243 lines
10 KiB
GLSL
243 lines
10 KiB
GLSL
Shader "NatureManufacture Shaders/Trees/Tree Leaves Metalic Snow"
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{
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Properties
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{
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_Cutoff( "Mask Clip Value", Float ) = 0.4
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_Snow_Amount("Snow_Amount", Range( 0 , 2)) = 0.13
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_SnowBrightnessReduction("Snow Brightness Reduction", Range( 0 , 0.5)) = 0.2
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_SnowMaskTreshold("Snow Mask Treshold", Range( 0.1 , 6)) = 4
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_SnowAngleOverlay("Snow Angle Overlay", Range( 0 , 1)) = 0.5
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_MainTex("MainTex", 2D) = "white" {}
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_HealthyColor("Healthy Color", Color) = (1,0.9735294,0.9338235,1)
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_DryColor("Dry Color", Color) = (0.8676471,0.818369,0.6124567,1)
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_ColorNoiseSpread("Color Noise Spread", Float) = 50
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[NoScaleOffset]_BumpMap("BumpMap", 2D) = "bump" {}
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_BumpScale("BumpScale", Range( 0 , 3)) = 1
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[NoScaleOffset]_MetalicRAOGSmothnessA("Metalic (R) AO (G) Smothness (A)", 2D) = "white" {}
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_MetallicPower("Metallic Power", Range( 0 , 2)) = 0
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_AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 1
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_SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 0
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_SnowAlbedoRGB("Snow Albedo (RGB)", 2D) = "white" {}
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[NoScaleOffset]_SnowNormalRGB("Snow Normal (RGB)", 2D) = "bump" {}
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[NoScaleOffset]_SnowMetalicRAOGSmothnessA("Snow Metalic (R) AO (G) Smothness (A)", 2D) = "white" {}
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_SnowAmbientOcclusionPower("Snow Ambient Occlusion Power", Range( 0 , 1)) = 1
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[Toggle]_BackFaceMirrorNormal("BackFace Mirror Normal", Float) = 0
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_InitialBend("Initial Bend", Float) = 1
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_Stiffness("Stiffness", Float) = 1
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_Drag("Drag", Float) = 1
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_ShiverDrag("Shiver Drag", Float) = 0.05
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_ShiverDirectionality("Shiver Directionality", Range( 0 , 1)) = 0.5
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[Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive("TouchReactActive", Float) = 0
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "TreeOpaque" "Queue" = "AlphaTest+0" }
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Cull Off
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CGINCLUDE
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#include "UnityStandardUtils.cginc"
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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#pragma multi_compile_instancing
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#pragma shader_feature _TOUCHREACTACTIVE_ON
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#include "NMWind.cginc"
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#include "NM_indirect.cginc"
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#pragma vertex vert
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#pragma instancing_options procedural:setup
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#pragma multi_compile GPU_FRUSTUM_ON __
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#ifdef UNITY_PASS_SHADOWCASTER
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#undef INTERNAL_DATA
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#undef WorldReflectionVector
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#undef WorldNormalVector
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#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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#endif
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struct Input
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{
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float2 uv_texcoord;
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half ASEVFace : VFACE;
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float3 worldPos;
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float3 worldNormal;
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INTERNAL_DATA
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};
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uniform float _BackFaceMirrorNormal;
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uniform half _BumpScale;
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uniform sampler2D _BumpMap;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform half4 _DryColor;
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uniform half4 _HealthyColor;
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uniform float _ColorNoiseSpread;
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uniform sampler2D _SnowAlbedoRGB;
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uniform float4 _SnowAlbedoRGB_ST;
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uniform half _SnowBrightnessReduction;
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uniform sampler2D _SnowNormalRGB;
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uniform half _Snow_Amount;
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uniform half _SnowAngleOverlay;
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uniform half _SnowMaskTreshold;
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uniform sampler2D _MetalicRAOGSmothnessA;
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uniform half _MetallicPower;
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uniform sampler2D _SnowMetalicRAOGSmothnessA;
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uniform half _SmoothnessPower;
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uniform half _AmbientOcclusionPower;
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uniform half _SnowAmbientOcclusionPower;
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uniform float _Cutoff = 0.4;
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float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
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float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
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float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
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float snoise( float2 v )
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{
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const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
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float2 i = floor( v + dot( v, C.yy ) );
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float2 x0 = v - i + dot( i, C.xx );
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float2 i1;
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i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
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float4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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i = mod2D289( i );
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float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
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float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
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m = m * m;
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m = m * m;
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float3 x = 2.0 * frac( p * C.www ) - 1.0;
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float3 h = abs( x ) - 0.5;
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float3 ox = floor( x + 0.5 );
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float3 a0 = x - ox;
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m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
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float3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot( m, g );
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}
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
