[Fix] All in one + add dice
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@@ -0,0 +1,248 @@
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Shader "Custom/SkyStylized"
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{
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Properties
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{
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[Header(Features)]
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[Toggle] _EnableGradient("Enable Gradient", Float) = 1
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[Toggle] _EnableClouds("Enable Clouds", Float) = 1
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[Toggle] _EnableSun("Enable Sun", Float) = 1
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[Header(Sky Colors)]
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_SkyColor ("Sky Color", Color) = (0.5, 0.7, 1.0, 1)
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[AllIn13DShaderGradientDrawer]_GradientRamp ("Gradient Ramp", 2D) = "white" {}
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_RampTiling ("Ramp Tiling", Range(0.1, 4)) = 1.0
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_HorizonOffset ("Horizon Offset", Range(-0.5, 0.5)) = 0.15
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[Header(Cloud Shape)]
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_CloudColor ("Cloud Color", Color) = (1,1,1,1)
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_CloudThreshold ("Cloud Cutoff", Range(0, 1)) = 0.5
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_CloudContrast ("Cloud Contrast", Range(1, 10)) = 2
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_CloudDensity ("Cloud Coverage", Range(0, 1)) = 0.5
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[Header(Cloud Movement)]
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_CloudSpeed ("Cloud Speed", Vector) = (0.1, 0, 0.05, 0)
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_WindStretch ("Wind Stretch", Range(0, 2)) = 0.5
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[Header(Cloud Pattern)]
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_CloudScale1 ("Large Pattern Scale", Range(1, 20)) = 8
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_CloudScale2 ("Detail Scale", Range(1, 20)) = 12
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_WarpStrength ("Pattern Distortion", Range(0, 1)) = 0.3
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_CloudHeight ("Cloud Height", Range(0, 1)) = 0.3
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_CloudThickness ("Cloud Thickness", Range(0, 1)) = 0.1
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[Header(Sun)]
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_SunColor ("Sun Color", Color) = (1, 0.54, 0.17, 1)
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_SunSize ("Sun Size", Range(0.0001, 1.0)) = 0.05
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[Header(Sun Glow)]
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_GlowColor ("Glow Color", Color) = (1, 0.95, 0.8, 1)
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_GlowSize ("Glow Size", Range(1, 10)) = 4
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_GlowPower ("Glow Falloff", Range(1, 10)) = 3
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}
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SubShader
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{
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Tags
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{
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"Queue"="Background"
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"RenderType"="Background"
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"PreviewType"="Skybox"
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}
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Cull Off
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ZWrite Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma shader_feature_local _ENABLEGRADIENT_ON
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#pragma shader_feature_local _ENABLECLOUDS_ON
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#pragma shader_feature_local _ENABLESUN_ON
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float3 worldPos : TEXCOORD0;
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float2 rampUV : TEXCOORD1;
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};
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// Toggle properties
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float _EnableGradient;
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float _EnableClouds;
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float _EnableSun;
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float4 _SkyColor;
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// Sky properties
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sampler2D _GradientRamp;
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float _RampTiling;
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float _HorizonOffset;
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// Cloud properties
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float4 _CloudColor;
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float _CloudThreshold, _CloudContrast, _CloudDensity;
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float4 _CloudSpeed;
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float _WindStretch;
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float _CloudScale1, _CloudScale2, _WarpStrength;
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float _CloudHeight, _CloudThickness;
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// Sun properties
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float4 _SunColor;
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float _SunSize;
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float4 _GlowColor;
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float _GlowSize, _GlowPower;
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v2f vert(appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.worldPos = normalize(mul(unity_ObjectToWorld, v.vertex).xyz);
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// Map world height to UV coordinates for gradient
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float height = o.worldPos.y + _HorizonOffset;
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o.rampUV = float2(height * _RampTiling + 0.5, 0.5);
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return o;
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}
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float hash(float3 p)
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{
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p = frac(p * 0.3183099 + 0.1);
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p *= 17.0;
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return frac(p.x * p.y * p.z * (p.x + p.y + p.z));
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}
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float noise(float3 x)
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{
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float3 i = floor(x);
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float3 f = frac(x);
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f = f * f * (3.0 - 2.0 * f);
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return lerp(lerp(lerp(hash(i + float3(0,0,0)),
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hash(i + float3(1,0,0)), f.x),
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lerp(hash(i + float3(0,1,0)),
