Added fog on the main scene

This commit is contained in:
2026-07-08 19:38:37 +03:00
parent 72b48492cc
commit 34369f1ddf
131 changed files with 24529 additions and 121 deletions
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# __Cosmos skybox shader documentation__
__The package contains two shaders:__
- Cosmos Animated (Skybox/Cosmos Animated)
- Cosmos Animated Mesh (Unlit/Cosmos Animated Mesh)
## __Cosmos Animated__ shader
### Properties:
- ***Color*** - tint color
- ***Main Texture*** - Main skybox texture (Cubemap)
- ***Colorize*** - saturation of skybox (0 is BW, 1 is Colorful)
<br><br>
- ***Animation*** - Enable animation of the skybox (turning off can increase the performance)
<br><br>
- ***Detail textures*** - Additive 2D detail textures
- ***Intensity*** - Influence of texture (0 is no influence)
- ***Scale*** - Scale of detail texture
- ***Distortion*** - Distortion of detail texture
- ***Speed*** - Animation speed
## __Cosmos Animated Mesh__ shader
### It is same as __Cosmos Animated__ shader but for meshes
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MaterialSwitch : MonoBehaviour
{
public Material[] materials;
int currentMatIndex = 0;
void Update()
{
if(Input.GetKeyDown(KeyCode.Q)){
currentMatIndex --;
if(currentMatIndex<0)
currentMatIndex += materials.Length;
updateSky();
}
if(Input.GetKeyDown(KeyCode.E)){
currentMatIndex ++;
if(currentMatIndex>=materials.Length)
currentMatIndex -= materials.Length;
updateSky();
}
}
void updateSky(){
RenderSettings.skybox = materials[currentMatIndex];
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Camera))]
public class MouseLook : MonoBehaviour
{
public float speed = 1;
public float zoomSpeed = 1;
public bool invertY = false;
Camera cam;
Vector2 mouseStart;
Vector3 lookStart;
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# Example scene
## Controls:
- Hold *LMB* and *Move Mouse* to look around
- *W, S* - Zoom In and Zoom Out
- *Q, E* - Switch skybox materials
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Shader "Skybox/Cosmos Animated"{
Properties {
[Hdr]_Color ("Color", Color) = (3, 5, 6, 3)
[Header(Main Texture)]
[NoScaleOffset]_MainTex ("", Cube) = "white" {}
_Colorize ("Colorize", Range(0,2)) = 0.6
[Space(20)]
[Toggle(ANIM_ON)]_AnimOn ("Animation", FLOAT) = 1
[Space(20)]
[Header(Detail 1)]
[NoScaleOffset]_Detail1 ("", 2D) = "white" {}
_D1I ("Intensity", Range(0,2)) = 1
_D1Scale ("Scale", FLOAT) = 2
_D1Distort ("Distortion", FLOAT) = 0.1
_D1Speed ("Speed", FLOAT) = 5
[Space(20)]
[Header(Detail 2)]
[NoScaleOffset]_Detail2 ("", 2D) = "white" {}
_D2I ("Intensity", Range(0,2)) = 0.8
_D2Scale ("Scale", FLOAT) = 5
_D2Distort ("Distortion", FLOAT) = 0.1
_D2Speed ("Speed", FLOAT) = 3
[Space(20)]
[Toggle(ROT_ON)]_RotOn ("Rotation Enabled", FLOAT) = 1
_Rotation ("Rotation", VECTOR) = (0,0,0,0)
}
SubShader {
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
Cull Off ZWrite Off Fog { Mode Off }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature __ ANIM_ON
#pragma shader_feature __ ROT_ON
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float3 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : POSITION;
float3 texcoord : TEXCOORD0;
#if !defined(ANIM_ON)
float3 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
float3 _Rotation;
float2 rotate(float2 v, float a){
float cs = cos(a);
float sn = sin(a);
return float2(
v.x * cs - v.y * sn,
v.x * sn + v.y * cs
);
}
fixed4 _Color;
samplerCUBE _MainTex;
half _Colorize;
sampler2D _Detail1;
half _D1I;
half _D1Scale;
