412 lines
25 KiB
Plaintext
412 lines
25 KiB
Plaintext
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Shader created with Shader Forge v1.28
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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:1.28;sub:START;pass:START;ps:flbk:Standard,iptp:0,cusa:False,bamd:0,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,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,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,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:2865,x:32719,y:32712,varname:node_2865,prsc:2|diff-6343-OUT,spec-3368-R,gloss-3368-A,normal-5964-RGB,emission-94-OUT,amdfl-9741-RGB;n:type:ShaderForge.SFN_Multiply,id:6343,x:32099,y:32273,varname:node_6343,prsc:2|A-7736-RGB,B-6665-RGB;n:type:ShaderForge.SFN_Color,id:6665,x:31906,y:32366,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:7736,x:31906,y:32198,varname:_MainTex,prsc:2,ntxv:0,isnm:False|TEX-9313-TEX;n:type:ShaderForge.SFN_Tex2d,id:5964,x:31906,y:32526,varname:_BumpMap,prsc:2,ntxv:3,isnm:True|TEX-2018-TEX;n:type:ShaderForge.SFN_Tex2dAsset,id:9313,x:31633,y:32166,ptovrint:False,ptlb:Albedo Opacity,ptin:_AlbedoOpacity,varname:node_9313,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2dAsset,id:2018,x:31633,y:32373,ptovrint:False,ptlb:Normal Map,ptin:_NormalMap,varname:node_2018,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Tex2dAsset,id:9847,x:31641,y:32680,ptovrint:False,ptlb:Metallic Roughness,ptin:_MetallicRoughness,varname:node_9847,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:3368,x:31890,y:32697,varname:node_3368,prsc:2,ntxv:0,isnm:False|TEX-9847-TEX;n:type:ShaderForge.SFN_Tex2dAsset,id:8004,x:31641,y:32935,ptovrint:False,ptlb:Ambient Occlusion,ptin:_AmbientOcclusion,varname:node_8004,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:9741,x:31879,y:32876,varname:node_9741,prsc:2,ntxv:0,isnm:False|TEX-8004-TEX;n:type:ShaderForge.SFN_Tex2dAsset,id:8242,x:31641,y:33154,ptovrint:False,ptlb:Emissive,ptin:_Emissive,varname:node_8242,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:2,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:5363,x:31844,y:33171,varname:node_5363,prsc:2,ntxv:0,isnm:False|TEX-8242-TEX;n:type:ShaderForge.SFN_Time,id:3,x:31511,y:33347,varname:node_3,prsc:2;n:type:ShaderForge.SFN_Blend,id:5666,x:32224,y:33239,varname:node_5666,prsc:2,blmd:1,clmp:True|SRC-5363-RGB,DST-9937-OUT;n:type:ShaderForge.SFN_TexCoord,id:4194,x:31578,y:33617,varname:node_4194,prsc:2,uv:0;n:type:ShaderForge.SFN_Sin,id:6016,x:31852,y:33438,varname:node_6016,prsc:2|IN-8905-OUT;n:type:ShaderForge.SFN_Add,id:9937,x:32308,y:33537,varname:node_9937,prsc:2|A-6016-OUT,B-3291-OUT;n:type:ShaderForge.SFN_RemapRange,id:1027,x:31829,y:33597,varname:node_1027,prsc:2,frmn:0,frmx:1,tomn:-1,tomx:1|IN-4194-UVOUT;n:type:ShaderForge.SFN_Length,id:3291,x:32066,y:33597,varname:node_3291,prsc:2|IN-1027-OUT;n:type:ShaderForge.SFN_Add,id:581,x:32305,y:33068,varname:node_581,prsc:2|A-5666-OUT,B-5363-RGB;n:type:ShaderForge.SFN_Multiply,id:94,x:32476,y:32953,varname:node_94,prsc:2|A-3435-OUT,B-5666-OUT;n:type:ShaderForge.SFN_Slider,id:3435,x:32012,y:32917,ptovrint:False,ptlb:Emissive Power,ptin:_EmissivePower,varname:node_3435,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:100;n:type:ShaderForge.SFN_Multiply,id:8905,x:31693,y:33438,varname:node_8905,prsc:2|A-2277-OUT,B-3-T;n:type:ShaderForge.SFN_Slider,id:2277,x:31345,y:33511,ptovrint:False,ptlb:Fade Speed,ptin:_Fa
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Shader "SFBayStudios/SFB_GlowingEmissive" {
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Properties {
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_AlbedoOpacity ("Albedo Opacity", 2D) = "white" {}
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_Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1)
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_NormalMap ("Normal Map", 2D) = "bump" {}
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_MetallicRoughness ("Metallic Roughness", 2D) = "white" {}
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_AmbientOcclusion ("Ambient Occlusion", 2D) = "white" {}
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_Emissive ("Emissive", 2D) = "black" {}
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_EmissivePower ("Emissive Power", Range(0, 100)) = 1
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_FadeSpeed ("Fade Speed", Range(0, 5)) = 1
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}
