tex2D(_Dark_ColorScheme, float2(posterized-1.0, uv.y)).rgb; } float ring_a = step(0.28, ring); return fixed4(col, ring_a); } ENDCG } } } ================================================ FILE: Assets/Planets/GasPlanetLayers/Ring.shader.meta ================================================ fileFormatVersion: 2 guid: 544b3c0447dfae94c95f09f950a20450 ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] preprocessorOverride: 0 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/GasPlanetLayers.meta ================================================ fileFormatVersion: 2 guid: 09f6941322de51e4a99a6471d9bb301a folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/IceWorld/IceClouds.mat.meta ================================================ fileFormatVersion: 2 guid: 7535800f8b2469849b470382e6cb1d7a NativeFormatImporter: externalObjects: {} mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/IceWorld/IceClouds.shader ================================================ Shader "Unlit/IceClouds" { Properties { _MainTex ("Texture", 2D) = "white" {} _Pixels("Pixels", range(10,100)) = 0.0 _Rotation("Rotation",range(0.0, 6.28)) = 0.0 _Cloud_cover("Cloud cover",range(0.0, 1.0)) = 0.0 _Light_origin("Light origin", Vector) = (0.39,0.39,0.39,0.39) _Time_speed("Time Speed",range(-1.0, 1.0)) = 0.2 _Stretch("Stretch",range(1.0,3.0)) = 2.0 _Cloud_curve("Cloud Curve",range(1.0, 2.0)) = 1.3 _Light_border_1("Light border1",range(0.0, 1.0)) = 0.52 _Light_border_2("Light border2",range(0.0, 1.0)) = 0.62 _Base_color("Base Color", Color) = (1,1,1,1) _Outline_color("Outline Color",Color) = (0,0,0,0) _Shadow_Base_color("Shadow Base Color",Color) = (0,0,0,0) _Shadow_Outline_color("Shadow outline Color", Color) = (0,0,0,0) _Size("Size",float) = 50.0 _OCTAVES("OCTAVES", range(0,20)) = 0 _Seed("Seed",range(1, 10)) = 1 time("time",float) = 0.0 } SubShader { //Tags { "RenderType"="Opaque" } Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"} LOD 100 Pass { Tags { "LightMode"="UniversalForward"} CULL Off ZWrite Off // don't write to depth buffer Blend SrcAlpha OneMinusSrcAlpha // use alpha blending CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" #include "../cginc/hlmod.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _Pixels; float _Rotation; float _Cloud_cover; float2 _Light_origin; float _Time_speed; float _Stretch; float _Cloud_curve; float _Light_border_1; float _Light_border_2; fixed4 _Base_color; fixed4 _Outline_color; fixed4 _Shadow_Base_color; fixed4 _Shadow_Outline_color; float _Size; int _OCTAVES; int _Seed; float time; struct Input { float2 uv_MainTex; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } float rand(float2 coord) { coord = mod(coord, float2(1.0,1.0)*round(_Size)); return frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed); } float noise(float2 coord){ float2 i = floor(coord); float2 f = frac(coord); float a = rand(i); float b = rand(i + float2(1.0, 0.0)); float c = rand(i + float2(0.0, 1.0)); float d = rand(i + float2(1.0, 1.0)); float2 cubic = f * f * (3.0 - 2.0 * f); return lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y; } float fbm(float2 coord){ float value = 0.0; float scale = 0.5; for(int i = 0; i < _OCTAVES ; i++){ value += noise(coord) * scale; coord *= 2.0; scale *= 0.5; } return value; } // by Leukbaars from https://www.shadertoy.com/view/4tK3zR float circleNoise(float2 uv) { float uv_y = floor(uv.y); uv.x += uv_y*.31; float2 f = frac(uv); float h = rand(float2(floor(uv.x),floor(uv_y))); float m = (length(f-0.25-(h*0.5))); float r = h*0.25; return smoothstep(0.0, r, m*0.75); } float cloud_alpha(float2 uv) { float c_noise = 0.0; // more iterations for more turbulence for (int i = 0; i < 9; i++) { c_noise += circleNoise((uv * _Size * 0.3) + (float(i+1)+10.) + (float2(time*_Time_speed, 0.0))); } float fbmval = fbm(uv*_Size+c_noise + float2(time*_Time_speed, 0.0)); return fbmval;//step(a_cutoff, fbm); } bool dither(float2 uv_pixel, float2 uv_real) { return mod(uv_pixel.x+uv_real.y,2.0/_Pixels) <= 1.0 / _Pixels; } float2 spherify(float2 uv) { float2 centered= uv *2.0-1.0; float z = sqrt(1.0 - dot(centered.xy, centered.xy)); float2 sphere = centered/(z + 1.0); return sphere * 0.5+0.5; } float2 rotate(float2 coord, float angle){ coord -= 0.5; //coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))); coord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)))); return coord + 0.5; } fixed4 frag(v2f i) : COLOR { // pixelize uv float2 uv = floor(i.uv*_Pixels)/_Pixels; //uv.y = 1 - uv.y; // distance to light source float d_light = distance(uv , _Light_origin); // cut out a circle float d_circle = distance(uv, float2(0.5,0.5)); float a = step(d_circle, 0.5); float d_to_center = distance(uv, float2(0.5,0.5)); uv = rotate(uv, _Rotation); // map to sphere uv = spherify(uv); // slightly make uv go down on the right, and up in the left uv.y += smoothstep(0.0, _Cloud_curve, abs(uv.x-0.4)); float c = cloud_alpha(uv*float2(1.0, _Stretch)); // assign some colors based on cloud depth & distance from light float3 col = _Base_color.rgb; if (c < _Cloud_cover + 0.03) { col = _Outline_color.rgb; } if (d_light + c*0.2 > _Light_border_1) { col = _Shadow_Base_color.rgb; } if (d_light + c*0.2 > _Light_border_2) { col = _Shadow_Outline_color.rgb; } c *= step(d_to_center, 0.5); //COLOR = float4(col, step(_Cloud_cover, c) * a); return fixed4(col, step(_Cloud_cover, c) * a); } ENDCG } } } ================================================ FILE: Assets/Planets/IceWorld/IceClouds.shader.meta ================================================ fileFormatVersion: 2 guid: f59d3a17c3e43dc45aab72b34370c6ba ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] preprocessorOverride: 0 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/IceWorld/IcePlanetUnder.mat.meta ================================================ fileFormatVersion: 2 guid: 3e3016199a918504da4bbec87b18ec62 NativeFormatImporter: externalObjects: {} mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/IceWorld/IcePlanetUnder.shader ================================================ Shader "Unlit/IcePlanetUnder" { Properties { _MainTex ("Texture", 2D) = "white" {} _Pixels("Pixels", range(10,100)) = 0.0 _Rotation("Rotation",range(0.0, 6.28)) = 0.0 _Light_origin("Light origin", Vector) = (0.39,0.39,0.39,0.39) _Time_speed("Time Speed",range(-1.0, 1.0)) = 0.2 _Dither_Size("Dither Size",range(0.0, 10.0)) = 2.0 light_border_1("Light border1",range(0.0, 1.0)) = 0.52 light_border_2("Light border2",range(0.0, 1.0)) = 0.62 _Color1("Color1", Color) = (1,1,1,1) _Color2("Color2", Color) = (1,1,1,1) _Color3("Color3", Color) = (1,1,1,1) _Size("Size",float) = 50.0 _OCTAVES("OCTAVES", range(0,20)) = 0 _Seed("Seed",range(1, 10)) = 1 time("time",float) = 0.0 } SubShader { //Tags { "RenderType"="Opaque" } Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"} LOD 100 Pass { Tags { "LightMode"="UniversalForward"} CULL Off ZWrite Off // don't write to depth buffer Blend SrcAlpha OneMinusSrcAlpha // use alpha blending CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" #include "../cginc/hlmod.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _Pixels; float _Rotation; float _Dither_Size; float2 _Light_origin; float _Time_speed; float light_border_1; float light_border_2; float _Size; int _OCTAVES; int _Seed; float time; fixed4 _Color1; fixed4 _Color2; fixed4 _Color3; struct Input { float2 uv_MainTex; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } float rand(float2 coord) { coord = mod(coord, float2(2.0,1.0)*round(_Size)); return frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed); } float noise(float2 coord){ float2 i = floor(coord); float2 f = frac(coord); float a = rand(i); float b = rand(i + float2(1.0, 0.0)); float c = rand(i + float2(0.0, 1.0)); float d = rand(i + float2(1.0, 1.0)); float2 cubic = f * f * (3.0 - 2.0 * f); return lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y; } bool dither(float2 uv1, float2 uv2) { return mod(uv1.x+uv2.y,2.0/_Pixels) <= 1.0 / _Pixels; } float fbm(float2 coord){ float value = 0.0; float scale = 0.5; for(int i = 0; i < _OCTAVES ; i++){ value += noise(coord) * scale; coord *= 2.0; scale *= 0.5; } return value; } float2 spherify(float2 uv) { float2 centered= uv *2.0-1.0; float z = sqrt(1.0 - dot(centered.xy, centered.xy)); float2 sphere = centered/(z + 1.0); return sphere * 0.5+0.5; } float2 rotate(float2 coord, float angle){ coord -= 0.5; //coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))); coord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)))); return coord + 0.5; } fixed4 frag(v2f i) : COLOR { // pixelize uv float2 uv = floor(i.uv*_Pixels)/_Pixels; //uv.y = 1 - uv.y; bool dith = dither(uv, i.uv); // check distance distance to light float d_light = distance(uv , float2(_Light_origin)); // cut out a circle float d_circle = distance(uv, float2(0.5,0.5)); float a = step(d_circle, 0.5); uv = spherify(uv); uv = rotate(uv, _Rotation); // get a noise value with light distance added d_light += fbm(uv*_Size+float2(time*_Time_speed, 0.0))*0.3; // change the magic 0.3 here for different light strengths // _Size of edge in which colors should be dithered float dither_border = (1.0/_Pixels)*_Dither_Size; // now we can assign colors based on distance to light origin float3 col = _Color1.rgb; if (d_light > light_border_1) { col = _Color2.rgb; if (d_light < light_border_1 + dither_border && dith) { col = _Color1.rgb; } } if (d_light > light_border_2) { col = _Color3.rgb; if (d_light < light_border_2 + dither_border && dith) { col = _Color2.rgb; } } return fixed4(col, a); } ENDCG } } } ================================================ FILE: Assets/Planets/IceWorld/IcePlanetUnder.shader.meta ================================================ fileFormatVersion: 2 guid: e02541b14d0beda48ab5be39f9e4b05d ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] preprocessorOverride: 0 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/IceWorld/IceWorld.