Firstborn/Assets/InfinityPBR/Shaders/AV/Hair/AV Standard Hair.shader
Schaken-Mods b8ab71969a Finished lockpicking, tied it to the Skills system
Finished lockpicking. tied it to the Attributes system. when you pick a lock you gain dexterity, the higher your dexterity, the easier it is to pick locks.
2023-05-05 22:02:18 -05:00

465 lines
28 KiB
GLSL

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "AV/Standard/Hair"
{
Properties
{
[Enum(UnityEngine.Rendering.CullMode)][Header(Global Properties)]_CullMode("Cull Mode", Int) = 0
[Enum(Opaque,0,Alpha Test,1)]_BlendMode("Blend Mode", Int) = 0
_MaskClipValue("Mask Clip Value", Range( 0.15 , 0.85)) = 0.5
[Toggle(_)]_AlphaToCoverage("Alpha To Coverage", Int) = 0
_OpacityMaskMultiplier("Opacity Mask Multiplier", Float) = 1
_Smoothness("Smoothness", Range( 0 , 1)) = 0.5
_Metallic("Metallic", Range( 0 , 1)) = 0
_AOIntensity("AO Intensity", Range( 0 , 1)) = 0
[HDR][Header(Main)]_Color("Color", Color) = (1,1,1,0)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_AlbedoDesaturate("Albedo Desaturate", Range( 0 , 1)) = 0
_AlbedoRemapper("Albedo Remapper", Range( -2 , 2)) = 0
_AlbedoMax("Albedo Max", Range( 0 , 2)) = 1
_Emission("Emission", Range( 0 , 10)) = 0
[Normal][Header(Normal)]_BumpMap("Normal", 2D) = "bump" {}
_NormalIntensity("Normal Intensity", Range( 0 , 10)) = 1
[Enum(Normal,0,Normal Create,1)]_NormalMode("Normal Mode", Int) = 0
_NormalCreateOffset("Normal Create Offset", Range( 0 , 0.5)) = 0.35
[Header(SubSurface Scattering)]_ThicknessMap("Thickness Map", 2D) = "white" {}
[HDR]_SSSColor("SSS Color", Color) = (1,1,1,1)
_SSSDistortion("SSS Distortion", Range( 0 , 2.5)) = 1
_SSSPower("SSS Power", Range( 0 , 10)) = 1
_SSSIntensity("SSS Intensity", Range( 0 , 5)) = 0
[Header(Hair Anisotropic)]_HairBlend("Hair Blend", Range( 0 , 1)) = 0
_HairGloss("Hair Gloss", Range( 0 , 1)) = 0
_NoiseFrequency("Noise Frequency", Range( 0 , 100)) = 80
_NoiseSpread("Noise Spread", Range( 0 , 2)) = 0.5
[HDR]_HighlightColor("Highlight Color", Color) = (1,1,1,0)
_HighlightPosition("Highlight Position", Range( -1 , 3)) = 0
_HighlightExponent("Highlight Exponent", Range( 0 , 10)) = 9
_HighlightIntensity("Highlight Intensity", Range( 0 , 3)) = 0.5
[HDR]_SecondaryHighlightColor("Secondary Highlight Color", Color) = (1,1,1,0)
_SecondaryHighlightPosition("Secondary Highlight Position", Range( -1 , 3)) = 0
_SecondaryHighlightExponent("Secondary Highlight Exponent", Range( 0 , 10)) = 7
_SecondaryHighlightIntensity("Secondary Highlight Intensity", Range( 0 , 3)) = 1.5
[Header(Hair Variation)]_HairVariationBlend("Hair Variation Blend", Range( 0 , 1)) = 0
[HDR]_HairVariationColor("Hair Variation Color", Color) = (1,0,0,0)
_HairVariationPosition("Hair Variation Position", Range( -0.5 , 0.5)) = 0
_HairVariationHardness("Hair Variation Hardness", Range( 0 , 1)) = 0.3
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "AlphaTest+0" "IsEmissive" = "true" }
Cull [_CullMode]
Blend SrcAlpha OneMinusSrcAlpha
AlphaToMask [_AlphaToCoverage]
CGINCLUDE
#include "UnityStandardUtils.cginc"
#include "UnityCG.cginc"
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
#ifdef UNITY_PASS_SHADOWCASTER
#undef INTERNAL_DATA
#undef WorldReflectionVector
#undef WorldNormalVector
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
#endif
struct Input
{
half ASEVFace : VFACE;
float2 uv_texcoord;
float3 worldNormal;
INTERNAL_DATA
float3 worldPos;
};
uniform int _CullMode;
uniform int _AlphaToCoverage;
uniform float _MaskClipValue;
uniform float _NormalIntensity;
