// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Shader created with Shader Forge v1.28 // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ // Note: Manually altering this data may prevent you from opening it in Shader Forge 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Shift,ptin:_RVertexShift,varname:node_8648,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:-1,cur:0,max:1;n:type:ShaderForge.SFN_Add,id:442,x:31625,y:32161,varname:node_442,prsc:2|A-8648-OUT,B-2638-R;n:type:ShaderForge.SFN_Add,id:9655,x:33446,y:32216,varname:node_9655,prsc:2|A-1891-OUT,B-442-OUT;n:type:ShaderForge.SFN_Slider,id:1891,x:32838,y:32171,ptovrint:False,ptlb:R 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1,ptin:_AmbientOcclusion1,varname:node_5212,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:995,x:31695,y:33504,varname:node_995,prsc:2,ntxv:0,isnm:False|TEX-5212-TEX;n:type:ShaderForge.SFN_ValueProperty,id:8161,x:33980,y:32912,ptovrint:False,ptlb:Cutoff,ptin:_Cutoff,varname:node_8161,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_Add,id:2354,x:34114,y:32976,varname:node_2354,prsc:2|A-8161-OUT,B-9733-A;n:type:ShaderForge.SFN_Normalize,id:1395,x:34211,y:32254,varname:node_1395,prsc:2|IN-9775-OUT;proporder:4037-6665-9666-9187-5212-5582-1943-8648-1891-9628-6928-8161;pass:END;sub:END;*/ Shader "SFBayStudios/SFB Weeper Flow Mapped" { Properties { _AlbedoOpacity1 ("Albedo Opacity 1", 2D) = "white" {} _Color ("Color", Color) = (1,1,1,1) _Normal1 ("Normal 1", 2D) = "bump" {} _MetalRough1 ("Metal Rough 1", 2D) = "white" {} _AmbientOcclusion1 ("Ambient Occlusion 1", 2D) = "white" {} _Emissive1 ("Emissive 1", 2D) = "black" {} _Normal2 ("Normal 2", 2D) = "bump" {} _RVertexShift ("R Vertex Shift", Range(-1, 1)) = 0 _RContrast ("R Contrast", Range(-10, 0.5)) = 0 _FlowSpeed ("Flow Speed", Float ) = 1 _FlowPower ("Flow Power", Float ) = 0.5 _Cutoff ("Cutoff", Float ) = 0 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #define _GLOSSYENV 1 #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma multi_compile_fwdbase_fullshadows #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 _AlbedoOpacity1; uniform float4 _AlbedoOpacity1_ST; uniform float _FlowSpeed; uniform float _FlowPower; uniform sampler2D _Normal1; uniform float4 _Normal1_ST; uniform sampler2D _MetalRough1; uniform float4 _MetalRough1_ST; uniform sampler2D _Emissive1; uniform float4 _Emissive1_ST; uniform sampler2D _Normal2; uniform float4 _Normal2_ST; uniform float _RVertexShift; uniform float _RContrast; uniform sampler2D _AmbientOcclusion1; uniform float4 _AmbientOcclusion1_ST; uniform float _Cutoff; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; float3 normalDir : TEXCOORD4; float3 tangentDir : TEXCOORD5; float3 bitangentDir : TEXCOORD6; float4 vertexColor : COLOR; LIGHTING_COORDS(7,8) UNITY_FOG_COORDS(9) #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) float4 ambientOrLightmapUV : TEXCOORD10; #endif }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.vertexColor = v.vertexColor; #ifdef LIGHTMAP_ON o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.ambientOrLightmapUV.zw = 0; #elif UNITY_SHOULD_SAMPLE_SH #endif #ifdef DYNAMICLIGHTMAP_ON o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif 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 node_8113 = UnpackNormal(tex2D(_Normal1,TRANSFORM_TEX(i.uv0, _Normal1))); float2 node_3357 = (((-1.0)*_FlowPower)*(i.uv2.rg*1.0+-0.5)); float4 node_1664 = _Time + _TimeEditor; float node_1977 = (node_1664.g*_FlowSpeed); float node_9963 = frac(node_1977); float2 node_3768 = (i.uv0+(node_3357*node_9963)); float3 node_3917 = UnpackNormal(tex2D(_Normal2,TRANSFORM_TEX(node_3768, _Normal2))); float2 