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434 lines
27 KiB
434 lines
27 KiB
3 years ago
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// Shader created with Shader Forge v1.38
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// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
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// Note: Manually altering this data may prevent you from opening it in Shader Forge
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/*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:3,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:True,hqlp:False,rprd:True,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:False,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:2865,x:35516,y:31853,varname:node_2865,prsc:2|diff-9564-OUT,spec-2528-OUT,gloss-9662-OUT,normal-5964-RGB,alpha-9203-OUT,refract-8987-OUT;n:type:ShaderForge.SFN_Color,id:6665,x:34395,y:31393,ptovrint:False,ptlb:Color,ptin:_Color,varname:_Color,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5019608,c2:0.5019608,c3:0.5019608,c4:1;n:type:ShaderForge.SFN_Tex2d,id:5964,x:35068,y:32171,ptovrint:True,ptlb:Normal Map I,ptin:_BumpMap,varname:_BumpMap,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:e3ba8bc476e919b4b9308f1d6abe660b,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Slider,id:358,x:34381,y:31757,ptovrint:False,ptlb:Metallic,ptin:_Metallic,varname:node_358,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.6030321,max:1;n:type:ShaderForge.SFN_Slider,id:1813,x:34303,y:31868,ptovrint:False,ptlb:Gloss,ptin:_Gloss,varname:_Metallic_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.3252537,max:1;n:type:ShaderForge.SFN_NormalVector,id:923,x:30267,y:32984,prsc:2,pt:False;n:type:ShaderForge.SFN_Abs,id:1916,x:30875,y:33194,varname:node_1916,prsc:2|IN-2671-OUT;n:type:ShaderForge.SFN_Multiply,id:3104,x:31086,y:33121,varname:node_3104,prsc:2|A-2671-OUT,B-1916-OUT;n:type:ShaderForge.SFN_ComponentMask,id:6719,x:31301,y:33047,cmnt:Here we got the G component from the RGB mask,varname:node_6719,prsc:2,cc1:1,cc2:-1,cc3:-1,cc4:-1|IN-3104-OUT;n:type:ShaderForge.SFN_Tex2d,id:2075,x:34257,y:31552,ptovrint:False,ptlb:snow,ptin:_snow,varname:node_2075,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:50c397b0cfd8e7f4cb233370c8999495,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Subtract,id:2187,x:32969,y:32608,cmnt:We remove G info to get cracks,varname:node_2187,prsc:2|A-6719-OUT;n:type:ShaderForge.SFN_Multiply,id:4640,x:33255,y:32639,varname:node_4640,prsc:2|A-2187-OUT,B-7590-OUT;n:type:ShaderForge.SFN_ConstantClamp,id:9434,x:33151,y:32864,cmnt:Choosing a smaller range of info,varname:node_9434,prsc:2,min:0,max:0.8;n:type:ShaderForge.SFN_Slider,id:7590,x:32754,y:32362,ptovrint:False,ptlb:snow_slider,ptin:_snow_slider,varname:node_7590,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:7.350427,max:10;n:type:ShaderForge.SFN_Clamp01,id:4570,x:33466,y:32596,cmnt:This removes negative info wich includes the G values at the bottom,varname:node_4570,prsc:2|IN-4640-OUT;n:type:ShaderForge.SFN_Tex2d,id:3573,x:32867,y:33239,ptovrint:False,ptlb:Normal Map II,ptin:_NormalMapII,varname:node_3573,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:fbba011cc6fa1474294f6700f3e9ac41,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Vector1,id:2855,x:34460,y:31954,varname:node_2855,prsc:2,v1:0.7;n:type:ShaderForge.SFN_Vector1,id:5029,x:34617,y:31836,varname:node_5029,prsc:2,v1:1;n:type:ShaderForge.SFN_Multiply,id:8846,x:33623,y:32376,varname:node_8846,prsc:2|A-7044-OUT,B-8462-OUT,C-4570-OUT;n:type:ShaderForge.SFN_ConstantClamp,id:8462,x:33277,y:32401,varname:node_8462,prsc:2,min:0,max:1.2|IN-7590-OUT;n:type:ShaderForge.SFN_Vector1,id:7044,x:33277,y:32310,varname:node_7044,prsc:2,v1:0.7;n:type:ShaderForge.SFN_Add,id:8245,x:33871,y:32398,cmnt:added freezing effect,varname:node_8245,prsc:2|A-8846-OUT,B-
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Shader "Olanigan/Glass" {
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Properties {
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_snow ("snow", 2D) = "white" {}
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_Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1)
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_Metallic ("Metallic", Range(0, 1)) = 0.6030321
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_Gloss ("Gloss", Range(0, 1)) = 0.3252537
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_BumpMap ("Normal Map I", 2D) = "bump" {}
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_NormalMapII ("Normal Map II", 2D) = "bump" {}
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_snow_slider ("snow_slider", Range(0, 10)) = 7.350427
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_Freezeeffectnormal ("Freeze effect (normal)", Range(0, 10)) = 4.77537
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[MaterialToggle] _LocalGlobal ("Local/Global", Float ) = 0
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_Transparency ("Transparency", Range(-1, 1)) = 0.490779
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_Ice_fresnel ("Ice_fresnel", Range(0, 3)) = 0.4528386
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[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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}
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SubShader {
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Tags {
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"IgnoreProjector"="True"
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"Queue"="Transparent"
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"RenderType"="Transparent"
