fix materials, smoother tunnel
parent
6c66e8dbf1
commit
9f6331907d
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Load Diff
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fileFormatVersion: 2
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guid: a5cb966c1a0bb6d4f9c5f7f56e8889b4
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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Shader "Ciconia Studio/CS_Standard/Builtin/Lite/Standard (Specular setup)/Cutout"
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{
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Properties
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{
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[Space(35)][Header(Surface Options )]
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[Space(15)][Enum(Off,2,On,0)] _Cull("Double Sided", Float) = 0 //"Back"
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[Enum(Off,0,On,1)] _ZWrite("ZWrite", Float) = 1.0 //"On"
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[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4 //"LessEqual"
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[Space(35)][Header(Main Properties )][Space(15)]_GlobalXYTilingXYZWOffsetXY("Global --> XY(TilingXY) - ZW(OffsetXY)", Vector) = (1,1,0,0)
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_Color("Color", Color) = (1,1,1,0)
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[Toggle]_InvertABaseColor("Invert Alpha", Float) = 0
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_MainTex("Base Color", 2D) = "white" {}
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_Saturation("Saturation", Float) = 0
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_Brightness("Brightness", Range( 1 , 8)) = 1
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[Space(35)]_BumpMap("Normal Map", 2D) = "bump" {}
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_BumpScale("Normal Intensity", Float) = 0.3
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[Space(35)]_SpecularColor("Specular Color", Color) = (1,1,1,0)
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_SpecGlossMap("Specular Map -->(Smoothness A)", 2D) = "white" {}
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_SpecularIntensity("Specular Intensity", Range( 0 , 2)) = 0.2
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_Glossiness("Smoothness", Range( 0 , 2)) = 0.5
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[Space(10)][KeywordEnum(SpecularAlpha,BaseColorAlpha)] _Source("Source", Float) = 0
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[Space(35)]_ParallaxMap("Height Map", 2D) = "white" {}
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_Parallax("Height Scale", Range( -0.1 , 0.1)) = 0
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[Space(35)]_OcclusionMap("Ambient Occlusion Map", 2D) = "white" {}
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_AoIntensity("Ao Intensity", Range( 0 , 2)) = 1
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[HDR][Space(45)]_EmissionColor("Emission Color", Color) = (0,0,0,0)
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_EmissionMap("Emission Map", 2D) = "white" {}
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_EmissionIntensity("Intensity", Range( 0 , 2)) = 1
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[Space(35)][Header(Mask Properties)][Toggle]_EnableDetailMask("Enable", Float) = 0
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[Space(15)][Toggle]_VisualizeMask("Visualize Mask", Float) = 0
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[Toggle]_SourceMask("Source - Use BaseColorAlpha", Float) = 1
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[Space(15)][Toggle]_InvertMask("Invert Mask", Float) = 0
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_DetailMask("Detail Mask", 2D) = "black" {}
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_IntensityMask("Intensity", Range( 0 , 1)) = 1
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[Space(15)]_ContrastDetailMap("Contrast", Float) = 0
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_SpreadDetailMap("Spread", Float) = 0
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[Space(35)][Header(Detail Properties)][Space(15)]_DetailColor("Color -->(Smoothness Intensity A)", Color) = (1,1,1,0)
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_DetailAlbedoMap("Base Color -->(Smoothness A)", 2D) = "white" {}
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_DetailSaturation("Saturation", Float) = 0
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_DetailBrightness("Brightness", Range( 1 , 8)) = 1
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[Space(35)][Toggle]_BlendMainNormal("Blend Main Normal", Float) = 1
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_DetailNormalMap("Normal Map", 2D) = "bump" {}
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_DetailNormalMapScale("Scale", Float) = 0.3
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[Space(35)][Header(Cutout Properties)][Space(15)][Toggle]_InvertCutout("Invert ", Float) = 0
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[Toggle]_UseBaseColorAlpha("Use BaseColor Alpha", Float) = 1
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_CutoutMap("Cutout Mask", 2D) = "white" {}
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[Space(10)]_IntensityCutoutMap("Alpha Cutoff", Range( 0 , 1)) = 0.5
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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" = "Opaque" "Queue" = "AlphaTest+0" "IsEmissive" = "true" }
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Cull[_Cull]
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ZWrite[_ZWrite]
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ZTest [_ZTest]
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CGINCLUDE
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#include "UnityCG.cginc"
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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 shader_feature_local _SOURCE_SPECULARALPHA _SOURCE_BASECOLORALPHA
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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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float3 viewDir;
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INTERNAL_DATA
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half ASEVFace : VFACE;
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};
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uniform float _BlendMainNormal;
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uniform sampler2D _BumpMap;
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uniform float4 _BumpMap_ST;
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uniform float4 _GlobalXYTilingXYZWOffsetXY;
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uniform sampler2D _ParallaxMap;
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uniform float4 _ParallaxMap_ST;
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uniform float _Parallax;
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uniform float _BumpScale;
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uniform sampler2D _DetailNormalMap;
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uniform float4 _DetailNormalMap_ST;
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uniform float _DetailNormalMapScale;
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uniform float _EnableDetailMask;
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uniform float _ContrastDetailMap;
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uniform float _SourceMask;
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uniform float _InvertMask;
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uniform sampler2D _DetailMask;
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uniform float4 _DetailMask_ST;
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uniform float _InvertABaseColor;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform float _SpreadDetailMap;
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uniform float _IntensityMask;
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uniform float _VisualizeMask;
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uniform float _Brightness;
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uniform float4 _Color;
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uniform float _Saturation;
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uniform float _DetailBrightness;
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uniform float4 _DetailColor;
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uniform sampler2D _DetailAlbedoMap;
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uniform float4 _DetailAlbedoMap_ST;
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uniform float _DetailSaturation;
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uniform float4 _EmissionColor;
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uniform sampler2D _EmissionMap;
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uniform float4 _EmissionMap_ST;
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uniform float _EmissionIntensity;
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uniform float4 _SpecularColor;
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uniform sampler2D _SpecGlossMap;
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uniform float4 _SpecGlossMap_ST;
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uniform float _SpecularIntensity;
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uniform float _Glossiness;
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uniform sampler2D _OcclusionMap;
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uniform float4 _OcclusionMap_ST;
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uniform float _AoIntensity;
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uniform float _InvertCutout;
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uniform float _UseBaseColorAlpha;
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uniform sampler2D _CutoutMap;
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uniform float4 _CutoutMap_ST;
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uniform float _IntensityCutoutMap;
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float4 CalculateContrast( float contrastValue, float4 colorTarget )
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{
