666 lines
49 KiB
Plaintext
666 lines
49 KiB
Plaintext
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// Shader created with Shader Forge v1.38
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// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
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// Note: Manually altering this data may prevent you from opening it in Shader Forge
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/*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:3,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:True,hqlp:False,rprd:True,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:2865,x:33846,y:32605,varname:node_2865,prsc:2|diff-785-OUT,spec-358-OUT,gloss-1813-OUT,normal-4897-OUT,transm-9159-OUT,lwrap-7287-OUT,alpha-7690-OUT,refract-6770-OUT,voffset-882-OUT;n:type:ShaderForge.SFN_Color,id:6665,x:31990,y:32506,ptovrint:False,ptlb:Color,ptin:_Color,varname:_Color,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5019608,c2:0.5019608,c3:0.5019608,c4:1;n:type:ShaderForge.SFN_Tex2d,id:7736,x:31399,y:33150,varname:_MainTex,prsc:2,tex:1cde0429c7ccad94b94baf2b6fa80bb4,ntxv:0,isnm:False|UVIN-5564-UVOUT,TEX-6817-TEX;n:type:ShaderForge.SFN_Slider,id:358,x:32730,y:32688,ptovrint:False,ptlb:Metallic,ptin:_Metallic,varname:node_358,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Slider,id:1813,x:32730,y:32790,ptovrint:False,ptlb:Gloss,ptin:_Gloss,varname:_Metallic_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.8,max:1;n:type:ShaderForge.SFN_Panner,id:5564,x:31270,y:32683,varname:node_5564,prsc:2,spu:-0.08,spv:0.3|UVIN-3461-UVOUT;n:type:ShaderForge.SFN_Tex2dAsset,id:99,x:31274,y:32390,ptovrint:False,ptlb:Noise,ptin:_Noise,varname:node_99,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:0dbeceaaed7301a4a8bd2a5bb1b31c01,ntxv:3,isnm:True;n:type:ShaderForge.SFN_TexCoord,id:3461,x:30798,y:32538,varname:node_3461,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Tex2d,id:4526,x:31480,y:32693,varname:node_4526,prsc:2,tex:0dbeceaaed7301a4a8bd2a5bb1b31c01,ntxv:0,isnm:False|UVIN-5564-UVOUT,TEX-99-TEX;n:type:ShaderForge.SFN_NormalBlend,id:7061,x:31720,y:32623,varname:node_7061,prsc:2|BSE-6839-RGB,DTL-4526-RGB;n:type:ShaderForge.SFN_NormalBlend,id:4897,x:32020,y:32759,varname:node_4897,prsc:2|BSE-1074-OUT,DTL-9197-OUT;n:type:ShaderForge.SFN_Panner,id:6632,x:31274,y:32550,varname:node_6632,prsc:2,spu:0,spv:0.1|UVIN-5514-OUT;n:type:ShaderForge.SFN_Panner,id:6605,x:31270,y:32835,varname:node_6605,prsc:2,spu:0.08,spv:0.4|UVIN-56-OUT;n:type:ShaderForge.SFN_Vector1,id:7246,x:30940,y:32914,varname:node_7246,prsc:2,v1:1.5;n:type:ShaderForge.SFN_Vector1,id:1580,x:31103,y:32518,varname:node_1580,prsc:2,v1:0.4;n:type:ShaderForge.SFN_Multiply,id:5514,x:31103,y:32577,varname:node_5514,prsc:2|A-3461-UVOUT,B-1580-OUT;n:type:ShaderForge.SFN_Tex2d,id:6839,x:31480,y:32560,varname:node_6839,prsc:2,tex:0dbeceaaed7301a4a8bd2a5bb1b31c01,ntxv:0,isnm:False|UVIN-6632-UVOUT,TEX-99-TEX;n:type:ShaderForge.SFN_Tex2d,id:8012,x:31491,y:32835,varname:node_8012,prsc:2,tex:0dbeceaaed7301a4a8bd2a5bb1b31c01,ntxv:0,isnm:False|UVIN-6605-UVOUT,TEX-99-TEX;n:type:ShaderForge.SFN_Multiply,id:56,x:31079,y:32845,varname:node_56,prsc:2|A-3461-UVOUT,B-7246-OUT;n:type:ShaderForge.SFN_NormalVector,id:2843,x:32023,y:33254,prsc:2,pt:False;n:type:ShaderForge.SFN_Tex2dAsset,id:6817,x:31181,y:33037,ptovrint:False,ptlb:Noise Base,ptin:_NoiseBase,varname:node_6817,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:1cde0429c7ccad94b94baf2b6fa80bb4,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:882,x:32177,y:33238,varname:node_882,prsc:2|A-2843-OUT,B-7269-OUT;n:type:ShaderForge.SFN_Multiply,id:7269,x:31902,y:33179,varname:node_7269,prsc:2|A-2956-OUT,B-6346-OUT;n:type:ShaderForge.SFN_Slider,id:2956,x:31596,y:33545,ptovrint:False,ptlb:Distort,ptin:_Distort,varna
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Shader "MK4/River_MK4" {
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Properties {
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_Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1)
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_Metallic ("Metallic", Range(0, 1)) = 0
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_Gloss ("Gloss", Range(0, 1)) = 0.8
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_Noise ("Noise", 2D) = "bump" {}
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_NoiseBase ("Noise Base", 2D) = "white" {}
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_Distort ("Distort", Range(0, 1)) = 0.2
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_Refr ("Refr", Range(0, 1)) = 0.5
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_Opacity ("Opacity", Range(0, 1)) = 1