uniform sampler2D _BumpMap;
uniform float4 _BumpMap_ST;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float _NormalCreateOffset;
uniform int _NormalMode;
uniform float _AlbedoDesaturate;
uniform float _AlbedoRemapper;
uniform float _AlbedoMax;
uniform float4 _Color;
uniform float4 _HairVariationColor;
uniform float _HairVariationHardness;
uniform float _HairVariationPosition;
uniform float _HairVariationBlend;
uniform float4 _HighlightColor;
uniform float _NoiseFrequency;
uniform float _NoiseSpread;
uniform float _HighlightPosition;
uniform float _HighlightExponent;
uniform float _HighlightIntensity;
uniform float4 _SecondaryHighlightColor;
uniform float _SecondaryHighlightPosition;
uniform float _SecondaryHighlightExponent;
uniform float _SecondaryHighlightIntensity;
uniform float _HairBlend;
uniform float _SSSDistortion;
uniform float _SSSPower;
uniform float _SSSIntensity;
uniform float4 _SSSColor;
uniform sampler2D _ThicknessMap;
uniform float4 _ThicknessMap_ST;
uniform float _Emission;
uniform float _Metallic;
uniform float _HairGloss;
uniform float _Smoothness;
uniform float _AOIntensity;
uniform float _OpacityMaskMultiplier;
uniform int _BlendMode;
inline float noise_randomValue (float2 uv) { return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453); }
inline float noise_interpolate (float a, float b, float t) { return (1.0-t)*a + (t*b); }
inline float valueNoise (float2 uv)
{
float2 i = floor(uv);
float2 f = frac( uv );
f = f* f * (3.0 - 2.0 * f);
uv = abs( frac(uv) - 0.5);
float2 c0 = i + float2( 0.0, 0.0 );
float2 c1 = i + float2( 1.0, 0.0 );
float2 c2 = i + float2( 0.0, 1.0 );
float2 c3 = i + float2( 1.0, 1.0 );
float r0 = noise_randomValue( c0 );
float r1 = noise_randomValue( c1 );
float r2 = noise_randomValue( c2 );
float r3 = noise_randomValue( c3 );
float bottomOfGrid = noise_interpolate( r0, r1, f.x );
float topOfGrid = noise_interpolate( r2, r3, f.x );
float t = noise_interpolate( bottomOfGrid, topOfGrid, f.y );
return t;
}
float SimpleNoise(float2 UV)
{
float t = 0.0;
float freq = pow( 2.0, float( 0 ) );
float amp = pow( 0.5, float( 3 - 0 ) );
t += valueNoise( UV/freq )*amp;
freq = pow(2.0, float(1));
amp = pow(0.5, float(3-1));
t += valueNoise( UV/freq )*amp;
freq = pow(2.0, float(2));
amp = pow(0.5, float(3-2));
t += valueNoise( UV/freq )*amp;
return t;
}
void surf( Input i , inout SurfaceOutputStandard o )
{
float3 appendResult7_g139 = (float3(1.0 , 1.0 , i.ASEVFace));
float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw;
float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
float2 temp_output_2_0_g99 = uv0_MainTex;
float2 break6_g99 = temp_output_2_0_g99;
float temp_output_25_0_g99 = ( pow( _NormalCreateOffset , 3.0 ) * 0.1 );
float2 appendResult8_g99 = (float2(( break6_g99.x + temp_output_25_0_g99 ) , break6_g99.y));
float4 tex2DNode11_g99 = tex2D( _MainTex, appendResult8_g99 );
float4 tex2DNode14_g99 = tex2D( _MainTex, temp_output_2_0_g99 );
float temp_output_4_0_g99 = _NormalIntensity;
float3 appendResult13_g99 = (float3(1.0 , 0.0 , ( ( max( max( tex2DNode11_g99.r , tex2DNode11_g99.g ) , tex2DNode11_g99.b ) - max( max( tex2DNode14_g99.r , tex2DNode14_g99.g ) , tex2DNode14_g99.b ) ) * temp_output_4_0_g99 )));
float2 appendResult9_g99 = (float2(break6_g99.x , ( break6_g99.y + temp_output_25_0_g99 )));
float4 tex2DNode12_g99 = tex2D( _MainTex, appendResult9_g99 );
float3 appendResult16_g99 = (float3(0.0 , 1.0 , ( ( max( max( tex2DNode12_g99.r , tex2DNode12_g99.g ) , tex2DNode12_g99.b ) - max( max( tex2DNode14_g99.r , tex2DNode14_g99.g ) , tex2DNode14_g99.b ) ) * temp_output_4_0_g99 )));