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float t = 0.5 * ( 1.0 - contrastValue );
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return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
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}
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void surf( Input i , inout SurfaceOutputStandardSpecular o )
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{
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float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw;
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float2 break26_g500 = uv_BumpMap;
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float GlobalTilingX11 = ( _GlobalXYTilingXYZWOffsetXY.x - 1.0 );
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float GlobalTilingY8 = ( _GlobalXYTilingXYZWOffsetXY.y - 1.0 );
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float2 appendResult14_g500 = (float2(( break26_g500.x * GlobalTilingX11 ) , ( break26_g500.y * GlobalTilingY8 )));
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float GlobalOffsetX10 = _GlobalXYTilingXYZWOffsetXY.z;
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float GlobalOffsetY9 = _GlobalXYTilingXYZWOffsetXY.w;
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float2 appendResult13_g500 = (float2(( break26_g500.x + GlobalOffsetX10 ) , ( break26_g500.y + GlobalOffsetY9 )));
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float2 uv_ParallaxMap = i.uv_texcoord * _ParallaxMap_ST.xy + _ParallaxMap_ST.zw;
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float2 break26_g490 = uv_ParallaxMap;
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float2 appendResult14_g490 = (float2(( break26_g490.x * GlobalTilingX11 ) , ( break26_g490.y * GlobalTilingY8 )));
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float2 appendResult13_g490 = (float2(( break26_g490.x + GlobalOffsetX10 ) , ( break26_g490.y + GlobalOffsetY9 )));
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float4 temp_cast_0 = (tex2D( _ParallaxMap, ( appendResult14_g490 + appendResult13_g490 ) ).g).xxxx;
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float2 paralaxOffset36_g489 = ParallaxOffset( temp_cast_0.x , _Parallax , i.viewDir );
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float2 switchResult47_g489 = (((i.ASEVFace>0)?(paralaxOffset36_g489):(0.0)));
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float2 Parallaxe380 = switchResult47_g489;
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float3 temp_output_356_0 = UnpackScaleNormal( tex2D( _BumpMap, ( ( appendResult14_g500 + appendResult13_g500 ) + Parallaxe380 ) ), _BumpScale );
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float2 uv_DetailNormalMap = i.uv_texcoord * _DetailNormalMap_ST.xy + _DetailNormalMap_ST.zw;
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float3 NormalDetail155 = UnpackScaleNormal( tex2D( _DetailNormalMap, uv_DetailNormalMap ), _DetailNormalMapScale );
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float4 temp_cast_2 = (0.0).xxxx;
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float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw;
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float4 tex2DNode27_g496 = tex2D( _DetailMask, uv_DetailMask );
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float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
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float2 break26_g495 = uv_MainTex;
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float2 appendResult14_g495 = (float2(( break26_g495.x * GlobalTilingX11 ) , ( break26_g495.y * GlobalTilingY8 )));
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float2 appendResult13_g495 = (float2(( break26_g495.x + GlobalOffsetX10 ) , ( break26_g495.y + GlobalOffsetY9 )));
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float4 tex2DNode7_g494 = tex2D( _MainTex, ( ( appendResult14_g495 + appendResult13_g495 ) + Parallaxe380 ) );
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float BaseColorAlpha46 = (( _InvertABaseColor )?( ( 1.0 - tex2DNode7_g494.a ) ):( tex2DNode7_g494.a ));
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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 ) );
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float4 Mask158 = (( _EnableDetailMask )?( ( clampResult38_g496 * _IntensityMask ) ):( temp_cast_2 ));
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float3 lerpResult137 = lerp( temp_output_356_0 , NormalDetail155 , Mask158.rgb);
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float3 lerpResult205 = lerp( temp_output_356_0 , BlendNormals( temp_output_356_0 , NormalDetail155 ) , Mask158.rgb);
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float3 Normal27 = (( _BlendMainNormal )?( lerpResult205 ):( lerpResult137 ));
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o.Normal = Normal27;
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float clampResult27_g494 = clamp( _Saturation , -1.0 , 100.0 );
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float3 desaturateInitialColor29_g494 = ( _Color * tex2DNode7_g494 ).rgb;
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float desaturateDot29_g494 = dot( desaturateInitialColor29_g494, float3( 0.299, 0.587, 0.114 ));
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float3 desaturateVar29_g494 = lerp( desaturateInitialColor29_g494, desaturateDot29_g494.xxx, -clampResult27_g494 );
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float4 temp_output_355_0 = CalculateContrast(_Brightness,float4( desaturateVar29_g494 , 0.0 ));
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float2 uv_DetailAlbedoMap = i.uv_texcoord * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
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float4 tex2DNode7_g498 = tex2D( _DetailAlbedoMap, uv_DetailAlbedoMap );
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float clampResult27_g498 = clamp( _DetailSaturation , -1.0 , 100.0 );
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float3 desaturateInitialColor29_g498 = ( _DetailColor * tex2DNode7_g498 ).rgb;
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float desaturateDot29_g498 = dot( desaturateInitialColor29_g498, float3( 0.299, 0.587, 0.114 ));
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float3 desaturateVar29_g498 = lerp( desaturateInitialColor29_g498, desaturateDot29_g498.xxx, -clampResult27_g498 );
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float4 AlbedoDetail153 = CalculateContrast(_DetailBrightness,float4( desaturateVar29_g498 , 0.0 ));
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float4 lerpResult365 = lerp( temp_output_355_0 , AlbedoDetail153 , Mask158);
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float4 blendOpSrc364 = temp_output_355_0;
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float4 blendOpDest364 = lerpResult365;
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float4 lerpBlendMode364 = lerp(blendOpDest364,(( blendOpDest364 > 0.5 ) ? ( 1.0 - 2.0 * ( 1.0 - blendOpDest364 ) * ( 1.0 - blendOpSrc364 ) ) : ( 2.0 * blendOpDest364 * blendOpSrc364 ) ),Mask158.r);
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float4 Albedo26 = (( _VisualizeMask )?( Mask158 ):( ( saturate( lerpBlendMode364 )) ));
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o.Albedo = Albedo26.rgb;
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float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
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float2 break26_g520 = uv_EmissionMap;
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float2 appendResult14_g520 = (float2(( break26_g520.x * GlobalTilingX11 ) , ( break26_g520.y * GlobalTilingY8 )));
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float2 appendResult13_g520 = (float2(( break26_g520.x + GlobalOffsetX10 ) , ( break26_g520.y + GlobalOffsetY9 )));
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float4 Emission110 = ( _EmissionColor * tex2D( _EmissionMap, ( ( appendResult14_g520 + appendResult13_g520 ) + Parallaxe380 ) ) * _EmissionIntensity );
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o.Emission = Emission110.rgb;
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float2 uv_SpecGlossMap = i.uv_texcoord * _SpecGlossMap_ST.xy + _SpecGlossMap_ST.zw;
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float2 break26_g502 = uv_SpecGlossMap;
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float2 appendResult14_g502 = (float2(( break26_g502.x * GlobalTilingX11 ) , ( break26_g502.y * GlobalTilingY8 )));
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float2 appendResult13_g502 = (float2(( break26_g502.x + GlobalOffsetX10 ) , ( break26_g502.y + GlobalOffsetY9 )));
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float4 tex2DNode3_g501 = tex2D( _SpecGlossMap, ( ( appendResult14_g502 + appendResult13_g502 ) + Parallaxe380 ) );
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float4 Specular41 = ( _SpecularColor * tex2DNode3_g501 * _SpecularIntensity );
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o.Specular = Specular41.rgb;
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#if defined(_SOURCE_SPECULARALPHA)
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float staticSwitch31_g501 = ( tex2DNode3_g501.a * _Glossiness );
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#elif defined(_SOURCE_BASECOLORALPHA)
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float staticSwitch31_g501 = ( _Glossiness * BaseColorAlpha46 );
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#else
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float staticSwitch31_g501 = ( tex2DNode3_g501.a * _Glossiness );
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#endif
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float DetailBaseColorAlpha170 = ( _DetailColor.a * tex2DNode7_g498.a );
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float lerpResult387 = lerp( staticSwitch31_g501 , DetailBaseColorAlpha170 , Mask158.r);
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float Smoothness40 = lerpResult387;
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o.Smoothness = Smoothness40;
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float2 uv_OcclusionMap = i.uv_texcoord * _OcclusionMap_ST.xy + _OcclusionMap_ST.zw;
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float2 break26_g518 = uv_OcclusionMap;