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}
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GrabPass{ }
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Pass {
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Name "FORWARD"
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Tags {
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"LightMode"="ForwardBase"
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}
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define UNITY_PASS_FORWARDBASE
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#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
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#define _GLOSSYENV 1
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#pragma multi_compile_fwdbase
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma only_renderers d3d9 d3d11 glcore gles n3ds wiiu
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#pragma target 3.0
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uniform sampler2D _GrabTexture;
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uniform float4 _Color;
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uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
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uniform float _Metallic;
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uniform float _Gloss;
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uniform sampler2D _snow; uniform float4 _snow_ST;
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uniform float _Transparency;
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uniform float _Ice_fresnel;
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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float4 posWorld : TEXCOORD3;
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float3 normalDir : TEXCOORD4;
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float3 tangentDir : TEXCOORD5;
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float3 bitangentDir : TEXCOORD6;
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float4 projPos : TEXCOORD7;
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UNITY_FOG_COORDS(8)
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#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
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float4 ambientOrLightmapUV : TEXCOORD9;
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#endif
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.uv1 = v.texcoord1;
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o.uv2 = v.texcoord2;
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#ifdef LIGHTMAP_ON
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o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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o.ambientOrLightmapUV.zw = 0;
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#elif UNITY_SHOULD_SAMPLE_SH
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#endif
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#ifdef DYNAMICLIGHTMAP_ON
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o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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#endif
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
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o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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float3 lightColor = _LightColor0.rgb;
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o.pos = UnityObjectToClipPos( v.vertex );
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UNITY_TRANSFER_FOG(o,o.pos);
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o.projPos = ComputeScreenPos (o.pos);
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COMPUTE_EYEDEPTH(o.projPos.z);
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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i.normalDir = normalize(i.normalDir);
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float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
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float3 normalLocal = _BumpMap_var.rgb;
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float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
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float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
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float node_1294 = pow(1.0-max(0,dot(normalDirection, viewDirection)),_Ice_fresnel);
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float2 sceneUVs = (i.projPos.xy / i.projPos.w) + (i.uv0*node_1294);
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float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
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float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
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float3 lightColor = _LightColor0.rgb;
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float3 halfDirection = normalize(viewDirection+lightDirection);
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////// Lighting:
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float attenuation = 1;
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float3 attenColor = attenuation * _LightColor0.xyz;
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float Pi = 3.141592654;
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float InvPi = 0.31830988618;
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///////// Gloss:
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float gloss = (_Gloss*0.7);