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hash(i + float3(1,1,0)), f.x), f.y),
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lerp(lerp(hash(i + float3(0,0,1)),
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hash(i + float3(1,0,1)), f.x),
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lerp(hash(i + float3(0,1,1)),
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hash(i + float3(1,1,1)), f.x), f.y), f.z);
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}
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float fbm(float3 p)
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{
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float value = 0.0;
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float amplitude = 0.5;
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float frequency = 1.0;
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for(int i = 0; i < 4; i++)
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{
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value += amplitude * noise(p * frequency);
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amplitude *= 0.5;
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frequency *= 2.0;
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}
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return value;
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}
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float3 warp(float3 pos, float strength)
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{
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float3 q = float3(
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fbm(pos + float3(0.0, 1.0, 0.5)),
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fbm(pos + float3(2.0, -2.0, -0.5)),
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fbm(pos + float3(-2.0, -1.0, 1.0))
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);
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return pos + q * strength;
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}
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float calculateCloudShape(float3 worldPos)
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{
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// Apply wind stretching along movement direction
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float3 stretching = worldPos;
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stretching.xz += worldPos.y * _WindStretch * normalize(_CloudSpeed.xz);
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// First layer of warping for large cloud shapes
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float3 warpedPos = warp(stretching * _CloudScale1 + _Time.y * _CloudSpeed, _WarpStrength);
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float largePattern = fbm(warpedPos);
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// Second layer for detail and erosion
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float3 detailPos = stretching * _CloudScale2 + _Time.y * _CloudSpeed * 1.5;
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float detail = fbm(detailPos + largePattern * 0.5) * 0.5;
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// Combine patterns and apply threshold
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float clouds = largePattern + detail;
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clouds = saturate((clouds - _CloudThreshold) * _CloudContrast);
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return clouds;
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}
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float calculateClouds(float3 worldPos)
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{
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// Height-based cloud layer mask
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float heightMask = smoothstep(_CloudHeight - _CloudThickness,
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_CloudHeight + _CloudThickness,
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worldPos.y);
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// Calculate cloud pattern
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float cloudPattern = calculateCloudShape(worldPos);
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// Apply coverage control
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float coverage = cloudPattern * _CloudDensity;
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// Combine with height mask
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return coverage * heightMask;
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}
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float3 calculateSun(float3 rayDir)
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{
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float3 sunDir = normalize(_WorldSpaceLightPos0.xyz);
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float3 delta = rayDir - sunDir;
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float distToSun = length(delta);
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// Sharp sun disk
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float sunDisk = distToSun < _SunSize ? 1.0 : 0.0;
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// Smooth glow falloff
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float glow = 1.0 - saturate(distToSun / (_SunSize * _GlowSize));
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glow = pow(glow, _GlowPower);
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// Combine sun disk and glow
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return _SunColor.rgb * sunDisk + _GlowColor.rgb * glow;
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}
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float4 frag(v2f i) : SV_Target
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{
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// Sample sky color or gradient
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float4 skyColor;
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#if _ENABLEGRADIENT_ON
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skyColor = tex2D(_GradientRamp, i.rampUV);
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skyColor.rgb *= _SkyColor.rgb;
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#else
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skyColor = _SkyColor;
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#endif
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// Calculate cloud coverage
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#if _ENABLECLOUDS_ON
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float clouds = calculateClouds(i.worldPos);
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skyColor.rgb = lerp(skyColor.rgb, _CloudColor.rgb, clouds);
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#endif
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// Add sun contribution
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#if _ENABLESUN_ON
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float3 sunContribution = calculateSun(i.worldPos);
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skyColor.rgb += sunContribution;
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#endif
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return skyColor;
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}
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ENDCG
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}
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}
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}
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