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SubShader {
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Tags {
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"RenderType"="Opaque"
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}
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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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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 "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_fwdbase_fullshadows
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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 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 float4 _Color;
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uniform sampler2D _AlbedoOpacity; uniform float4 _AlbedoOpacity_ST;
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uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST;
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uniform sampler2D _MetallicRoughness; uniform float4 _MetallicRoughness_ST;
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uniform sampler2D _AmbientOcclusion; uniform float4 _AmbientOcclusion_ST;
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uniform sampler2D _Emissive; uniform float4 _Emissive_ST;
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uniform float _EmissivePower;
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uniform float _FadeSpeed;
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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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LIGHTING_COORDS(7,8)
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UNITY_FOG_COORDS(9)
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#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
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float4 ambientOrLightmapUV : TEXCOORD10;
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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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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 = UnpackNormal(tex2D(_NormalMap,TRANSFORM_TEX(i.uv0, _NormalMap)));
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float3 normalLocal = _BumpMap.rgb;
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float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
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float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
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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 = 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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float4 node_3368 = tex2D(_MetallicRoughness,TRANSFORM_TEX(i.uv0, _MetallicRoughness));
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float gloss = node_3368.a;
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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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d.boxMax[0] = unity_SpecCube0_BoxMax;
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d.boxMin[0] = unity_SpecCube0_BoxMin;
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d.probePosition[0] = unity_SpecCube0_ProbePosition;
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d.probeHDR[0] = unity_SpecCube0_HDR;
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d.boxMax[1] = unity_SpecCube1_BoxMax;
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d.boxMin[1] = unity_SpecCube1_BoxMin;
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d.probePosition[1] = unity_SpecCube1_ProbePosition;
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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 LdotH = max(0.0,dot(lightDirection, halfDirection));
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float3 specularColor = node_3368.r;
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float specularMonochrome;
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float4 _MainTex = tex2D(_AlbedoOpacity,TRANSFORM_TEX(i.uv0, _AlbedoOpacity));
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float3 diffuseColor = (_MainTex.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 = (floor(attenuation) * _LightColor0.xyz)*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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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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float4 node_9741 = tex2D(_AmbientOcclusion,TRANSFORM_TEX(i.uv0, _AmbientOcclusion));