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float3 tex2DNode4 = UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale );
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float3 switchResult306 = (((i.ASEVFace>0)?(tex2DNode4):(( tex2DNode4 * float3( -1,-1,-1 ) ))));
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o.Normal = lerp(tex2DNode4,switchResult306,_BackFaceMirrorNormal);
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float3 ase_worldPos = i.worldPos;
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float2 appendResult299 = (float2(ase_worldPos.x , ase_worldPos.z));
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float simplePerlin2D301 = snoise( ( appendResult299 / _ColorNoiseSpread ) );
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float4 lerpResult304 = lerp( _DryColor , _HealthyColor , simplePerlin2D301);
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float4 tex2DNode3 = tex2D( _MainTex, uv0_MainTex );
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float2 uv0_SnowAlbedoRGB = i.uv_texcoord * _SnowAlbedoRGB_ST.xy + _SnowAlbedoRGB_ST.zw;
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float3 appendResult100 = (float3(_SnowBrightnessReduction , _SnowBrightnessReduction , _SnowBrightnessReduction));
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float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
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float3 lerpResult41 = lerp( tex2DNode4 , UnpackNormal( tex2D( _SnowNormalRGB, uv0_SnowAlbedoRGB ) ) , saturate( ( ase_worldNormal.y * _Snow_Amount ) ));
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float temp_output_45_0 = saturate( ( ( (WorldNormalVector( i , lerpResult41 )).y + _SnowAngleOverlay ) * _Snow_Amount ) );
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float lerpResult94 = lerp( 0.0 , ( 1.0 - temp_output_45_0 ) , _Snow_Amount);
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float clampResult93 = clamp( ( temp_output_45_0 + lerpResult94 ) , 0.0 , 1.0 );
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float clampResult287 = clamp( _Snow_Amount , 0.1 , 2.0 );
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float lerpResult290 = lerp( 0.0 , clampResult93 , pow( tex2DNode3.a , ( _SnowMaskTreshold / clampResult287 ) ));
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float4 lerpResult51 = lerp( ( lerpResult304 * tex2DNode3 ) , ( tex2D( _SnowAlbedoRGB, uv0_SnowAlbedoRGB ) - float4( appendResult100 , 0.0 ) ) , lerpResult290);
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o.Albedo = lerpResult51.rgb;
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float4 tex2DNode28 = tex2D( _MetalicRAOGSmothnessA, uv0_MainTex );
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float4 tex2DNode64 = tex2D( _SnowMetalicRAOGSmothnessA, uv0_SnowAlbedoRGB );
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float lerpResult53 = lerp( ( tex2DNode28.r * _MetallicPower ) , tex2DNode64.r , temp_output_45_0);
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o.Metallic = lerpResult53;
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float lerpResult66 = lerp( ( tex2DNode28.a * _SmoothnessPower ) , tex2DNode64.a , temp_output_45_0);
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o.Smoothness = lerpResult66;
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float clampResult102 = clamp( tex2DNode28.g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 );
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float clampResult104 = clamp( tex2DNode64.g , ( 1.0 - _SnowAmbientOcclusionPower ) , 1.0 );
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float lerpResult65 = lerp( clampResult102 , clampResult104 , temp_output_45_0);
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o.Occlusion = lerpResult65;
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o.Alpha = 1;
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clip( tex2DNode3.a - _Cutoff );
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf Standard keepalpha fullforwardshadows dithercrossfade
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ENDCG
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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ZWrite On
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_shadowcaster
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#pragma multi_compile UNITY_PASS_SHADOWCASTER
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#include "HLSLSupport.cginc"
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#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
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#define CAN_SKIP_VPOS
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#endif
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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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struct v2f
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{
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V2F_SHADOW_CASTER;
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float2 customPack1 : TEXCOORD1;
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float4 tSpace0 : TEXCOORD2;
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float4 tSpace1 : TEXCOORD3;
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float4 tSpace2 : TEXCOORD4;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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v2f vert( appdata_full v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_INITIALIZE_OUTPUT( v2f, o );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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AdditionalWind(v);
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Input customInputData;
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float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
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half3 worldNormal = UnityObjectToWorldNormal( v.normal );
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half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
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half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
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o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
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o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
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o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
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o.customPack1.xy = customInputData.uv_texcoord;
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o.customPack1.xy = v.texcoord;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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return o;
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}
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half4 frag( v2f IN
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#if !defined( CAN_SKIP_VPOS )
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, UNITY_VPOS_TYPE vpos : VPOS
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#endif
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) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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Input surfIN;
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UNITY_INITIALIZE_OUTPUT( Input, surfIN );
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surfIN.uv_texcoord = IN.customPack1.xy;
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float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
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half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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surfIN.worldPos = worldPos;
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surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
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surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
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surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
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surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
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SurfaceOutputStandard o;
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UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
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surf( surfIN, o );
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#if defined( CAN_SKIP_VPOS )
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float2 vpos = IN.pos;
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#endif
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SHADOW_CASTER_FRAGMENT( IN )
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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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} |