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float3 cameraPos = float3(0,kInnerRadius + kCameraHeight,0); // The camera's current position |
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// Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere) |
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float3 eyeRay = dir; // normalize(mul((float3x3)unity_ObjectToWorld, v.vertex.xyz)); |
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float3 eyeRay = dir; // normalize(mul((float3x3)UNITY_MATRIX_M, v.vertex.xyz)); |
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float far = 0.0; |
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float3 cIn = float3(0.0, 0.0, 0.0); |
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