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indirectDiffuse += node_9741.rgb; // Diffuse Ambient Light
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indirectDiffuse += gi.indirect.diffuse;
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float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
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////// Emissive:
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float4 node_5363 = tex2D(_Emissive,TRANSFORM_TEX(i.uv0, _Emissive));
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float4 node_3 = _Time + _TimeEditor;
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float3 node_5666 = saturate((node_5363.rgb*(sin((_FadeSpeed*node_3.g))+length((i.uv0*2.0+-1.0)))));
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float3 emissive = (_EmissivePower*node_5666);
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/// Final Color:
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float3 finalColor = diffuse + specular + emissive;
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fixed4 finalRGBA = fixed4(finalColor,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_fullshadows
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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 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 float4 _Color;
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uniform sampler2D _AlbedoOpacity; uniform float4 _AlbedoOpacity_ST;
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uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST;
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uniform sampler2D _MetallicRoughness; uniform float4 _MetallicRoughness_ST;
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uniform sampler2D _Emissive; uniform float4 _Emissive_ST;
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uniform float _EmissivePower;
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uniform float _FadeSpeed;
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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;
|
||
|
float2 uv0 : TEXCOORD0;
|
||
|
float2 uv1 : TEXCOORD1;
|
||
|
float2 uv2 : TEXCOORD2;
|
||
|
float4 posWorld : TEXCOORD3;
|
||
|
float3 normalDir : TEXCOORD4;
|
||
|
float3 tangentDir : TEXCOORD5;
|
||
|
float3 bitangentDir : TEXCOORD6;
|
||
|
LIGHTING_COORDS(7,8)
|
||
|
UNITY_FOG_COORDS(9)
|
||
|
};
|
||
|
VertexOutput vert (VertexInput v) {
|
||
|
VertexOutput o = (VertexOutput)0;
|
||
|
o.uv0 = v.texcoord0;
|
||
|
o.uv1 = v.texcoord1;
|
||
|
o.uv2 = v.texcoord2;
|
||
|
o.normalDir = UnityObjectToWorldNormal(v.normal);
|
||
|
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
|
||
|
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
|
||
|
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||
|
float3 lightColor = _LightColor0.rgb;
|
||
|
o.pos = UnityObjectToClipPos(v.vertex );
|
||
|
UNITY_TRANSFER_FOG(o,o.pos);
|
||
|
TRANSFER_VERTEX_TO_FRAGMENT(o)
|
||
|
return o;
|
||
|
}
|
||
|
float4 frag(VertexOutput i) : COLOR {
|
||
|
i.normalDir = normalize(i.normalDir);
|
||
|
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
|
||
|
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
|
||
|
float3 _BumpMap = UnpackNormal(tex2D(_NormalMap,TRANSFORM_TEX(i.uv0, _NormalMap)));
|
||
|
float3 normalLocal = _BumpMap.rgb;
|
||
|
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
|
||
|
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
|
||
|
float3 lightColor = _LightColor0.rgb;
|
||
|
float3 halfDirection = normalize(viewDirection+lightDirection);
|
||
|
////// Lighting:
|
||
|
float attenuation = LIGHT_ATTENUATION(i);
|
||
|
float3 attenColor = attenuation * _LightColor0.xyz;
|
||
|
float Pi = 3.141592654;
|
||
|
float InvPi = 0.31830988618;
|
||
|
///////// Gloss:
|
||
|
float4 node_3368 = tex2D(_MetallicRoughness,TRANSFORM_TEX(i.uv0, _MetallicRoughness));
|
||
|
float gloss = node_3368.a;
|
||
|
float specPow = exp2( gloss * 10.0+1.0);
|
||
|
////// Specular:
|
||
|
float NdotL = max(0, dot( normalDirection, lightDirection ));
|
||
|
float LdotH = max(0.0,dot(lightDirection, halfDirection));
|
||
|
float3 specularColor = node_3368.r;
|
||
|
float specularMonochrome;
|
||
|
float4 _MainTex = tex2D(_AlbedoOpacity,TRANSFORM_TEX(i.uv0, _AlbedoOpacity));
|
||
|
