dv_san_andreas/Assets/double sided shaders/CS_Lite Standard (Specular ...

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2023-11-06 13:50:38 +00:00
Shader "Ciconia Studio/CS_Standard/Builtin/Lite/Standard (Specular setup)/Cutout"
{
Properties
{
[Space(35)][Header(Surface Options )]
[Space(15)][Enum(Off,2,On,0)] _Cull("Double Sided", Float) = 0 //"Back"
[Enum(Off,0,On,1)] _ZWrite("ZWrite", Float) = 1.0 //"On"
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4 //"LessEqual"
[Space(35)][Header(Main Properties )][Space(15)]_GlobalXYTilingXYZWOffsetXY("Global --> XY(TilingXY) - ZW(OffsetXY)", Vector) = (1,1,0,0)
_Color("Color", Color) = (1,1,1,0)
[Toggle]_InvertABaseColor("Invert Alpha", Float) = 0
_MainTex("Base Color", 2D) = "white" {}
_Saturation("Saturation", Float) = 0
_Brightness("Brightness", Range( 1 , 8)) = 1
[Space(35)]_BumpMap("Normal Map", 2D) = "bump" {}
_BumpScale("Normal Intensity", Float) = 0.3
[Space(35)]_SpecularColor("Specular Color", Color) = (1,1,1,0)
_SpecGlossMap("Specular Map -->(Smoothness A)", 2D) = "white" {}
_SpecularIntensity("Specular Intensity", Range( 0 , 2)) = 0.2
_Glossiness("Smoothness", Range( 0 , 2)) = 0.5
[Space(10)][KeywordEnum(SpecularAlpha,BaseColorAlpha)] _Source("Source", Float) = 0
[Space(35)]_ParallaxMap("Height Map", 2D) = "white" {}
_Parallax("Height Scale", Range( -0.1 , 0.1)) = 0
[Space(35)]_OcclusionMap("Ambient Occlusion Map", 2D) = "white" {}
_AoIntensity("Ao Intensity", Range( 0 , 2)) = 1
[HDR][Space(45)]_EmissionColor("Emission Color", Color) = (0,0,0,0)
_EmissionMap("Emission Map", 2D) = "white" {}
_EmissionIntensity("Intensity", Range( 0 , 2)) = 1
[Space(35)][Header(Mask Properties)][Toggle]_EnableDetailMask("Enable", Float) = 0
[Space(15)][Toggle]_VisualizeMask("Visualize Mask", Float) = 0
[Toggle]_SourceMask("Source - Use BaseColorAlpha", Float) = 1
[Space(15)][Toggle]_InvertMask("Invert Mask", Float) = 0
_DetailMask("Detail Mask", 2D) = "black" {}
_IntensityMask("Intensity", Range( 0 , 1)) = 1
[Space(15)]_ContrastDetailMap("Contrast", Float) = 0
_SpreadDetailMap("Spread", Float) = 0
[Space(35)][Header(Detail Properties)][Space(15)]_DetailColor("Color -->(Smoothness Intensity A)", Color) = (1,1,1,0)
_DetailAlbedoMap("Base Color -->(Smoothness A)", 2D) = "white" {}
_DetailSaturation("Saturation", Float) = 0
_DetailBrightness("Brightness", Range( 1 , 8)) = 1
[Space(35)][Toggle]_BlendMainNormal("Blend Main Normal", Float) = 1
_DetailNormalMap("Normal Map", 2D) = "bump" {}
_DetailNormalMapScale("Scale", Float) = 0.3
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[Space(35)][Header(Cutout Properties)][Space(15)][Toggle]_InvertCutout("Invert ", Float) = 0
[Toggle]_UseBaseColorAlpha("Use BaseColor Alpha", Float) = 1
_CutoutMap("Cutout Mask", 2D) = "white" {}
[Space(10)]_IntensityCutoutMap("Alpha Cutoff", Range( 0 , 1)) = 0.5
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "AlphaTest+0" "IsEmissive" = "true" }
Cull[_Cull]
ZWrite[_ZWrite]
ZTest [_ZTest]
CGINCLUDE
#include "UnityCG.cginc"
#include "UnityStandardUtils.cginc"
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
#pragma shader_feature_local _SOURCE_SPECULARALPHA _SOURCE_BASECOLORALPHA
#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