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float2 appendResult14_g518 = (float2(( break26_g518.x * GlobalTilingX11 ) , ( break26_g518.y * GlobalTilingY8 )));
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float2 appendResult13_g518 = (float2(( break26_g518.x + GlobalOffsetX10 ) , ( break26_g518.y + GlobalOffsetY9 )));
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float blendOpSrc2_g517 = tex2D( _OcclusionMap, ( ( appendResult14_g518 + appendResult13_g518 ) + Parallaxe380 ) ).r;
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float blendOpDest2_g517 = ( 1.0 - _AoIntensity );
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float AmbientOcclusion94 = ( saturate( ( 1.0 - ( 1.0 - blendOpSrc2_g517 ) * ( 1.0 - blendOpDest2_g517 ) ) ));
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o.Occlusion = AmbientOcclusion94;
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o.Alpha = 1;
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float2 uv_CutoutMap = i.uv_texcoord * _CutoutMap_ST.xy + _CutoutMap_ST.zw;
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float4 tex2DNode8_g516 = tex2D( _CutoutMap, uv_CutoutMap );
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float4 temp_cast_14 = (BaseColorAlpha46).xxxx;
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float4 temp_cast_15 = (BaseColorAlpha46).xxxx;
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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 ) );
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float4 Cutout370 = clampResult24_g516;
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clip( Cutout370.r - _IntensityCutoutMap );
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf StandardSpecular keepalpha fullforwardshadows
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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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UNITY_VERTEX_OUTPUT_STEREO
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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_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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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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{
|
||||
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"
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0e0019510d6142644b412d07db9dee4e
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,301 @@
|
|||
Shader "Ciconia Studio/CS_Standard/Builtin/Lite/Standard (Specular setup)/Opaque"
|
||||
{
|
||||
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) = 0
|
||||
[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" {}
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+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;
|
||||
|
||||
|
||||
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_g497 = uv_BumpMap;
|
||||
float GlobalTilingX11 = ( _GlobalXYTilingXYZWOffsetXY.x - 1.0 );
|
||||
float GlobalTilingY8 = ( _GlobalXYTilingXYZWOffsetXY.y - 1.0 );
|
||||
float2 appendResult14_g497 = (float2(( break26_g497.x * GlobalTilingX11 ) , ( break26_g497.y * GlobalTilingY8 )));
|
||||
float GlobalOffsetX10 = _GlobalXYTilingXYZWOffsetXY.z;
|
||||
float GlobalOffsetY9 = _GlobalXYTilingXYZWOffsetXY.w;
|
||||
float2 appendResult13_g497 = (float2(( break26_g497.x + GlobalOffsetX10 ) , ( break26_g497.y + GlobalOffsetY9 )));
|
||||
float2 uv_ParallaxMap = i.uv_texcoord * _ParallaxMap_ST.xy + _ParallaxMap_ST.zw;
|
||||
float2 break26_g489 = uv_ParallaxMap;
|
||||
float2 appendResult14_g489 = (float2(( break26_g489.x * GlobalTilingX11 ) , ( break26_g489.y * GlobalTilingY8 )));
|
||||
float2 appendResult13_g489 = (float2(( break26_g489.x + GlobalOffsetX10 ) , ( break26_g489.y + GlobalOffsetY9 )));
|
||||
float4 temp_cast_0 = (tex2D( _ParallaxMap, ( appendResult14_g489 + appendResult13_g489 ) ).g).xxxx;
|
||||
float2 paralaxOffset36_g488 = ParallaxOffset( temp_cast_0.x , _Parallax , i.viewDir );
|
||||
float2 switchResult47_g488 = (((i.ASEVFace>0)?(paralaxOffset36_g488):(0.0)));
|
||||
float2 Parallaxe375 = switchResult47_g488;
|
||||
float3 temp_output_356_0 = UnpackScaleNormal( tex2D( _BumpMap, ( ( appendResult14_g497 + appendResult13_g497 ) + Parallaxe375 ) ), _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_g493 = tex2D( _DetailMask, uv_DetailMask );
|
||||
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float2 break26_g492 = uv_MainTex;
|
||||
float2 appendResult14_g492 = (float2(( break26_g492.x * GlobalTilingX11 ) , ( break26_g492.y * GlobalTilingY8 )));
|
||||
float2 appendResult13_g492 = (float2(( break26_g492.x + GlobalOffsetX10 ) , ( break26_g492.y + GlobalOffsetY9 )));
|
||||
float4 tex2DNode7_g491 = tex2D( _MainTex, ( ( appendResult14_g492 + appendResult13_g492 ) + Parallaxe375 ) );
|
||||
float BaseColorAlpha46 = (( _InvertABaseColor )?( ( 1.0 - tex2DNode7_g491.a ) ):( tex2DNode7_g491.a ));
|
||||
float4 clampResult38_g493 = clamp( ( CalculateContrast(( _ContrastDetailMap + 1.0 ),(( _SourceMask )?( ( (( _InvertMask )?( ( 1.0 - tex2DNode27_g493 ) ):( tex2DNode27_g493 )) + BaseColorAlpha46 ) ):( (( _InvertMask )?( ( 1.0 - tex2DNode27_g493 ) ):( tex2DNode27_g493 )) ))) + -_SpreadDetailMap ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
|
||||
float4 Mask158 = (( _EnableDetailMask )?( ( clampResult38_g493 * _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_g491 = clamp( _Saturation , -1.0 , 100.0 );
|
||||
float3 desaturateInitialColor29_g491 = ( _Color * tex2DNode7_g491 ).rgb;
|
||||
float desaturateDot29_g491 = dot( desaturateInitialColor29_g491, float3( 0.299, 0.587, 0.114 ));
|
||||
float3 desaturateVar29_g491 = lerp( desaturateInitialColor29_g491, desaturateDot29_g491.xxx, -clampResult27_g491 );
|
||||
float4 temp_output_355_0 = CalculateContrast(_Brightness,float4( desaturateVar29_g491 , 0.0 ));
|
||||
float2 uv_DetailAlbedoMap = i.uv_texcoord * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
|
||||
float4 tex2DNode7_g494 = tex2D( _DetailAlbedoMap, uv_DetailAlbedoMap );
|
||||
float clampResult27_g494 = clamp( _DetailSaturation , -1.0 , 100.0 );
|
||||
float3 desaturateInitialColor29_g494 = ( _DetailColor * 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 AlbedoDetail153 = CalculateContrast(_DetailBrightness,float4( desaturateVar29_g494 , 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_g504 = uv_EmissionMap;
|
||||
float2 appendResult14_g504 = (float2(( break26_g504.x * GlobalTilingX11 ) , ( break26_g504.y * GlobalTilingY8 )));
|
||||
float2 appendResult13_g504 = (float2(( break26_g504.x + GlobalOffsetX10 ) , ( break26_g504.y + GlobalOffsetY9 )));
|
||||
float4 Emission110 = ( _EmissionColor * tex2D( _EmissionMap, ( ( appendResult14_g504 + appendResult13_g504 ) + Parallaxe375 ) ) * _EmissionIntensity );
|
||||
o.Emission = Emission110.rgb;
|
||||
float2 uv_SpecGlossMap = i.uv_texcoord * _SpecGlossMap_ST.xy + _SpecGlossMap_ST.zw;
|
||||
float2 break26_g499 = uv_SpecGlossMap;
|
||||
float2 appendResult14_g499 = (float2(( break26_g499.x * GlobalTilingX11 ) , ( break26_g499.y * GlobalTilingY8 )));
|
||||
float2 appendResult13_g499 = (float2(( break26_g499.x + GlobalOffsetX10 ) , ( break26_g499.y + GlobalOffsetY9 )));
|
||||
float4 tex2DNode3_g498 = tex2D( _SpecGlossMap, ( ( appendResult14_g499 + appendResult13_g499 ) + Parallaxe375 ) );
|
||||
float4 Specular41 = ( _SpecularColor * tex2DNode3_g498 * _SpecularIntensity );
|
||||
o.Specular = Specular41.rgb;
|
||||
#if defined(_SOURCE_SPECULARALPHA)
|
||||
float staticSwitch31_g498 = ( tex2DNode3_g498.a * _Glossiness );
|
||||
#elif defined(_SOURCE_BASECOLORALPHA)
|
||||
float staticSwitch31_g498 = ( _Glossiness * BaseColorAlpha46 );
|
||||
#else
|
||||
float staticSwitch31_g498 = ( tex2DNode3_g498.a * _Glossiness );
|
||||
#endif
|
||||
float DetailBaseColorAlpha170 = ( _DetailColor.a * tex2DNode7_g494.a );
|
||||
float lerpResult385 = lerp( staticSwitch31_g498 , DetailBaseColorAlpha170 , Mask158.r);
|
||||
float Smoothness40 = lerpResult385;
|
||||
o.Smoothness = Smoothness40;
|
||||
float2 uv_OcclusionMap = i.uv_texcoord * _OcclusionMap_ST.xy + _OcclusionMap_ST.zw;
|
||||
float2 break26_g506 = uv_OcclusionMap;
|
||||
float2 appendResult14_g506 = (float2(( break26_g506.x * GlobalTilingX11 ) , ( break26_g506.y * GlobalTilingY8 )));
|
||||
float2 appendResult13_g506 = (float2(( break26_g506.x + GlobalOffsetX10 ) , ( break26_g506.y + GlobalOffsetY9 )));
|
||||
float blendOpSrc2_g505 = tex2D( _OcclusionMap, ( ( appendResult14_g506 + appendResult13_g506 ) + Parallaxe375 ) ).r;
|
||||
float blendOpDest2_g505 = ( 1.0 - _AoIntensity );
|
||||
float AmbientOcclusion94 = ( saturate( ( 1.0 - ( 1.0 - blendOpSrc2_g505 ) * ( 1.0 - blendOpDest2_g505 ) ) ));
|
||||
o.Occlusion = AmbientOcclusion94;
|
||||
o.Alpha = 1;
|
||||
}
|
||||
|
||||
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"
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ed04895971c00fc498c346df2ac0e9b4
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,325 @@
|
|||
Shader "Ciconia Studio/CS_Standard/Builtin/Lite/Standard (Specular setup)/Transparent"
|
||||
{
|
||||
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) = 0
|
||||
[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(Transparent Properties)][Space(15)][Toggle]_InvertTransparent("Invert ", Float) = 0
|
||||
[Toggle]_UseBaseColorAlpha("Use BaseColor Alpha", Float) = 0
|
||||
_TransparentMask("Transparent Mask", 2D) = "white" {}
|
||||
_IntensityTransparentMap("Opacity", Range( 0 , 1)) = 0
|
||||
[Space(15)]_ContrastTransparentMap("Contrast", Float) = 0
|
||||
_SpreadTransparentMap("Spread", Float) = 0
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Custom" "Queue" = "Transparent+0" "IsEmissive" = "true" }
|
||||
Cull[_Cull]
|
||||
ZWrite[_ZWrite]
|
||||
ZTest [_ZTest]
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
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 _ContrastTransparentMap;
|
||||
uniform float _InvertTransparent;
|
||||
uniform float _UseBaseColorAlpha;
|
||||
uniform sampler2D _TransparentMask;
|
||||
uniform float4 _TransparentMask_ST;
|
||||
uniform float _SpreadTransparentMap;
|
||||
uniform float _IntensityTransparentMap;
|
||||
|
||||
|
||||
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_g512 = uv_BumpMap;
|
||||
float GlobalTilingX11 = ( _GlobalXYTilingXYZWOffsetXY.x - 1.0 );
|
||||
float GlobalTilingY8 = ( _GlobalXYTilingXYZWOffsetXY.y - 1.0 );
|
||||
float2 appendResult14_g512 = (float2(( break26_g512.x * GlobalTilingX11 ) , ( break26_g512.y * GlobalTilingY8 )));
|
||||
float GlobalOffsetX10 = _GlobalXYTilingXYZWOffsetXY.z;