float3 diffuseColor = (_MainTex.rgb*_Color.rgb); // Need this for specular when using metallic
|
||
|
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
|
||
|
specularMonochrome = 1.0-specularMonochrome;
|
||
|
float NdotV = max(0.0,dot( normalDirection, viewDirection ));
|
||
|
float NdotH = max(0.0,dot( normalDirection, halfDirection ));
|
||
|
float VdotH = max(0.0,dot( viewDirection, halfDirection ));
|
||
|
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss );
|
||
|
float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss));
|
||
|
float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4);
|
||
|
if (IsGammaSpace())
|
||
|
specularPBL = sqrt(max(1e-4h, specularPBL));
|
||
|
specularPBL = max(0, specularPBL * NdotL);
|
||
|
float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
|
||
|
float3 specular = directSpecular;
|
||
|
/////// Diffuse:
|
||
|
NdotL = max(0.0,dot( normalDirection, lightDirection ));
|
||
|
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
|
||
|
float nlPow5 = Pow5(1-NdotL);
|
||
|
float nvPow5 = Pow5(1-NdotV);
|
||
|
float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
|
||
|
float3 diffuse = directDiffuse * diffuseColor;
|
||
|
/// Final Color:
|
||
|
float3 finalColor = diffuse + specular;
|
||
|
fixed4 finalRGBA = fixed4(finalColor * 1,0);
|
||
|
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
|
||
|
return finalRGBA;
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
Pass {
|
||
|
Name "Meta"
|
||
|
Tags {
|
||
|
"LightMode"="Meta"
|
||
|
}
|
||
|
Cull Off
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
#define UNITY_PASS_META 1
|
||
|
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
|
||
|
#define _GLOSSYENV 1
|
||
|
#include "UnityCG.cginc"
|
||
|
#include "Lighting.cginc"
|
||
|
#include "UnityPBSLighting.cginc"
|
||
|
#include "UnityStandardBRDF.cginc"
|
||
|
#include "UnityMetaPass.cginc"
|
||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||
|
#pragma multi_compile_shadowcaster
|
||
|
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
|
||
|
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
|
||
|
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
|
||
|
#pragma multi_compile_fog
|
||
|
#pragma exclude_renderers d3d11_9x xbox360 xboxone ps3 ps4 psp2
|
||
|
#pragma target 3.0
|
||
|
uniform float4 _TimeEditor;
|
||
|
uniform float4 _Color;
|
||
|
uniform sampler2D _AlbedoOpacity; uniform float4 _AlbedoOpacity_ST;
|
||
|
uniform sampler2D _MetallicRoughness; uniform float4 _MetallicRoughness_ST;
|
||
|
uniform sampler2D _Emissive; uniform float4 _Emissive_ST;
|
||
|
uniform float _EmissivePower;
|
||
|
uniform float _FadeSpeed;
|
||
|
struct VertexInput {
|
||
|
float4 vertex : POSITION;
|
||
|
float2 texcoord0 : TEXCOORD0;
|
||
|
float2 texcoord1 : TEXCOORD1;
|
||
|
float2 texcoord2 : TEXCOORD2;
|
||
|
};
|
||
|
struct VertexOutput {
|
||
|
float4 pos : SV_POSITION;
|
||
|
float2 uv0 : TEXCOORD0;
|
||
|
float2 uv1 : TEXCOORD1;
|
||
|
float2 uv2 : TEXCOORD2;
|
||
|
float4 posWorld : TEXCOORD3;
|
||
|
};
|
||
|
VertexOutput vert (VertexInput v) {
|
||
|
VertexOutput o = (VertexOutput)0;
|
||
|
o.uv0 = v.texcoord0;
|
||
|
o.uv1 = v.texcoord1;
|
||
|
o.uv2 = v.texcoord2;
|
||
|
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||
|
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
|
||
|
return o;
|
||
|
}
|
||
|
float4 frag(VertexOutput i) : SV_Target {
|
||
|
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
|
||
|
UnityMetaInput o;
|
||
|
UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
|
||
|
|
||
|
float4 node_5363 = tex2D(_Emissive,TRANSFORM_TEX(i.uv0, _Emissive));
|
||
|
float4 node_3 = _Time + _TimeEditor;
|
||
|
float3 node_5666 = saturate((node_5363.rgb*(sin((_FadeSpeed*node_3.g))+length((i.uv0*2.0+-1.0)))));
|
||
|
o.Emission = (_EmissivePower*node_5666);
|
||
|
|
||
|
float4 _MainTex = tex2D(_AlbedoOpacity,TRANSFORM_TEX(i.uv0, _AlbedoOpacity));
|
||
|
float3 diffColor = (_MainTex.rgb*_Color.rgb);
|
||
|
float specularMonochrome;
|
||
|
float3 specColor;
|
||
|
float4 node_3368 = tex2D(_MetallicRoughness,TRANSFORM_TEX(i.uv0, _MetallicRoughness));
|
||
|
diffColor = DiffuseAndSpecularFromMetallic( diffColor, node_3368.r, specColor, specularMonochrome );
|
||
|
float roughness = 1.0 - node_3368.a;
|
||
|
o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
|
||
|
|
||
|
return UnityMetaFragment( o );
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
FallBack "Standard"
|
||
|
CustomEditor "ShaderForgeMaterialInspector"
|
||
|
}
|