{
float2 uv_texcoord;
float3 viewDir;
INTERNAL_DATA
half ASEVFace : VFACE;
};
uniform float _BlendMainNormal;
uniform sampler2D _BumpMap;
uniform float4 _BumpMap_ST;
uniform float4 _GlobalXYTilingXYZWOffsetXY;
uniform sampler2D _ParallaxMap;
uniform float4 _ParallaxMap_ST;
uniform float _Parallax;
uniform float _BumpScale;
uniform sampler2D _DetailNormalMap;
uniform float4 _DetailNormalMap_ST;
uniform float _DetailNormalMapScale;
uniform float _EnableDetailMask;
uniform float _ContrastDetailMap;
uniform float _SourceMask;
uniform float _InvertMask;
uniform sampler2D _DetailMask;
uniform float4 _DetailMask_ST;
uniform float _InvertABaseColor;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float _SpreadDetailMap;
uniform float _IntensityMask;
uniform float _VisualizeMask;
uniform float _Brightness;
uniform float4 _Color;
uniform float _Saturation;
uniform float _DetailBrightness;
uniform float4 _DetailColor;
uniform sampler2D _DetailAlbedoMap;
uniform float4 _DetailAlbedoMap_ST;
uniform float _DetailSaturation;
uniform float4 _EmissionColor;
uniform sampler2D _EmissionMap;
uniform float4 _EmissionMap_ST;
uniform float _EmissionIntensity;
uniform float4 _SpecularColor;
uniform sampler2D _SpecGlossMap;
uniform float4 _SpecGlossMap_ST;
uniform float _SpecularIntensity;
uniform float _Glossiness;
uniform sampler2D _OcclusionMap;
uniform float4 _OcclusionMap_ST;
uniform float _AoIntensity;
uniform float _InvertCutout;
uniform float _UseBaseColorAlpha;
uniform sampler2D _CutoutMap;
uniform float4 _CutoutMap_ST;
uniform float _IntensityCutoutMap;
float4 CalculateContrast( float contrastValue, float4 colorTarget )
{
float t = 0.5 * ( 1.0 - contrastValue );
return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
}
void surf( Input i , inout SurfaceOutputStandardSpecular o )
{
float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw;
float2 break26_g500 = uv_BumpMap;
float GlobalTilingX11 = ( _GlobalXYTilingXYZWOffsetXY.x - 1.0 );
float GlobalTilingY8 = ( _GlobalXYTilingXYZWOffsetXY.y - 1.0 );
float2 appendResult14_g500 = (float2(( break26_g500.x * GlobalTilingX11 ) , ( break26_g500.y * GlobalTilingY8 )));
float GlobalOffsetX10 = _GlobalXYTilingXYZWOffsetXY.z;
float GlobalOffsetY9 = _GlobalXYTilingXYZWOffsetXY.w;
float2 appendResult13_g500 = (float2(( break26_g500.x + GlobalOffsetX10 ) , ( break26_g500.y + GlobalOffsetY9 )));
float2 uv_ParallaxMap = i.uv_texcoord * _ParallaxMap_ST.xy + _ParallaxMap_ST.zw;
float2 break26_g490 = uv_ParallaxMap;
float2 appendResult14_g490 = (float2(( break26_g490.x * GlobalTilingX11 ) , ( break26_g490.y * GlobalTilingY8 )));
float2 appendResult13_g490 = (float2(( break26_g490.x + GlobalOffsetX10 ) , ( break26_g490.y + GlobalOffsetY9 )));
float4 temp_cast_0 = (tex2D( _ParallaxMap, ( appendResult14_g490 + appendResult13_g490 ) ).g).xxxx;
float2 paralaxOffset36_g489 = ParallaxOffset( temp_cast_0.x , _Parallax , i.viewDir );
float2 switchResult47_g489 = (((i.ASEVFace>0)?(paralaxOffset36_g489):(0.0)));
float2 Parallaxe380 = switchResult47_g489;
float3 temp_output_356_0 = UnpackScaleNormal( tex2D( _BumpMap, ( ( appendResult14_g500 + appendResult13_g500 ) + Parallaxe380 ) ), _BumpScale );