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_Caustic ("Caustic", 2D) = "white" {}
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_CausticUV ("Caustic UV", Range(0, 1)) = 0
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_CausticInt ("Caustic Int", Range(0, 1)) = 1
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_node_4206 ("node_4206", 2D) = "white" {}
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_OpacityFoam ("Opacity Foam", Range(0, 1)) = 1
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_NormalStr ("Normal Str", Range(0, 1)) = 1
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_Transmis ("Transmis", Range(0, 1)) = 0
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_LightWr ("Light Wr", Range(0, 1)) = 0
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_Depth ("Depth", Range(0, 1)) = 0
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_FoamScale ("Foam Scale", Range(0, 1)) = 0
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_FoamIntenc ("Foam Intenc", Range(0, 1)) = 1
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_refractionDepth ("refraction Depth", Range(0, 1)) = 0
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[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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}
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SubShader {
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Tags {
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"IgnoreProjector"="True"
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"Queue"="Transparent"
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"RenderType"="Transparent"
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}
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GrabPass{ }
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Pass {
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Name "FORWARD"
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Tags {
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"LightMode"="ForwardBase"
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}
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define UNITY_PASS_FORWARDBASE
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#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
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#define _GLOSSYENV 1
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#pragma multi_compile_fwdbase
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu
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#pragma target 3.0
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uniform sampler2D _GrabTexture;
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uniform sampler2D _CameraDepthTexture;
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uniform float4 _Color;
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uniform float _Metallic;
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uniform float _Gloss;
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uniform sampler2D _Noise; uniform float4 _Noise_ST;
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uniform sampler2D _NoiseBase; uniform float4 _NoiseBase_ST;
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uniform float _Distort;
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uniform float _Refr;
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uniform float _Opacity;
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uniform sampler2D _Caustic; uniform float4 _Caustic_ST;
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uniform float _CausticUV;
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uniform float _CausticInt;
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uniform sampler2D _node_4206; uniform float4 _node_4206_ST;
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uniform float _OpacityFoam;
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uniform float _NormalStr;
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uniform float _LightWr;
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uniform float _Transmis;
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uniform float _Depth;
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uniform float _FoamScale;
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uniform float _FoamIntenc;
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uniform float _refractionDepth;
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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float4 posWorld : TEXCOORD3;
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float3 normalDir : TEXCOORD4;
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float3 tangentDir : TEXCOORD5;
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float3 bitangentDir : TEXCOORD6;
