431 lines
21 KiB
Plaintext
431 lines
21 KiB
Plaintext
Shader "Shader Forge/niuqu" {
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Properties {
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_BumpMap ("Normal Map", 2D) = "bump" {}
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_MainTex ("Base Color", 2D) = "black" {}
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_noize ("noize", 2D) = "white" {}
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_noizeintensity ("noize intensity", Range(0, 1)) = 1
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_refractionIntensity ("refraction Intensity", Range(0, 1)) = 0.8164595
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_color ("color", Color) = (1,1,1,1)
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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 exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
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#pragma target 3.0
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uniform sampler2D _GrabTexture;
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uniform float4 _TimeEditor;
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uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
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uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
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uniform sampler2D _noize; uniform float4 _noize_ST;
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uniform float _noizeintensity;
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uniform float _refractionIntensity;
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uniform float4 _color;
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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 screenPos : 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.screenPos = o.pos;
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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#if UNITY_UV_STARTS_AT_TOP
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float grabSign = -_ProjectionParams.x;
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#else
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float grabSign = _ProjectionParams.x;
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#endif
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i.normalDir = normalize(i.normalDir);
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i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 );
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i.screenPos.y *= _ProjectionParams.x;
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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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float4 node_2706 = _Time + _TimeEditor;
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float2 node_7849 = (i.uv0+node_2706.g*float2(0,0.1));
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float4 _noize_var = tex2D(_noize,TRANSFORM_TEX(node_7849, _noize));
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float2 node_4608 = (i.uv0+(_noizeintensity*_noize_var.r));
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float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(node_4608, _BumpMap)));
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float3 normalLocal = lerp(float3(0,0,0.5),_BumpMap_var.rgb,_refractionIntensity);
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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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float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + (_BumpMap_var.rgb.rg*(_refractionIntensity*0.2));
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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 node_3135 = 1.5;
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float gloss = node_3135;
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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 defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) || defined(UNITY_ENABLE_REFLECTION_BUFFERS)
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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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#ifdef 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 = max(0, dot( normalDirection, lightDirection ));
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float node_8749 = 0.5;
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float LdotH = max(0.0,dot(lightDirection, halfDirection));
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float3 specularColor = node_3135;
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float specularMonochrome;
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float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(node_4608, _MainTex));
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float3 diffuseColor = (_MainTex_var.rgb*_color.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 = max(0.0,dot( normalDirection, viewDirection ));
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float NdotH = max(0.0,dot( normalDirection, halfDirection ));
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float VdotH = max(0.0,dot( viewDirection, halfDirection ));
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float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss );
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float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss));
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float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4);
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if (IsGammaSpace())
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specularPBL = sqrt(max(1e-4h, specularPBL));
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specularPBL = max(0, specularPBL * NdotL);
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float3 directSpecular = 1*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
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half grazingTerm = saturate( gloss + specularMonochrome );
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float3 indirectSpecular = (gi.indirect.specular + float3(node_8749,node_8749,node_8749));
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indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
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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,0.3),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 exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
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#pragma target 3.0
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uniform sampler2D _GrabTexture;
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uniform float4 _TimeEditor;
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uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
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uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
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uniform sampler2D _noize; uniform float4 _noize_ST;
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uniform float _noizeintensity;
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uniform float _refractionIntensity;
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uniform float4 _color;
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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 screenPos : 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.screenPos = o.pos;
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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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#if UNITY_UV_STARTS_AT_TOP
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float grabSign = -_ProjectionParams.x;
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#else
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float grabSign = _ProjectionParams.x;
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#endif
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i.normalDir = normalize(i.normalDir);
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i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 );
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i.screenPos.y *= _ProjectionParams.x;
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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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float4 node_963 = _Time + _TimeEditor;
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float2 node_7849 = (i.uv0+node_963.g*float2(0,0.1));
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float4 _noize_var = tex2D(_noize,TRANSFORM_TEX(node_7849, _noize));
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float2 node_4608 = (i.uv0+(_noizeintensity*_noize_var.r));
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float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(node_4608, _BumpMap)));
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float3 normalLocal = lerp(float3(0,0,0.5),_BumpMap_var.rgb,_refractionIntensity);
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float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
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float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + (_BumpMap_var.rgb.rg*(_refractionIntensity*0.2));
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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 node_3135 = 1.5;
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float gloss = node_3135;
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float specPow = exp2( gloss * 10.0+1.0);
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////// Specular:
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float NdotL = max(0, dot( normalDirection, lightDirection ));
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float LdotH = max(0.0,dot(lightDirection, halfDirection));
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float3 specularColor = node_3135;
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float specularMonochrome;
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float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(node_4608, _MainTex));
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float3 diffuseColor = (_MainTex_var.rgb*_color.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 = max(0.0,dot( normalDirection, viewDirection ));
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float NdotH = max(0.0,dot( normalDirection, halfDirection ));
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float VdotH = max(0.0,dot( viewDirection, halfDirection ));
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float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss );
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float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss));
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float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4);
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if (IsGammaSpace())
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specularPBL = sqrt(max(1e-4h, specularPBL));
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specularPBL = max(0, specularPBL * NdotL);
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float3 directSpecular = attenColor*specularPBL*lightColor*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 * 0.3,0);
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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 exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
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#pragma target 3.0
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uniform float4 _TimeEditor;
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uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
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uniform sampler2D _noize; uniform float4 _noize_ST;
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uniform float _noizeintensity;
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uniform float4 _color;
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struct VertexInput {
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float4 vertex : POSITION;
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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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};
|
|
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 node_7142 = _Time + _TimeEditor;
|
|
float2 node_7849 = (i.uv0+node_7142.g*float2(0,0.1));
|
|
float4 _noize_var = tex2D(_noize,TRANSFORM_TEX(node_7849, _noize));
|
|
float2 node_4608 = (i.uv0+(_noizeintensity*_noize_var.r));
|
|
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(node_4608, _MainTex));
|
|
float3 diffColor = (_MainTex_var.rgb*_color.rgb);
|
|
float specularMonochrome;
|
|
float3 specColor;
|
|
float node_3135 = 1.5;
|
|
diffColor = DiffuseAndSpecularFromMetallic( diffColor, node_3135, specColor, specularMonochrome );
|
|
float roughness = 1.0 - node_3135;
|
|
o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
|
|
|
|
return UnityMetaFragment( o );
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
FallBack "Diffuse"
|
|
CustomEditor "ShaderForgeMaterialInspector"
|
|
}
|