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class IceWorld : MonoBehaviour, IPlanet { [SerializeField] private GameObject PlanetUnder; [SerializeField] private GameObject Lakes; [SerializeField] private GameObject Clouds; private Material m_PlanetUnder; private Material m_Lakes; private Material m_Clouds; private string[] color_vars1 = new string[]{"_Color1", "_Color2", "_Color3"}; private string[] init_colors1 = new string[] {"#faffff", "#c7d4e1", "#928fb8"}; private string[] color_vars2 = new string[]{"_Color1", "_Color2", "_Color3"}; private string[] init_colors2 = new string[] {"#4fa4b8", "#4c6885", "#3a3f5e"}; private string[] color_vars3 = new string[]{"_Base_color", "_Outline_color", "_Shadow_Base_color","_Shadow_Outline_color"}; private string[] init_colors3 = new string[] {"#e1f2ff", "#c0e3ff", "#5e70a5","#404973"}; private void Awake() { m_PlanetUnder = PlanetUnder.GetComponent().material; m_Lakes = Lakes.GetComponent().material; m_Clouds = Clouds.GetComponent().material; SetInitialColors(); } public void SetPixel(float amount) { m_PlanetUnder.SetFloat(ShaderProperties.Key_Pixels, amount); m_Lakes.SetFloat(ShaderProperties.Key_Pixels, amount); m_Clouds.SetFloat(ShaderProperties.Key_Pixels, amount); } public void SetLight(Vector2 pos) { m_PlanetUnder.SetVector(ShaderProperties.Key_Light_origin, pos); m_Lakes.SetVector(ShaderProperties.Key_Light_origin, pos); m_Clouds.SetVector(ShaderProperties.Key_Light_origin, pos); } public void SetSeed(float seed) { var converted_seed = seed % 1000f / 100f; m_PlanetUnder.SetFloat(ShaderProperties.Key_Seed, converted_seed); m_Lakes.SetFloat(ShaderProperties.Key_Seed, converted_seed); m_Clouds.SetFloat(ShaderProperties.Key_Seed, converted_seed); } public void SetRotate(float r) { m_PlanetUnder.SetFloat(ShaderProperties.Key_Rotation, r); m_Lakes.SetFloat(ShaderProperties.Key_Rotation, r); m_Clouds.SetFloat(ShaderProperties.Key_Rotation, r); } public void UpdateTime(float time) { m_Clouds.SetFloat(ShaderProperties.Key_time, time * 0.5f); m_PlanetUnder.SetFloat(ShaderProperties.Key_time, time ); m_Lakes.SetFloat(ShaderProperties.Key_time, time); } public void SetCustomTime(float time) { var dt = 10f + time * 60f; m_Clouds.SetFloat(ShaderProperties.Key_time, dt * 0.5f); m_PlanetUnder.SetFloat(ShaderProperties.Key_time, dt); m_Lakes.SetFloat(ShaderProperties.Key_time, dt); } public void SetInitialColors() { for (int i = 0; i < color_vars1.Length; i++) { m_PlanetUnder.SetColor(color_vars1[i], ColorUtil.FromRGB(init_colors1[i])); } for (int i = 0; i < color_vars2.Length; i++) { m_Lakes.SetColor(color_vars2[i], ColorUtil.FromRGB(init_colors2[i])); } for (int i = 0; i < color_vars3.Length; i++) { m_Clouds.SetColor(color_vars3[i], ColorUtil.FromRGB(init_colors3[i])); } } public Color[] GetColors() { var colors = new Color[10]; int pos = 0; for (int i = 0; i < color_vars1.Length; i++) { colors[i] = m_PlanetUnder.GetColor(color_vars1[i]); } pos = color_vars1.Length; for (int i = 0; i < color_vars2.Length; i++) { colors[i + pos] = m_Lakes.GetColor(color_vars2[i]); } pos = color_vars1.Length + color_vars2.Length; for (int i = 0; i < color_vars3.Length; i++) { colors[i + pos] = m_Clouds.GetColor(color_vars3[i]); } return colors; } public void SetColors(Color[] _colors) { for (int i = 0; i < color_vars1.Length; i++) { m_PlanetUnder.SetColor(color_vars1[i], _colors[i]); } for (int i = 0; i < color_vars2.Length; i++) { m_Lakes.SetColor(color_vars2[i], _colors[i + color_vars1.Length]); } for (int i = 0; i < color_vars3.Length; i++) { m_Clouds.SetColor(color_vars3[i], _colors[i + color_vars1.Length + color_vars2.Length]); } } } ================================================ FILE: Assets/Planets/IceWorld/IceWorld.cs.meta ================================================ fileFormatVersion: 2 guid: 64cd045b012cab14d8c494d67c8bb69b MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/IceWorld/Lakes.mat.meta ================================================ fileFormatVersion: 2 guid: b2838bcde28285040a277fcb4d3959dc NativeFormatImporter: externalObjects: {} mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/IceWorld/Lakes.shader ================================================ Shader "Unlit/Lakes" { Properties { _MainTex ("Texture", 2D) = "white" {} _Pixels("Pixels", range(10,100)) = 0.0 _Rotation("Rotation",range(0.0, 6.28)) = 0.0 _Light_origin("Light origin", Vector) = (0.39,0.39,0.39,0.39) _Time_speed("Time Speed",range(-1.0, 1.0)) = 0.2 _Dither_Size("Dither Size",range(0.0, 10.0)) = 2.0 _Light_border_1("Light border1",range(0.0, 1.0)) = 0.52 _Light_border_2("Light border2",range(0.0, 1.0)) = 0.62 _Lake_cutoff("Lake Cutoff",range(0.0, 1.0)) = 0.0 _Color1("Color1", Color) = (1,1,1,1) _Color2("Color2", Color) = (1,1,1,1) _Color3("Color3", Color) = (1,1,1,1) _Size("Size",float) = 50.0 _OCTAVES("OCTAVES", range(0,20)) = 0 _Seed("Seed",range(1, 10)) = 1 time("time",float) = 0.0 } SubShader { //Tags { "RenderType"="Opaque" } Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"} LOD 100 Pass { Tags { "LightMode"="UniversalForward"} CULL Off ZWrite Off // don't write to depth buffer Blend SrcAlpha OneMinusSrcAlpha // use alpha blending CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" #include "../cginc/hlmod.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _Pixels; float _Rotation; float _Dither_Size; float2 _Light_origin; float _Time_speed; float _Light_border_1; float _Light_border_2; float _Lake_cutoff; float _Size; int _OCTAVES; int _Seed; float time; fixed4 _Color1; fixed4 _Color2; fixed4 _Color3; struct Input { float2 uv_MainTex; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } float rand(float2 coord) { coord = mod(coord, float2(2.0,1.0)*round(_Size)); return frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 43758.5453 * _Seed); } float noise(float2 coord){ float2 i = floor(coord); float2 f = frac(coord); float a = rand(i); float b = rand(i + float2(1.0, 0.0)); float c = rand(i + float2(0.0, 1.0)); float d = rand(i + float2(1.0, 1.0)); float2 cubic = f * f * (3.0 - 2.0 * f); return lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y; } bool dither(float2 uv1, float2 uv2) { return mod(uv1.x+uv2.y,2.0/_Pixels) <= 1.0 / _Pixels; } float fbm(float2 coord){ float value = 0.0; float scale = 0.5; for(int i = 0; i < _OCTAVES ; i++){ value += noise(coord) * scale; coord *= 2.0; scale *= 0.5; } return value; } float2 spherify(float2 uv) { float2 centered= uv *2.0-1.0; float z = sqrt(1.0 - dot(centered.xy, centered.xy)); float2 sphere = centered/(z + 1.0); return sphere * 0.5+0.5; } float2 rotate(float2 coord, float angle){ coord -= 0.5; //coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))); coord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)))); return coord + 0.5; } fixed4 frag(v2f i) : COLOR { // pixelize uv float2 uv = floor(i.uv*_Pixels)/_Pixels; //uv.y = 1 - uv.y; float d_light = distance(uv , _Light_origin); // give planet a tilt uv = rotate(uv, _Rotation); // // map to sphere uv = spherify(uv); // some scrolling noise for landmasses float fbm1 = fbm(uv*_Size+float2(time*_Time_speed,0.0)); float lake = fbm(uv*_Size+float2(time*_Time_speed,0.0)); // increase contrast on d_light d_light = pow(d_light, 2.0)*0.4; d_light -= d_light * lake; float3 col = _Color1.rgb; if (d_light > _Light_border_1) { col = _Color2.rgb; } if (d_light > _Light_border_2) { col = _Color3.rgb; } float a = step(_Lake_cutoff, lake); a*= step(distance(float2(0.5,0.5), uv), 0.5); return fixed4(col, a); } ENDCG } } } ================================================ FILE: Assets/Planets/IceWorld/Lakes.shader.meta ================================================ fileFormatVersion: 2 guid: 5a883b4645892be47969e4799bb80fa9 ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] preprocessorOverride: 0 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/IceWorld.meta ================================================ fileFormatVersion: 2 guid: bda4dae6b5a9b56469247bf22be93c9f folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/LandMasses/Clouds.mat.meta ================================================ fileFormatVersion: 2 guid: 070b6b7a52aba8c4eaa8a8cbab77b8ff NativeFormatImporter: externalObjects: {} mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/LandMasses/Clouds.shader ================================================ Shader "Unlit/Clouds" { Properties { _MainTex ("Texture", 2D) = "white" {} _Pixels("Pixels", range(10,100)) = 0.0 _Rotation("Rotation",range(0.0, 6.28)) = 0.0 _Cloud_cover("Cloud cover",range(0.0, 1.0)) = 0.0 _Light_origin("Light origin", Vector) = (0.39,0.39,0.39,0.39) _Time_speed("Time Speed",range(-1.0, 1.0)) = 0.2 _Stretch("Stretch",range(1.0,3.0)) = 2.0 _Cloud_curve("Cloud Curve",range(1.0, 2.0)) = 1.3 _Light_border_1("Light border1",range(0.0, 1.0)) = 0.52 _Light_border_2("Light border2",range(0.0, 1.0)) = 0.62 _Base_color("Base Color", Color) = (1,1,1,1) _Outline_color("Outline Color",Color) = (0,0,0,0) _Shadow_Base_color("Shadow Base Color",Color) = (0,0,0,0) _Shadow_Outline_color("Shadow outline Color", Color) = (0,0,0,0) _Size("Size",float) = 50.0 _OCTAVES("OCTAVES", range(0,20)) = 0 _Seed("Seed",range(1, 10)) = 1 time("time",float) = 0.0 } SubShader { //Tags { "RenderType"="Opaque" } Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"} LOD 100 Pass { Tags { "LightMode"="UniversalForward"} CULL Off ZWrite Off // don't write to depth buffer Blend SrcAlpha OneMinusSrcAlpha // use alpha blending CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" #include "../cginc/hlmod.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _Pixels; float _Rotation; float _Cloud_cover; float2 _Light_origin; float _Time_speed; float _Stretch; float _Cloud_curve; float _Light_border_1; float _Light_border_2; fixed4 _Base_color; fixed4 _Outline_color; fixed4 _Shadow_Base_color; fixed4 _Shadow_Outline_color; float _Size; int _OCTAVES; int _Seed; float time; struct Input { float2 uv_MainTex; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } float rand(float2 coord) { coord = mod(coord, float2(1.0,1.0)*round(_Size)); return frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed); } float noise(float2 coord){ float2 i = floor(coord); float2 f = frac(coord); float a = rand(i); float b = rand(i + float2(1.0, 0.0)); float c = rand(i + float2(0.0, 1.0)); float d = rand(i + float2(1.0, 1.0)); float2 cubic = f * f * (3.0 - 2.0 * f); return lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y; } float fbm(float2 coord){ float value = 0.0; float scale = 0.5; for(int i = 0; i < _OCTAVES ; i++){ value += noise(coord) * scale; coord *= 2.0; scale *= 0.5; } return value; } // by Leukbaars from https://www.shadertoy.com/view/4tK3zR float circleNoise(float2 uv) { float uv_y = floor(uv.y); uv.x += uv_y*.31; float2 f = frac(uv); float h = rand(float2(floor(uv.x),floor(uv_y))); float m = (length(f-0.25-(h*0.5))); float r = h*0.25; return smoothstep(0.0, r, m*0.75); } float cloud_alpha(float2 uv) { float c_noise = 0.0; // more iterations for more turbulence for (int i = 0; i < 9; i++) { c_noise += circleNoise((uv * _Size * 0.3) + (float(i+1)+10.) + (float2(time*_Time_speed, 0.0))); } float fbmval = fbm(uv*_Size+c_noise + float2(time*_Time_speed, 0.0)); return fbmval;//step(a_cutoff, fbm); } bool dither(float2 uv_pixel, float2 uv_real) { return mod(uv_pixel.x+uv_real.y,2.0/_Pixels) <= 1.0 / _Pixels; } float2 spherify(float2 uv) { float2 centered= uv *2.0-1.0; float z = sqrt(1.0 - dot(centered.xy, centered.xy)); float2 sphere = centered/(z + 1.0); return sphere * 0.5+0.5; } float2 rotate(float2 coord, float angle){ coord -= 0.5; //coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))); coord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)))); return coord + 0.5; } fixed4 frag(v2f i) : COLOR { // pixelize uv float2 uv = floor(i.uv*_Pixels)/_Pixels; //uv.y = 1 - uv.y; // distance to light source float d_light = distance(uv , _Light_origin); // cut out a circle float d_circle = distance(uv, float2(0.5,0.5)); float a = step(d_circle, 0.5); float d_to_center = distance(uv, float2(0.5,0.5)); uv = rotate(uv, _Rotation); // map to sphere uv = spherify(uv); // slightly make uv go down on the right, and up in the left uv.y += smoothstep(0.0, _Cloud_curve, abs(uv.x-0.4)); float c = cloud_alpha(uv*float2(1.0, _Stretch)); // assign some colors based on cloud depth & distance from light float3 col = _Base_color.rgb; if (c < _Cloud_cover + 0.03) { col = _Outline_color.rgb; } if (d_light + c*0.2 > _Light_border_1) { col = _Shadow_Base_color.rgb; } if (d_light + c*0.2 > _Light_border_2) { col = _Shadow_Outline_color.rgb; } c *= step(d_to_center, 0.5); //COLOR = float4(col, step(_Cloud_cover, c) * a); return fixed4(col, step(_Cloud_cover, c) * a); } ENDCG } } } ================================================ FILE: Assets/Planets/LandMasses/Clouds.shader.meta ================================================ fileFormatVersion: 2 guid: 74fca197daa745a418d27e8e59ee5d41 ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] preprocessorOverride: 0 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/LandMasses/LandMasses.