sampler2D _Detail2;
half _D2I;
half _D2Scale;
#ifdef ANIM_ON
half _D1Speed;
half _D1Distort;
half _D2Speed;
half _D2Distort;
#endif
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef ROT_ON
v.texcoord.yz = rotate(v.texcoord.yz, _Rotation.x/57.29578);
v.texcoord.zx = rotate(v.texcoord.zx, _Rotation.y/57.29578);
v.texcoord.xy = rotate(v.texcoord.xy, _Rotation.z/57.29578);
#endif
o.texcoord = v.texcoord;
#if !defined(ANIM_ON)
o.texcoord1 = v.texcoord * _D1Scale;
o.texcoord2 = v.texcoord * _D2Scale;
#endif
return o;
}
fixed4 triplanar(sampler2D tex, float3 coord, half scale){
fixed4 c =
tex2D(tex, coord.xy * scale) * abs(coord.z);
c += tex2D(tex, coord.yz * scale) * abs(coord.x);
c += tex2D(tex, coord.zx * scale) * abs(coord.y);
return c/(abs(coord.x) + abs(coord.y) + abs(coord.z));
}
fixed4 triplanar(sampler2D tex, float3 coord){
fixed4 c =
tex2D(tex, coord.xy) * abs(coord.z);
c += tex2D(tex, coord.yz) * abs(coord.x);
c += tex2D(tex, coord.zx) * abs(coord.y);
return c/(abs(coord.x) + abs(coord.y) + abs(coord.z));
}
fixed4 saturate(fixed4 col,half sat){
return lerp(
(col.r + col.g + col.b)/3,
col, sat
);
}
fixed4 frag (v2f i) : COLOR
{
fixed4 cosmos = texCUBE(_MainTex, i.texcoord);
#ifdef ANIM_ON
fixed3 distort = cosmos.xyz * 2 - 1;
fixed blend = frac(_Time.x * _D1Speed);
fixed detail1_0 = triplanar(_Detail1, i.texcoord + distort.xyz * _D1Distort * blend, _D1Scale).r;
fixed detail1_1 = triplanar(_Detail1, i.texcoord + distort.xyz * _D1Distort * frac(blend+0.5), _D1Scale).r;
fixed detail1 = lerp(detail1_0, detail1_1, abs(blend*2-1));
blend = frac(_Time.x*_D2Speed);
fixed detail2_0 = triplanar(_Detail2, i.texcoord + distort.xyz * _D2Distort * blend, _D2Scale).r;
fixed detail2_1 = triplanar(_Detail2, i.texcoord + distort.xyz * _D2Distort * frac(blend+0.5), _D2Scale).r;
fixed detail2 = lerp(detail2_0, detail2_1, abs(blend*2-1));
#else
fixed detail1 = triplanar(_Detail1, i.texcoord1);
fixed detail2 = triplanar(_Detail2, i.texcoord2);
#endif
return fixed4(
saturate(cosmos, _Colorize) *
_Color.rgb *
lerp(1, detail1, _D1I) *
lerp(1, detail2, _D2I), 1);
}
ENDCG
}
}
Fallback Off
CustomEditor "CosmosSkyEditor"
}
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Shader "Unlit/Cosmos Animated Mesh"{
Properties {
[Hdr]_Color ("Color", Color) = (3, 5, 6, 3)
[Header(Main Texture)]
[NoScaleOffset]_MainTex ("", Cube) = "white" {}
_Colorize ("Colorize", Range(0,2)) = 0.6
[Space(20)]
[Toggle(ANIM_ON)]_AnimOn ("Animation", FLOAT) = 1
[Space(20)]
[Header(Detail 1)]
[NoScaleOffset]_Detail1 ("", 2D) = "white" {}
_D1I ("Intensity", Range(0,2)) = 1
_D1Scale ("Scale", FLOAT) = 2
_D1Distort ("Distortion", FLOAT) = 0.1
_D1Speed ("Speed", FLOAT) = 5
[Space(20)]
[Header(Detail 2)]
[NoScaleOffset]_Detail2 ("", 2D) = "white" {}
_D2I ("Intensity", Range(0,2)) = 0.8
_D2Scale ("Scale", FLOAT) = 5
_D2Distort ("Distortion", FLOAT) = 0.1
_D2Speed ("Speed", FLOAT) = 3
[Space(20)]
[Toggle(ROT_ON)]_RotOn ("Rotation Enabled", FLOAT) = 1
_Rotation ("Rotation", VECTOR) = (0,0,0,0)
[Space(20)]
[Enum(UnityEngine.Rendering.CullMode)]_Culling ("Culling", FLOAT) = 0
}
SubShader {
Tags { "Queue"="Geometry" "RenderType"="Geometry"}
Cull [_Culling]
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature __ ANIM_ON
#pragma shader_feature __ ROT_ON
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
fixed3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID //Insert
};
struct v2f {
float4 vertex : POSITION;
fixed3 normal : NORMAL;
float3 texcoord : TEXCOORD0;
#if !defined(ANIM_ON)