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float4 projPos : TEXCOORD7;
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UNITY_FOG_COORDS(8)
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#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
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float4 ambientOrLightmapUV : TEXCOORD9;
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#endif
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.uv1 = v.texcoord1;
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o.uv2 = v.texcoord2;
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#ifdef LIGHTMAP_ON
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o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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o.ambientOrLightmapUV.zw = 0;
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#elif UNITY_SHOULD_SAMPLE_SH
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#endif
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#ifdef DYNAMICLIGHTMAP_ON
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o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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#endif
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
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o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
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float4 node_122 = _Time;
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float2 node_6632 = ((o.uv0*0.4)+node_122.g*float2(0,0.1));
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float4 node_9774 = tex2Dlod(_NoiseBase,float4(TRANSFORM_TEX(node_6632, _NoiseBase),0.0,0));
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float2 node_5564 = (o.uv0+node_122.g*float2(-0.08,0.3));
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float4 _MainTex = tex2Dlod(_NoiseBase,float4(TRANSFORM_TEX(node_5564, _NoiseBase),0.0,0));
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float2 node_6605 = ((o.uv0*1.5)+node_122.g*float2(0.08,0.4));
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float4 node_5961 = tex2Dlod(_NoiseBase,float4(TRANSFORM_TEX(node_6605, _NoiseBase),0.0,0));
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float node_6346 = lerp(node_9774.r,lerp(_MainTex.r,node_5961.r,0.5),0.7);
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v.vertex.xyz += (v.normal*(_Distort*node_6346));
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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float3 lightColor = _LightColor0.rgb;
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o.pos = UnityObjectToClipPos( v.vertex );
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UNITY_TRANSFER_FOG(o,o.pos);
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o.projPos = ComputeScreenPos (o.pos);
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COMPUTE_EYEDEPTH(o.projPos.z);
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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i.normalDir = normalize(i.normalDir);
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float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float3 node_9074 = float3(0,0,1);
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float4 node_122 = _Time;
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float2 node_6632 = ((i.uv0*0.4)+node_122.g*float2(0,0.1));
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float3 node_6839 = UnpackNormal(tex2D(_Noise,TRANSFORM_TEX(node_6632, _Noise)));
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float2 node_5564 = (i.uv0+node_122.g*float2(-0.08,0.3));
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float3 node_4526 = UnpackNormal(tex2D(_Noise,TRANSFORM_TEX(node_5564, _Noise)));
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float3 node_7061_nrm_base = node_6839.rgb + float3(0,0,1);
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float3 node_7061_nrm_detail = node_4526.rgb * float3(-1,-1,1);
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float3 node_7061_nrm_combined = node_7061_nrm_base*dot(node_7061_nrm_base, node_7061_nrm_detail)/node_7061_nrm_base.z - node_7061_nrm_detail;
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float3 node_7061 = node_7061_nrm_combined;
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float2 node_6605 = ((i.uv0*1.5)+node_122.g*float2(0.08,0.4));
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float3 node_8012 = UnpackNormal(tex2D(_Noise,TRANSFORM_TEX(node_6605, _Noise)));
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float3 node_4897_nrm_base = lerp(node_9074,node_7061,_NormalStr) + float3(0,0,1);