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using System.Linq; public class LandMasses : MonoBehaviour, IPlanet { [SerializeField] private GameObject Water; [SerializeField] private GameObject Land; [SerializeField] private GameObject Cloud; private Material m_Water; private Material m_Land; private Material m_Clouds; private string[] color_vars1 = new string[]{"_Color1", "_Color2", "_Color3"}; private string[] init_colors1 = new string[] {"#92E8C0", "#4FA4B8", "#2C354D"}; private string[] color_vars2 = new string[]{"_Color1", "_Color2", "_Color3","_Color4"}; private string[] init_colors2 = new string[] {"#C8D45D", "#63AB3F", "#2F5753", "#283540"}; private string[] color_vars3 = new string[]{"_Base_color", "_Outline_color", "_Shadow_Base_color","_Shadow_Outline_color"}; private string[] init_colors3 = new string[] {"#DFE0E8", "#A3A7C2", "#686F99","#404973"}; private void Awake() { m_Water = Water.GetComponent().material; m_Land = Land.GetComponent().material; m_Clouds = Cloud.GetComponent().material; SetInitialColors(); } public void SetPixel(float amount) { m_Water.SetFloat(ShaderProperties.Key_Pixels, amount); m_Land.SetFloat(ShaderProperties.Key_Pixels, amount); m_Clouds.SetFloat(ShaderProperties.Key_Pixels, amount); } public void SetLight(Vector2 pos) { m_Water.SetVector(ShaderProperties.Key_Light_origin, pos); m_Land.SetVector(ShaderProperties.Key_Light_origin, pos); m_Clouds.SetVector(ShaderProperties.Key_Light_origin, pos); } public void SetSeed(float seed) { var converted_seed = seed % 1000f / 100f; m_Water.SetFloat(ShaderProperties.Key_Seed, converted_seed); m_Land.SetFloat(ShaderProperties.Key_Seed, converted_seed); m_Clouds.SetFloat(ShaderProperties.Key_Seed, converted_seed); m_Clouds.SetFloat(ShaderProperties.Key_Cloud_cover, Random.Range(0.35f, 0.6f)); } public void SetRotate(float r) { m_Water.SetFloat(ShaderProperties.Key_Rotation, r); m_Land.SetFloat(ShaderProperties.Key_Rotation, r); m_Clouds.SetFloat(ShaderProperties.Key_Rotation, r); } public void UpdateTime(float time) { m_Clouds.SetFloat(ShaderProperties.Key_time, time * 0.5f); m_Water.SetFloat(ShaderProperties.Key_time, time ); m_Land.SetFloat(ShaderProperties.Key_time, time); } public void SetCustomTime(float time) { var dt = 10f + time * 60f; m_Clouds.SetFloat(ShaderProperties.Key_time, dt * 0.5f); m_Water.SetFloat(ShaderProperties.Key_time, dt); m_Land.SetFloat(ShaderProperties.Key_time, dt); } public void SetInitialColors() { for (int i = 0; i < color_vars1.Length; i++) { m_Water.SetColor(color_vars1[i], ColorUtil.FromRGB(init_colors1[i])); } for (int i = 0; i < color_vars2.Length; i++) { m_Land.SetColor(color_vars2[i], ColorUtil.FromRGB(init_colors2[i])); } for (int i = 0; i < color_vars3.Length; i++) { m_Clouds.SetColor(color_vars3[i], ColorUtil.FromRGB(init_colors3[i])); } } public Color[] GetColors() { var colors = new Color[11]; int pos = 0; for (int i = 0; i < color_vars1.Length; i++) { colors[i] = m_Water.GetColor(color_vars1[i]); } pos = color_vars1.Length; for (int i = 0; i < color_vars2.Length; i++) { colors[i + pos] = m_Land.GetColor(color_vars2[i]); } pos = color_vars1.Length + color_vars2.Length; for (int i = 0; i < color_vars3.Length; i++) { colors[i + pos] = m_Clouds.GetColor(color_vars3[i]); } return colors; } public void SetColors(Color[] _colors) { var colorArray = _colors.ToList(); for (int i = 0; i < color_vars1.Length; i++) { var key = color_vars1[i]; var val = colorArray.GetRange(i, 1).FirstOrDefault(); m_Water.SetColor(key,val ); } for (int i = 0; i < color_vars2.Length; i++) { var key = color_vars2[i]; var val = colorArray.GetRange(i + color_vars1.Length, 1).FirstOrDefault(); m_Land.SetColor(key,val ); } for (int i = 0; i < color_vars3.Length; i++) { var key = color_vars3[i]; var val = colorArray.GetRange(i + color_vars1.Length + color_vars2.Length, 1).FirstOrDefault(); m_Clouds.SetColor(key,val ); } } } ================================================ FILE: Assets/Planets/LandMasses/LandMasses.cs.meta ================================================ fileFormatVersion: 2 guid: a497503330c5efa43bbd6973b5450155 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/LandMasses/PlanetLandMass.mat.meta ================================================ fileFormatVersion: 2 guid: 68214f1726126ea40b3d2b99f3447ed2 NativeFormatImporter: externalObjects: {} mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/LandMasses/PlanetLandMass.shader ================================================ Shader "Unlit/PlanetLandMass" { Properties { _MainTex ("Texture", 2D) = "white" {} _Pixels("Pixels", range(10,100)) = 0.0 _Rotation("Rotation",range(0.0, 6.28)) = 0.0 _Light_origin("Light origin", Vector) = (0.39,0.39,0.39,0.39) _Time_speed("Time Speed",range(-1.0, 1.0)) = 0.2 _Dither_Size("Dither Size",range(0.0, 10.0)) = 2.0 _Light_border_1("Light border1",range(0.0, 1.0)) = 0.52 _Light_border_2("Light border2",range(0.0, 1.0)) = 0.62 _Land_cutoff("Land Cutoff",range(0.0, 1.0)) = 0.0 _Color1("Color1", Color) = (1,1,1,1) _Color2("Color2", Color) = (1,1,1,1) _Color3("Color3", Color) = (1,1,1,1) _Color4("Color4", Color) = (1,1,1,1) _Size("Size",float) = 50.0 _OCTAVES("OCTAVES", range(0,20)) = 0 _Seed("Seed",range(1, 10)) = 1 time("time",float) = 0.0 } SubShader { //Tags { "RenderType"="Opaque" } Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"} LOD 100 Pass { Tags { "LightMode"="UniversalForward"} CULL Off ZWrite Off // don't write to depth buffer Blend SrcAlpha OneMinusSrcAlpha // use alpha blending CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" #include "../cginc/hlmod.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _Pixels; float _Rotation; float _Dither_Size; float2 _Light_origin; float _Time_speed; float _Land_cutoff; float _Light_border_1; float _Light_border_2; float _Size; int _OCTAVES; int _Seed; float time; fixed4 _Color1; fixed4 _Color2; fixed4 _Color3; fixed4 _Color4; struct Input { float2 uv_MainTex; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } float rand(float2 coord) { coord = mod(coord, float2(2.0,1.0)*round(_Size)); return frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed); } float noise(float2 coord){ float2 i = floor(coord); float2 f = frac(coord); float a = rand(i); float b = rand(i + float2(1.0, 0.0)); float c = rand(i + float2(0.0, 1.0)); float d = rand(i + float2(1.0, 1.0)); float2 cubic = f * f * (3.0 - 2.0 * f); return lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y; } float fbm(float2 coord){ float value = 0.0; float scale = 0.5; for(int i = 0; i < _OCTAVES ; i++){ value += noise(coord) * scale; coord *= 2.0; scale *= 0.5; } return value; } float2 spherify(float2 uv) { float2 centered= uv *2.0-1.0; float z = sqrt(1.0 - dot(centered.xy, centered.xy)); float2 sphere = centered/(z + 1.0); return sphere * 0.5+0.5; } float2 rotate(float2 coord, float angle){ coord -= 0.5; //coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))); coord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)))); return coord + 0.5; } fixed4 frag(v2f i) : COLOR { // pixelize uv float2 uv = floor(i.uv*_Pixels)/_Pixels; //uv.y = 1 - uv.y; float d_light = distance(uv , _Light_origin); // cut out a circle float d_circle = distance(uv, float2(0.5,0.5)); float a = step(d_circle, 0.5); // give planet a tilt uv = rotate(uv, _Rotation); // map to sphere uv = spherify(uv); // some scrolling noise for landmasses float2 base_fbm_uv = (uv)*_Size+float2(time*_Time_speed,0.0); // use multiple fbm's at different places so we can determine what color land gets float fbm1 = fbm(base_fbm_uv); float fbm2 = fbm(base_fbm_uv - _Light_origin*fbm1); float fbm3 = fbm(base_fbm_uv - _Light_origin*1.5*fbm1); float fbm4 = fbm(base_fbm_uv - _Light_origin*2.0*fbm1); // lots of magic numbers here // you can mess with them, it changes the color distribution if (d_light < _Light_border_1) { fbm4 *= 0.9; } if (d_light > _Light_border_1) { fbm2 *= 1.05; fbm3 *= 1.05; fbm4 *= 1.05; } if (d_light > _Light_border_2) { fbm2 *= 1.3; fbm3 *= 1.4; fbm4 *= 1.8; } // increase contrast on d_light d_light = pow(d_light, 2.0)*0.1; float3 col = _Color4.rgb; // assign colors based on if there is noise to the top-left of noise // and also based on how far noise is from light if (fbm4 + d_light < fbm1) { col = _Color3.rgb; } if (fbm3 + d_light < fbm1) { col = _Color2.rgb; } if (fbm2 + d_light < fbm1) { col = _Color1.rgb; } return fixed4(col, step(_Land_cutoff, fbm1) * a); } ENDCG } } } ================================================ FILE: Assets/Planets/LandMasses/PlanetLandMass.shader.meta ================================================ fileFormatVersion: 2 guid: 871f2b2fe08becc4bb40fff5b09b5aa0 ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] preprocessorOverride: 0 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/LandMasses/PlanetUnder.mat.meta ================================================ fileFormatVersion: 2 guid: 864dfe83e881fe04cbb51ac2ac54714d NativeFormatImporter: externalObjects: {} mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/LandMasses/PlanetUnder.shader ================================================ Shader "Unlit/PlanetUnder" { Properties { _MainTex ("Texture", 2D) = "white" {} _Pixels("Pixels", range(10,100)) = 0.0 _Rotation("Rotation",range(0.0, 6.28)) = 0.0 _Light_origin("Light origin", Vector) = (0.39,0.39,0.39,0.39) _Time_speed("Time Speed",range(-1.0, 1.0)) = 0.2 _Dither_Size("Dither Size",range(0.0, 10.0)) = 2.0 _Light_border_1("Light border1",range(0.0, 1.0)) = 0.52 _Light_border_2("Light border2",range(0.0, 1.0)) = 0.62 _Color1("Color1", Color) = (1,1,1,1) _Color2("Color2", Color) = (1,1,1,1) _Color3("Color3", Color) = (1,1,1,1) _Size("Size",float) = 50.0 _OCTAVES("OCTAVES", range(0,20)) = 0 _Seed("Seed",range(1, 10)) = 1 time("time",float) = 0.0 } SubShader { //Tags { "RenderType"="Opaque" } Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"} LOD 100 Pass { Tags { "LightMode"="UniversalForward"} CULL Off ZWrite Off // don't write to depth buffer Blend SrcAlpha OneMinusSrcAlpha // use alpha blending CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" #include "../cginc/hlmod.