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459 lines
30 KiB
459 lines
30 KiB
// 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:True,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-1452-OUT,gloss-3592-OUT,normal-4265-OUT,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:32867,y:33038,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_Lerp,id:205,x:34626,y:31553,varname:node_205,prsc:2|A-6665-RGB,B-2075-RGB,T-8245-OUT;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,B-5964-G;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|IN-5964-G;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:7.705339,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_Lerp,id:4265,x:34824,y:32171,varname:node_4265,prsc:2|A-5964-RGB,B-3573-RGB,T-8245-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_Lerp,id:3592,x:34824,y:31996,varname:node_3592,prsc:2|A-1813-OUT,B-2855-OUT,T-8245-OUT;n:type:ShaderForge.SFN_Vector1,id:2855,x:34460,y:31954,varname:node_2855,prsc:2,v1:0.7;n:type:ShaderForge.SFN_Lerp,id:1452,x:34824,y:31867,varname:node_1452,prsc:2|A-358-OUT,B-5029-OUT,T-8245-OUT;n:type:ShaderForge.SFN_Vector1,id:5029,x:34617,y:31836,varname:node_5029,prsc:2,v1:0;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-7249-OUT;n:type:ShaderForge.SFN_Multiply,id:7249,x:33681,y:32878,cmnt:added freezing effect...,varname:node_7249,prsc:2|A-9434-OUT,B-4603-OUT;n:type:ShaderForge.SFN_Slider,id:4603,x:33341,y:32971,ptovrint:False,ptlb:Freeze effect (normal),ptin:_Freezeeffectnormal,varname:node_4603,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:4.77537,max:10;n:type:ShaderForge.SFN_Transform,id:1053,x:30472,y:32829,varname:node_1053,prsc:2,tffrom:0,tfto:1|IN-923-OUT;n:type:ShaderForge.SFN_SwitchProperty,id:2671,x:30670,y:33000,ptovrint:False,ptlb:Local/Global,ptin:_LocalGlobal,cmnt:Change between local orientation or global,varname:node_2671,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,on:False|A-1053-XYZ,B-923-OUT;n:type:ShaderForge.SFN_Fresnel,id:1294,x:34865,y:32565,varname:node_1294,prsc:2|EXP-6482-OUT;n:type:ShaderForge.SFN_Lerp,id:9203,x:35088,y:32445,varname:node_9203,prsc:2|A-1294-OUT,B-337-OUT,T-5885-OUT;n:type:ShaderForge.SFN_Vector1,id:337,x:34865,y:32406,varname:node_337,prsc:2,v1:1;n:type:ShaderForge.SFN_TexCoord,id:4152,x:34983,y:32715,varname:node_4152,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Multiply,id:8987,x:35200,y:32661,varname:node_8987,prsc:2|A-4152-UVOUT,B-1294-OUT;n:type:ShaderForge.SFN_Multiply,id:9564,x:34800,y:31525,varname:node_9564,prsc:2|A-6665-RGB,B-205-OUT;n:type:ShaderForge.SFN_Slider,id:5885,x:34492,y:32458,ptovrint:False,ptlb:Transparency,ptin:_Transparency,varname:node_5885,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:-1,cur:0,max:1;n:type:ShaderForge.SFN_Slider,id:6482,x:34492,y:32585,ptovrint:False,ptlb:Ice_fresnel,ptin:_Ice_fresnel,varname:node_6482,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:3;proporder:2075-6665-358-1813-5964-3573-7590-4603-2671-5885-6482;pass:END;sub:END;*/ 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Shader "Olanigan/IceBreak" { |
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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)) = 7.705339 |
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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 |
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_Ice_fresnel ("Ice_fresnel", Range(0, 3)) = 0 |
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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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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 _snow_slider; |
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uniform sampler2D _NormalMapII; uniform float4 _NormalMapII_ST; |
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uniform float _Freezeeffectnormal; |
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uniform fixed _LocalGlobal; |
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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 _NormalMapII_var = UnpackNormal(tex2D(_NormalMapII,TRANSFORM_TEX(i.uv0, _NormalMapII))); |
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float3 _LocalGlobal_var = lerp( mul( unity_WorldToObject, float4(i.normalDir,0) ).xyz.rgb, i.normalDir, _LocalGlobal ); // Change between local orientation or global |
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float node_8245 = ((0.7*clamp(_snow_slider,0,1.2)*saturate((((_LocalGlobal_var*abs(_LocalGlobal_var)).g-_BumpMap_var.g)*_snow_slider)))+(clamp(_BumpMap_var.g,0,0.8)*_Freezeeffectnormal)); // added freezing effect |
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float3 normalLocal = lerp(_BumpMap_var.rgb,_NormalMapII_var.rgb,node_8245); |
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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 = lerp(_Gloss,0.7,node_8245); |
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float perceptualRoughness = 1.0 - lerp(_Gloss,0.7,node_8245); |
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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 = lerp(_Metallic,0.0,node_8245); |
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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*lerp(_Color.rgb,_snow_var.rgb,node_8245)); // 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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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 _snow_slider; |
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uniform sampler2D _NormalMapII; uniform float4 _NormalMapII_ST; |
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uniform float _Freezeeffectnormal; |
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uniform fixed _LocalGlobal; |
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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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LIGHTING_COORDS(8,9) |
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UNITY_FOG_COORDS(10) |
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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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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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TRANSFER_VERTEX_TO_FRAGMENT(o) |
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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 _NormalMapII_var = UnpackNormal(tex2D(_NormalMapII,TRANSFORM_TEX(i.uv0, _NormalMapII))); |
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float3 _LocalGlobal_var = lerp( mul( unity_WorldToObject, float4(i.normalDir,0) ).xyz.rgb, i.normalDir, _LocalGlobal ); // Change between local orientation or global |
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float node_8245 = ((0.7*clamp(_snow_slider,0,1.2)*saturate((((_LocalGlobal_var*abs(_LocalGlobal_var)).g-_BumpMap_var.g)*_snow_slider)))+(clamp(_BumpMap_var.g,0,0.8)*_Freezeeffectnormal)); // added freezing effect |