|
||||
float GlobalOffsetY9 = _GlobalXYTilingXYZWOffsetXY.w;
|
||||
float2 appendResult13_g512 = (float2(( break26_g512.x + GlobalOffsetX10 ) , ( break26_g512.y + GlobalOffsetY9 )));
|
||||
float2 uv_ParallaxMap = i.uv_texcoord * _ParallaxMap_ST.xy + _ParallaxMap_ST.zw;
|
||||
float2 break26_g502 = uv_ParallaxMap;
|
||||
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 temp_cast_0 = (tex2D( _ParallaxMap, ( appendResult14_g502 + appendResult13_g502 ) ).g).xxxx;
|
||||
float2 paralaxOffset36_g501 = ParallaxOffset( temp_cast_0.x , _Parallax , i.viewDir );
|
||||
float2 switchResult47_g501 = (((i.ASEVFace>0)?(paralaxOffset36_g501):(0.0)));
|
||||
float2 Parallaxe390 = switchResult47_g501;
|
||||
float3 temp_output_356_0 = UnpackScaleNormal( tex2D( _BumpMap, ( ( appendResult14_g512 + appendResult13_g512 ) + Parallaxe390 ) ), _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_g508 = tex2D( _DetailMask, uv_DetailMask );
|
||||
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float2 break26_g507 = uv_MainTex;
|
||||
float2 appendResult14_g507 = (float2(( break26_g507.x * GlobalTilingX11 ) , ( break26_g507.y * GlobalTilingY8 )));
|
||||
float2 appendResult13_g507 = (float2(( break26_g507.x + GlobalOffsetX10 ) , ( break26_g507.y + GlobalOffsetY9 )));
|
||||
float4 tex2DNode7_g506 = tex2D( _MainTex, ( ( appendResult14_g507 + appendResult13_g507 ) + Parallaxe390 ) );
|
||||
float BaseColorAlpha46 = (( _InvertABaseColor )?( ( 1.0 - tex2DNode7_g506.a ) ):( tex2DNode7_g506.a ));
|
||||
float4 clampResult38_g508 = clamp( ( CalculateContrast(( _ContrastDetailMap + 1.0 ),(( _SourceMask )?( ( (( _InvertMask )?( ( 1.0 - tex2DNode27_g508 ) ):( tex2DNode27_g508 )) + BaseColorAlpha46 ) ):( (( _InvertMask )?( ( 1.0 - tex2DNode27_g508 ) ):( tex2DNode27_g508 )) ))) + -_SpreadDetailMap ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
|
||||
float4 Mask158 = (( _EnableDetailMask )?( ( clampResult38_g508 * _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_g506 = clamp( _Saturation , -1.0 , 100.0 );
|
||||
float3 desaturateInitialColor29_g506 = ( _Color * tex2DNode7_g506 ).rgb;
|
||||
float desaturateDot29_g506 = dot( desaturateInitialColor29_g506, float3( 0.299, 0.587, 0.114 ));
|
||||
float3 desaturateVar29_g506 = lerp( desaturateInitialColor29_g506, desaturateDot29_g506.xxx, -clampResult27_g506 );
|
||||
float4 temp_output_355_0 = CalculateContrast(_Brightness,float4( desaturateVar29_g506 , 0.0 ));
|
||||
float2 uv_DetailAlbedoMap = i.uv_texcoord * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
|
||||
float4 tex2DNode7_g509 = tex2D( _DetailAlbedoMap, uv_DetailAlbedoMap );
|
||||
float clampResult27_g509 = clamp( _DetailSaturation , -1.0 , 100.0 );
|
||||
float3 desaturateInitialColor29_g509 = ( _DetailColor * tex2DNode7_g509 ).rgb;
|
||||
float desaturateDot29_g509 = dot( desaturateInitialColor29_g509, float3( 0.299, 0.587, 0.114 ));
|
||||
float3 desaturateVar29_g509 = lerp( desaturateInitialColor29_g509, desaturateDot29_g509.xxx, -clampResult27_g509 );
|
||||
float4 AlbedoDetail153 = CalculateContrast(_DetailBrightness,float4( desaturateVar29_g509 , 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_g528 = uv_EmissionMap;
|
||||
float2 appendResult14_g528 = (float2(( break26_g528.x * GlobalTilingX11 ) , ( break26_g528.y * GlobalTilingY8 )));
|
||||
float2 appendResult13_g528 = (float2(( break26_g528.x + GlobalOffsetX10 ) , ( break26_g528.y + GlobalOffsetY9 )));
|
||||
float4 Emission110 = ( _EmissionColor * tex2D( _EmissionMap, ( ( appendResult14_g528 + appendResult13_g528 ) + Parallaxe390 ) ) * _EmissionIntensity );
|
||||
o.Emission = Emission110.rgb;
|
||||
float2 uv_SpecGlossMap = i.uv_texcoord * _SpecGlossMap_ST.xy + _SpecGlossMap_ST.zw;
|
||||
float2 break26_g514 = uv_SpecGlossMap;
|
||||
float2 appendResult14_g514 = (float2(( break26_g514.x * GlobalTilingX11 ) , ( break26_g514.y * GlobalTilingY8 )));
|
||||
float2 appendResult13_g514 = (float2(( break26_g514.x + GlobalOffsetX10 ) , ( break26_g514.y + GlobalOffsetY9 )));
|
||||
float4 tex2DNode3_g513 = tex2D( _SpecGlossMap, ( ( appendResult14_g514 + appendResult13_g514 ) + Parallaxe390 ) );
|
||||
float4 Specular41 = ( _SpecularColor * tex2DNode3_g513 * _SpecularIntensity );
|
||||
o.Specular = Specular41.rgb;
|
||||
#if defined(_SOURCE_SPECULARALPHA)
|
||||
float staticSwitch31_g513 = ( tex2DNode3_g513.a * _Glossiness );
|
||||
#elif defined(_SOURCE_BASECOLORALPHA)
|
||||
float staticSwitch31_g513 = ( _Glossiness * BaseColorAlpha46 );
|
||||
#else
|
||||
float staticSwitch31_g513 = ( tex2DNode3_g513.a * _Glossiness );
|
||||
#endif
|
||||
float DetailBaseColorAlpha170 = ( _DetailColor.a * tex2DNode7_g509.a );
|
||||
float lerpResult397 = lerp( staticSwitch31_g513 , DetailBaseColorAlpha170 , Mask158.r);
|
||||
float Smoothness40 = lerpResult397;
|
||||
o.Smoothness = Smoothness40;
|
||||
float2 uv_OcclusionMap = i.uv_texcoord * _OcclusionMap_ST.xy + _OcclusionMap_ST.zw;
|
||||
float2 break26_g530 = uv_OcclusionMap;
|
||||
float2 appendResult14_g530 = (float2(( break26_g530.x * GlobalTilingX11 ) , ( break26_g530.y * GlobalTilingY8 )));
|
||||
float2 appendResult13_g530 = (float2(( break26_g530.x + GlobalOffsetX10 ) , ( break26_g530.y + GlobalOffsetY9 )));
|
||||
float blendOpSrc2_g529 = tex2D( _OcclusionMap, ( ( appendResult14_g530 + appendResult13_g530 ) + Parallaxe390 ) ).r;
|
||||
float blendOpDest2_g529 = ( 1.0 - _AoIntensity );
|
||||
float AmbientOcclusion94 = ( saturate( ( 1.0 - ( 1.0 - blendOpSrc2_g529 ) * ( 1.0 - blendOpDest2_g529 ) ) ));
|
||||
o.Occlusion = AmbientOcclusion94;
|
||||
float2 uv_TransparentMask = i.uv_texcoord * _TransparentMask_ST.xy + _TransparentMask_ST.zw;
|
||||
float4 tex2DNode8_g526 = tex2D( _TransparentMask, uv_TransparentMask );
|
||||
float4 temp_cast_14 = (BaseColorAlpha46).xxxx;
|
||||
float4 temp_cast_15 = (BaseColorAlpha46).xxxx;
|
||||
float4 clampResult24_g526 = clamp( ( CalculateContrast(( _ContrastTransparentMap + 1.0 ),(( _InvertTransparent )?( ( 1.0 - (( _UseBaseColorAlpha )?( temp_cast_15 ):( tex2DNode8_g526 )) ) ):( (( _UseBaseColorAlpha )?( temp_cast_14 ):( tex2DNode8_g526 )) ))) + -_SpreadTransparentMap ) , float4( 0,0,0,0 ) , float4( 1,0,0,0 ) );
|
||||
float4 Transparent375 = ( clampResult24_g526 * ( 1.0 - _IntensityTransparentMap ) );
|
||||
o.Alpha = Transparent375.r;
|
||||
}
|
||||
|
||||
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"
|
||||
sampler3D _DitherMaskLOD;
|
||||
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
|
||||
half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
|
||||
clip( alphaRef - 0.01 );
|
||||
SHADOW_CASTER_FRAGMENT( IN )
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: bbb29bc6f1f0b704d989cac34a3a1b7e
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,393 @@
|
|||
Shader "Ciconia Studio/CS_Standard/Builtin/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"
|
||||
|
||||
_Cutoff( "Mask Clip Value", Float ) = 0.5
|
||||
[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
|
||||
[Space(15)][Toggle]_EnableTriplanarProjection("Enable Triplanar Projection", Float) = 1
|
||||
[KeywordEnum(ObjectSpace,WorldSpace)] _TriplanarSpaceProjection("Space Projection", Float) = 0
|
||||
_TriplanarFalloff("Falloff", Float) = 20
|
||||
_TriplanarXYTilingXYZWOffsetXY1("Triplanar --> XY(TilingXY) - ZW(OffsetXY) ", Vector) = (1,1,0,0)
|
||||
[Toggle]_InvertMask("Invert Mask", Float) = 0
|
||||
_DetailMask("Detail Mask", 2D) = "white" {}
|
||||
_IntensityMask("Intensity", Range( 0 , 1)) = 1
|
||||
[Space(15)]_ContrastDetailMap("Contrast", Float) = 0
|
||||
_SpreadDetailMap("Spread", Float) = 0
|
||||
[Space(35)][Header(Detail Properties)][Space(15)][Toggle]_BlendmodeOverlay("Blend mode Overlay", Float) = 0
|
||||
[Space(35)]_DetailColor("Color", Color) = (1,1,1,0)
|
||||
_DetailAlbedoMap("Base Color", 2D) = "white" {}
|
||||
_DetailSaturation("Saturation", Float) = 0
|
||||
_DetailBrightness("Brightness", Range( 1 , 8)) = 1
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
[Space(35)][Toggle]_BlendMainNormal("Blend Main Normal", Float) = 0
|
||||
_DetailNormalMap("Normal Map", 2D) = "bump" {}
|
||||
_DetailNormalMapScale("Scale", Float) = 0.3
|
||||
[Space(35)]_DetailSpecularColor("Specular Color", Color) = (1,1,1,0)
|
||||
_DetailSpecGlossMap("Specular Map -->(Smoothness A)", 2D) = "white" {}
|
||||
_DetailSpecularIntensity("Specular Intensity", Range( 0 , 2)) = 0.2
|
||||
_DetailGlossiness("Smoothness", Range( 0 , 2)) = 0.5
|
||||
[Space(10)][KeywordEnum(SpecularAlpha,AlbedoAlpha)] _DetailSource("Source", Float) = 0
|
||||
[Space(15)][Toggle]_UseAoFromMainProperties("Use Ao From Main Properties", Float) = 1
|
||||
[Toggle]_UseEmissionFromMainProperties("Use Emission From Main Properties", Float) = 1
|
||||
[Space(35)][Header(Cutout Properties)][Space(15)][Toggle]_InvertCutout("Invert ", Float) = 0
|
||||
[Toggle]_UseBaseColorAlpha("Use BaseColor Alpha", Float) = 0
|
||||
_CutoutMap("Cutout Mask", 2D) = "white" {}
|
||||
[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 "UnityShaderVariables.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#pragma target 3.0
|
||||
#pragma multi_compile_instancing
|
||||
#pragma shader_feature_local _TRIPLANARSPACEPROJECTION_OBJECTSPACE _TRIPLANARSPACEPROJECTION_WORLDSPACE
|
||||
#pragma shader_feature_local _SOURCE_SPECULARALPHA _SOURCE_BASECOLORALPHA
|
||||
#pragma shader_feature_local _DETAILSOURCE_SPECULARALPHA _DETAILSOURCE_ALBEDOALPHA
|
||||
#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;
|
||||
float3 worldPos;
|
||||
float3 worldNormal;
|
||||
};
|
||||
|
||||
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 _InvertMask;
|
||||
uniform float _EnableTriplanarProjection;
|
||||
uniform sampler2D _DetailMask;
|
||||
uniform float4 _TriplanarXYTilingXYZWOffsetXY1;
|
||||
uniform float _SpreadDetailMap;
|
||||
uniform float _IntensityMask;
|
||||
uniform float _VisualizeMask;
|
||||
uniform float _BlendmodeOverlay;
|
||||
uniform float _Brightness;
|
||||
uniform float4 _Color;
|
||||
uniform sampler2D _MainTex;
|
||||
uniform float4 _MainTex_ST;
|
||||
uniform float _Saturation;
|
||||
uniform float _DetailBrightness;
|
||||
uniform float4 _DetailColor;
|
||||
uniform sampler2D _DetailAlbedoMap;
|
||||
uniform float4 _DetailAlbedoMap_ST;
|
||||
uniform float _DetailSaturation;
|
||||
uniform float _UseEmissionFromMainProperties;
|
||||
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 float4 _DetailSpecularColor;
|
||||
uniform sampler2D _DetailSpecGlossMap;
|
||||
uniform float4 _DetailSpecGlossMap_ST;
|
||||
uniform float _DetailSpecularIntensity;