node_6669 = (i.uv0+(node_3357*frac((node_1977+0.5)))); float3 node_8189 = UnpackNormal(tex2D(_Normal2,TRANSFORM_TEX(node_6669, _Normal2))); float node_8239 = 0.5; float3 normalLocal = normalize(lerp(node_8113.rgb,lerp(node_3917.rgb,node_8189.rgb,abs(((node_8239-node_9963)/node_8239))),(_RContrast+(_RVertexShift+i.vertexColor.r)))); float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); float4 node_9733 = tex2D(_AlbedoOpacity1,TRANSFORM_TEX(i.uv0, _AlbedoOpacity1)); clip((_Cutoff+node_9733.a) - 0.5); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); 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_1348 = tex2D(_MetalRough1,TRANSFORM_TEX(i.uv0, _MetalRough1)); float gloss = node_1348.a; float specPow = exp2( gloss * 10.0+1.0); /////// GI Data: UnityLight light; #ifdef LIGHTMAP_OFF light.color = lightColor; light.dir = lightDirection; light.ndotl = LambertTerm (normalDirection, light.dir); #else light.color = half3(0.f, 0.f, 0.f); light.ndotl = 0.0f; light.dir = half3(0.f, 0.f, 0.f); #endif UnityGIInput d; d.light = light; d.worldPos = i.posWorld.xyz; d.worldViewDir = viewDirection; d.atten = attenuation; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) d.ambient = 0; d.lightmapUV = i.ambientOrLightmapUV; #else d.ambient = i.ambientOrLightmapUV; #endif d.boxMax[0] = unity_SpecCube0_BoxMax; d.boxMin[0] = unity_SpecCube0_BoxMin; d.probePosition[0] = unity_SpecCube0_ProbePosition; d.probeHDR[0] = unity_SpecCube0_HDR; d.boxMax[1] = unity_SpecCube1_BoxMax; d.boxMin[1] = unity_SpecCube1_BoxMin; d.probePosition[1] = unity_SpecCube1_ProbePosition; d.probeHDR[1] = unity_SpecCube1_HDR; Unity_GlossyEnvironmentData ugls_en_data; ugls_en_data.roughness = 1.0 - gloss; ugls_en_data.reflUVW = viewReflectDirection; UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); lightDirection = gi.light.dir; lightColor = gi.light.color; ////// Specular: float NdotL = max(0, dot( normalDirection, lightDirection )); float LdotH = max(0.0,dot(lightDirection, halfDirection)); float3 specularColor = node_1348.r; float specularMonochrome; float3 diffuseColor = (node_9733.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 = (floor(attenuation) * _LightColor0.xyz)*specularPBL*FresnelTerm(specularColor, LdotH); half grazingTerm = saturate( gloss + specularMonochrome ); float3 indirectSpecular = (gi.indirect.specular); indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); float3 specular = (directSpecular + indirectSpecular); /////// 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 indirectDiffuse = float3(0,0,0); indirectDiffuse += gi.indirect.diffuse; float4 node_995 = tex2D(_AmbientOcclusion1,TRANSFORM_TEX(i.uv0, _AmbientOcclusion1)); indirectDiffuse *= node_995.r; // Diffuse AO float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; ////// Emissive: float4 node_3898 = tex2D(_Emissive1,TRANSFORM_TEX(i.uv0, _Emissive1)); float3 emissive = node_3898.rgb; /// Final Color: float3 finalColor = diffuse + specular + emissive; fixed4 finalRGBA = fixed4(finalColor,1); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode"="ForwardAdd" } Blend One One CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDADD #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #define _GLOSSYENV 1 #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma multi_compile_fwdadd_fullshadows #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 _AlbedoOpacity1; uniform float4 _AlbedoOpacity1_ST; uniform float _FlowSpeed; uniform float _FlowPower; uniform sampler2D _Normal1; uniform float4 _Normal1_ST; uniform sampler2D _MetalRough1; uniform float4 _MetalRough1_ST; uniform sampler2D _Emissive1; uniform float4 _Emissive1_ST; uniform sampler2D _Normal2; uniform float4 _Normal2_ST; uniform float _RVertexShift; uniform float _RContrast; uniform float _Cutoff; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; float3 normalDir : TEXCOORD4; float3 tangentDir : TEXCOORD5; float3 bitangentDir : TEXCOORD6; float4 vertexColor : COLOR; 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.vertexColor = v.vertexColor; 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 node_8113 = UnpackNormal(tex2D(_Normal1,TRANSFORM_TEX(i.uv0, _Normal1))); float2 node_3357 = (((-1.0)*_FlowPower)*(i.uv2.rg*1.0+-0.5)); float4 node_1664 = _Time + _TimeEditor; float node_1977 = (node_1664.g*_FlowSpeed); float node_9963 = frac(node_1977); float2 node_3768 = (i.uv0+(node_3357*node_9963)); float3 node_3917 = UnpackNormal(tex2D(_Normal2,TRANSFORM_TEX(node_3768, _Normal2))); float2 node_6669 = (i.uv0+(node_3357*frac((node_1977+0.5)))); float3 node_8189 = UnpackNormal(tex2D(_Normal2,TRANSFORM_TEX(node_6669, _Normal2))); float node_8239 = 0.5; float3 normalLocal = normalize(lerp(node_8113.rgb,lerp(node_3917.rgb,node_8189.rgb,abs(((node_8239-node_9963)/node_8239))),(_RContrast+(_RVertexShift+i.vertexColor.r)))); float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float4 node_9733 = tex2D(_AlbedoOpacity1,TRANSFORM_TEX(i.uv0, _AlbedoOpacity1)); clip((_Cutoff+node_9733.a) - 0.5); 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_1348 = tex2D(_MetalRough1,TRANSFORM_TEX(i.uv0, _MetalRough1)); float gloss = node_1348.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_1348.r; float specularMonochrome; float3 diffuseColor = (node_9733.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 "ShadowCaster" Tags { "LightMode"="ShadowCaster" } Offset 1, 1 CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_SHADOWCASTER #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" #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 sampler2D _AlbedoOpacity1; uniform float4 _AlbedoOpacity1_ST; uniform float _Cutoff; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; }; struct VertexOutput { V2F_SHADOW_CASTER; float2 uv0 : TEXCOORD1; float2 uv1 : TEXCOORD2; float2 uv2 : TEXCOORD3; float4 posWorld : TEXCOORD4; }; 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 = UnityObjectToClipPos(v.vertex ); TRANSFER_SHADOW_CASTER(o) return o; } float4 frag(VertexOutput i) : COLOR { float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float4 node_9733 = tex2D(_AlbedoOpacity1,TRANSFORM_TEX(i.uv0, _AlbedoOpacity1)); clip((_Cutoff+node_9733.a) - 0.5); SHADOW_CASTER_FRAGMENT(i) } 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 _Color; uniform sampler2D _AlbedoOpacity1; uniform float4 _AlbedoOpacity1_ST; uniform sampler2D _MetalRough1; uniform float4 _MetalRough1_ST; uniform sampler2D _Emissive1; uniform float4 _Emissive1_ST; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); return o; } float4 frag(VertexOutput i) : SV_Target { float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); UnityMetaInput o; UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); float4 node_3898 = tex2D(_Emissive1,TRANSFORM_TEX(i.uv0, _Emissive1)); o.Emission = node_3898.rgb; float4 node_9733 = tex2D(_AlbedoOpacity1,TRANSFORM_TEX(i.uv0, _AlbedoOpacity1)); float3 diffColor = (node_9733.rgb*_Color.rgb); float specularMonochrome; float3 specColor; float4 node_1348 = tex2D(_MetalRough1,TRANSFORM_TEX(i.uv0, _MetalRough1)); diffColor = DiffuseAndSpecularFromMetallic( diffColor, node_1348.r, specColor, specularMonochrome ); float roughness = 1.0 - node_1348.a; o.Albedo = diffColor + specColor * roughness * roughness * 0.5; return UnityMetaFragment( o ); } ENDCG } } FallBack "Standard" CustomEditor "ShaderForgeMaterialInspector" }