float2 uv_DetailNormalMap = i.uv_texcoord * _DetailNormalMap_ST.xy + _DetailNormalMap_ST.zw;
float3 NormalDetail155 = UnpackScaleNormal( tex2D( _DetailNormalMap, uv_DetailNormalMap ), _DetailNormalMapScale );
float4 temp_cast_2 = (0.0).xxxx;
float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw;
float4 tex2DNode27_g496 = tex2D( _DetailMask, uv_DetailMask );
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
float2 break26_g495 = uv_MainTex;
float2 appendResult14_g495 = (float2(( break26_g495.x * GlobalTilingX11 ) , ( break26_g495.y * GlobalTilingY8 )));
float2 appendResult13_g495 = (float2(( break26_g495.x + GlobalOffsetX10 ) , ( break26_g495.y + GlobalOffsetY9 )));
float4 tex2DNode7_g494 = tex2D( _MainTex, ( ( appendResult14_g495 + appendResult13_g495 ) + Parallaxe380 ) );
float BaseColorAlpha46 = (( _InvertABaseColor )?( ( 1.0 - tex2DNode7_g494.a ) ):( tex2DNode7_g494.a ));
float4 clampResult38_g496 = clamp( ( CalculateContrast(( _ContrastDetailMap + 1.0 ),(( _SourceMask )?( ( (( _InvertMask )?( ( 1.0 - tex2DNode27_g496 ) ):( tex2DNode27_g496 )) + BaseColorAlpha46 ) ):( (( _InvertMask )?( ( 1.0 - tex2DNode27_g496 ) ):( tex2DNode27_g496 )) ))) + -_SpreadDetailMap ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
float4 Mask158 = (( _EnableDetailMask )?( ( clampResult38_g496 * _IntensityMask ) ):( temp_cast_2 ));
float3 lerpResult137 = lerp( temp_output_356_0 , NormalDetail155 , Mask158.rgb);
float3 lerpResult205 = lerp( temp_output_356_0 , BlendNormals( temp_output_356_0 , NormalDetail155 ) , Mask158.rgb);
float3 Normal27 = (( _BlendMainNormal )?( lerpResult205 ):( lerpResult137 ));
o.Normal = Normal27;
float clampResult27_g494 = clamp( _Saturation , -1.0 , 100.0 );
float3 desaturateInitialColor29_g494 = ( _Color * tex2DNode7_g494 ).rgb;
float desaturateDot29_g494 = dot( desaturateInitialColor29_g494, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar29_g494 = lerp( desaturateInitialColor29_g494, desaturateDot29_g494.xxx, -clampResult27_g494 );
float4 temp_output_355_0 = CalculateContrast(_Brightness,float4( desaturateVar29_g494 , 0.0 ));
float2 uv_DetailAlbedoMap = i.uv_texcoord * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
float4 tex2DNode7_g498 = tex2D( _DetailAlbedoMap, uv_DetailAlbedoMap );
float clampResult27_g498 = clamp( _DetailSaturation , -1.0 , 100.0 );
float3 desaturateInitialColor29_g498 = ( _DetailColor * tex2DNode7_g498 ).rgb;
float desaturateDot29_g498 = dot( desaturateInitialColor29_g498, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar29_g498 = lerp( desaturateInitialColor29_g498, desaturateDot29_g498.xxx, -clampResult27_g498 );
float4 AlbedoDetail153 = CalculateContrast(_DetailBrightness,float4( desaturateVar29_g498 , 0.0 ));
float4 lerpResult365 = lerp( temp_output_355_0 , AlbedoDetail153 , Mask158);
float4 blendOpSrc364 = temp_output_355_0;
float4 blendOpDest364 = lerpResult365;
float4 lerpBlendMode364 = lerp(blendOpDest364,(( blendOpDest364 > 0.5 ) ? ( 1.0 - 2.0 * ( 1.0 - blendOpDest364 ) * ( 1.0 - blendOpSrc364 ) ) : ( 2.0 * blendOpDest364 * blendOpSrc364 ) ),Mask158.r);
float4 Albedo26 = (( _VisualizeMask )?( Mask158 ):( ( saturate( lerpBlendMode364 )) ));
o.Albedo = Albedo26.rgb;