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _Pixels; float _Rotation; float _Dither_Size; float2 _Light_origin; float _Time_speed; float _Light_border_1; float _Light_border_2; float _Size; int _OCTAVES; int _Seed; float time; fixed4 _Color1; fixed4 _Color2; fixed4 _Color3; struct Input { float2 uv_MainTex; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } float rand(float2 coord) { coord = mod(coord, float2(2.0,1.0)*round(_Size)); return frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed); } float noise(float2 coord){ float2 i = floor(coord); float2 f = frac(coord); float a = rand(i); float b = rand(i + float2(1.0, 0.0)); float c = rand(i + float2(0.0, 1.0)); float d = rand(i + float2(1.0, 1.0)); float2 cubic = f * f * (3.0 - 2.0 * f); return lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y; } bool dither(float2 uv1, float2 uv2) { return mod(uv1.x+uv2.y,2.0/_Pixels) <= 1.0 / _Pixels; } float fbm(float2 coord){ float value = 0.0; float scale = 0.5; for(int i = 0; i < _OCTAVES ; i++){ value += noise(coord) * scale; coord *= 2.0; scale *= 0.5; } return value; } float2 spherify(float2 uv) { float2 centered= uv *2.0-1.0; float z = sqrt(1.0 - dot(centered.xy, centered.xy)); float2 sphere = centered/(z + 1.0); return sphere * 0.5+0.5; } float2 rotate(float2 coord, float angle){ coord -= 0.5; //coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))); coord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)))); return coord + 0.5; } fixed4 frag(v2f i) : COLOR { // pixelize uv float2 uv = floor(i.uv*_Pixels)/_Pixels; //uv.y = 1 - uv.y; bool dith = dither(uv, i.uv); // check distance distance to light float d_light = distance(uv , float2(_Light_origin)); // cut out a circle float d_circle = distance(uv, float2(0.5,0.5)); float a = step(d_circle, 0.5); uv = spherify(uv); uv = rotate(uv, _Rotation); // get a noise value with light distance added d_light += fbm(uv*_Size+float2(time*_Time_speed, 0.0))*0.3; // change the magic 0.3 here for different light strengths // _Size of edge in which colors should be dithered float dither_border = (1.0/_Pixels)*_Dither_Size; // now we can assign colors based on distance to light origin float3 col = _Color1.rgb; if (d_light > _Light_border_1) { col = _Color2.rgb; if (d_light < _Light_border_1 + dither_border && dith) { col = _Color1.rgb; } } if (d_light > _Light_border_2) { col = _Color3.rgb; if (d_light < _Light_border_2 + dither_border && dith) { col = _Color2.rgb; } } return fixed4(col, a); } ENDCG } } } ================================================ FILE: Assets/Planets/LandMasses/PlanetUnder.shader.meta ================================================ fileFormatVersion: 2 guid: b5df5b223202fe24eb15bcefcf70300a ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] preprocessorOverride: 0 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/LandMasses.meta ================================================ fileFormatVersion: 2 guid: 2430ca7b8f3989449840192be5d5efeb folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/LavaWorld/LavaCraters.mat.meta ================================================ fileFormatVersion: 2 guid: 028c219bb20c88d49ba34f63f1bbeea9 NativeFormatImporter: externalObjects: {} mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/LavaWorld/LavaCraters.shader ================================================ Shader "Unlit/LavaCraters" { Properties { _MainTex ("Texture", 2D) = "white" {} _Pixels("Pixels", range(10,100)) = 0.0 _Rotation("Rotation",range(0.0, 6.28)) = 0.0 _Light_origin("Light origin", Vector) = (0.39,0.39,0.39,0.39) _Time_speed("Time Speed",range(-1.0, 1.0)) = 0.2 _Light_border("Light border",range(0.0, 1.0)) = 0.52 _Color1("Color1", Color) = (1,1,1,1) _Color2("Color2", Color) = (1,1,1,1) _Size("Size",float) = 50.0 _Seed("Seed",range(1, 10)) = 1 time("time",float) = 0.0 } SubShader { //Tags { "RenderType"="Opaque" } Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"} LOD 100 Pass { Tags { "LightMode"="UniversalForward"} CULL Off ZWrite Off // don't write to depth buffer Blend SrcAlpha OneMinusSrcAlpha // use alpha blending CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" #include "../cginc/hlmod.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _Pixels; float _Rotation; float2 _Light_origin; float _Time_speed; float _Light_border; float _Size; int _Seed; float time; fixed4 _Color1; fixed4 _Color2; struct Input { float2 uv_MainTex; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } float rand(float2 coord) { coord = mod(coord, float2(1.0,1.0)*round(_Size)); return frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed); } // by Leukbaars from https://www.shadertoy.com/view/4tK3zR float circleNoise(float2 uv) { float uv_y = floor(uv.y); uv.x += uv_y*.31; float2 f = frac(uv); float h = rand(float2(floor(uv.x),floor(uv_y))); float m = (length(f-0.25-(h*0.5))); float r = h*0.25; return m = smoothstep(r-.10*r,r,m); } float crater(float2 uv) { float c = 1.0; for (int i = 0; i < 2; i++) { c *= circleNoise((uv * _Size) + (float(i+1)+10.) + float2(time*_Time_speed,0.0)); } return 1.0 - c; } float2 spherify(float2 uv) { float2 centered= uv *2.0-1.0; float z = sqrt(1.0 - dot(centered.xy, centered.xy)); float2 sphere = centered/(z + 1.0); return sphere * 0.5+0.5; } float2 rotate(float2 coord, float angle){ coord -= 0.5; //coord *= mat2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))); coord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)))); return coord + 0.5; } fixed4 frag(v2f i) : COLOR { // pixelize uv float2 uv = floor(i.uv*_Pixels)/_Pixels; //uv.y = 1 - uv.y; // check distance from center & distance to light float d_circle = distance(uv, float2(0.5,0.5)); float d_light = distance(uv , float2(_Light_origin)); // cut out a circle float a = step(d_circle, 0.5); uv = rotate(uv, _Rotation); uv = spherify(uv); float c1 = crater(uv ); float c2 = crater(uv +(_Light_origin-0.5)*0.03); float3 col = _Color1.rgb; a *= step(0.5, c1); if (c2 _Light_border) { col = _Color2.rgb; } // cut out a circle a*= step(d_circle, 0.5); return fixed4(col, a); } ENDCG } } } ================================================ FILE: Assets/Planets/LavaWorld/LavaCraters.shader.meta ================================================ fileFormatVersion: 2 guid: 4f0650baa350de8478a60b670446fd2b ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] preprocessorOverride: 0 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/LavaWorld/LavaPlanetUnder.mat.meta ================================================ fileFormatVersion: 2 guid: f22d8cbd919345a42ac8640eaa7c31a9 NativeFormatImporter: externalObjects: {} mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/LavaWorld/LavaPlanetUnder.shader ================================================ Shader "Unlit/LavaPlanetUnder" { Properties { _MainTex ("Texture", 2D) = "white" {} _Pixels("Pixels", range(10,100)) = 0.0 _Rotation("Rotation",range(0.0, 6.28)) = 0.0 _Light_origin("Light origin", Vector) = (0.39,0.39,0.39,0.39) _Time_speed("Time Speed",range(-1.0, 1.0)) = 0.2 _Dither_Size("Dither Size",range(0.0, 10.0)) = 2.0 _Light_border_1("Light border1",range(0.0, 1.0)) = 0.52 _Light_border_2("Light border2",range(0.0, 1.0)) = 0.62 _Color1("Color1", Color) = (1,1,1,1) _Color2("Color2", Color) = (1,1,1,1) _Color3("Color3", Color) = (1,1,1,1) _Size("Size",float) = 50.0 _OCTAVES("OCTAVES", range(0,20)) = 0 _Seed("Seed",range(1, 10)) = 1 time("time",float) = 0.0 } SubShader { //Tags { "RenderType"="Opaque" } Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"} LOD 100 Pass { Tags { "LightMode"="UniversalForward"} CULL Off ZWrite Off // don't write to depth buffer Blend SrcAlpha OneMinusSrcAlpha // use alpha blending CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" #include "../cginc/hlmod.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _Pixels; float _Rotation; float _Dither_Size; float2 _Light_origin; float _Time_speed; float _Light_border_1; float _Light_border_2; float _Size; int _OCTAVES; int _Seed; float time; fixed4 _Color1; fixed4 _Color2; fixed4 _Color3; struct Input { float2 uv_MainTex; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } float rand(float2 coord) { coord = mod(coord, float2(1.0,1.0)*round(_Size)); return frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed); } float noise(float2 coord){ float2 i = floor(coord); float2 f = frac(coord); float a = rand(i); float b = rand(i + float2(1.0, 0.0)); float c = rand(i + float2(0.0, 1.0)); float d = rand(i + float2(1.0, 1.0)); float2 cubic = f * f * (3.0 - 2.0 * f); return lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y; } float fbm(float2 coord){ float value = 0.0; float scale = 0.5; for(int i = 0; i < _OCTAVES ; i++){ value += noise(coord) * scale; coord *= 2.0; scale *= 0.5; } return value; } bool dither(float2 uv1, float2 uv2) { return mod(uv1.x+uv2.y,2.0/_Pixels) <= 1.0 / _Pixels; } float2 rotate(float2 coord, float angle){ coord -= 0.5; //coord *= mat2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))); coord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)))); return coord + 0.5; } fixed4 frag(v2f i) : COLOR { // pixelize uv float2 uv = floor(i.uv*_Pixels)/_Pixels; //uv.y = 1 - uv.y; // check distance from center & distance to light float d_circle = distance(uv, float2(0.5,0.5)); float d_light = distance(uv , float2(_Light_origin)); // cut out a circle float a = step(d_circle, 0.5); bool dith = dither(uv,uv); uv = rotate(uv, _Rotation); // get a noise value with light distance added // this creates a moving dynamic shape float fbm1 = fbm(uv); d_light += fbm(uv*_Size+fbm1+float2(time*_Time_speed, 0.0))*0.3; // change the magic 0.3 here for different light strengths // _Size of edge in which colors should be dithered float dither_border = (1.0/_Pixels)*_Dither_Size; // now we can assign colors based on distance to light origin float3 col = _Color1.rgb; if (d_light > _Light_border_1) { col = _Color2.rgb; if (d_light < _Light_border_1 + dither_border && dith) { col = _Color1.rgb; } } if (d_light > _Light_border_2) { col = _Color3.rgb; if (d_light < _Light_border_2 + dither_border && dith) { col = _Color2.rgb; } } return fixed4(col, a); } ENDCG } } } ================================================ FILE: Assets/Planets/LavaWorld/LavaPlanetUnder.shader.meta ================================================ fileFormatVersion: 2 guid: 073f3dc252a52394fa4bfdccc2b852a6 ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] preprocessorOverride: 0 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/LavaWorld/LavaRivers.mat.meta ================================================ fileFormatVersion: 2 guid: 7ed026bebdcde4f44a13ba3b2cd6a2ef NativeFormatImporter: externalObjects: {} mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/LavaWorld/LavaRivers.shader ================================================ Shader "Unlit/LavaRivers" { Properties { _MainTex ("Texture", 2D) = "white" {} _Pixels("Pixels", range(10,100)) = 0.0 _Rotation("Rotation",range(0.0, 6.28)) = 0.0 _Light_origin("Light origin", Vector) = (0.39,0.39,0.39,0.39) _Time_speed("Time Speed",range(-1.0, 1.0)) = 0.2 _Light_border_1("Light border1",range(0.0, 1.0)) = 0.52 _Light_border_2("Light border2",range(0.0, 1.0)) = 0.62 _River_cutoff("River Cutoff",range(0.0, 1.0)) = 0.0 _Color1("Color1", Color) = (1,1,1,1) _Color2("Color2", Color) = (1,1,1,1) _Color3("Color3", Color) = (1,1,1,1) _Size("Size",float) = 50.0 _OCTAVES("OCTAVES", range(0,20)) = 0 _Seed("Seed",range(1, 10)) = 1 time("time",float) = 0.0 } SubShader { //Tags { "RenderType"="Opaque" } Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"} LOD 100 Pass { Tags { "LightMode"="UniversalForward"} CULL Off ZWrite Off // don't write to depth buffer Blend SrcAlpha OneMinusSrcAlpha // use alpha blending CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" #include "../cginc/hlmod.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _Pixels; float _Rotation; float2 _Light_origin; float _Time_speed; float _River_cutoff; float _Light_border_1; float _Light_border_2; float _Size; int _OCTAVES; int _Seed; float time; fixed4 _Color1; fixed4 _Color2; fixed4 _Color3; struct Input { float2 uv_MainTex; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } float rand(float2 coord) { coord = mod(coord, float2(2.0,1.0)*round(_Size)); return frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed); } float noise(float2 coord){ float2 i = floor(coord); float2 f = frac(coord); float a = rand(i); float b = rand(i + float2(1.0, 0.0)); float c = rand(i + float2(0.0, 1.0)); float d = rand(i + float2(1.0, 1.0)); float2 cubic = f * f * (3.0 - 2.0 * f); return lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y; } float fbm(float2 coord){ float value = 0.0; float scale = 0.5; for(int i = 0; i < _OCTAVES ; i++){ value += noise(coord) * scale; coord *= 2.0; scale *= 0.5; } return value; } float2 spherify(float2 uv) { float2 centered= uv *2.0-1.0; float z = sqrt(1.0 - dot(centered.xy, centered.xy)); float2 sphere = centered/(z + 1.0); return sphere * 0.5+0.5; } float2 rotate(float2 coord, float angle){ coord -= 0.5; //coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))); coord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)))); return coord + 0.5; } bool dither(float2 uv1, float2 uv2) { return mod(uv1.x+uv2.y,2.0/_Pixels) <= 1.0 / _Pixels; } fixed4 frag(v2f i) : COLOR { // pixelize uv float2 uv = floor(i.uv*_Pixels)/_Pixels; //uv.y = 1 - uv.y; float d_light = distance(uv , _Light_origin); // cut out a circle float d_circle = distance(uv, float2(0.5,0.5)); float a = step(d_circle, 0.5); // give planet a tilt uv = rotate(uv, _Rotation); // map to sphere uv = spherify(uv); // some scrolling noise for landmasses float fbm1 = fbm(uv*_Size+float2(time*_Time_speed,0.0)); float river_fbm = fbm(uv + fbm1*2.5); // increase contrast on d_light d_light = pow(d_light, 2.0)*0.4; d_light -= d_light * river_fbm; river_fbm = step(_River_cutoff, river_fbm); // apply colors float3 col = _Color1.rgb; if (d_light > _Light_border_1) { col = _Color2.rgb; } if (d_light > _Light_border_2) { col = _Color3.rgb; } a *= step(_River_cutoff, river_fbm); return fixed4(col, a); } ENDCG } } } ================================================ FILE: Assets/Planets/LavaWorld/LavaRivers.shader.meta ================================================ fileFormatVersion: 2 guid: 2b9516df097a20d429ea7936f1591385 ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] preprocessorOverride: 0 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/LavaWorld/LavaWorld.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class LavaWorld : MonoBehaviour, IPlanet { [SerializeField] private GameObject PlanetUnder; [SerializeField] private GameObject Craters; [SerializeField] private GameObject LavaRivers; private Material m_Planet; private Material m_Craters; private Material m_Rivers; private string[] color_vars1 = new string[]{"_Color1", "_Color2", "_Color3"}; private string[] init_colors1 = new string[] {"#8f4d57", "#52333f", "#3d2936"}; private string[] color_vars2 = new string[]{"_Color1", "_Color2"}; private string[] init_colors2 = new string[] {"#52333f", "#3d2936"}; private string[] color_vars3 = new string[]{"_Color1", "_Color2", "_Color3"}; private string[] init_colors3 = new string[] {"#ff8933", "#e64539", "#ad2f45"}; private void Awake() { m_Planet = PlanetUnder.GetComponent().material; m_Craters = Craters.GetComponent().material; m_Rivers = LavaRivers.GetComponent().material; SetInitialColors(); } public void SetPixel(float amount) { m_Planet.SetFloat(ShaderProperties.Key_Pixels, amount); m_Craters.SetFloat(ShaderProperties.Key_Pixels, amount); m_Rivers.SetFloat(ShaderProperties.Key_Pixels, amount); } public void SetLight(Vector2 pos) { m_Planet.SetVector(ShaderProperties.Key_Light_origin, pos); m_Craters.SetVector(ShaderProperties.Key_Light_origin, pos); m_Rivers.SetVector(ShaderProperties.Key_Light_origin, pos); } public void SetSeed(float seed) { var converted_seed = seed % 1000f / 100f; m_Planet.SetFloat(ShaderProperties.Key_Seed, converted_seed); m_Craters.SetFloat(ShaderProperties.Key_Seed, converted_seed); m_Rivers.SetFloat(ShaderProperties.Key_Seed, converted_seed); } public void SetRotate(float r) { m_Planet.SetFloat(ShaderProperties.Key_Rotation, r); m_Craters.SetFloat(ShaderProperties.Key_Rotation, r); m_Rivers.SetFloat(ShaderProperties.Key_Rotation, r); } public void UpdateTime(float time) { m_Planet.SetFloat(ShaderProperties.Key_time, time * 0.5f); m_Craters.SetFloat(ShaderProperties.Key_time, time * 0.5f); m_Rivers.SetFloat(ShaderProperties.Key_time, time * 0.5f); } public void SetCustomTime(float time) { var dt = 10f + time * 60f; m_Planet.SetFloat(ShaderProperties.Key_time, dt * 0.5f); m_Craters.SetFloat(ShaderProperties.Key_time, dt * 0.5f); m_Rivers.SetFloat(ShaderProperties.Key_time, dt * 0.5f); } public void SetInitialColors() { for (int i = 0; i < color_vars1.Length; i++) { m_Planet.SetColor(color_vars1[i], ColorUtil.FromRGB(init_colors1[i])); } for (int i = 0; i < color_vars2.Length; i++) { m_Craters.SetColor(color_vars2[i], ColorUtil.FromRGB(init_colors2[i])); } for (int i = 0; i < color_vars3.Length; i++) { m_Rivers.SetColor(color_vars3[i], ColorUtil.FromRGB(init_colors3[i])); } } public Color[] GetColors() { var colors = new Color[8]; int pos = 0; for (int i = 0; i < color_vars1.Length; i++) { colors[i] = m_Planet.GetColor(color_vars1[i]); } pos = color_vars1.Length; for (int i = 0; i < color_vars2.Length; i++) { colors[i + pos] = m_Craters.GetColor(color_vars2[i]); } pos = color_vars1.Length + color_vars2.Length; for (int i = 0; i < color_vars3.Length; i++) { colors[i + pos] = m_Rivers.GetColor(color_vars3[i]); } return colors; } public void SetColors(Color[] _colors) { for (int i = 0; i < color_vars1.Length; i++) { m_Planet.SetColor(color_vars1[i], _colors[i]); } for (int i = 0; i < color_vars2.Length; i++) { m_Craters.SetColor(color_vars2[i], _colors[i + color_vars1.Length]); } for (int i = 0; i < color_vars3.Length; i++) { m_Rivers.SetColor(color_vars3[i], _colors[i + color_vars1.Length + color_vars2.Length]); } } } ================================================ FILE: Assets/Planets/LavaWorld/LavaWorld.cs.meta ================================================ fileFormatVersion: 2 guid: 70f1618b4bd57324196dcf29b3d91569 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/LavaWorld.meta ================================================ fileFormatVersion: 2 guid: a930040e407d5024e9dc375c5401686c folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/Misc/BG.mat.meta ================================================ fileFormatVersion: 2 guid: 9dbd1adab91e4d84bb237c21f8eb98af NativeFormatImporter: externalObjects: {} mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/Misc/BG.shader ================================================ Shader "Unlit/BG" { Properties { _MainTex ("Texture", 2D) = "white" {} _Offset("Offset",Vector) = (1,1,1,1) } SubShader { //Tags { "RenderType"="Opaque" } Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"} LOD 100 Pass { Tags { "LightMode"="UniversalForward"} CULL Off ZWrite Off // don't write to depth buffer Blend SrcAlpha OneMinusSrcAlpha // use alpha blending CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" //#include "../cginc/hlmod.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; vector _Offset; float time; struct Input { float2 uv_MainTex; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } float2 rotate(float2 coord, float angle){ coord -= 0.5; //coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))); float2 x = 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pSDRemoveMatte: 0 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/Misc.meta ================================================ fileFormatVersion: 2 guid: 5be2d0ad8d9bfd34292dbc2a15148674 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/NoAtmosphere/Craters.mat.meta ================================================ fileFormatVersion: 2 guid: 121165917bf46e84a84a9174c68d14c9 NativeFormatImporter: externalObjects: {} mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/NoAtmosphere/Craters.shader ================================================ Shader "Unlit/Craters" { Properties { _MainTex ("Texture", 2D) = "white" {} _Pixels("Pixels", range(10,100)) = 0.0 _Rotation("Rotation",range(0.0, 6.28)) = 0.0 _Light_origin("Light origin", Vector) = (0.39,0.39,0.39,0.39) _Time_speed("Time Speed",range(-1.0, 1.0)) = 0.2 _Light_border("Light border",range(0.0, 1.0)) = 0.52 _Color1("Color1", Color) = (1,1,1,1) _Color2("Color2", Color) = (1,1,1,1) _Size("Size",float) = 50.0 _Seed("Seed",range(1, 10)) = 1 time("time",float) = 0.0 } SubShader { //Tags { "RenderType"="Opaque" } Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"} LOD 100 Pass { Tags { "LightMode"="UniversalForward"} CULL Off ZWrite Off // don't write to depth buffer Blend SrcAlpha OneMinusSrcAlpha // use alpha blending CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" #include "../cginc/hlmod.