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float perceptualRoughness = 1.0 - (_Gloss*0.7);
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float roughness = perceptualRoughness * perceptualRoughness;
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float specPow = exp2( gloss * 10.0 + 1.0 );
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/////// GI Data:
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UnityLight light;
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#ifdef LIGHTMAP_OFF
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light.color = lightColor;
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light.dir = lightDirection;
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light.ndotl = LambertTerm (normalDirection, light.dir);
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#else
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light.color = half3(0.f, 0.f, 0.f);
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light.ndotl = 0.0f;
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light.dir = half3(0.f, 0.f, 0.f);
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#endif
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UnityGIInput d;
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d.light = light;
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d.worldPos = i.posWorld.xyz;
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d.worldViewDir = viewDirection;
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d.atten = attenuation;
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#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
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d.ambient = 0;
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d.lightmapUV = i.ambientOrLightmapUV;
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#else
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d.ambient = i.ambientOrLightmapUV;
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#endif
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#if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
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d.boxMin[0] = unity_SpecCube0_BoxMin;
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d.boxMin[1] = unity_SpecCube1_BoxMin;
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#endif
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#if UNITY_SPECCUBE_BOX_PROJECTION
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d.boxMax[0] = unity_SpecCube0_BoxMax;
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d.boxMax[1] = unity_SpecCube1_BoxMax;
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d.probePosition[0] = unity_SpecCube0_ProbePosition;
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d.probePosition[1] = unity_SpecCube1_ProbePosition;
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#endif
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d.probeHDR[0] = unity_SpecCube0_HDR;
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d.probeHDR[1] = unity_SpecCube1_HDR;
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Unity_GlossyEnvironmentData ugls_en_data;
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ugls_en_data.roughness = 1.0 - gloss;
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ugls_en_data.reflUVW = viewReflectDirection;
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UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
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lightDirection = gi.light.dir;
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lightColor = gi.light.color;
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////// Specular:
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float NdotL = saturate(dot( normalDirection, lightDirection ));
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float LdotH = saturate(dot(lightDirection, halfDirection));
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float3 specularColor = (_Metallic*1.0);
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float specularMonochrome;
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float4 _snow_var = tex2D(_snow,TRANSFORM_TEX(i.uv0, _snow));
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float3 diffuseColor = (_Color.rgb*_snow_var.rgb); // Need this for specular when using metallic
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diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
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specularMonochrome = 1.0-specularMonochrome;
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float NdotV = abs(dot( normalDirection, viewDirection ));
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float NdotH = saturate(dot( normalDirection, halfDirection ));
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float VdotH = saturate(dot( viewDirection, halfDirection ));
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float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
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float normTerm = GGXTerm(NdotH, roughness);
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float specularPBL = (visTerm*normTerm) * UNITY_PI;
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#ifdef UNITY_COLORSPACE_GAMMA
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specularPBL = sqrt(max(1e-4h, specularPBL));
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#endif
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specularPBL = max(0, specularPBL * NdotL);
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#if defined(_SPECULARHIGHLIGHTS_OFF)
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specularPBL = 0.0;
