I’m writing a shader for a planet. Part of the effect is the lights on the night side, kind of like the following image:
Image
My code so far is:
Shader "Earth" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
_Illum ("Illumin (A)", 2D) = "white" {}
_EmissionLM ("Emission (Lightmapper)", Float) = 0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf BlinnPhong
sampler2D _MainTex;
sampler2D _Illum;
float4 _Color;
struct Input {
float2 uv_MainTex;
float2 uv_Illum;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 tex = tex2D(_MainTex, IN.uv_MainTex);
half4 c = tex * _Color;
o.Albedo = c.rgb;
o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a;
}
ENDCG
}
FallBack "Self-Illumin/VertexLit"
}
I think it would be most effective if I could query the lighting from the scene, invert said property, and multiply it by the darker texture. Any suggestions on how to do that?
Thanks.