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _Pixels; float _Rotation; float2 _Light_origin; float _Time_speed; float _Light_border; float _Size; int _Seed; float time; fixed4 _Color1; fixed4 _Color2; struct Input { float2 uv_MainTex; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } float rand(float2 coord) { coord = mod(coord, float2(1.0,1.0)*round(_Size)); return frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed); } // by Leukbaars from https://www.shadertoy.com/view/4tK3zR float circleNoise(float2 uv) { float uv_y = floor(uv.y); uv.x += uv_y*.31; float2 f = frac(uv); float h = rand(float2(floor(uv.x),floor(uv_y))); float m = (length(f-0.25-(h*0.5))); float r = h*0.25; return m = smoothstep(r-.10*r,r,m); } float crater(float2 uv) { float c = 1.0; for (int i = 0; i < 2; i++) { c *= circleNoise((uv * _Size) + (float(i+1)+10.) + float2(time*_Time_speed,0.0)); } return 1.0 - c; } float2 spherify(float2 uv) { float2 centered= uv *2.0-1.0; float z = sqrt(1.0 - dot(centered.xy, centered.xy)); float2 sphere = centered/(z + 1.0); return sphere * 0.5+0.5; } float2 rotate(float2 coord, float angle){ coord -= 0.5; //coord *= mat2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))); coord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)))); return coord + 0.5; } fixed4 frag(v2f i) : COLOR { // pixelize uv float2 uv = floor(i.uv*_Pixels)/_Pixels; //uv.y = 1 - uv.y; // check distance from center & distance to light float d_circle = distance(uv, float2(0.5,0.5)); float d_light = distance(uv , float2(_Light_origin)); // cut out a circle float a = step(d_circle, 0.5); uv = rotate(uv, _Rotation); uv = spherify(uv); float c1 = crater(uv ); float c2 = crater(uv +(_Light_origin-0.5)*0.03); float3 col = _Color1.rgb; a *= step(0.5, c1); if (c2 _Light_border) { col = _Color2.rgb; } // cut out a circle a*= step(d_circle, 0.5); return fixed4(col, a); } ENDCG } } } ================================================ FILE: Assets/Planets/NoAtmosphere/Craters.shader.meta ================================================ fileFormatVersion: 2 guid: cc08f32e661c1ba4687ecf23e3dbace9 ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] preprocessorOverride: 0 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/NoAtmosphere/NoAtmosphere.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class NoAtmosphere : MonoBehaviour, IPlanet { [SerializeField] private GameObject Land; [SerializeField] private GameObject Craters; private Material m_Land; private Material m_Craters; private string[] color_vars1 = new string[]{"_Color1", "_Color2", "_Color3"}; private string[] init_colors1 = new string[] {"#A3A7C2", "#4C6885", "#3A3F5E"}; private string[] color_vars2 = new string[] {"_Color1", "_Color2"}; private string[] init_colors2 = new string[] {"#4C6885", "#3A3F5E"}; private void Awake() { m_Land = Land.GetComponent().material; m_Craters = Craters.GetComponent().material; SetInitialColors(); } public void SetPixel(float amount) { m_Land.SetFloat(ShaderProperties.Key_Pixels, amount); m_Craters.SetFloat(ShaderProperties.Key_Pixels, amount); } public void SetLight(Vector2 pos) { m_Land.SetVector(ShaderProperties.Key_Light_origin, pos); m_Craters.SetVector(ShaderProperties.Key_Light_origin, pos); } public void SetSeed(float seed) { var converted_seed = seed % 1000f / 100f; m_Land.SetFloat(ShaderProperties.Key_Seed, converted_seed); m_Craters.SetFloat(ShaderProperties.Key_Seed, converted_seed); } public void SetRotate(float r) { m_Land.SetFloat(ShaderProperties.Key_Rotation, r); m_Craters.SetFloat(ShaderProperties.Key_Rotation, r); } public void UpdateTime(float time) { m_Land.SetFloat(ShaderProperties.Key_time, time * 0.5f); m_Craters.SetFloat(ShaderProperties.Key_time, time * 0.5f); } public void SetCustomTime(float time) { var dt = 10f + time * 60f; m_Land.SetFloat(ShaderProperties.Key_time, dt * 0.5f); m_Craters.SetFloat(ShaderProperties.Key_time, dt * 0.5f); } public void SetInitialColors() { for (int i = 0; i < color_vars1.Length; i++) { m_Land.SetColor(color_vars1[i], ColorUtil.FromRGB(init_colors1[i])); } for (int i = 0; i < color_vars2.Length; i++) { m_Craters.SetColor(color_vars2[i], ColorUtil.FromRGB(init_colors2[i])); } } public Color[] GetColors() { var colors = new Color[10]; int pos = 0; for (int i = 0; i < color_vars1.Length; i++) { colors[i] = m_Land.GetColor(color_vars1[i]); } pos = color_vars1.Length; for (int i = 0; i < color_vars2.Length; i++) { colors[i + pos] = m_Craters.GetColor(color_vars2[i]); } return colors; } public void SetColors(Color[] _colors) { for (int i = 0; i < color_vars1.Length; i++) { m_Land.SetColor(color_vars1[i], _colors[i]); } for (int i = 0; i < color_vars2.Length; i++) { m_Craters.SetColor(color_vars2[i], _colors[i + color_vars1.Length]); } } } ================================================ FILE: Assets/Planets/NoAtmosphere/NoAtmosphere.cs.meta ================================================ fileFormatVersion: 2 guid: c684aa51276bc7b41a288f8189f1080b timeCreated: 1614994244 ================================================ FILE: Assets/Planets/NoAtmosphere/NoAtmosphere.mat.meta ================================================ fileFormatVersion: 2 guid: fc503dc73ec74e34b8b102ab21911c5e NativeFormatImporter: externalObjects: {} mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/NoAtmosphere/NoAtmosphere.shader ================================================ Shader "Unlit/NoAtmosphere" { Properties { _MainTex ("Texture", 2D) = "white" {} _Pixels("Pixels", range(10,100)) = 0.0 _Rotation("Rotation",range(0.0, 6.28)) = 0.0 _Light_origin("Light origin", Vector) = (0.39,0.39,0.39,0.39) _Time_speed("Time Speed",range(-1.0, 1.0)) = 0.2 _Dither_Size("Dither Size",range(0.0, 10.0)) = 2.0 _Light_border_1("Light border1",range(0.0, 1.0)) = 0.52 _Light_border_2("Light border2",range(0.0, 1.0)) = 0.62 _Color1("Color1", Color) = (1,1,1,1) _Color2("Color2", Color) = (1,1,1,1) _Color3("Color3", Color) = (1,1,1,1) _Size("Size",float) = 50.0 _OCTAVES("OCTAVES", range(0,20)) = 0 _Seed("Seed",range(1, 10)) = 1 time("time",float) = 0.0 } SubShader { //Tags { "RenderType"="Opaque" } Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"} LOD 100 Pass { Tags { "LightMode"="UniversalForward"} CULL Off ZWrite Off // don't write to depth buffer Blend SrcAlpha OneMinusSrcAlpha // use alpha blending CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" #include "../cginc/hlmod.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _Pixels; float _Rotation; float _Dither_Size; float2 _Light_origin; float _Time_speed; float _Light_border_1; float _Light_border_2; float _Size; int _OCTAVES; int _Seed; float time; fixed4 _Color1; fixed4 _Color2; fixed4 _Color3; struct Input { float2 uv_MainTex; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } float rand(float2 coord) { coord = mod(coord, float2(1.0,1.0)*round(_Size)); return frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed); } float noise(float2 coord){ float2 i = floor(coord); float2 f = frac(coord); float a = rand(i); float b = rand(i + float2(1.0, 0.0)); float c = rand(i + float2(0.0, 1.0)); float d = rand(i + float2(1.0, 1.0)); float2 cubic = f * f * (3.0 - 2.0 * f); return lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y; } float fbm(float2 coord){ float value = 0.0; float scale = 0.5; for(int i = 0; i < _OCTAVES ; i++){ value += noise(coord) * scale; coord *= 2.0; scale *= 0.5; } return value; } bool dither(float2 uv1, float2 uv2) { return mod(uv1.x+uv2.y,2.0/_Pixels) <= 1.0 / _Pixels; } float2 rotate(float2 coord, float angle){ coord -= 0.5; //coord *= mat2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))); coord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)))); return coord + 0.5; } fixed4 frag(v2f i) : COLOR { // pixelize uv float2 uv = floor(i.uv*_Pixels)/_Pixels; //uv.y = 1 - uv.y; // check distance from center & distance to light float d_circle = distance(uv, float2(0.5,0.5)); float d_light = distance(uv , float2(_Light_origin)); // cut out a circle float a = step(d_circle, 0.5); bool dith = dither(uv,uv); uv = rotate(uv, _Rotation); // get a noise value with light distance added // this creates a moving dynamic shape float fbm1 = fbm(uv); d_light += fbm(uv*_Size+fbm1+float2(time*_Time_speed, 0.0))*0.3; // change the magic 0.3 here for different light strengths // _Size of edge in which colors should be dithered float dither_border = (1.0/_Pixels)*_Dither_Size; // now we can assign colors based on distance to light origin float3 col = _Color1.rgb; if (d_light > _Light_border_1) { col = _Color2.rgb; if (d_light < _Light_border_1 + dither_border && dith) { col = _Color1.rgb; } } if (d_light > _Light_border_2) { col = _Color3.rgb; if (d_light < _Light_border_2 + dither_border && dith) { col = _Color2.rgb; } } return fixed4(col, a); } ENDCG } } } ================================================ FILE: Assets/Planets/NoAtmosphere/NoAtmosphere.shader.meta ================================================ fileFormatVersion: 2 guid: 80069e6b0db3bd5479608256ddfaaecd ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] 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FILE: Assets/Planets/Prefabs/DryTerran.prefab.meta ================================================ fileFormatVersion: 2 guid: e070e61f479e99c479a3da4a3d3a5eec PrefabImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/Prefabs/GasPlanet.prefab.meta ================================================ fileFormatVersion: 2 guid: dbe81895708e2de40a0da104fe5294b3 PrefabImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/Prefabs/GasPlanetLayers.prefab.meta ================================================ fileFormatVersion: 2 guid: 6f10b8e1676555541b3d5983ef8da45f PrefabImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/Prefabs/IceWorld.prefab.meta ================================================ fileFormatVersion: 2 guid: 41ff5b75a4bcfe8478b9fb0e2a85b14f PrefabImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/Prefabs/Island.prefab.meta ================================================ fileFormatVersion: 2 guid: 477fd115c722d4c4996be6226fa200f7 PrefabImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/Prefabs/LandRivers.prefab.meta ================================================ fileFormatVersion: 2 guid: 7afaeb007d703d44ea13edfb2920735a PrefabImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/Prefabs/LavaWorld.prefab.meta ================================================ fileFormatVersion: 2 guid: 9d52b91a7afdcee4fb47b2a111d49a87 PrefabImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/Prefabs/NoAtmosphere.prefab.meta ================================================ fileFormatVersion: 2 guid: fe93206acb4fc0e43a7dbf0aa9a38b0d PrefabImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/Prefabs/Star.prefab.meta ================================================ fileFormatVersion: 2 guid: a79fd45722a6f7f4186d823fc0cdfc18 PrefabImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/Prefabs/colorButton.prefab.meta ================================================ fileFormatVersion: 2 guid: 39461c571ce5a114fb6bf71c27fa8820 PrefabImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/Prefabs.meta ================================================ fileFormatVersion: 2 guid: be975302124d0d34ab999c18049db7e4 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/Rivers/CloudsRiver.mat.meta ================================================ fileFormatVersion: 2 guid: f74e706d1433fbc46a7ebce49a0bd7df NativeFormatImporter: externalObjects: {} mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/Rivers/LandRivers.