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#endif
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half surfaceReduction;
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#ifdef UNITY_COLORSPACE_GAMMA
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surfaceReduction = 1.0-0.28*roughness*perceptualRoughness;
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#else
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surfaceReduction = 1.0/(roughness*roughness + 1.0);
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#endif
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specularPBL *= any(specularColor) ? 1.0 : 0.0;
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float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
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half grazingTerm = saturate( gloss + specularMonochrome );
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float3 indirectSpecular = (gi.indirect.specular);
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indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
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indirectSpecular *= surfaceReduction;
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float3 specular = (directSpecular + indirectSpecular);
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/////// Diffuse:
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NdotL = max(0.0,dot( normalDirection, lightDirection ));
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half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
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float nlPow5 = Pow5(1-NdotL);
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float nvPow5 = Pow5(1-NdotV);
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float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
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float3 indirectDiffuse = float3(0,0,0);
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indirectDiffuse += gi.indirect.diffuse;
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float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
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/// Final Color:
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float3 finalColor = diffuse + specular;
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fixed4 finalRGBA = fixed4(lerp(sceneColor.rgb, finalColor,lerp(node_1294,1.0,_Transparency)),1);
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UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
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return finalRGBA;
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}
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ENDCG
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}
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Pass {
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Name "FORWARD_DELTA"
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Tags {
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"LightMode"="ForwardAdd"
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}
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Blend One One
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define UNITY_PASS_FORWARDADD
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#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
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#define _GLOSSYENV 1
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#pragma multi_compile_fwdadd
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma only_renderers d3d9 d3d11 glcore gles n3ds wiiu
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#pragma target 3.0
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uniform sampler2D _GrabTexture;
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uniform float4 _Color;
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uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
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uniform float _Metallic;
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uniform float _Gloss;
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uniform sampler2D _snow; uniform float4 _snow_ST;
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|
uniform float _Transparency;
|
||
|
uniform float _Ice_fresnel;
|
||
|
struct VertexInput {
|
||
|
float4 vertex : POSITION;
|
||
|
float3 normal : NORMAL;
|
||
|
float4 tangent : TANGENT;
|
||
|
float2 texcoord0 : TEXCOORD0;
|
||
|
float2 texcoord1 : TEXCOORD1;
|
||
|
float2 texcoord2 : TEXCOORD2;
|
||
|
};
|
||
|
struct VertexOutput {
|
||
|
float4 pos : SV_POSITION;
|
||
|
float2 uv0 : TEXCOORD0;
|
||
|
float2 uv1 : TEXCOORD1;
|
||
|
float2 uv2 : TEXCOORD2;
|
||
|
float4 posWorld : TEXCOORD3;
|
||
|
float3 normalDir : TEXCOORD4;
|
||
|
float3 tangentDir : TEXCOORD5;
|
||
|
float3 bitangentDir : TEXCOORD6;
|
||
|
float4 projPos : TEXCOORD7;
|
||
|
LIGHTING_COORDS(8,9)
|
||
|
UNITY_FOG_COORDS(10)
|
||
|
};
|
||
|
VertexOutput vert (VertexInput v) {
|
||
|
VertexOutput o = (VertexOutput)0;
|
||
|
o.uv0 = v.texcoord0;
|
||
|
o.uv1 = v.texcoord1;
|
||
|
o.uv2 = v.texcoord2;
|
||
|
o.normalDir = UnityObjectToWorldNormal(v.normal);
|
||
|
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
|
||
|
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
|
||
|
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||
|
float3 lightColor = _LightColor0.rgb;
|
||
|
o.pos = UnityObjectToClipPos( v.vertex );
|
||
|
UNITY_TRANSFER_FOG(o,o.pos);
|
||
|
o.projPos = ComputeScreenPos (o.pos);
|
||
|
COMPUTE_EYEDEPTH(o.projPos.z);
|
||
|