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float3 node_4897_nrm_detail = lerp(node_8012.rgb,node_9074,0.5) * float3(-1,-1,1);
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float3 node_4897_nrm_combined = node_4897_nrm_base*dot(node_4897_nrm_base, node_4897_nrm_detail)/node_4897_nrm_base.z - node_4897_nrm_detail;
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float3 node_4897 = node_4897_nrm_combined;
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float3 normalLocal = node_4897;
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float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
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float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
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float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g);
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float partZ = max(0,i.projPos.z - _ProjectionParams.g);
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float2 sceneUVs = (i.projPos.xy / i.projPos.w) + (saturate((node_4897.rg*(_Refr*0.2+0.0)))*saturate((sceneZ-partZ)/_refractionDepth));
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float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
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float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
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float3 lightColor = _LightColor0.rgb;
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float3 halfDirection = normalize(viewDirection+lightDirection);
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////// Lighting:
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float attenuation = 1;
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float3 attenColor = attenuation * _LightColor0.xyz;
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float Pi = 3.141592654;
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float InvPi = 0.31830988618;
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///////// Gloss:
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float gloss = _Gloss;
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float perceptualRoughness = 1.0 - _Gloss;
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float roughness = perceptualRoughness * perceptualRoughness;
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float specPow = exp2( gloss * 10.0 + 1.0 );
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/////// GI Data:
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UnityLight light;
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#ifdef LIGHTMAP_OFF
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light.color = lightColor;
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light.dir = lightDirection;
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light.ndotl = LambertTerm (normalDirection, light.dir);
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#else
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light.color = half3(0.f, 0.f, 0.f);
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light.ndotl = 0.0f;
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light.dir = half3(0.f, 0.f, 0.f);
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#endif
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UnityGIInput d;
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d.light = light;
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d.worldPos = i.posWorld.xyz;
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d.worldViewDir = viewDirection;
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d.atten = attenuation;
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#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
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d.ambient = 0;
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d.lightmapUV = i.ambientOrLightmapUV;
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#else
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d.ambient = i.ambientOrLightmapUV;
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#endif
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#if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
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d.boxMin[0] = unity_SpecCube0_BoxMin;
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d.boxMin[1] = unity_SpecCube1_BoxMin;
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#endif
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#if UNITY_SPECCUBE_BOX_PROJECTION
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d.boxMax[0] = unity_SpecCube0_BoxMax;
|
||
|
|
d.boxMax[1] = unity_SpecCube1_BoxMax;
|
||
|
|
d.probePosition[0] = unity_SpecCube0_ProbePosition;