float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
float2 break26_g520 = uv_EmissionMap;
float2 appendResult14_g520 = (float2(( break26_g520.x * GlobalTilingX11 ) , ( break26_g520.y * GlobalTilingY8 )));
float2 appendResult13_g520 = (float2(( break26_g520.x + GlobalOffsetX10 ) , ( break26_g520.y + GlobalOffsetY9 )));
float4 Emission110 = ( _EmissionColor * tex2D( _EmissionMap, ( ( appendResult14_g520 + appendResult13_g520 ) + Parallaxe380 ) ) * _EmissionIntensity );
o.Emission = Emission110.rgb;
float2 uv_SpecGlossMap = i.uv_texcoord * _SpecGlossMap_ST.xy + _SpecGlossMap_ST.zw;
float2 break26_g502 = uv_SpecGlossMap;
float2 appendResult14_g502 = (float2(( break26_g502.x * GlobalTilingX11 ) , ( break26_g502.y * GlobalTilingY8 )));
float2 appendResult13_g502 = (float2(( break26_g502.x + GlobalOffsetX10 ) , ( break26_g502.y + GlobalOffsetY9 )));
float4 tex2DNode3_g501 = tex2D( _SpecGlossMap, ( ( appendResult14_g502 + appendResult13_g502 ) + Parallaxe380 ) );
float4 Specular41 = ( _SpecularColor * tex2DNode3_g501 * _SpecularIntensity );
o.Specular = Specular41.rgb;
#if defined(_SOURCE_SPECULARALPHA)
float staticSwitch31_g501 = ( tex2DNode3_g501.a * _Glossiness );
#elif defined(_SOURCE_BASECOLORALPHA)
float staticSwitch31_g501 = ( _Glossiness * BaseColorAlpha46 );
#else
float staticSwitch31_g501 = ( tex2DNode3_g501.a * _Glossiness );
#endif
float DetailBaseColorAlpha170 = ( _DetailColor.a * tex2DNode7_g498.a );
float lerpResult387 = lerp( staticSwitch31_g501 , DetailBaseColorAlpha170 , Mask158.r);
float Smoothness40 = lerpResult387;
o.Smoothness = Smoothness40;
float2 uv_OcclusionMap = i.uv_texcoord * _OcclusionMap_ST.xy + _OcclusionMap_ST.zw;
float2 break26_g518 = uv_OcclusionMap;
float2 appendResult14_g518 = (float2(( break26_g518.x * GlobalTilingX11 ) , ( break26_g518.y * GlobalTilingY8 )));
float2 appendResult13_g518 = (float2(( break26_g518.x + GlobalOffsetX10 ) , ( break26_g518.y + GlobalOffsetY9 )));
float blendOpSrc2_g517 = tex2D( _OcclusionMap, ( ( appendResult14_g518 + appendResult13_g518 ) + Parallaxe380 ) ).r;
float blendOpDest2_g517 = ( 1.0 - _AoIntensity );
float AmbientOcclusion94 = ( saturate( ( 1.0 - ( 1.0 - blendOpSrc2_g517 ) * ( 1.0 - blendOpDest2_g517 ) ) ));
o.Occlusion = AmbientOcclusion94;
o.Alpha = 1;
float2 uv_CutoutMap = i.uv_texcoord * _CutoutMap_ST.xy + _CutoutMap_ST.zw;
float4 tex2DNode8_g516 = tex2D( _CutoutMap, uv_CutoutMap );
float4 temp_cast_14 = (BaseColorAlpha46).xxxx;
float4 temp_cast_15 = (BaseColorAlpha46).xxxx;
float4 clampResult24_g516 = clamp( (( _InvertCutout )?( ( 1.0 - (( _UseBaseColorAlpha )?( temp_cast_15 ):( tex2DNode8_g516 )) ) ):( (( _UseBaseColorAlpha )?( temp_cast_14 ):( tex2DNode8_g516 )) )) , float4( 0,0,0,0 ) , float4( 1,0,0,0 ) );
float4 Cutout370 = clampResult24_g516;
clip( Cutout370.r - _IntensityCutoutMap );
}
ENDCG
CGPROGRAM
#pragma surface surf StandardSpecular keepalpha fullforwardshadows
ENDCG
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On
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.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z;
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
SurfaceOutputStandardSpecular o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
}