TRANSFER_VERTEX_TO_FRAGMENT(o)
|
||
|
return o;
|
||
|
}
|
||
|
float4 frag(VertexOutput i) : COLOR {
|
||
|
i.normalDir = normalize(i.normalDir);
|
||
|
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
|
||
|
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
|
||
|
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
|
||
|
float3 normalLocal = _BumpMap_var.rgb;
|
||
|
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
|
||
|
float node_1294 = pow(1.0-max(0,dot(normalDirection, viewDirection)),_Ice_fresnel);
|
||
|
float2 sceneUVs = (i.projPos.xy / i.projPos.w) + (i.uv0*node_1294);
|
||
|
float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
|
||
|
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
|
||
|
float3 lightColor = _LightColor0.rgb;
|
||
|
float3 halfDirection = normalize(viewDirection+lightDirection);
|
||
|
////// Lighting:
|
||
|
float attenuation = LIGHT_ATTENUATION(i);
|
||
|
float3 attenColor = attenuation * _LightColor0.xyz;
|
||
|
float Pi = 3.141592654;
|
||
|
float InvPi = 0.31830988618;
|
||
|
///////// Gloss:
|
||
|
float gloss = (_Gloss*0.7);
|
||
|
float perceptualRoughness = 1.0 - (_Gloss*0.7);
|
||
|
float roughness = perceptualRoughness * perceptualRoughness;
|
||
|
float specPow = exp2( gloss * 10.0 + 1.0 );
|
||
|
////// Specular:
|
||
|
float NdotL = saturate(dot( normalDirection, lightDirection ));
|
||
|
float LdotH = saturate(dot(lightDirection, halfDirection));
|
||
|
float3 specularColor = (_Metallic*1.0);
|
||
|
float specularMonochrome;
|
||
|
float4 _snow_var = tex2D(_snow,TRANSFORM_TEX(i.uv0, _snow));
|
||
|
float3 diffuseColor = (_Color.rgb*_snow_var.rgb); // Need this for specular when using metallic
|
||
|
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
|
||
|
specularMonochrome = 1.0-specularMonochrome;
|
||
|
float NdotV = abs(dot( normalDirection, viewDirection ));
|
||
|
float NdotH = saturate(dot( normalDirection, halfDirection ));
|
||
|
float VdotH = saturate(dot( viewDirection, halfDirection ));
|
||
|
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
|
||
|
float normTerm = GGXTerm(NdotH, roughness);
|
||
|
float specularPBL = (visTerm*normTerm) * UNITY_PI;
|
||
|
#ifdef UNITY_COLORSPACE_GAMMA
|
||
|
specularPBL = sqrt(max(1e-4h, specularPBL));
|
||
|
#endif
|
||
|
specularPBL = max(0, specularPBL * NdotL);
|
||
|
#if defined(_SPECULARHIGHLIGHTS_OFF)
|
||
|
specularPBL = 0.0;
|
||
|
#endif
|
||
|
specularPBL *= any(specularColor) ? 1.0 : 0.0;
|
||
|
float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
|
||
|
float3 specular = directSpecular;
|
||
|
/////// Diffuse:
|
||
|
NdotL = max(0.0,dot( normalDirection, lightDirection ));
|
||
|
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
|
||
|
float nlPow5 = Pow5(1-NdotL);
|
||
|
float nvPow5 = Pow5(1-NdotV);
|
||
|
float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
|
||
|
float3 diffuse = directDiffuse * diffuseColor;
|
||
|
/// Final Color:
|
||
|
float3 finalColor = diffuse + specular;
|
||
|
fixed4 finalRGBA = fixed4(finalColor * lerp(node_1294,1.0,_Transparency),0);
|
||
|
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
|
||
|
return finalRGBA;
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
Pass {
|
||
|
Name "Meta"
|
||
|
Tags {
|
||
|
"LightMode"="Meta"
|
||
|
}
|
||
|
Cull Off
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
#define UNITY_PASS_META 1
|
||
|
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
|
||
|
#define _GLOSSYENV 1
|
||
|
#include "UnityCG.cginc"
|
||
|
#include "Lighting.cginc"
|
||
|
#include "UnityPBSLighting.cginc"
|
||
|
#include "UnityStandardBRDF.cginc"
|
||
|
#include "UnityMetaPass.cginc"
|
||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||
|
#pragma multi_compile_shadowcaster
|
||
|
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
|
||
|
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
|
||
|
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
|
||
|
#pragma multi_compile_fog
|
||
|
#pragma only_renderers d3d9 d3d11 glcore gles n3ds wiiu
|
||
|
#pragma target 3.0
|
||
|
uniform float4 _Color;
|
||
|
uniform float _Metallic;
|
||
|
uniform float _Gloss;
|
||
|
uniform sampler2D _snow; uniform float4 _snow_ST;
|
||
|
struct VertexInput {
|
||
|
float4 vertex : POSITION;
|
||
|
float2 texcoord0 : TEXCOORD0;
|
||
|
float2 texcoord1 : TEXCOORD1;
|
||
|
float2 texcoord2 : TEXCOORD2;
|
||
|
};
|
||
|
struct VertexOutput {
|
||
|
float4 pos : SV_POSITION;
|
||
|
float2 uv0 : TEXCOORD0;
|
||
|
float2 uv1 : TEXCOORD1;
|
||
|
float2 uv2 : TEXCOORD2;
|
||
|
float4 posWorld : TEXCOORD3;
|
||
|
};
|
||
|
VertexOutput vert (VertexInput v) {
|
||
|
VertexOutput o = (VertexOutput)0;
|
||
|
o.uv0 = v.texcoord0;
|
||
|
o.uv1 = v.texcoord1;
|
||
|
o.uv2 = v.texcoord2;
|
||
|
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||
|
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
|
||
|
return o;
|
||
|
}
|
||
|
float4 frag(VertexOutput i) : SV_Target {
|
||
|
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
|
||
|
UnityMetaInput o;
|
||
|
UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
|
||
|
|
||
|
o.Emission = 0;
|
||
|
|
||
|
float4 _snow_var = tex2D(_snow,TRANSFORM_TEX(i.uv0, _snow));
|
||
|
float3 diffColor = (_Color.rgb*_snow_var.rgb);
|
||
|
float specularMonochrome;
|
||
|
float3 specColor;
|
||
|
diffColor = DiffuseAndSpecularFromMetallic( diffColor, (_Metallic*1.0), specColor, specularMonochrome );
|
||
|
float roughness = 1.0 - (_Gloss*0.7);
|
||
|
o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
|
||
|
|
||
|
return UnityMetaFragment( o );
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
FallBack "Diffuse"
|
||
|
CustomEditor "ShaderForgeMaterialInspector"
|
||
|
}
|