|
||||
uniform float _Glossiness;
|
||||
uniform float _InvertABaseColor;
|
||||
uniform float _DetailGlossiness;
|
||||
uniform float _UseAoFromMainProperties;
|
||||
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 _Cutoff = 0.5;
|
||||
|
||||
UNITY_INSTANCING_BUFFER_START(CiconiaStudioCS_StandardBuiltinStandardSpecularsetupCutout)
|
||||
UNITY_DEFINE_INSTANCED_PROP(float, _TriplanarFalloff)
|
||||
#define _TriplanarFalloff_arr CiconiaStudioCS_StandardBuiltinStandardSpecularsetupCutout
|
||||
UNITY_INSTANCING_BUFFER_END(CiconiaStudioCS_StandardBuiltinStandardSpecularsetupCutout)
|
||||
|
||||
|
||||
inline float4 TriplanarSampling396( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
|
||||
{
|
||||
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
||||
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
|
||||
float3 nsign = sign( worldNormal );
|
||||
half4 xNorm; half4 yNorm; half4 zNorm;
|
||||
xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
|
||||
yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
|
||||
zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
|
||||
return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
|
||||
}
|
||||
|
||||
|
||||
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_g635 = uv_BumpMap;
|
||||
float GlobalTilingX11 = ( _GlobalXYTilingXYZWOffsetXY.x - 1.0 );
|
||||
float GlobalTilingY8 = ( _GlobalXYTilingXYZWOffsetXY.y - 1.0 );
|
||||
float2 appendResult14_g635 = (float2(( break26_g635.x * GlobalTilingX11 ) , ( break26_g635.y * GlobalTilingY8 )));
|
||||
float GlobalOffsetX10 = _GlobalXYTilingXYZWOffsetXY.z;
|
||||
float GlobalOffsetY9 = _GlobalXYTilingXYZWOffsetXY.w;
|
||||
float2 appendResult13_g635 = (float2(( break26_g635.x + GlobalOffsetX10 ) , ( break26_g635.y + GlobalOffsetY9 )));
|
||||
float2 uv_ParallaxMap = i.uv_texcoord * _ParallaxMap_ST.xy + _ParallaxMap_ST.zw;
|
||||
float2 break26_g469 = uv_ParallaxMap;
|
||||
float2 appendResult14_g469 = (float2(( break26_g469.x * GlobalTilingX11 ) , ( break26_g469.y * GlobalTilingY8 )));
|
||||
float2 appendResult13_g469 = (float2(( break26_g469.x + GlobalOffsetX10 ) , ( break26_g469.y + GlobalOffsetY9 )));
|
||||
float4 temp_cast_0 = (tex2D( _ParallaxMap, ( appendResult14_g469 + appendResult13_g469 ) ).g).xxxx;
|
||||
float2 paralaxOffset36_g468 = ParallaxOffset( temp_cast_0.x , _Parallax , i.viewDir );
|
||||
float2 switchResult47_g468 = (((i.ASEVFace>0)?(paralaxOffset36_g468):(0.0)));
|
||||
float2 Parallaxe369 = switchResult47_g468;
|
||||
float3 temp_output_245_0 = UnpackScaleNormal( tex2D( _BumpMap, ( ( appendResult14_g635 + appendResult13_g635 ) + Parallaxe369 ) ), _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 appendResult394 = (float2(_TriplanarXYTilingXYZWOffsetXY1.x , _TriplanarXYTilingXYZWOffsetXY1.y));
|
||||
float _TriplanarFalloff_Instance = UNITY_ACCESS_INSTANCED_PROP(_TriplanarFalloff_arr, _TriplanarFalloff);
|
||||
float3 ase_worldPos = i.worldPos;
|
||||
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
|
||||
float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) );
|
||||
float3 ase_vertexNormal = mul( unity_WorldToObject, float4( ase_worldNormal, 0 ) );
|
||||
#if defined(_TRIPLANARSPACEPROJECTION_OBJECTSPACE)
|
||||
float3 staticSwitch389 = ase_vertex3Pos;
|
||||
#elif defined(_TRIPLANARSPACEPROJECTION_WORLDSPACE)
|
||||
float3 staticSwitch389 = ase_worldPos;
|
||||
#else
|
||||
float3 staticSwitch389 = ase_vertex3Pos;
|
||||
#endif
|
||||
float2 appendResult388 = (float2(_TriplanarXYTilingXYZWOffsetXY1.z , _TriplanarXYTilingXYZWOffsetXY1.w));
|
||||
float4 triplanar396 = TriplanarSampling396( _DetailMask, ( staticSwitch389 + float3( appendResult388 , 0.0 ) ), ase_vertexNormal, _TriplanarFalloff_Instance, appendResult394, 1.0, 0 );
|
||||
float4 clampResult409 = clamp( ( CalculateContrast(( _ContrastDetailMap + 1.0 ),(( _InvertMask )?( ( 1.0 - (( _EnableTriplanarProjection )?( triplanar396 ):( tex2D( _DetailMask, i.uv_texcoord ) )) ) ):( (( _EnableTriplanarProjection )?( triplanar396 ):( tex2D( _DetailMask, i.uv_texcoord ) )) ))) + -_SpreadDetailMap ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
|
||||
float MaskIntensity408 = _IntensityMask;
|
||||
float4 Mask158 = (( _EnableDetailMask )?( ( clampResult409 * MaskIntensity408 ) ):( temp_cast_2 ));
|
||||
float3 lerpResult137 = lerp( temp_output_245_0 , NormalDetail155 , Mask158.rgb);
|
||||
float3 lerpResult205 = lerp( temp_output_245_0 , BlendNormals( temp_output_245_0 , NormalDetail155 ) , Mask158.rgb);
|
||||
float3 Normal27 = (( _BlendMainNormal )?( lerpResult205 ):( lerpResult137 ));
|
||||
o.Normal = Normal27;
|
||||
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float2 break26_g630 = uv_MainTex;
|
||||
float2 appendResult14_g630 = (float2(( break26_g630.x * GlobalTilingX11 ) , ( break26_g630.y * GlobalTilingY8 )));
|
||||
float2 appendResult13_g630 = (float2(( break26_g630.x + GlobalOffsetX10 ) , ( break26_g630.y + GlobalOffsetY9 )));
|
||||
float4 tex2DNode7_g629 = tex2D( _MainTex, ( ( appendResult14_g630 + appendResult13_g630 ) + Parallaxe369 ) );
|
||||
float clampResult27_g629 = clamp( _Saturation , -1.0 , 100.0 );
|
||||
float3 desaturateInitialColor29_g629 = ( _Color * tex2DNode7_g629 ).rgb;
|
||||
float desaturateDot29_g629 = dot( desaturateInitialColor29_g629, float3( 0.299, 0.587, 0.114 ));
|
||||
float3 desaturateVar29_g629 = lerp( desaturateInitialColor29_g629, desaturateDot29_g629.xxx, -clampResult27_g629 );
|
||||
float4 temp_output_338_0 = CalculateContrast(_Brightness,float4( desaturateVar29_g629 , 0.0 ));
|
||||
float2 uv_DetailAlbedoMap = i.uv_texcoord * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
|
||||
float4 tex2DNode7_g612 = tex2D( _DetailAlbedoMap, uv_DetailAlbedoMap );
|
||||
float clampResult27_g612 = clamp( _DetailSaturation , -1.0 , 100.0 );
|
||||
float3 desaturateInitialColor29_g612 = ( _DetailColor * tex2DNode7_g612 ).rgb;
|
||||
float desaturateDot29_g612 = dot( desaturateInitialColor29_g612, float3( 0.299, 0.587, 0.114 ));
|
||||
float3 desaturateVar29_g612 = lerp( desaturateInitialColor29_g612, desaturateDot29_g612.xxx, -clampResult27_g612 );
|
||||
float4 AlbedoDetail153 = CalculateContrast(_DetailBrightness,float4( desaturateVar29_g612 , 0.0 ));
|
||||
float4 lerpResult343 = lerp( temp_output_338_0 , AlbedoDetail153 , Mask158);
|
||||
float4 blendOpSrc15_g642 = temp_output_338_0;
|
||||
float4 blendOpDest15_g642 = lerpResult343;
|
||||
float4 lerpBlendMode15_g642 = lerp(blendOpDest15_g642,(( blendOpDest15_g642 > 0.5 ) ? ( 1.0 - 2.0 * ( 1.0 - blendOpDest15_g642 ) * ( 1.0 - blendOpSrc15_g642 ) ) : ( 2.0 * blendOpDest15_g642 * blendOpSrc15_g642 ) ),Mask158.x);
|
||||
float4 Albedo26 = (( _VisualizeMask )?( Mask158 ):( (( _BlendmodeOverlay )?( ( saturate( lerpBlendMode15_g642 )) ):( lerpResult343 )) ));
|
||||
o.Albedo = Albedo26.rgb;
|
||||
float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
|
||||
float2 break26_g639 = uv_EmissionMap;
|
||||
float2 appendResult14_g639 = (float2(( break26_g639.x * GlobalTilingX11 ) , ( break26_g639.y * GlobalTilingY8 )));
|
||||
float2 appendResult13_g639 = (float2(( break26_g639.x + GlobalOffsetX10 ) , ( break26_g639.y + GlobalOffsetY9 )));
|
||||
float4 temp_output_248_0 = ( _EmissionColor * tex2D( _EmissionMap, ( ( appendResult14_g639 + appendResult13_g639 ) + Parallaxe369 ) ) * _EmissionIntensity );
|
||||
float4 temp_cast_21 = (0.0).xxxx;
|
||||
float4 lerpResult190 = lerp( temp_output_248_0 , temp_cast_21 , Mask158);
|
||||
float4 Emission110 = (( _UseEmissionFromMainProperties )?( temp_output_248_0 ):( lerpResult190 ));
|
||||
o.Emission = Emission110.rgb;
|
||||
float2 uv_SpecGlossMap = i.uv_texcoord * _SpecGlossMap_ST.xy + _SpecGlossMap_ST.zw;
|
||||
float2 break26_g641 = uv_SpecGlossMap;
|
||||
float2 appendResult14_g641 = (float2(( break26_g641.x * GlobalTilingX11 ) , ( break26_g641.y * GlobalTilingY8 )));
|
||||
float2 appendResult13_g641 = (float2(( break26_g641.x + GlobalOffsetX10 ) , ( break26_g641.y + GlobalOffsetY9 )));
|
||||
float4 tex2DNode3_g640 = tex2D( _SpecGlossMap, ( ( appendResult14_g641 + appendResult13_g641 ) + Parallaxe369 ) );
|
||||
float2 uv_DetailSpecGlossMap = i.uv_texcoord * _DetailSpecGlossMap_ST.xy + _DetailSpecGlossMap_ST.zw;
|
||||
float4 tex2DNode3_g633 = tex2D( _DetailSpecGlossMap, uv_DetailSpecGlossMap );
|
||||
float4 DetailMetallic176 = ( _DetailSpecularColor * tex2DNode3_g633 * _DetailSpecularIntensity );
|
||||
float4 lerpResult179 = lerp( ( _SpecularColor * tex2DNode3_g640 * _SpecularIntensity ) , DetailMetallic176 , Mask158);
|
||||
float4 Specular41 = lerpResult179;
|
||||
o.Specular = Specular41.rgb;
|
||||
float BaseColorAlpha46 = (( _InvertABaseColor )?( ( 1.0 - tex2DNode7_g629.a ) ):( tex2DNode7_g629.a ));
|
||||
#if defined(_SOURCE_SPECULARALPHA)
|
||||
float staticSwitch31_g640 = ( tex2DNode3_g640.a * _Glossiness );
|
||||
#elif defined(_SOURCE_BASECOLORALPHA)
|
||||
float staticSwitch31_g640 = ( _Glossiness * BaseColorAlpha46 );
|
||||
#else
|
||||
float staticSwitch31_g640 = ( tex2DNode3_g640.a * _Glossiness );
|
||||
#endif
|
||||
float DetailBaseColorAlpha170 = tex2DNode7_g612.a;
|
||||
#if defined(_DETAILSOURCE_SPECULARALPHA)
|
||||
float staticSwitch31_g633 = ( tex2DNode3_g633.a * _DetailGlossiness );
|
||||
#elif defined(_DETAILSOURCE_ALBEDOALPHA)
|
||||
float staticSwitch31_g633 = ( _DetailGlossiness * DetailBaseColorAlpha170 );
|
||||
#else
|
||||
float staticSwitch31_g633 = ( tex2DNode3_g633.a * _DetailGlossiness );
|
||||
#endif
|
||||
float DetailSmoothness175 = staticSwitch31_g633;
|
||||
float lerpResult182 = lerp( staticSwitch31_g640 , DetailSmoothness175 , Mask158.r);
|
||||
float Smoothness40 = lerpResult182;
|
||||
o.Smoothness = Smoothness40;
|
||||
float2 uv_OcclusionMap = i.uv_texcoord * _OcclusionMap_ST.xy + _OcclusionMap_ST.zw;
|
||||
float2 break26_g637 = uv_OcclusionMap;
|
||||
float2 appendResult14_g637 = (float2(( break26_g637.x * GlobalTilingX11 ) , ( break26_g637.y * GlobalTilingY8 )));
|
||||
float2 appendResult13_g637 = (float2(( break26_g637.x + GlobalOffsetX10 ) , ( break26_g637.y + GlobalOffsetY9 )));
|
||||
float blendOpSrc2_g636 = tex2D( _OcclusionMap, ( ( appendResult14_g637 + appendResult13_g637 ) + Parallaxe369 ) ).r;
|
||||
float blendOpDest2_g636 = ( 1.0 - _AoIntensity );
|
||||
float temp_output_247_0 = ( saturate( ( 1.0 - ( 1.0 - blendOpSrc2_g636 ) * ( 1.0 - blendOpDest2_g636 ) ) ));
|
||||
float lerpResult185 = lerp( temp_output_247_0 , 1.0 , Mask158.r);
|
||||
float AmbientOcclusion94 = (( _UseAoFromMainProperties )?( temp_output_247_0 ):( lerpResult185 ));
|
||||