float3 normalizeResult22_g99 = normalize( cross( appendResult13_g99 , appendResult16_g99 ) );
float3 lerpResult1337 = lerp( UnpackScaleNormal( tex2D( _BumpMap, uv_BumpMap ), _NormalIntensity ) , normalizeResult22_g99 , (float)_NormalMode);
float2 _Vector0 = float2(-1,1);
float3 temp_cast_1 = (_Vector0.x).xxx;
float3 temp_cast_2 = (_Vector0.y).xxx;
float3 clampResult1339 = clamp( lerpResult1337 , temp_cast_1 , temp_cast_2 );
float3 temp_output_5_0_g139 = clampResult1339;
float3 normal1334 = ( appendResult7_g139 * temp_output_5_0_g139 );
o.Normal = normal1334;
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
float4 tex2DNode4 = tex2D( _MainTex, uv_MainTex );
float temp_output_5_0_g130 = tex2DNode4.r;
float temp_output_5_0_g131 = ( temp_output_5_0_g130 + ( tex2DNode4.g * ( 1.0 - temp_output_5_0_g130 ) ) );
float temp_output_1492_0 = ( temp_output_5_0_g131 + ( tex2DNode4.b * ( 1.0 - temp_output_5_0_g131 ) ) );
float3 temp_cast_3 = (temp_output_1492_0).xxx;
float3 lerpResult1446 = lerp( (tex2DNode4).rgb , temp_cast_3 , _AlbedoDesaturate);
float temp_output_7_0_g160 = _AlbedoRemapper;
float3 temp_output_16_0_g161 = _Color.rgb;
float temp_output_12_0_g161 = ( 1.0 - _HairVariationHardness );
float temp_output_14_0_g161 = ( frac( ( i.uv_texcoord.y * 2.0 ) ) + _HairVariationPosition );
float smoothstepResult2_g161 = smoothstep( _HairVariationHardness , temp_output_12_0_g161 , temp_output_14_0_g161);
float3 lerpResult6_g161 = lerp( (_HairVariationColor).rgb , temp_output_16_0_g161 , smoothstepResult2_g161);
float3 lerpResult9_g161 = lerp( temp_output_16_0_g161 , lerpResult6_g161 , _HairVariationBlend);
float3 temp_output_1302_0 = ( ( ( lerpResult1446 * ( ( _AlbedoRemapper + _AlbedoMax ) - temp_output_7_0_g160 ) ) + temp_output_7_0_g160 ) * lerpResult9_g161 );
float3 ase_worldTangent = WorldNormalVector( i, float3( 1, 0, 0 ) );
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
float3 ase_normWorldNormal = normalize( ase_worldNormal );
float3 T77_g165 = cross( ase_worldTangent , ase_normWorldNormal );
float3 ase_worldPos = i.worldPos;
#if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld
float3 ase_worldlightDir = 0;
#else //aseld
float3 ase_worldlightDir = Unity_SafeNormalize( UnityWorldSpaceLightDir( ase_worldPos ) );
#endif //aseld
float2 appendResult5_g165 = (float2(( i.uv_texcoord.x * _NoiseFrequency ) , i.uv_texcoord.y));
float simpleNoise6_g165 = SimpleNoise( appendResult5_g165*10.0 );
simpleNoise6_g165 = simpleNoise6_g165*2 - 1;
float smoothstepResult7_g165 = smoothstep( -0.3 , 0.6 , simpleNoise6_g165);
float hairnoise79_g165 = smoothstepResult7_g165;
float3 temp_output_83_0_g165 = normal1334;
float3 normal107_g165 = temp_output_83_0_g165;
float NoiseFX78_g165 = ( hairnoise79_g165 * temp_output_1492_0 * ( (normal107_g165).y + _NoiseSpread ) * _NoiseSpread );
float3 appendResult22_g165 = (float3(ase_worldlightDir.x , ( NoiseFX78_g165 + ase_worldlightDir.y + _HighlightPosition ) , ase_worldlightDir.z));
float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
float3 normalizeResult29_g165 = normalize( ( appendResult22_g165 + ase_worldViewDir ) );
float3 HL130_g165 = normalizeResult29_g165;
float dotResult36_g165 = dot( T77_g165 , HL130_g165 );
float sinTHL147_g165 = sqrt( ( 1.0 - ( dotResult36_g165 * dotResult36_g165 ) ) );
float3 temp_output_65_0_g165 = ( (_HighlightColor).rgb * pow( sinTHL147_g165 , exp2( _HighlightExponent ) ) * _HighlightIntensity );