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float3 normalLocal = lerp(_BumpMap_var.rgb,_NormalMapII_var.rgb,node_8245); |
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float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals |
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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(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); |
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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 = LIGHT_ATTENUATION(i); |
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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 = lerp(_Gloss,0.7,node_8245); |
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float perceptualRoughness = 1.0 - lerp(_Gloss,0.7,node_8245); |
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float roughness = perceptualRoughness * perceptualRoughness; |
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float specPow = exp2( gloss * 10.0 + 1.0 ); |
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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 = lerp(_Metallic,0.0,node_8245); |
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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*lerp(_Color.rgb,_snow_var.rgb,node_8245)); // 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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specularPBL *= any(specularColor) ? 1.0 : 0.0; |
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float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH); |
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float3 specular = directSpecular; |
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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 diffuse = directDiffuse * diffuseColor; |
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/// Final Color: |
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float3 finalColor = diffuse + specular; |
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fixed4 finalRGBA = fixed4(finalColor * lerp(node_1294,1.0,_Transparency),0); |
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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 "Meta" |
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Tags { |
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"LightMode"="Meta" |
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} |
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Cull 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_META 1 |
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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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#include "UnityMetaPass.cginc" |
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#pragma fragmentoption ARB_precision_hint_fastest |
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#pragma multi_compile_shadowcaster |
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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 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 _snow_slider; |
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uniform float _Freezeeffectnormal; |
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uniform fixed _LocalGlobal; |
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struct VertexInput { |
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float4 vertex : POSITION; |
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float3 normal : NORMAL; |
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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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}; |
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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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o.normalDir = UnityObjectToWorldNormal(v.normal); |
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o.posWorld = mul(unity_ObjectToWorld, v.vertex); |
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o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); |
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return o; |
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} |
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float4 frag(VertexOutput i) : SV_Target { |
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i.normalDir = normalize(i.normalDir); |
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); |
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float3 normalDirection = i.normalDir; |
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UnityMetaInput o; |
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UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); |
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o.Emission = 0; |
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float4 _snow_var = tex2D(_snow,TRANSFORM_TEX(i.uv0, _snow)); |
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float3 _LocalGlobal_var = lerp( mul( unity_WorldToObject, float4(i.normalDir,0) ).xyz.rgb, i.normalDir, _LocalGlobal ); // Change between local orientation or global |
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float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); |
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float node_8245 = ((0.7*clamp(_snow_slider,0,1.2)*saturate((((_LocalGlobal_var*abs(_LocalGlobal_var)).g-_BumpMap_var.g)*_snow_slider)))+(clamp(_BumpMap_var.g,0,0.8)*_Freezeeffectnormal)); // added freezing effect |
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float3 diffColor = (_Color.rgb*lerp(_Color.rgb,_snow_var.rgb,node_8245)); |
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float specularMonochrome; |
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float3 specColor; |
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diffColor = DiffuseAndSpecularFromMetallic( diffColor, lerp(_Metallic,0.0,node_8245), specColor, specularMonochrome ); |
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float roughness = 1.0 - lerp(_Gloss,0.7,node_8245); |
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o.Albedo = diffColor + specColor * roughness * roughness * 0.5; |
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return UnityMetaFragment( o ); |
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} |
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ENDCG |
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} |
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} |
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FallBack "Diffuse" |
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CustomEditor "ShaderForgeMaterialInspector" |
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}
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