o.Occlusion = AmbientOcclusion94;
|
||||
o.Alpha = 1;
|
||||
float2 uv_CutoutMap = i.uv_texcoord * _CutoutMap_ST.xy + _CutoutMap_ST.zw;
|
||||
float4 tex2DNode8_g643 = tex2D( _CutoutMap, uv_CutoutMap );
|
||||
float4 temp_cast_26 = (BaseColorAlpha46).xxxx;
|
||||
float4 temp_cast_27 = (BaseColorAlpha46).xxxx;
|
||||
float4 clampResult24_g643 = clamp( (( _InvertCutout )?( ( 1.0 - (( _UseBaseColorAlpha )?( temp_cast_27 ):( tex2DNode8_g643 )) ) ):( (( _UseBaseColorAlpha )?( temp_cast_26 ):( tex2DNode8_g643 )) )) , float4( 0,0,0,0 ) , float4( 1,0,0,0 ) );
|
||||
float4 Cutout352 = clampResult24_g643;
|
||||
clip( Cutout352.r - _Cutoff );
|
||||
}
|
||||
|
||||
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.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;
|
||||
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"
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 1f53b2e079258874d987bc2948630b78
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,377 @@
|
|||
Shader "Ciconia Studio/CS_Standard/Builtin/Standard (Specular setup)/Opaque"
|
||||
{
|
||||
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
|
||||
[Space(15)][Toggle]_EnableTriplanarProjection("Enable Triplanar Projection", Float) = 1
|
||||
[KeywordEnum(ObjectSpace,WorldSpace)] _TriplanarSpaceProjection("Space Projection", Float) = 0
|
||||
_TriplanarFalloff("Falloff", Float) = 20
|
||||
_TriplanarXYTilingXYZWOffsetXY("Triplanar --> XY(TilingXY) - ZW(OffsetXY) ", Vector) = (1,1,0,0)
|
||||
[Toggle]_InvertMask("Invert Mask", Float) = 0
|
||||
_DetailMask("Detail Mask", 2D) = "white" {}
|
||||
_IntensityMask("Intensity", Range( 0 , 1)) = 1
|
||||
[Space(15)]_ContrastDetailMap("Contrast", Float) = 0
|
||||
_SpreadDetailMap("Spread", Float) = 0
|
||||
[Space(35)][Header(Detail Properties)][Space(15)][Toggle]_BlendmodeOverlay("Blend mode Overlay", Float) = 0
|
||||
[Space(35)]_DetailColor("Color", Color) = (1,1,1,0)
|
||||
_DetailAlbedoMap("Base Color", 2D) = "white" {}
|
||||
_DetailSaturation("Saturation", Float) = 0
|
||||
_DetailBrightness("Brightness", Range( 1 , 8)) = 1
|
||||
[Space(35)][Toggle]_BlendMainNormal("Blend Main Normal", Float) = 0
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
_DetailNormalMap("Normal Map", 2D) = "bump" {}
|
||||
_DetailNormalMapScale("Scale", Float) = 0.3
|
||||
[Space(35)]_DetailSpecularColor("Specular Color", Color) = (1,1,1,0)
|
||||
_DetailSpecGlossMap("Specular Map -->(Smoothness A)", 2D) = "white" {}
|
||||
_DetailSpecularIntensity("Specular Intensity", Range( 0 , 2)) = 0.2
|
||||
_DetailGlossiness("Smoothness", Range( 0 , 2)) = 0.5
|
||||
[Space(10)][KeywordEnum(SpecularAlpha,AlbedoAlpha)] _DetailSource("Source", Float) = 0
|
||||
[Space(15)][Toggle]_UseAoFromMainProperties("Use Ao From Main Properties", Float) = 1
|
||||
[Toggle]_UseEmissionFromMainProperties("Use Emission From Main Properties", Float) = 1
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
|
||||
Cull[_Cull]
|
||||
ZWrite[_ZWrite]
|
||||
ZTest [_ZTest]
|
||||
CGINCLUDE
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityStandardUtils.cginc"
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#pragma target 3.0
|
||||
#pragma multi_compile_instancing
|
||||
#pragma shader_feature_local _TRIPLANARSPACEPROJECTION_OBJECTSPACE _TRIPLANARSPACEPROJECTION_WORLDSPACE
|
||||
#pragma shader_feature_local _SOURCE_SPECULARALPHA _SOURCE_BASECOLORALPHA
|
||||
#pragma shader_feature_local _DETAILSOURCE_SPECULARALPHA _DETAILSOURCE_ALBEDOALPHA
|
||||
#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;
|
||||
float3 worldPos;
|
||||
float3 worldNormal;
|
||||
};
|
||||
|
||||
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 _InvertMask;
|
||||
uniform float _EnableTriplanarProjection;
|
||||
uniform sampler2D _DetailMask;
|
||||
uniform float4 _TriplanarXYTilingXYZWOffsetXY;
|
||||
uniform float _SpreadDetailMap;
|
||||
uniform float _IntensityMask;
|
||||
uniform float _VisualizeMask;
|
||||
uniform float _BlendmodeOverlay;
|
||||
uniform float _Brightness;
|
||||
uniform float4 _Color;
|
||||
uniform sampler2D _MainTex;
|
||||
uniform float4 _MainTex_ST;
|
||||
uniform float _Saturation;
|
||||
uniform float _DetailBrightness;
|
||||
uniform float4 _DetailColor;
|
||||
uniform sampler2D _DetailAlbedoMap;
|
||||
uniform float4 _DetailAlbedoMap_ST;
|
||||
uniform float _DetailSaturation;
|
||||
uniform float _UseEmissionFromMainProperties;
|
||||
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 float4 _DetailSpecularColor;
|
||||
uniform sampler2D _DetailSpecGlossMap;
|
||||
uniform float4 _DetailSpecGlossMap_ST;
|
||||
uniform float _DetailSpecularIntensity;
|
||||
uniform float _Glossiness;
|
||||
uniform float _InvertABaseColor;
|
||||
uniform float _DetailGlossiness;
|
||||
uniform float _UseAoFromMainProperties;
|
||||
uniform sampler2D _OcclusionMap;
|
||||
uniform float4 _OcclusionMap_ST;
|
||||
uniform float _AoIntensity;
|
||||
|
||||
UNITY_INSTANCING_BUFFER_START(CiconiaStudioCS_StandardBuiltinStandardSpecularsetupOpaque)
|
||||
UNITY_DEFINE_INSTANCED_PROP(float, _TriplanarFalloff)
|
||||
#define _TriplanarFalloff_arr CiconiaStudioCS_StandardBuiltinStandardSpecularsetupOpaque
|
||||
UNITY_INSTANCING_BUFFER_END(CiconiaStudioCS_StandardBuiltinStandardSpecularsetupOpaque)
|
||||
|
||||
|
||||
inline float4 TriplanarSampling399( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
|
||||
{
|
||||
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
||||
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
|
||||
float3 nsign = sign( worldNormal );
|
||||
half4 xNorm; half4 yNorm; half4 zNorm;
|
||||
xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
|
||||
yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
|
||||
zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
|
||||
return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
|
||||
}
|
||||
|
||||
|
||||
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_g619 = uv_BumpMap;
|
||||
float GlobalTilingX11 = ( _GlobalXYTilingXYZWOffsetXY.x - 1.0 );
|
||||
float GlobalTilingY8 = ( _GlobalXYTilingXYZWOffsetXY.y - 1.0 );
|
||||
float2 appendResult14_g619 = (float2(( break26_g619.x * GlobalTilingX11 ) , ( break26_g619.y * GlobalTilingY8 )));
|
||||
float GlobalOffsetX10 = _GlobalXYTilingXYZWOffsetXY.z;
|
||||
float GlobalOffsetY9 = _GlobalXYTilingXYZWOffsetXY.w;
|
||||
float2 appendResult13_g619 = (float2(( break26_g619.x + GlobalOffsetX10 ) , ( break26_g619.y + GlobalOffsetY9 )));
|
||||
float2 uv_ParallaxMap = i.uv_texcoord * _ParallaxMap_ST.xy + _ParallaxMap_ST.zw;
|
||||
float2 break26_g496 = uv_ParallaxMap;
|
||||
float2 appendResult14_g496 = (float2(( break26_g496.x * GlobalTilingX11 ) , ( break26_g496.y * GlobalTilingY8 )));
|
||||
float2 appendResult13_g496 = (float2(( break26_g496.x + GlobalOffsetX10 ) , ( break26_g496.y + GlobalOffsetY9 )));
|
||||
float4 temp_cast_0 = (tex2D( _ParallaxMap, ( appendResult14_g496 + appendResult13_g496 ) ).g).xxxx;
|
||||
float2 paralaxOffset36_g495 = ParallaxOffset( temp_cast_0.x , _Parallax , i.viewDir );
|
||||
float2 switchResult47_g495 = (((i.ASEVFace>0)?(paralaxOffset36_g495):(0.0)));
|
||||
float2 Parallaxe359 = switchResult47_g495;
|
||||
float3 temp_output_245_0 = UnpackScaleNormal( tex2D( _BumpMap, ( ( appendResult14_g619 + appendResult13_g619 ) + Parallaxe359 ) ), _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 appendResult395 = (float2(_TriplanarXYTilingXYZWOffsetXY.x , _TriplanarXYTilingXYZWOffsetXY.y));
|
||||
float _TriplanarFalloff_Instance = UNITY_ACCESS_INSTANCED_PROP(_TriplanarFalloff_arr, _TriplanarFalloff);
|
||||
float3 ase_worldPos = i.worldPos;
|
||||
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
|
||||
float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) );
|
||||
float3 ase_vertexNormal = mul( unity_WorldToObject, float4( ase_worldNormal, 0 ) );
|
||||
#if defined(_TRIPLANARSPACEPROJECTION_OBJECTSPACE)
|
||||
float3 staticSwitch392 = ase_vertex3Pos;
|
||||
#elif defined(_TRIPLANARSPACEPROJECTION_WORLDSPACE)
|
||||
float3 staticSwitch392 = ase_worldPos;
|
||||
#else
|
||||
float3 staticSwitch392 = ase_vertex3Pos;
|
||||
#endif
|
||||
float2 appendResult391 = (float2(_TriplanarXYTilingXYZWOffsetXY.z , _TriplanarXYTilingXYZWOffsetXY.w));
|
||||
float4 triplanar399 = TriplanarSampling399( _DetailMask, ( staticSwitch392 + float3( appendResult391 , 0.0 ) ), ase_vertexNormal, _TriplanarFalloff_Instance, appendResult395, 1.0, 0 );
|
||||
float4 clampResult413 = clamp( ( CalculateContrast(( _ContrastDetailMap + 1.0 ),(( _InvertMask )?( ( 1.0 - (( _EnableTriplanarProjection )?( triplanar399 ):( tex2D( _DetailMask, i.uv_texcoord ) )) ) ):( (( _EnableTriplanarProjection )?( triplanar399 ):( tex2D( _DetailMask, i.uv_texcoord ) )) ))) + -_SpreadDetailMap ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
|
||||
float MaskIntensity411 = _IntensityMask;
|
||||
float4 Mask158 = (( _EnableDetailMask )?( ( clampResult413 * MaskIntensity411 ) ):( temp_cast_2 ));
|
||||
float3 lerpResult137 = lerp( temp_output_245_0 , NormalDetail155 , Mask158.rgb);
|
||||
float3 lerpResult205 = lerp( temp_output_245_0 , BlendNormals( temp_output_245_0 , NormalDetail155 ) , Mask158.rgb);
|
||||
float3 Normal27 = (( _BlendMainNormal )?( lerpResult205 ):( lerpResult137 ));
|
||||
o.Normal = Normal27;
|
||||
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float2 break26_g616 = uv_MainTex;
|
||||
float2 appendResult14_g616 = (float2(( break26_g616.x * GlobalTilingX11 ) , ( break26_g616.y * GlobalTilingY8 )));
|
||||
float2 appendResult13_g616 = (float2(( break26_g616.x + GlobalOffsetX10 ) , ( break26_g616.y + GlobalOffsetY9 )));
|
||||
float4 tex2DNode7_g615 = tex2D( _MainTex, ( ( appendResult14_g616 + appendResult13_g616 ) + Parallaxe359 ) );
|
||||
float clampResult27_g615 = clamp( _Saturation , -1.0 , 100.0 );
|
||||
float3 desaturateInitialColor29_g615 = ( _Color * tex2DNode7_g615 ).rgb;
|
||||
float desaturateDot29_g615 = dot( desaturateInitialColor29_g615, float3( 0.299, 0.587, 0.114 ));
|
||||
float3 desaturateVar29_g615 = lerp( desaturateInitialColor29_g615, desaturateDot29_g615.xxx, -clampResult27_g615 );
|
||||
float4 temp_output_372_0 = CalculateContrast(_Brightness,float4( desaturateVar29_g615 , 0.0 ));
|
||||
float2 uv_DetailAlbedoMap = i.uv_texcoord * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
|
||||
float4 tex2DNode7_g613 = tex2D( _DetailAlbedoMap, uv_DetailAlbedoMap );
|
||||
float clampResult27_g613 = clamp( _DetailSaturation , -1.0 , 100.0 );
|
||||
float3 desaturateInitialColor29_g613 = ( _DetailColor * tex2DNode7_g613 ).rgb;
|
||||