|
||
|
|
d.probePosition[1] = unity_SpecCube1_ProbePosition;
|
||
|
|
#endif
|
||
|
|
d.probeHDR[0] = unity_SpecCube0_HDR;
|
||
|
|
d.probeHDR[1] = unity_SpecCube1_HDR;
|
||
|
|
Unity_GlossyEnvironmentData ugls_en_data;
|
||
|
|
ugls_en_data.roughness = 1.0 - gloss;
|
||
|
|
ugls_en_data.reflUVW = viewReflectDirection;
|
||
|
|
UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
|
||
|
|
lightDirection = gi.light.dir;
|
||
|
|
lightColor = gi.light.color;
|
||
|
|
////// Specular:
|
||
|
|
float NdotL = saturate(dot( normalDirection, lightDirection ));
|
||
|
|
float LdotH = saturate(dot(lightDirection, halfDirection));
|
||
|
|
float3 specularColor = _Metallic;
|
||
|
|
float specularMonochrome;
|
||
|
|
float4 node_1183 = tex2D(_node_4206,TRANSFORM_TEX(node_6605, _node_4206));
|
||
|
|
float2 node_8454 = (i.uv0*(_CausticUV*1.0+1.0));
|
||
|
|
float2 node_8389 = (node_8454+node_122.g*float2(0.1,0.2));
|
||
|
|
float4 node_7735 = tex2D(_Caustic,TRANSFORM_TEX(node_8389, _Caustic));
|
||
|
|
float2 node_8573 = (node_8454+node_122.g*float2(0.3,0.3));
|
||
|
|
float4 node_8122 = tex2D(_Caustic,TRANSFORM_TEX(node_8573, _Caustic));
|
||
|
|
float4 node_9774 = tex2D(_NoiseBase,TRANSFORM_TEX(node_6632, _NoiseBase));
|
||
|
|
float4 _MainTex = tex2D(_NoiseBase,TRANSFORM_TEX(node_5564, _NoiseBase));
|
||
|
|
float4 node_5961 = tex2D(_NoiseBase,TRANSFORM_TEX(node_6605, _NoiseBase));
|
||
|
|
float node_6346 = lerp(node_9774.r,lerp(_MainTex.r,node_5961.r,0.5),0.7);
|
||
|
|
float node_411 = saturate((sceneZ-partZ)/_FoamScale);
|
||
|
|
float3 diffuseColor = lerp(node_1183.rgb,saturate(lerp(node_1183.rgb,(saturate(((saturate(((node_7735.r+node_8122.r)*0.8+0.0))*node_6346)*_CausticInt))+_Color.rgb),saturate((saturate((node_6346*4.0+0.0))+_OpacityFoam)))),saturate((_FoamIntenc+node_411))); // Need this for specular when using metallic
|
||
|
|
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
|
||
|
|
specularMonochrome = 1.0-specularMonochrome;
|
||
|
|
float NdotV = abs(dot( normalDirection, viewDirection ));
|
||
|
|
float NdotH = saturate(dot( normalDirection, halfDirection ));
|
||
|
|
float VdotH = saturate(dot( viewDirection, halfDirection ));
|
||
|
|
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
|
||
|
|
float normTerm = GGXTerm(NdotH, roughness);
|
||
|
|
float specularPBL = (visTerm*normTerm) * UNITY_PI;
|
||
|
|
#ifdef UNITY_COLORSPACE_GAMMA
|
||
|
|
specularPBL = sqrt(max(1e-4h, specularPBL));
|
||
|
|
#endif
|
||
|
|
specularPBL = max(0, specularPBL * NdotL);
|
||
|
|
#if defined(_SPECULARHIGHLIGHTS_OFF)
|
||
|
|
specularPBL = 0.0;
|
||
|
|
#endif
|
||
|
|
half surfaceReduction;
|
||
|
|
#ifdef UNITY_COLORSPACE_GAMMA
|
||
|
|
surfaceReduction = 1.0-0.28*roughness*perceptualRoughness;
|
||
|
|
#else
|
||
|
|
surfaceReduction = 1.0/(roughness*roughness + 1.0);
|
||
|
|
#endif
|
||
|
|
specularPBL *= any(specularColor) ? 1.0 : 0.0;
|
||
|
|
float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
|
||
|
|
half grazingTerm = saturate( gloss + specularMonochrome );
|
||
|
|
float3 indirectSpecular = (gi.indirect.specular);
|
||
|
|
indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
|
||
|
|
indirectSpecular *= surfaceReduction;
|
||
|
|
float3 specular = (directSpecular + indirectSpecular);
|
||
|
|
/////// Diffuse:
|
||
|
|
NdotL = dot( normalDirection, lightDirection );
|
||
|
|
float3 w = float3(_LightWr,_LightWr,_LightWr)*0.5; // Light wrapping
|
||
|
|
float3 NdotLWrap = NdotL * ( 1.0 - w );
|
||
|
|
float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w );
|
||
|
|
float3 backLight = max(float3(0.0,0.0,0.0), -NdotLWrap + w ) * float3(_Transmis,_Transmis,_Transmis);
|
||
|
|
NdotL = max(0.0,dot( normalDirection, lightDirection ));
|
||
|
|
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
|
||
|
|
float nlPow5 = Pow5(1-NdotLWrap);
|
||
|
|
float nvPow5 = Pow5(1-NdotV);
|
||
|
|
float3 directDiffuse = ((forwardLight+backLight) + ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL)) * attenColor;
|
||
|
|
float3 indirectDiffuse = float3(0,0,0);
|
||
|
|
indirectDiffuse += gi.indirect.diffuse;
|
||
|
|
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
|
||
|
|
/// Final Color:
|
||
|
|
float3 finalColor = diffuse + specular;
|
||
|
|
float node_854 = saturate((sceneZ-partZ)/(_Depth*2.0+0.0));
|
||
|
|
fixed4 finalRGBA = fixed4(lerp(sceneColor.rgb, finalColor,saturate((_Opacity*node_854))),1);
|
||
|
|
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
|
||
|
|
return finalRGBA;
|
||
|
|
}
|
||
|
|
ENDCG
|
||
|
|
}
|
||
|
|
Pass {
|
||
|
|
Name "FORWARD_DELTA"
|
||
|
|
Tags {
|
||
|
|
"LightMode"="ForwardAdd"
|
||
|
|
}
|
||
|
|
Blend One One
|
||
|
|
ZWrite Off
|
||
|
|
|
||
|
|
CGPROGRAM
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