float3 appendResult20_g165 = (float3(ase_worldlightDir.x , ( NoiseFX78_g165 + ase_worldlightDir.y + _SecondaryHighlightPosition ) , ase_worldlightDir.z));
float3 normalizeResult28_g165 = normalize( ( appendResult20_g165 + ase_worldViewDir ) );
float3 HL231_g165 = normalizeResult28_g165;
float dotResult37_g165 = dot( T77_g165 , HL231_g165 );
float sinTHL246_g165 = sqrt( ( 1.0 - ( dotResult37_g165 * dotResult37_g165 ) ) );
float dotResult76_g165 = dot( ase_worldlightDir , normalize( (WorldNormalVector( i , temp_output_83_0_g165 )) ) );
float smoothstepResult62_g165 = smoothstep( -1.0 , 0.0 , dotResult36_g165);
float dirAtten64_g165 = smoothstepResult62_g165;
float3 normalizeResult1505 = normalize( temp_output_1302_0 );
float dotResult20_g164 = dot( ase_worldViewDir , -( ase_worldlightDir + ( normalize( (WorldNormalVector( i , normal1334 )) ) * _SSSDistortion ) ) );
float temp_output_22_0_g164 = pow( saturate( dotResult20_g164 ) , _SSSPower );
float2 uv_ThicknessMap = i.uv_texcoord * _ThicknessMap_ST.xy + _ThicknessMap_ST.zw;
float3 temp_output_1111_0 = saturate( ( temp_output_1302_0 + saturate( ( ( temp_output_65_0_g165 + ( (_SecondaryHighlightColor).rgb * pow( sinTHL246_g165 , exp2( _SecondaryHighlightExponent ) ) * _SecondaryHighlightIntensity ) ) * ( dotResult76_g165 * dotResult76_g165 * dotResult76_g165 ) * dirAtten64_g165 * _HairBlend ) ) + ( normalizeResult1505 * ( temp_output_22_0_g164 * _SSSIntensity * (_SSSColor).rgb * (tex2D( _ThicknessMap, uv_ThicknessMap )).rgb ) ) ) );
o.Albedo = temp_output_1111_0;
float3 emission945 = ( temp_output_1111_0 * _Emission );
o.Emission = emission945;
o.Metallic = _Metallic;
float temp_output_5_0_g166 = ( saturate( ( hairnoise79_g165 + _HairGloss ) ) * _HairGloss );
o.Smoothness = ( temp_output_5_0_g166 + ( _Smoothness * ( 1.0 - temp_output_5_0_g166 ) ) );
o.Occlusion = ( 1.0 - _AOIntensity );
o.Alpha = 1;
float opacitymask1462 = ( 1.0 - ( ( 1.0 - saturate( ( tex2DNode4.a * _OpacityMaskMultiplier ) ) ) * _BlendMode ) );
clip( opacitymask1462 - _MaskClipValue );
}
ENDCG
CGPROGRAM
#pragma surface surf Standard keepalpha fullforwardshadows exclude_path:deferred
ENDCG
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On
AlphaToMask Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_shadowcaster
#pragma multi_compile UNITY_PASS_SHADOWCASTER
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#include "HLSLSupport.cginc"
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
#define CAN_SKIP_VPOS
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
struct v2f
{
V2F_SHADOW_CASTER;
float2 customPack1 : TEXCOORD1;
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_OUTPUT( v2f, o );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
UNITY_TRANSFER_INSTANCE_ID( v, o );
Input customInputData;
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
o.customPack1.xy = customInputData.uv_texcoord;
o.customPack1.xy = v.texcoord;
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
return o;
}
half4 frag( v2f IN
#if !defined( CAN_SKIP_VPOS )
, UNITY_VPOS_TYPE vpos : VPOS
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
Input surfIN;
UNITY_INITIALIZE_OUTPUT( Input, surfIN );
surfIN.uv_texcoord = IN.customPack1.xy;
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
surfIN.worldPos = worldPos;
surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
SurfaceOutputStandard o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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