float desaturateDot29_g613 = dot( desaturateInitialColor29_g613, float3( 0.299, 0.587, 0.114 ));
|
||||
float3 desaturateVar29_g613 = lerp( desaturateInitialColor29_g613, desaturateDot29_g613.xxx, -clampResult27_g613 );
|
||||
float4 AlbedoDetail153 = CalculateContrast(_DetailBrightness,float4( desaturateVar29_g613 , 0.0 ));
|
||||
float4 lerpResult343 = lerp( temp_output_372_0 , AlbedoDetail153 , Mask158);
|
||||
float4 blendOpSrc15_g626 = temp_output_372_0;
|
||||
float4 blendOpDest15_g626 = lerpResult343;
|
||||
float4 lerpBlendMode15_g626 = lerp(blendOpDest15_g626,(( blendOpDest15_g626 > 0.5 ) ? ( 1.0 - 2.0 * ( 1.0 - blendOpDest15_g626 ) * ( 1.0 - blendOpSrc15_g626 ) ) : ( 2.0 * blendOpDest15_g626 * blendOpSrc15_g626 ) ),Mask158.x);
|
||||
float4 Albedo26 = (( _VisualizeMask )?( Mask158 ):( (( _BlendmodeOverlay )?( ( saturate( lerpBlendMode15_g626 )) ):( lerpResult343 )) ));
|
||||
o.Albedo = Albedo26.rgb;
|
||||
float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
|
||||
float2 break26_g625 = uv_EmissionMap;
|
||||
float2 appendResult14_g625 = (float2(( break26_g625.x * GlobalTilingX11 ) , ( break26_g625.y * GlobalTilingY8 )));
|
||||
float2 appendResult13_g625 = (float2(( break26_g625.x + GlobalOffsetX10 ) , ( break26_g625.y + GlobalOffsetY9 )));
|
||||
float4 temp_output_248_0 = ( _EmissionColor * tex2D( _EmissionMap, ( ( appendResult14_g625 + appendResult13_g625 ) + Parallaxe359 ) ) * _EmissionIntensity );
|
||||
float4 temp_cast_21 = (0.0).xxxx;
|
||||
float4 lerpResult190 = lerp( temp_output_248_0 , temp_cast_21 , Mask158);
|
||||
float4 Emission110 = (( _UseEmissionFromMainProperties )?( temp_output_248_0 ):( lerpResult190 ));
|
||||
o.Emission = Emission110.rgb;
|
||||
float2 uv_SpecGlossMap = i.uv_texcoord * _SpecGlossMap_ST.xy + _SpecGlossMap_ST.zw;
|
||||
float2 break26_g628 = uv_SpecGlossMap;
|
||||
float2 appendResult14_g628 = (float2(( break26_g628.x * GlobalTilingX11 ) , ( break26_g628.y * GlobalTilingY8 )));
|
||||
float2 appendResult13_g628 = (float2(( break26_g628.x + GlobalOffsetX10 ) , ( break26_g628.y + GlobalOffsetY9 )));
|
||||
float4 tex2DNode3_g627 = tex2D( _SpecGlossMap, ( ( appendResult14_g628 + appendResult13_g628 ) + Parallaxe359 ) );
|
||||
float2 uv_DetailSpecGlossMap = i.uv_texcoord * _DetailSpecGlossMap_ST.xy + _DetailSpecGlossMap_ST.zw;
|
||||
float4 tex2DNode3_g620 = tex2D( _DetailSpecGlossMap, uv_DetailSpecGlossMap );
|
||||
float4 DetailMetallic176 = ( _DetailSpecularColor * tex2DNode3_g620 * _DetailSpecularIntensity );
|
||||
float4 lerpResult179 = lerp( ( _SpecularColor * tex2DNode3_g627 * _SpecularIntensity ) , DetailMetallic176 , Mask158);
|
||||
float4 Specular41 = lerpResult179;
|
||||
o.Specular = Specular41.rgb;
|
||||
float BaseColorAlpha46 = (( _InvertABaseColor )?( ( 1.0 - tex2DNode7_g615.a ) ):( tex2DNode7_g615.a ));
|
||||
#if defined(_SOURCE_SPECULARALPHA)
|
||||
float staticSwitch31_g627 = ( tex2DNode3_g627.a * _Glossiness );
|
||||
#elif defined(_SOURCE_BASECOLORALPHA)
|
||||
float staticSwitch31_g627 = ( _Glossiness * BaseColorAlpha46 );
|
||||
#else
|
||||
float staticSwitch31_g627 = ( tex2DNode3_g627.a * _Glossiness );
|
||||
#endif
|
||||
float DetailBaseColorAlpha170 = tex2DNode7_g613.a;
|
||||
#if defined(_DETAILSOURCE_SPECULARALPHA)
|
||||
float staticSwitch31_g620 = ( tex2DNode3_g620.a * _DetailGlossiness );
|
||||
#elif defined(_DETAILSOURCE_ALBEDOALPHA)
|
||||
float staticSwitch31_g620 = ( _DetailGlossiness * DetailBaseColorAlpha170 );
|
||||
#else
|
||||
float staticSwitch31_g620 = ( tex2DNode3_g620.a * _DetailGlossiness );
|
||||
#endif
|
||||
float DetailSmoothness175 = staticSwitch31_g620;
|
||||
float lerpResult182 = lerp( staticSwitch31_g627 , DetailSmoothness175 , Mask158.r);
|
||||
float Smoothness40 = lerpResult182;
|
||||
o.Smoothness = Smoothness40;
|
||||
float2 uv_OcclusionMap = i.uv_texcoord * _OcclusionMap_ST.xy + _OcclusionMap_ST.zw;
|
||||
float2 break26_g623 = uv_OcclusionMap;
|
||||
float2 appendResult14_g623 = (float2(( break26_g623.x * GlobalTilingX11 ) , ( break26_g623.y * GlobalTilingY8 )));
|
||||
float2 appendResult13_g623 = (float2(( break26_g623.x + GlobalOffsetX10 ) , ( break26_g623.y + GlobalOffsetY9 )));
|
||||
float blendOpSrc2_g622 = tex2D( _OcclusionMap, ( ( appendResult14_g623 + appendResult13_g623 ) + Parallaxe359 ) ).r;
|
||||
float blendOpDest2_g622 = ( 1.0 - _AoIntensity );
|
||||
float temp_output_369_0 = ( saturate( ( 1.0 - ( 1.0 - blendOpSrc2_g622 ) * ( 1.0 - blendOpDest2_g622 ) ) ));
|
||||
float lerpResult185 = lerp( temp_output_369_0 , 1.0 , Mask158.r);
|
||||
float AmbientOcclusion94 = (( _UseAoFromMainProperties )?( temp_output_369_0 ):( lerpResult185 ));
|
||||
o.Occlusion = AmbientOcclusion94;
|
||||
o.Alpha = 1;
|
||||
}
|
||||
|
||||
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.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;
|
||||
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"
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 63a90426d42b698448966291201d6716
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,399 @@
|
|||
Shader "Ciconia Studio/CS_Standard/Builtin/Standard (Specular setup)/Transparent"
|
||||
{
|
||||
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
|
||||
[Space(15)][Toggle]_EnableTriplanarProjection("Enable Triplanar Projection", Float) = 1
|
||||
[KeywordEnum(ObjectSpace,WorldSpace)] _TriplanarSpaceProjection("Space Projection", Float) = 0
|
||||
_TriplanarFalloff("Falloff", Float) = 20
|
||||
_TriplanarXYTilingXYZWOffsetXY("Triplanar --> XY(TilingXY) - ZW(OffsetXY) ", Vector) = (1,1,0,0)
|
||||
[Toggle]_InvertMask("Invert Mask", Float) = 0
|
||||
_DetailMask("Detail Mask", 2D) = "white" {}
|
||||
_IntensityMask("Intensity", Range( 0 , 1)) = 1
|
||||
[Space(15)]_ContrastDetailMap("Contrast", Float) = 0
|
||||
_SpreadDetailMap("Spread", Float) = 0
|
||||
[Space(35)][Header(Detail Properties)][Space(15)][Toggle]_BlendmodeOverlay("Blend mode Overlay", Float) = 0
|
||||
[Space(35)]_DetailColor("Color", Color) = (1,1,1,0)
|
||||
_DetailAlbedoMap("Base Color", 2D) = "white" {}
|
||||
_DetailSaturation("Saturation", Float) = 0
|
||||
_DetailBrightness("Brightness", Range( 1 , 8)) = 1
|
||||
[Space(35)][Toggle]_BlendMainNormal("Blend Main Normal", Float) = 0
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
_DetailNormalMap("Normal Map", 2D) = "bump" {}
|
||||
_DetailNormalMapScale("Scale", Float) = 0.3
|
||||
[Space(35)]_DetailSpecularColor("Specular Color", Color) = (1,1,1,0)
|
||||
_DetailSpecGlossMap("Specular Map -->(Smoothness A)", 2D) = "white" {}
|
||||
_DetailSpecularIntensity("Specular Intensity", Range( 0 , 2)) = 0.2
|
||||
_DetailGlossiness("Smoothness", Range( 0 , 2)) = 0.5
|
||||
[Space(10)][KeywordEnum(SpecularAlpha,AlbedoAlpha)] _DetailSource("Source", Float) = 0
|
||||
[Space(15)][Toggle]_UseAoFromMainProperties("Use Ao From Main Properties", Float) = 1
|
||||
[Toggle]_UseEmissionFromMainProperties("Use Emission From Main Properties", Float) = 1
|
||||
[Space(35)][Header(Transparent Properties)][Space(15)][Toggle]_InvertTransparent("Invert ", Float) = 0
|
||||
[Toggle]_UseBaseColorAlpha("Use BaseColor Alpha", Float) = 0
|
||||
_TransparentMask("Transparent Mask", 2D) = "white" {}
|
||||
_IntensityTransparentMap("Opacity", Range( 0 , 1)) = 0
|
||||
[Space(15)]_ContrastTransparentMap("Contrast", Float) = 0
|
||||
_SpreadTransparentMap("Spread", Float) = 0
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
|
||||
Cull[_Cull]
|
||||
ZWrite[_ZWrite]
|
||||
ZTest [_ZTest]
|
||||
CGINCLUDE
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityStandardUtils.cginc"
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#pragma target 3.0
|
||||
#pragma multi_compile_instancing
|
||||
#pragma shader_feature_local _TRIPLANARSPACEPROJECTION_OBJECTSPACE _TRIPLANARSPACEPROJECTION_WORLDSPACE
|
||||
#pragma shader_feature_local _SOURCE_SPECULARALPHA _SOURCE_BASECOLORALPHA
|
||||
#pragma shader_feature_local _DETAILSOURCE_SPECULARALPHA _DETAILSOURCE_ALBEDOALPHA
|
||||
#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;
|
||||
float3 worldPos;
|
||||
float3 worldNormal;
|
||||
};
|
||||
|
||||
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 _InvertMask;
|
||||
uniform float _EnableTriplanarProjection;
|
||||
uniform sampler2D _DetailMask;
|
||||
uniform float4 _TriplanarXYTilingXYZWOffsetXY;
|
||||
uniform float _SpreadDetailMap;
|
||||
uniform float _IntensityMask;
|
||||
uniform float _VisualizeMask;
|
||||
uniform float _BlendmodeOverlay;
|
||||
uniform float _Brightness;
|
||||
uniform float4 _Color;
|
||||
uniform sampler2D _MainTex;
|
||||
uniform float4 _MainTex_ST;
|
||||
uniform float _Saturation;
|
||||
uniform float _DetailBrightness;
|
||||
uniform float4 _DetailColor;
|
||||
uniform sampler2D _DetailAlbedoMap;
|
||||
uniform float4 _DetailAlbedoMap_ST;
|
||||
uniform float _DetailSaturation;
|
||||
uniform float _UseEmissionFromMainProperties;
|
||||
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 float4 _DetailSpecularColor;
|
||||
uniform sampler2D _DetailSpecGlossMap;
|
||||
uniform float4 _DetailSpecGlossMap_ST;
|
||||
uniform float _DetailSpecularIntensity;
|
||||
uniform float _Glossiness;
|
||||
uniform float _InvertABaseColor;
|
||||
uniform float _DetailGlossiness;
|
||||
uniform float _UseAoFromMainProperties;
|
||||
uniform sampler2D _OcclusionMap;
|
||||
uniform float4 _OcclusionMap_ST;
|
||||
uniform float _AoIntensity;
|
||||
uniform float _ContrastTransparentMap;
|
||||
uniform float _InvertTransparent;
|
||||
uniform float _UseBaseColorAlpha;
|
||||
uniform sampler2D _TransparentMask;
|
||||
uniform float4 _TransparentMask_ST;
|
||||
uniform float _SpreadTransparentMap;
|
||||
uniform float _IntensityTransparentMap;
|
||||
|
||||
UNITY_INSTANCING_BUFFER_START(CiconiaStudioCS_StandardBuiltinStandardSpecularsetupTransparent)
|
||||
UNITY_DEFINE_INSTANCED_PROP(float, _TriplanarFalloff)
|
||||
#define _TriplanarFalloff_arr CiconiaStudioCS_StandardBuiltinStandardSpecularsetupTransparent
|
||||
UNITY_INSTANCING_BUFFER_END(CiconiaStudioCS_StandardBuiltinStandardSpecularsetupTransparent)
|
||||
|
||||
|
||||
inline float4 TriplanarSampling393( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
|
||||
{
|
||||
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
||||
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
|
||||
float3 nsign = sign( worldNormal );
|
||||
half4 xNorm; half4 yNorm; half4 zNorm;
|
||||
xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
|
||||
yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
|
||||
zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