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEditor; using UnityEngine; using UnityEngine.UI; public class LandRivers : MonoBehaviour, IPlanet { [SerializeField] private GameObject Land; [SerializeField] private GameObject Cloud; private Material m_Land; private Material m_Cloud; private string[] color_vars1 = new string[]{"_Color1", "_Color2", "_Color3","_Color4","_River_color","_River_color_dark"}; private string[] init_colors1 = new string[] {"#63AB3F", "#3B7D4F", "#2F5753", "#283540", "#4FA4B8", "#404973"}; private string[] color_vars2 = new string[]{"_Base_color", "_Outline_color", "_Shadow_Base_color","_Shadow_Outline_color"}; private string[] init_colors2 = new string[] {"#FFFFFF", "#DFE0E8", "#686F99","#404973"}; private void Awake() { m_Land = Land.GetComponent().material; m_Cloud = Cloud.GetComponent().material; SetInitialColors(); } public void SetPixel(float amount) { m_Land.SetFloat(ShaderProperties.Key_Pixels, amount); m_Cloud.SetFloat(ShaderProperties.Key_Pixels, amount); } public void SetLight(Vector2 pos) { m_Land.SetVector(ShaderProperties.Key_Light_origin, pos); m_Cloud.SetVector(ShaderProperties.Key_Light_origin, pos); } public void SetSeed(float seed) { var converted_seed = seed % 1000f / 100f; m_Land.SetFloat(ShaderProperties.Key_Seed, converted_seed); m_Cloud.SetFloat(ShaderProperties.Key_Seed, converted_seed); m_Cloud.SetFloat(ShaderProperties.Key_Cloud_cover, Random.Range(0.35f, 0.6f)); } public void SetRotate(float r) { m_Land.SetFloat(ShaderProperties.Key_Rotation, r); m_Cloud.SetFloat(ShaderProperties.Key_Rotation, r); } public void UpdateTime(float time) { m_Cloud.SetFloat(ShaderProperties.Key_time, time * 0.25f); m_Land.SetFloat(ShaderProperties.Key_time, time * 0.5f); } public void SetCustomTime(float time) { var dt = 10f + time * 60f; m_Cloud.SetFloat(ShaderProperties.Key_time, dt * 0.25f ); m_Land.SetFloat(ShaderProperties.Key_time, dt * 0.5f); } public void SetInitialColors() { for (int i = 0; i < color_vars1.Length; i++) { m_Land.SetColor(color_vars1[i], ColorUtil.FromRGB(init_colors1[i])); } for (int i = 0; i < color_vars2.Length; i++) { m_Cloud.SetColor(color_vars2[i], ColorUtil.FromRGB(init_colors2[i])); } } public Color[] GetColors() { var colors = new Color[10]; int pos = 0; for (int i = 0; i < color_vars1.Length; i++) { colors[i] = m_Land.GetColor(color_vars1[i]); } pos = color_vars1.Length; for (int i = 0; i < color_vars2.Length; i++) { colors[i + pos] = m_Cloud.GetColor(color_vars2[i]); } return colors; } public void SetColors(Color[] _colors) { for (int i = 0; i < color_vars1.Length; i++) { m_Land.SetColor(color_vars1[i], _colors[i]); } for (int i = 0; i < color_vars2.Length; i++) { m_Cloud.SetColor(color_vars2[i], _colors[i + color_vars1.Length]); } } } ================================================ FILE: Assets/Planets/Rivers/LandRivers.cs.meta ================================================ fileFormatVersion: 2 guid: 1e59f469c41553944af4cb9276317a6c MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/Rivers/LandRivers.mat.meta ================================================ fileFormatVersion: 2 guid: 19d1e0dee19b6694eb276a8eb637bb29 NativeFormatImporter: externalObjects: {} mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/Rivers/LandRivers.shader ================================================ Shader "Unlit/LandRivers" { Properties { _MainTex ("Texture", 2D) = "white" {} _Pixels("Pixels", range(10,100)) = 0.0 _Rotation("Rotation",range(0.0, 6.28)) = 0.0 _Light_origin("Light origin", Vector) = (0.39,0.39,0.39,0.39) _Time_speed("Time Speed",range(-1.0, 1.0)) = 0.2 _Dither_Size("Dither Size",range(0.0, 10.0)) = 2.0 _Light_border_1("Light border1",range(0.0, 1.0)) = 0.52 _Light_border_2("Light border2",range(0.0, 1.0)) = 0.62 _River_cutoff("River Cutoff",range(0.0, 1.0)) = 0.0 _Color1("Color1", Color) = (1,1,1,1) _Color2("Color2", Color) = (1,1,1,1) _Color3("Color3", Color) = (1,1,1,1) _Color4("Color4", Color) = (1,1,1,1) _River_color("River Color", Color) = (1,1,1,1) _River_color_dark("River Color Dark", Color) = (1,1,1,1) _Size("Size",float) = 50.0 _OCTAVES("OCTAVES", range(0,20)) = 0 _Seed("Seed",range(1, 10)) = 1 time("time",float) = 0.0 } SubShader { //Tags { "RenderType"="Opaque" } Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"} LOD 100 Pass { Tags { "LightMode"="UniversalForward"} CULL Off ZWrite Off // don't write to depth buffer Blend SrcAlpha OneMinusSrcAlpha // use alpha blending CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" #include "../cginc/hlmod.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _Pixels; float _Rotation; float _Dither_Size; float2 _Light_origin; float _Time_speed; float land_cutoff; float _Light_border_1; float _Light_border_2; float _River_cutoff; float _Size; int _OCTAVES; int _Seed; float time; fixed4 _Color1; fixed4 _Color2; fixed4 _Color3; fixed4 _Color4; fixed4 _River_color; fixed4 _River_color_dark; struct Input { float2 uv_MainTex; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } float rand(float2 coord) { coord = mod(coord, float2(2.0,1.0)*round(_Size)); return frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed); } float noise(float2 coord){ float2 i = floor(coord); float2 f = frac(coord); float a = rand(i); float b = rand(i + float2(1.0, 0.0)); float c = rand(i + float2(0.0, 1.0)); float d = rand(i + float2(1.0, 1.0)); float2 cubic = f * f * (3.0 - 2.0 * f); return lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y; } float fbm(float2 coord){ float value = 0.0; float scale = 0.5; for(int i = 0; i < _OCTAVES ; i++){ value += noise(coord) * scale; coord *= 2.0; scale *= 0.5; } return value; } float2 spherify(float2 uv) { float2 centered= uv *2.0-1.0; float z = sqrt(1.0 - dot(centered.xy, centered.xy)); float2 sphere = centered/(z + 1.0); return sphere * 0.5+0.5; } float2 rotate(float2 coord, float angle){ coord -= 0.5; //coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))); coord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)))); return coord + 0.5; } bool dither(float2 uv1, float2 uv2) { return mod(uv1.x+uv2.y,2.0/_Pixels) <= 1.0 / _Pixels; } fixed4 frag(v2f i) : COLOR { // pixelize uv float2 uv = floor(i.uv*_Pixels)/_Pixels; //uv.y = 1 - uv.y; float d_light = distance(uv , _Light_origin); bool dith = dither(uv, uv); float a = step(distance(float2(0.5,0.5), uv), 0.5); // give planet a tilt uv = rotate(uv, _Rotation); // map to sphere uv = spherify(uv); // some scrolling noise for landmasses float2 base_fbm_uv = (uv)*_Size+float2(time*_Time_speed,0.0); // use multiple fbm's at different places so we can determine what color land gets float fbm1 = fbm(base_fbm_uv); float fbm2 = fbm(base_fbm_uv - _Light_origin*fbm1); float fbm3 = fbm(base_fbm_uv - _Light_origin*1.5*fbm1); float fbm4 = fbm(base_fbm_uv - _Light_origin*2.0*fbm1); float river_fbm = fbm(base_fbm_uv+fbm1*6.0); river_fbm = step(_River_cutoff, river_fbm); // _Size of edge in which colors should be dithered float dither_border = (1.0/_Pixels)*_Dither_Size; // lots of magic numbers here // you can mess with them, it changes the color distribution if (d_light < _Light_border_1) { fbm4 *= 0.9; } if (d_light > _Light_border_1) { fbm2 *= 1.05; fbm3 *= 1.05; fbm4 *= 1.05; } if (d_light > _Light_border_2) { fbm2 *= 1.3; fbm3 *= 1.4; fbm4 *= 1.8; if (d_light < _Light_border_2 + dither_border && dith) { fbm4 *= 0.5; } } // increase contrast on d_light d_light = pow(d_light, 2.0)*0.4; float3 col = _Color4.rgb; if (fbm4 + d_light < fbm1*1.5) { col = _Color3.rgb; } if (fbm3 + d_light < fbm1*1.0) { col = _Color2.rgb; } if (fbm2 + d_light < fbm1) { col = _Color1.rgb; } if (river_fbm < fbm1*0.5) { col = _River_color_dark.rgb; if (fbm4 + d_light < fbm1*1.5) { col = _River_color.rgb; } } return fixed4(col, a); } ENDCG } } } ================================================ FILE: Assets/Planets/Rivers/LandRivers.shader.meta ================================================ fileFormatVersion: 2 guid: d1edb046914d2a547a38b5d8fe8371ba ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] preprocessorOverride: 0 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/Rivers.meta ================================================ fileFormatVersion: 2 guid: 72a92fc99ff0f7b46831eff974812ae0 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/Scripts/ColorChooserButton.cs ================================================ using UnityEngine; public class ColorChooserButton : MonoBehaviour { private int buttonID = 0; public int ButtonID { get { return buttonID; } set { buttonID = value; } } } ================================================ FILE: Assets/Planets/Scripts/ColorChooserButton.cs.meta ================================================ fileFormatVersion: 2 guid: 2675ec463b564f428f6e2db628cb65b4 timeCreated: 1616057094 ================================================ FILE: Assets/Planets/Scripts/ColorUtil.cs ================================================ using UnityEngine; public static class ColorUtil { public static Color FromRGB( byte r, byte g, byte b ) { return new Color( r / 255f, g / 255f, b / 255f ); } public static Color FromRGB( string htmlString ) { ColorUtility.TryParseHtmlString( htmlString, out var color ); return color; } } ================================================ FILE: Assets/Planets/Scripts/ColorUtil.cs.meta ================================================ fileFormatVersion: 2 guid: f234b3145149430abdda51cd4f562d28 timeCreated: 1616067401 ================================================ FILE: Assets/Planets/Scripts/ExportControl.cs ================================================ using System; using UnityEngine; using UnityEngine.UI; public class ExportControl : MonoBehaviour { [SerializeField] private Button btnUpWidth; [SerializeField] private Button btnDownWidth; [SerializeField] private Button btnUpHeight; [SerializeField] private Button btnDownHeight; [SerializeField] private InputField inputWidth; [SerializeField] private InputField inputHeight; [SerializeField] private Text textFrame; [SerializeField] private Text textResolution; private int width = 5; private int height = 2; private int frames = 0; private const int max_frame = 100; private void Start() { updateFrame(); } public int GetWidth() { return width; } public int GetHeight() { return height; } public void OnUpdateFrames() { var w = 0; var h = 0; int.TryParse(inputWidth.text, out w); int.TryParse(inputHeight.text, out h); if (w < 1 || w > max_frame) { inputWidth.text = width.ToString(); return; } if (h < 1 || h > max_frame) { inputHeight.text = height.ToString(); return; } width = w; height = h; updateFrame(); } private void updateFrame() { frames = width * height; inputWidth.text = width.ToString(); textFrame.text = frames.ToString(); textResolution.text = (width * 100).ToString() + "x" + (height * 100).ToString(); } public void OnWidthUp() { if (width < max_frame) { width++; } updateFrame(); } public void OnWidthDown() { if (width > 1) { width--; } updateFrame(); } public void OnHeightUp() { if (height < max_frame) { height++; } updateFrame(); } public void OnHeightDown() { if (height > 1) { height--; } updateFrame(); } } ================================================ FILE: Assets/Planets/Scripts/ExportControl.cs.meta ================================================ fileFormatVersion: 2 guid: 2b177497e0124a74a34fe76970ef6e0e timeCreated: 1615259134 ================================================ FILE: Assets/Planets/Scripts/GradientTextureGenerate.cs ================================================ using System; using UnityEngine; using UnityEngine.UI; [ExecuteInEditMode] public class GradientTextureGenerate : MonoBehaviour { [SerializeField] private Gradient gradient; [SerializeField] private Material targetMaterial; [SerializeField] private string Shader_key = ""; private GradientColorKey[] _colorKeys; private void Awake() { // targetMaterial = GetComponent().material; //Material material = new Material(Shader.Find("Unlit/DryTerran")); targetMaterial.SetTexture(Shader_key, CreateTexture()); //GetComponent().material = material; } public void SetColors(GradientColorKey[] colorkey, GradientAlphaKey[] alphakey,string key = "") { if (string.IsNullOrEmpty(key)) { key = Shader_key; } gradient = new Gradient(); gradient.SetKeys(colorkey,alphakey); targetMaterial.SetTexture(key, CreateTexture()); _colorKeys = new GradientColorKey[colorkey.Length]; _colorKeys = colorkey; } public GradientColorKey[] GetColorKeys() { return _colorKeys; } private Texture2D CreateTexture() { Texture2D texture = new Texture2D(128, 1); for (int h = 0; h < texture.height; h++) { for (int w = 0; w < texture.width; w++) { texture.SetPixel(w, h, gradient.Evaluate((float)w / texture.width)); } } texture.Apply(); texture.wrapMode = TextureWrapMode.Clamp; return texture; } } ================================================ FILE: Assets/Planets/Scripts/GradientTextureGenerate.cs.meta ================================================ fileFormatVersion: 2 guid: b76dbe69d5b7448688c7a5f9586407e7 timeCreated: 1614988230 ================================================ FILE: Assets/Planets/Scripts/GradientTextureMultiGenerate.cs ================================================ using UnityEngine; [ExecuteInEditMode] public class GradientTextureMultiGenerate : MonoBehaviour { [SerializeField] private Gradient gradient1; [SerializeField] private Gradient gradient2; [SerializeField] private Material mat1; [SerializeField] private Material mat2; private void Awake() { //Material material = new Material(Shader.Find("Unlit/DryTerran")); mat1.SetTexture(ShaderProperties.Key_TextureKeyword1, CreateTexture1()); mat1.SetTexture(ShaderProperties.Key_TextureKeyword2, CreateTexture2()); mat2.SetTexture(ShaderProperties.Key_TextureKeyword1, CreateTexture1()); mat2.SetTexture(ShaderProperties.Key_TextureKeyword2, CreateTexture2()); //GetComponent().material = material; } private Texture2D CreateTexture1() { Texture2D texture = new Texture2D(128, 1); for (int h = 0; h < texture.height; h++) { for (int w = 0; w < texture.width; w++) { texture.SetPixel(w, h, gradient1.Evaluate((float)w / texture.width)); } } texture.Apply(); texture.wrapMode = TextureWrapMode.Clamp; return texture; } private Texture2D CreateTexture2() { Texture2D texture = new Texture2D(128, 1); for (int h = 0; h < texture.height; h++) { for (int w = 0; w < texture.width; w++) { texture.SetPixel(w, h, gradient2.Evaluate((float)w / texture.width)); } } texture.Apply(); texture.wrapMode = TextureWrapMode.Clamp; return texture; } } ================================================ FILE: Assets/Planets/Scripts/GradientTextureMultiGenerate.cs.meta ================================================ fileFormatVersion: 2 guid: 44dbfecb0429f6d43aaef735f6b1b499 timeCreated: 1614988230 ================================================ FILE: Assets/Planets/Scripts/IPlanet.cs ================================================ using System.Collections.Generic; using UnityEngine; public interface IPlanet { void SetPixel(float amount); void SetLight(Vector2 pos); void SetSeed(float seed); void SetRotate(float r); void UpdateTime(float time); void SetCustomTime(float time); Color[] GetColors(); void SetColors(Color[] _colors); void SetInitialColors(); } ================================================ FILE: Assets/Planets/Scripts/IPlanet.cs.meta ================================================ fileFormatVersion: 2 guid: 8d37dd66e9e84807b7ec9c21ea3d13cb timeCreated: 1614924989 ================================================ FILE: Assets/Planets/Scripts/MaterialSave.cs ================================================ using System.Collections.Generic; using System.IO; using System.Collections; using UnityEngine; using SFB; #if UNITY_WEBGL && !UNITY_EDITOR using System.Runtime.InteropServices; #endif public class MaterialSave : MonoBehaviour { private int base_width = 100; private int base_height = 100; private List materials = new List(); #if UNITY_WEBGL && !UNITY_EDITOR // // WebGL // [DllImport("__Internal")] private static extern void DownloadFile(string gameObjectName, string methodName, string filename, byte[] byteArray, int byteArraySize); // Broser plugin should be called in OnPointerDown. //public void OnPointerDown(PointerEventData eventData) { // DownloadFile(gameObject.name, "OnFileDownload", "sample.png", _textureBytes, _textureBytes.Length); //} // Called from browser public void OnFileDownload() { } #endif public void SaveImage(List mats, string filename) { var texture = Texture2D.whiteTexture; var renderTexture = RenderTexture.GetTemporary(base_width, base_height, 0); foreach (var mat in mats) { Graphics.Blit(texture, renderTexture, mat); } RenderTexture.active = renderTexture; var tex = new Texture2D(renderTexture.width, renderTexture.height, TextureFormat.RGBA32, false); tex.ReadPixels(new Rect(0f, 0f, renderTexture.width, renderTexture.height), 0, 0); tex.Apply(); var bytes = tex.EncodeToPNG(); Object.DestroyImmediate(tex); RenderTexture.ReleaseTemporary(renderTexture); #if UNITY_WEBGL && !UNITY_EDITOR DownloadFile(gameObject.name, "OnFileDownload", filename + ".png",bytes, bytes.Length); #else var path = StandaloneFileBrowser.SaveFilePanel("Save Png", "", filename, "png"); File.WriteAllBytes(path, bytes); #endif } public void SaveSheets(List mats, string filename, int w, int h,IPlanet planet, int customesize) { StartCoroutine(SaveSheetCoroutine(mats, filename, w, h, planet,customesize)); } private IEnumerator SaveSheetCoroutine(List mats, string filename, int w, int h,IPlanet planet, int size) { var scale = size / base_width; base_width = base_height = size; var texture = Texture2D.whiteTexture; var renderTexture = RenderTexture.GetTemporary(base_width , base_height , 0); var tex = new Texture2D(base_width * w,base_height * h , TextureFormat.RGBA32, false); int index = 1; for (int y = 0; y < h; y++) { for (int x = 0; x < w; x++) { texture = Texture2D.whiteTexture; foreach (var mat in mats) { Graphics.Blit(texture, renderTexture, mat ); } RenderTexture.active = renderTexture; tex.ReadPixels(new Rect(0f, 0f, renderTexture.width, renderTexture.height), base_width * x , base_height * y); var atime = (float) index / (float) (w * h); var t = Mathf.Lerp(0f, 1f, atime ); planet.SetCustomTime(t); index++; } } // apply tex and write png file tex.Apply(); var bytes = tex.EncodeToPNG(); Object.DestroyImmediate(tex); RenderTexture.ReleaseTemporary(renderTexture); yield return new WaitForEndOfFrame(); #if UNITY_WEBGL && !UNITY_EDITOR DownloadFile(gameObject.name, "OnFileDownload", filename+ ".png",bytes, bytes.Length); #else var path = StandaloneFileBrowser.SaveFilePanel("Save Sprite Sheets", "", filename, "png"); File.WriteAllBytes(path, bytes); #endif } } ================================================ FILE: Assets/Planets/Scripts/MaterialSave.cs.meta ================================================ fileFormatVersion: 2 guid: bb5501947e72623439680261b4df1cab MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Planets/Scripts/PlanetControl.cs ================================================ using System; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.Animations; using UnityEngine.EventSystems; using UnityEngine.UI; using Random = System.Random; public class PlanetControl : MonoBehaviour { [SerializeField] private Slider sliderPixel; [SerializeField] private Text textPixel; [SerializeField] private Slider sliderRotation; [SerializeField] private InputField inputSeed; [SerializeField] private GameObject[] planets; [SerializeField] private Dropdown dd_planets; [SerializeField] private ExportControl _exportControl; [SerializeField] private GameObject exportPanel; [SerializeField] private MaterialSave _materialSave; [SerializeField] private GameObject pref_colorButton; [SerializeField] private RectTransform colorButtonHolder; private float time = 0f; private float pixels = 100; private int seed = 0; private bool override_time = false; private List colors = new List(); private List colorBtns = new List(); private int selectedColorButtonID = 0; private GameObject selectedColorButton; private void Start() { OnChangeSeedRandom(); GetColors(); MakeColorButtons(); } private int selected_planet = 0; public void OnClickChooseColor() { selectedColorButton = EventSystem.current.currentSelectedGameObject; selectedColorButtonID = EventSystem.current.currentSelectedGameObject.GetComponent().ButtonID; ColorPicker.Create(colors[selectedColorButtonID], "Choose color", onColorChanged, onColorSelected, false); } private void onColorChanged(Color currentColor) { colors[selectedColorButtonID] = currentColor; SetColor(); } private void onColorSelected(Color finishedColor) { colors[selectedColorButtonID] = finishedColor; SetColor(); } private void MakeColorButtons() { for (int i = 0; i < colors.Count; i++) { var btn = GameObject.Instantiate(pref_colorButton, colorButtonHolder); colorBtns.Add(btn); btn.GetComponent().color = colors[i]; btn.GetComponent().ButtonID = i; btn.GetComponent