#define UNITY_PASS_FORWARDADD
|
||
|
|
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
|
||
|
|
#define _GLOSSYENV 1
|
||
|
|
#include "UnityCG.cginc"
|
||
|
|
#include "AutoLight.cginc"
|
||
|
|
#include "Lighting.cginc"
|
||
|
|
#include "UnityPBSLighting.cginc"
|
||
|
|
#include "UnityStandardBRDF.cginc"
|
||
|
|
#pragma multi_compile_fwdadd
|
||
|
|
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
|
||
|
|
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
|
||
|
|
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
|
||
|
|
#pragma multi_compile_fog
|
||
|
|
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu
|
||
|
|
#pragma target 3.0
|
||
|
|
uniform sampler2D _GrabTexture;
|
||
|
|
uniform sampler2D _CameraDepthTexture;
|
||
|
|
uniform float4 _Color;
|
||
|
|
uniform float _Metallic;
|
||
|
|
uniform float _Gloss;
|
||
|
|
uniform sampler2D _Noise; uniform float4 _Noise_ST;
|
||
|
|
uniform sampler2D _NoiseBase; uniform float4 _NoiseBase_ST;
|
||
|
|
uniform float _Distort;
|
||
|
|
uniform float _Refr;
|
||
|
|
uniform float _Opacity;
|
||
|
|
uniform sampler2D _Caustic; uniform float4 _Caustic_ST;
|
||
|
|
uniform float _CausticUV;
|
||
|
|
uniform float _CausticInt;
|
||
|
|
uniform sampler2D _node_4206; uniform float4 _node_4206_ST;
|
||
|
|
uniform float _OpacityFoam;
|
||
|
|
uniform float _NormalStr;
|
||
|
|
uniform float _LightWr;
|
||
|
|
uniform float _Transmis;
|
||
|
|
uniform float _Depth;
|
||
|
|
uniform float _FoamScale;
|
||
|
|
uniform float _FoamIntenc;
|
||
|
|
uniform float _refractionDepth;
|
||
|
|
struct VertexInput {
|
||
|
|
float4 vertex : POSITION;
|
||
|
|
float3 normal : NORMAL;
|
||
|
|
float4 tangent : TANGENT;
|
||
|
|
float2 texcoord0 : TEXCOORD0;
|
||
|
|
float2 texcoord1 : TEXCOORD1;
|
||
|
|
float2 texcoord2 : TEXCOORD2;
|
||
|
|
};
|
||
|
|
struct VertexOutput {
|
||
|
|
float4 pos : SV_POSITION;
|
||
|
|
float2 uv0 : TEXCOORD0;
|
||
|
|
float2 uv1 : TEXCOORD1;
|
||
|
|
float2 uv2 : TEXCOORD2;
|
||
|
|
float4 posWorld : TEXCOORD3;
|
||
|
|
float3 normalDir : TEXCOORD4;
|
||
|
|
float3 tangentDir : TEXCOORD5;
|
||
|
|
float3 bitangentDir : TEXCOORD6;
|
||
|
|
float4 projPos : TEXCOORD7;
|
||
|
|
LIGHTING_COORDS(8,9)
|
||
|
|
UNITY_FOG_COORDS(10)
|
||
|
|
};
|
||
|
|
VertexOutput vert (VertexInput v) {
|
||
|
|
VertexOutput o = (VertexOutput)0;
|
||
|
|
o.uv0 = v.texcoord0;
|
||
|
|
o.uv1 = v.texcoord1;
|
||
|
|
o.uv2 = v.texcoord2;
|
||
|
|
o.normalDir = UnityObjectToWorldNormal(v.normal);
|
||
|
|
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
|
||
|
|
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
|
||
|
|
float4 node_3953 = _Time;
|
||
|
|
float2 node_6632 = ((o.uv0*0.4)+node_3953.g*float2(0,0.1));
|
||
|
|
float4 node_9774 = tex2Dlod(_NoiseBase,float4(TRANSFORM_TEX(node_6632, _NoiseBase),0.0,0));
|
||
|
|
float2 node_5564 = (o.uv0+node_3953.g*float2(-0.08,0.3));
|
||
|
|
float4 _MainTex = tex2Dlod(_NoiseBase,float4(TRANSFORM_TEX(node_5564, _NoiseBase),0.0,0));
|
||
|
|
float2 node_6605 = ((o.uv0*1.5)+node_3953.g*float2(0.08,0.4));
|
||
|
|
float4 node_5961 = tex2Dlod(_NoiseBase,float4(TRANSFORM_TEX(node_6605, _NoiseBase),0.0,0));
|
||
|
|
float node_6346 = lerp(node_9774.r,lerp(_MainTex.r,node_5961.r,0.5),0.7);
|
||
|
|
v.vertex.xyz += (v.normal*(_Distort*node_6346));
|
||
|
|
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||
|
|
float3 lightColor = _LightColor0.rgb;
|
||
|
|
o.pos = UnityObjectToClipPos( v.vertex );
|
||
|
|
UNITY_TRANSFER_FOG(o,o.pos);
|
||
|
|
o.projPos = ComputeScreenPos (o.pos);
|
||
|
|
COMPUTE_EYEDEPTH(o.projPos.z);
|
||
|
|
TRANSFER_VERTEX_TO_FRAGMENT(o)
|
||
|
|
return o;
|
||
|
|
}
|
||
|
|
float4 frag(VertexOutput i) : COLOR {
|
||
|
|
i.normalDir = normalize(i.normalDir);
|
||
|
|
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
|
||
|
|
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
|
||
|
|
float3 node_9074 = float3(0,0,1);
|
||
|
|
float4 node_3953 = _Time;
|
||
|
|
float2 node_6632 = ((i.uv0*0.4)+node_3953.g*float2(0,0.1));
|
||
|
|
float3 node_6839 = UnpackNormal(tex2D(_Noise,TRANSFORM_TEX(node_6632, _Noise)));
|
||
|
|
float2 node_5564 = (i.uv0+node_3953.g*float2(-0.08,0.3));
|
||
|
|
float3 node_4526 = UnpackNormal(tex2D(_Noise,TRANSFORM_TEX(node_5564, _Noise)));
|
||
|
|
float3 node_7061_nrm_base = node_6839.rgb + float3(0,0,1);
|
||
|
|
float3 node_7061_nrm_detail = node_4526.rgb * float3(-1,-1,1);
|
||
|
|
float3 node_7061_nrm_combined = node_7061_nrm_base*dot(node_7061_nrm_base, node_7061_nrm_detail)/node_7061_nrm_base.z - node_7061_nrm_detail;
|
||
|
|
float3 node_7061 = node_7061_nrm_combined;
|
||
|
|
float2 node_6605 = ((i.uv0*1.5)+node_3953.g*float2(0.08,0.4));
|
||
|
|
float3 node_8012 = UnpackNormal(tex2D(_Noise,TRANSFORM_TEX(node_6605, _Noise)));