float3 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
#endif
UNITY_VERTEX_OUTPUT_STEREO //Insert
};
float3 _Rotation;
float2 rotate(float2 v, float a){
float cs = cos(a);
float sn = sin(a);
return float2(
v.x * cs - v.y * sn,
v.x * sn + v.y * cs
);
}
fixed4 _Color;
samplerCUBE _MainTex;
half _Colorize;
sampler2D _Detail1;
half _D1I;
half _D1Scale;
sampler2D _Detail2;
half _D2I;
half _D2Scale;
#ifdef ANIM_ON
half _D1Speed;
half _D1Distort;
half _D2Speed;
half _D2Distort;
#endif
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v); //Insert
UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Insert
o.vertex = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
float3 texcoord = v.vertex.xyz;
#ifdef ROT_ON
texcoord.yz = rotate(texcoord.yz, _Rotation.x/57.29578);
texcoord.zx = rotate(texcoord.zx, _Rotation.y/57.29578);
texcoord.xy = rotate(texcoord.xy, _Rotation.z/57.29578);
#endif
o.texcoord = texcoord;
#if !defined(ANIM_ON)
o.texcoord1 = texcoord * _D1Scale;
o.texcoord2 = texcoord * _D2Scale;
#endif
return o;
}
fixed4 triplanar(sampler2D tex, float3 coord, fixed3 normal, half scale){
fixed4 c =
tex2D(tex, coord.xy * scale) * abs(normal.z);
c += tex2D(tex, coord.yz * scale) * abs(normal.x);
c += tex2D(tex, coord.zx * scale) * abs(normal.y);
return c/(abs(normal.x) + abs(normal.y) + abs(normal.z));
}
fixed4 triplanar(sampler2D tex, float3 coord, fixed3 normal){
fixed4 c =
tex2D(tex, coord.xy) * abs(normal.z);
c += tex2D(tex, coord.yz) * abs(normal.x);
c += tex2D(tex, coord.zx) * abs(normal.y);
return c/(abs(normal.x) + abs(normal.y) + abs(normal.z));
}
fixed4 saturate(fixed4 col,half sat){
return lerp(
(col.r + col.g + col.b)/3,
col, sat
);
}
fixed4 frag (v2f i) : COLOR
{
fixed4 cosmos = texCUBE(_MainTex, i.texcoord);
#ifdef ANIM_ON
fixed3 distort = cosmos.xyz * 2 - 1;
fixed blend = frac(_Time.x * _D1Speed);
fixed detail1_0 = triplanar(_Detail1, i.texcoord + distort.xyz * _D1Distort * blend, i.normal, _D1Scale).r;
fixed detail1_1 = triplanar(_Detail1, i.texcoord + distort.xyz * _D1Distort * frac(blend+0.5), i.normal, _D1Scale).r;
fixed detail1 = lerp(detail1_0, detail1_1, abs(blend*2-1));
blend = frac(_Time.x*_D2Speed);
fixed detail2_0 = triplanar(_Detail2, i.texcoord + distort.xyz * _D2Distort * blend, i.normal, _D2Scale).r;
fixed detail2_1 = triplanar(_Detail2, i.texcoord + distort.xyz * _D2Distort * frac(blend+0.5), i.normal, _D2Scale).r;
fixed detail2 = lerp(detail2_0, detail2_1, abs(blend*2-1));
#else
fixed detail1 = triplanar(_Detail1, i.texcoord1, i.normal);
fixed detail2 = triplanar(_Detail2, i.texcoord2, i.normal);
#endif
return fixed4(
saturate(cosmos, _Colorize) *
_Color.rgb *
lerp(1, detail1, _D1I) *
lerp(1, detail2, _D2I), 1);
}
ENDCG
}
}
Fallback Off
CustomEditor "CosmosSkyEditor"
}
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using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class CosmosSkyEditor : ShaderGUI {
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
{
Material targetMat = materialEditor.target as Material;
bool animationEnabled = false;
for (int i = 0; i < properties.Length; i++)
{
if(properties[i].name == "_AnimOn"){
animationEnabled = properties[i].floatValue > 0.5f;
}
if(!animationEnabled){
string propName = properties[i].name;
if (propName == "_D1Distort") continue;
if (propName == "_D1Speed") continue;
if (propName == "_D2Distort") continue;
if (propName == "_D2Speed") continue;
}
materialEditor.ShaderProperty(properties[i], properties[i].displayName);
}
}
}
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