|
||||
return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
|
||||
}
|
||||
|
||||
|
||||
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_g619 = uv_BumpMap;
|
||||
float GlobalTilingX11 = ( _GlobalXYTilingXYZWOffsetXY.x - 1.0 );
|
||||
float GlobalTilingY8 = ( _GlobalXYTilingXYZWOffsetXY.y - 1.0 );
|
||||
float2 appendResult14_g619 = (float2(( break26_g619.x * GlobalTilingX11 ) , ( break26_g619.y * GlobalTilingY8 )));
|
||||
float GlobalOffsetX10 = _GlobalXYTilingXYZWOffsetXY.z;
|
||||
float GlobalOffsetY9 = _GlobalXYTilingXYZWOffsetXY.w;
|
||||
float2 appendResult13_g619 = (float2(( break26_g619.x + GlobalOffsetX10 ) , ( break26_g619.y + GlobalOffsetY9 )));
|
||||
float2 uv_ParallaxMap = i.uv_texcoord * _ParallaxMap_ST.xy + _ParallaxMap_ST.zw;
|
||||
float2 break26_g467 = uv_ParallaxMap;
|
||||
float2 appendResult14_g467 = (float2(( break26_g467.x * GlobalTilingX11 ) , ( break26_g467.y * GlobalTilingY8 )));
|
||||
float2 appendResult13_g467 = (float2(( break26_g467.x + GlobalOffsetX10 ) , ( break26_g467.y + GlobalOffsetY9 )));
|
||||
float4 temp_cast_0 = (tex2D( _ParallaxMap, ( appendResult14_g467 + appendResult13_g467 ) ).g).xxxx;
|
||||
float2 paralaxOffset36_g466 = ParallaxOffset( temp_cast_0.x , _Parallax , i.viewDir );
|
||||
float2 switchResult47_g466 = (((i.ASEVFace>0)?(paralaxOffset36_g466):(0.0)));
|
||||
float2 Parallaxe368 = switchResult47_g466;
|
||||
float3 temp_output_245_0 = UnpackScaleNormal( tex2D( _BumpMap, ( ( appendResult14_g619 + appendResult13_g619 ) + Parallaxe368 ) ), _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 appendResult389 = (float2(_TriplanarXYTilingXYZWOffsetXY.x , _TriplanarXYTilingXYZWOffsetXY.y));
|
||||
float _TriplanarFalloff_Instance = UNITY_ACCESS_INSTANCED_PROP(_TriplanarFalloff_arr, _TriplanarFalloff);
|
||||
float3 ase_worldPos = i.worldPos;
|
||||
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
|
||||
float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) );
|
||||
float3 ase_vertexNormal = mul( unity_WorldToObject, float4( ase_worldNormal, 0 ) );
|
||||
#if defined(_TRIPLANARSPACEPROJECTION_OBJECTSPACE)
|
||||
float3 staticSwitch386 = ase_vertex3Pos;
|
||||
#elif defined(_TRIPLANARSPACEPROJECTION_WORLDSPACE)
|
||||
float3 staticSwitch386 = ase_worldPos;
|
||||
#else
|
||||
float3 staticSwitch386 = ase_vertex3Pos;
|
||||
#endif
|
||||
float2 appendResult385 = (float2(_TriplanarXYTilingXYZWOffsetXY.z , _TriplanarXYTilingXYZWOffsetXY.w));
|
||||
float4 triplanar393 = TriplanarSampling393( _DetailMask, ( staticSwitch386 + float3( appendResult385 , 0.0 ) ), ase_vertexNormal, _TriplanarFalloff_Instance, appendResult389, 1.0, 0 );
|
||||
float4 clampResult407 = clamp( ( CalculateContrast(( _ContrastDetailMap + 1.0 ),(( _InvertMask )?( ( 1.0 - (( _EnableTriplanarProjection )?( triplanar393 ):( tex2D( _DetailMask, i.uv_texcoord ) )) ) ):( (( _EnableTriplanarProjection )?( triplanar393 ):( tex2D( _DetailMask, i.uv_texcoord ) )) ))) + -_SpreadDetailMap ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
|
||||
float MaskIntensity405 = _IntensityMask;
|
||||
float4 Mask158 = (( _EnableDetailMask )?( ( clampResult407 * MaskIntensity405 ) ):( temp_cast_2 ));
|
||||
float3 lerpResult137 = lerp( temp_output_245_0 , NormalDetail155 , Mask158.rgb);
|
||||
float3 lerpResult205 = lerp( temp_output_245_0 , BlendNormals( temp_output_245_0 , NormalDetail155 ) , Mask158.rgb);
|
||||
float3 Normal27 = (( _BlendMainNormal )?( lerpResult205 ):( lerpResult137 ));
|
||||
o.Normal = Normal27;
|
||||
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float2 break26_g614 = uv_MainTex;
|
||||
float2 appendResult14_g614 = (float2(( break26_g614.x * GlobalTilingX11 ) , ( break26_g614.y * GlobalTilingY8 )));
|
||||
float2 appendResult13_g614 = (float2(( break26_g614.x + GlobalOffsetX10 ) , ( break26_g614.y + GlobalOffsetY9 )));
|
||||
float4 tex2DNode7_g613 = tex2D( _MainTex, ( ( appendResult14_g614 + appendResult13_g614 ) + Parallaxe368 ) );
|
||||
float clampResult27_g613 = clamp( _Saturation , -1.0 , 100.0 );
|
||||
float3 desaturateInitialColor29_g613 = ( _Color * tex2DNode7_g613 ).rgb;
|
||||
float desaturateDot29_g613 = dot( desaturateInitialColor29_g613, float3( 0.299, 0.587, 0.114 ));
|
||||
float3 desaturateVar29_g613 = lerp( desaturateInitialColor29_g613, desaturateDot29_g613.xxx, -clampResult27_g613 );
|
||||
float4 temp_output_338_0 = CalculateContrast(_Brightness,float4( desaturateVar29_g613 , 0.0 ));
|
||||
float2 uv_DetailAlbedoMap = i.uv_texcoord * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
|
||||
float4 tex2DNode7_g468 = tex2D( _DetailAlbedoMap, uv_DetailAlbedoMap );
|
||||
float clampResult27_g468 = clamp( _DetailSaturation , -1.0 , 100.0 );
|
||||
float3 desaturateInitialColor29_g468 = ( _DetailColor * tex2DNode7_g468 ).rgb;
|
||||
float desaturateDot29_g468 = dot( desaturateInitialColor29_g468, float3( 0.299, 0.587, 0.114 ));
|
||||
float3 desaturateVar29_g468 = lerp( desaturateInitialColor29_g468, desaturateDot29_g468.xxx, -clampResult27_g468 );
|
||||
float4 AlbedoDetail153 = CalculateContrast(_DetailBrightness,float4( desaturateVar29_g468 , 0.0 ));
|
||||
float4 lerpResult343 = lerp( temp_output_338_0 , AlbedoDetail153 , Mask158);
|
||||
float4 blendOpSrc15_g624 = temp_output_338_0;
|
||||
float4 blendOpDest15_g624 = lerpResult343;
|
||||
float4 lerpBlendMode15_g624 = lerp(blendOpDest15_g624,(( blendOpDest15_g624 > 0.5 ) ? ( 1.0 - 2.0 * ( 1.0 - blendOpDest15_g624 ) * ( 1.0 - blendOpSrc15_g624 ) ) : ( 2.0 * blendOpDest15_g624 * blendOpSrc15_g624 ) ),Mask158.x);
|
||||
float4 Albedo26 = (( _VisualizeMask )?( Mask158 ):( (( _BlendmodeOverlay )?( ( saturate( lerpBlendMode15_g624 )) ):( lerpResult343 )) ));
|
||||
o.Albedo = Albedo26.rgb;
|
||||
float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
|
||||
float2 break26_g623 = uv_EmissionMap;
|
||||
float2 appendResult14_g623 = (float2(( break26_g623.x * GlobalTilingX11 ) , ( break26_g623.y * GlobalTilingY8 )));
|
||||
float2 appendResult13_g623 = (float2(( break26_g623.x + GlobalOffsetX10 ) , ( break26_g623.y + GlobalOffsetY9 )));
|
||||
float4 temp_output_248_0 = ( _EmissionColor * tex2D( _EmissionMap, ( ( appendResult14_g623 + appendResult13_g623 ) + Parallaxe368 ) ) * _EmissionIntensity );
|
||||
float4 temp_cast_21 = (0.0).xxxx;
|
||||
float4 lerpResult190 = lerp( temp_output_248_0 , temp_cast_21 , Mask158);
|
||||
float4 Emission110 = (( _UseEmissionFromMainProperties )?( temp_output_248_0 ):( lerpResult190 ));
|
||||
o.Emission = Emission110.rgb;
|
||||
float2 uv_SpecGlossMap = i.uv_texcoord * _SpecGlossMap_ST.xy + _SpecGlossMap_ST.zw;
|
||||
float2 break26_g626 = uv_SpecGlossMap;
|
||||
float2 appendResult14_g626 = (float2(( break26_g626.x * GlobalTilingX11 ) , ( break26_g626.y * GlobalTilingY8 )));
|
||||
float2 appendResult13_g626 = (float2(( break26_g626.x + GlobalOffsetX10 ) , ( break26_g626.y + GlobalOffsetY9 )));
|
||||
float4 tex2DNode3_g625 = tex2D( _SpecGlossMap, ( ( appendResult14_g626 + appendResult13_g626 ) + Parallaxe368 ) );
|
||||
float2 uv_DetailSpecGlossMap = i.uv_texcoord * _DetailSpecGlossMap_ST.xy + _DetailSpecGlossMap_ST.zw;
|
||||
float4 tex2DNode3_g617 = tex2D( _DetailSpecGlossMap, uv_DetailSpecGlossMap );
|
||||
float4 DetailMetallic176 = ( _DetailSpecularColor * tex2DNode3_g617 * _DetailSpecularIntensity );
|
||||
float4 lerpResult179 = lerp( ( _SpecularColor * tex2DNode3_g625 * _SpecularIntensity ) , DetailMetallic176 , Mask158);
|
||||
float4 Specular41 = lerpResult179;
|
||||
o.Specular = Specular41.rgb;
|
||||
float BaseColorAlpha46 = (( _InvertABaseColor )?( ( 1.0 - tex2DNode7_g613.a ) ):( tex2DNode7_g613.a ));
|
||||
#if defined(_SOURCE_SPECULARALPHA)
|
||||
float staticSwitch31_g625 = ( tex2DNode3_g625.a * _Glossiness );
|
||||
#elif defined(_SOURCE_BASECOLORALPHA)
|
||||
float staticSwitch31_g625 = ( _Glossiness * BaseColorAlpha46 );
|
||||
#else
|
||||
float staticSwitch31_g625 = ( tex2DNode3_g625.a * _Glossiness );
|
||||
#endif
|
||||
float DetailBaseColorAlpha170 = tex2DNode7_g468.a;
|
||||
#if defined(_DETAILSOURCE_SPECULARALPHA)
|
||||
float staticSwitch31_g617 = ( tex2DNode3_g617.a * _DetailGlossiness );
|
||||
#elif defined(_DETAILSOURCE_ALBEDOALPHA)
|
||||
float staticSwitch31_g617 = ( _DetailGlossiness * DetailBaseColorAlpha170 );
|
||||
#else
|
||||
float staticSwitch31_g617 = ( tex2DNode3_g617.a * _DetailGlossiness );
|
||||
#endif
|
||||
float DetailSmoothness175 = staticSwitch31_g617;
|
||||
float lerpResult182 = lerp( staticSwitch31_g625 , DetailSmoothness175 , Mask158.r);
|
||||
float Smoothness40 = lerpResult182;
|
||||
o.Smoothness = Smoothness40;
|
||||
float2 uv_OcclusionMap = i.uv_texcoord * _OcclusionMap_ST.xy + _OcclusionMap_ST.zw;
|
||||
float2 break26_g621 = uv_OcclusionMap;
|
||||
float2 appendResult14_g621 = (float2(( break26_g621.x * GlobalTilingX11 ) , ( break26_g621.y * GlobalTilingY8 )));
|
||||
float2 appendResult13_g621 = (float2(( break26_g621.x + GlobalOffsetX10 ) , ( break26_g621.y + GlobalOffsetY9 )));
|
||||
float blendOpSrc2_g620 = tex2D( _OcclusionMap, ( ( appendResult14_g621 + appendResult13_g621 ) + Parallaxe368 ) ).r;
|
||||
float blendOpDest2_g620 = ( 1.0 - _AoIntensity );
|
||||
float temp_output_247_0 = ( saturate( ( 1.0 - ( 1.0 - blendOpSrc2_g620 ) * ( 1.0 - blendOpDest2_g620 ) ) ));
|
||||
float lerpResult185 = lerp( temp_output_247_0 , 1.0 , Mask158.r);
|
||||
float AmbientOcclusion94 = (( _UseAoFromMainProperties )?( temp_output_247_0 ):( lerpResult185 ));
|
||||
o.Occlusion = AmbientOcclusion94;
|
||||
float2 uv_TransparentMask = i.uv_texcoord * _TransparentMask_ST.xy + _TransparentMask_ST.zw;
|
||||
float4 tex2DNode8_g627 = tex2D( _TransparentMask, uv_TransparentMask );
|
||||
float4 temp_cast_26 = (BaseColorAlpha46).xxxx;
|
||||
float4 temp_cast_27 = (BaseColorAlpha46).xxxx;
|
||||
float4 clampResult24_g627 = clamp( ( CalculateContrast(( _ContrastTransparentMap + 1.0 ),(( _InvertTransparent )?( ( 1.0 - (( _UseBaseColorAlpha )?( temp_cast_27 ):( tex2DNode8_g627 )) ) ):( (( _UseBaseColorAlpha )?( temp_cast_26 ):( tex2DNode8_g627 )) ))) + -_SpreadTransparentMap ) , float4( 0,0,0,0 ) , float4( 1,0,0,0 ) );
|
||||
float4 Transparent358 = ( clampResult24_g627 * ( 1.0 - _IntensityTransparentMap ) );
|
||||
o.Alpha = Transparent358.r;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
CGPROGRAM
|
||||
#pragma surface surf StandardSpecular alpha:fade 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"
|
||||
sampler3D _DitherMaskLOD;
|
||||
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 )
|
||||
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