|
||
|
|
float3 node_4897_nrm_base = lerp(node_9074,node_7061,_NormalStr) + float3(0,0,1);
|
||
|
|
float3 node_4897_nrm_detail = lerp(node_8012.rgb,node_9074,0.5) * float3(-1,-1,1);
|
||
|
|
float3 node_4897_nrm_combined = node_4897_nrm_base*dot(node_4897_nrm_base, node_4897_nrm_detail)/node_4897_nrm_base.z - node_4897_nrm_detail;
|
||
|
|
float3 node_4897 = node_4897_nrm_combined;
|
||
|
|
float3 normalLocal = node_4897;
|
||
|
|
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
|
||
|
|
float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g);
|
||
|
|
float partZ = max(0,i.projPos.z - _ProjectionParams.g);
|
||
|
|
float2 sceneUVs = (i.projPos.xy / i.projPos.w) + (saturate((node_4897.rg*(_Refr*0.2+0.0)))*saturate((sceneZ-partZ)/_refractionDepth));
|
||
|
|
float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
|
||
|
|
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
|
||
|
|
float3 lightColor = _LightColor0.rgb;
|
||
|
|
float3 halfDirection = normalize(viewDirection+lightDirection);
|
||
|
|
////// Lighting:
|
||
|
|
float attenuation = LIGHT_ATTENUATION(i);
|
||
|
|
float3 attenColor = attenuation * _LightColor0.xyz;
|
||
|
|
float Pi = 3.141592654;
|
||
|
|
float InvPi = 0.31830988618;
|
||
|
|
///////// Gloss:
|
||
|
|
float gloss = _Gloss;
|
||
|
|
float perceptualRoughness = 1.0 - _Gloss;
|
||
|
|
float roughness = perceptualRoughness * perceptualRoughness;
|
||
|
|
float specPow = exp2( gloss * 10.0 + 1.0 );
|
||
|
|
////// Specular:
|
||
|
|
float NdotL = saturate(dot( normalDirection, lightDirection ));
|
||
|
|
float LdotH = saturate(dot(lightDirection, halfDirection));
|
||
|
|
float3 specularColor = _Metallic;
|
||
|
|
float specularMonochrome;
|
||
|
|
float4 node_1183 = tex2D(_node_4206,TRANSFORM_TEX(node_6605, _node_4206));
|
||
|
|
float2 node_8454 = (i.uv0*(_CausticUV*1.0+1.0));
|
||
|
|
float2 node_8389 = (node_8454+node_3953.g*float2(0.1,0.2));
|
||
|
|
float4 node_7735 = tex2D(_Caustic,TRANSFORM_TEX(node_8389, _Caustic));
|
||
|
|
float2 node_8573 = (node_8454+node_3953.g*float2(0.3,0.3));
|
||
|
|
float4 node_8122 = tex2D(_Caustic,TRANSFORM_TEX(node_8573, _Caustic));
|
||
|
|
float4 node_9774 = tex2D(_NoiseBase,TRANSFORM_TEX(node_6632, _NoiseBase));
|
||
|
|
float4 _MainTex = tex2D(_NoiseBase,TRANSFORM_TEX(node_5564, _NoiseBase));
|
||
|
|
float4 node_5961 = tex2D(_NoiseBase,TRANSFORM_TEX(node_6605, _NoiseBase));
|
||
|
|
float node_6346 = lerp(node_9774.r,lerp(_MainTex.r,node_5961.r,0.5),0.7);
|
||
|
|
float node_411 = saturate((sceneZ-partZ)/_FoamScale);
|
||
|
|
float3 diffuseColor = lerp(node_1183.rgb,saturate(lerp(node_1183.rgb,(saturate(((saturate(((node_7735.r+node_8122.r)*0.8+0.0))*node_6346)*_CausticInt))+_Color.rgb),saturate((saturate((node_6346*4.0+0.0))+_OpacityFoam)))),saturate((_FoamIntenc+node_411))); // Need this for specular when using metallic
|
||
|
|
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
|
||
|
|
specularMonochrome = 1.0-specularMonochrome;
|
||
|
|
float NdotV = abs(dot( normalDirection, viewDirection ));
|
||
|
|
float NdotH = saturate(dot( normalDirection, halfDirection ));
|
||
|
|
float VdotH = saturate(dot( viewDirection, halfDirection ));
|
||
|
|
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
|
||
|
|
float normTerm = GGXTerm(NdotH, roughness);
|
||
|
|
float specularPBL = (visTerm*normTerm) * UNITY_PI;
|
||
|
|
#ifdef UNITY_COLORSPACE_GAMMA
|
||
|
|
specularPBL = sqrt(max(1e-4h, specularPBL));
|
||
|
|
#endif
|
||
|
|
specularPBL = max(0, specularPBL * NdotL);
|
||
|
|
#if defined(_SPECULARHIGHLIGHTS_OFF)
|
||
|
|
specularPBL = 0.0;
|
||
|
|
#endif
|
||
|
|
specularPBL *= any(specularColor) ? 1.0 : 0.0;
|
||
|
|
float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
|
||
|
|
float3 specular = directSpecular;
|
||
|
|
/////// Diffuse:
|
||
|
|
NdotL = dot( normalDirection, lightDirection );
|
||
|
|
float3 w = float3(_LightWr,_LightWr,_LightWr)*0.5; // Light wrapping
|
||
|
|
float3 NdotLWrap = NdotL * ( 1.0 - w );
|
||
|
|
float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w );
|
||
|
|
float3 backLight = max(float3(0.0,0.0,0.0), -NdotLWrap + w ) * float3(_Transmis,_Transmis,_Transmis);
|
||
|
|
NdotL = max(0.0,dot( normalDirection, lightDirection ));
|
||
|
|
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
|
||
|
|
float nlPow5 = Pow5(1-NdotLWrap);
|
||
|
|
float nvPow5 = Pow5(1-NdotV);
|
||
|
|
float3 directDiffuse = ((forwardLight+backLight) + ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL)) * attenColor;
|
||
|
|
float3 diffuse = directDiffuse * diffuseColor;
|
||
|
|
/// Final Color:
|
||
|
|
float3 finalColor = diffuse + specular;
|
||
|
|
float node_854 = saturate((sceneZ-partZ)/(_Depth*2.0+0.0));
|
||
|
|
fixed4 finalRGBA = fixed4(finalColor * saturate((_Opacity*node_854)),0);
|
||
|
|
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
|
||
|
|
return finalRGBA;
|
||
|
|
}
|
||
|
|
ENDCG
|
||
|
|
}
|
||
|
|
Pass {
|
||
|
|
Name "ShadowCaster"
|
||
|
|
Tags {
|
||
|
|
"LightMode"="ShadowCaster"
|
||
|
|
}
|
||
|
|
Offset 1, 1
|
||
|
|
Cull Back
|
||
|
|
|
||
|
|
CGPROGRAM
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
#define UNITY_PASS_SHADOWCASTER
|
||
|
|
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
|
||
|
|
#define _GLOSSYENV 1
|
||
|
|
#include "UnityCG.cginc"
|
||
|
|
#include "Lighting.cginc"
|
||
|
|
#include "UnityPBSLighting.cginc"
|
||
|
|
#include "UnityStandardBRDF.cginc"
|
||
|
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||
|
|
#pragma multi_compile_shadowcaster
|
||
|
|
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
|
||
|
|
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
|
||
|
|
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
|
||
|
|
#pragma multi_compile_fog
|
||
|
|
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu
|
||
|
|
#pragma target 3.0
|
||
|
|
uniform sampler2D _NoiseBase; uniform float4 _NoiseBase_ST;
|
||
|
|
uniform float _Distort;
|
||
|
|
struct VertexInput {
|
||
|
|
float4 vertex : POSITION;
|
||
|
|
float3 normal : NORMAL;
|
||
|
|
float2 texcoord0 : TEXCOORD0;
|
||
|
|
float2 texcoord1 : TEXCOORD1;
|
||
|
|
float2 texcoord2 : TEXCOORD2;
|
||
|
|
};
|
||
|
|
struct VertexOutput {
|
||
|
|
V2F_SHADOW_CASTER;
|
||
|
|
float2 uv0 : TEXCOORD1;
|
||
|
|
float2 uv1 : TEXCOORD2;
|
||
|
|
float2 uv2 : TEXCOORD3;
|
||
|
|
float4 posWorld : TEXCOORD4;
|
||
|
|
float3 normalDir : TEXCOORD5;
|
||
|
|
};
|
||
|
|
VertexOutput vert (VertexInput v) {
|
||
|
|
VertexOutput o = (VertexOutput)0;
|
||
|
|
o.uv0 = v.texcoord0;
|
||
|
|
o.uv1 = v.texcoord1;
|
||
|
|
o.uv2 = v.texcoord2;
|
||
|
|
o.normalDir = UnityObjectToWorldNormal(v.normal);
|
||
|
|
float4 node_1799 = _Time;
|
||
|
|
float2 node_6632 = ((o.uv0*0.4)+node_1799.g*float2(0,0.1));
|
||
|
|
float4 node_9774 = tex2Dlod(_NoiseBase,float4(TRANSFORM_TEX(node_6632, _NoiseBase),0.0,0));
|
||
|
|
float2 node_5564 = (o.uv0+node_1799.g*float2(-0.08,0.3));
|
||
|
|
float4 _MainTex = tex2Dlod(_NoiseBase,float4(TRANSFORM_TEX(node_5564, _NoiseBase),0.0,0));
|
||
|
|
float2 node_6605 = ((o.uv0*1.5)+node_1799.g*float2(0.08,0.4));
|
||
|
|
float4 node_5961 = tex2Dlod(_NoiseBase,float4(TRANSFORM_TEX(node_6605, _NoiseBase),0.0,0));
|
||
|
|
float node_6346 = lerp(node_9774.r,lerp(_MainTex.r,node_5961.r,0.5),0.7);
|
||
|
|
v.vertex.xyz += (v.normal*(_Distort*node_6346));
|
||
|
|
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||
|
|
o.pos = UnityObjectToClipPos( v.vertex );
|
||
|
|
TRANSFER_SHADOW_CASTER(o)
|
||
|
|
return o;
|
||
|
|
}
|
||
|
|
float4 frag(VertexOutput i) : COLOR {
|
||
|
|
i.normalDir = normalize(i.normalDir);
|
||
|
|
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
|
||
|
|
float3 normalDirection = i.normalDir;
|
||
|
|
SHADOW_CASTER_FRAGMENT(i)
|
||
|
|
}
|
||
|
|
ENDCG
|
||
|
|
}
|
||
|
|
Pass {
|
||
|
|
Name "Meta"
|
||
|
|
Tags {
|
||
|
|
"LightMode"="Meta"
|
||
|
|
}
|
||
|
|
Cull Off
|
||
|
|
|
||
|
|
CGPROGRAM
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
#define UNITY_PASS_META 1
|
||
|
|
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
|
||
|
|
#define _GLOSSYENV 1
|
||
|
|
#include "UnityCG.cginc"
|
||
|
|
#include "Lighting.cginc"
|
||
|
|
#include "UnityPBSLighting.cginc"
|
||
|
|
#include "UnityStandardBRDF.cginc"
|
||
|
|
#include "UnityMetaPass.cginc"
|
||
|
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||
|
|
#pragma multi_compile_shadowcaster
|
||
|
|
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
|
||
|
|
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
|
||
|
|
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
|
||
|
|
#pragma multi_compile_fog
|
||
|
|
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu
|
||
|
|
#pragma target 3.0
|
||
|
|
uniform sampler2D _CameraDepthTexture;
|
||
|
|
uniform float4 _Color;
|
||
|
|
uniform float _Metallic;
|
||
|
|
uniform float _Gloss;
|
||
|
|
uniform sampler2D _NoiseBase; uniform float4 _NoiseBase_ST;
|
||
|
|
uniform float _Distort;
|
||
|
|
uniform sampler2D _Caustic; uniform float4 _Caustic_ST;
|
||
|
|
uniform float _CausticUV;
|
||
|
|
uniform float _CausticInt;
|
||
|
|
uniform sampler2D _node_4206; uniform float4 _node_4206_ST;
|
||
|
|
uniform float _OpacityFoam;
|
||
|
|
uniform float _FoamScale;
|
||
|
|
uniform float _FoamIntenc;
|
||
|
|
struct VertexInput {
|
||
|
|
float4 vertex : POSITION;
|
||
|
|
float3 normal : NORMAL;
|
||
|
|
float2 texcoord0 : TEXCOORD0;
|
||
|
|
float2 texcoord1 : TEXCOORD1;
|
||
|
|
float2 texcoord2 : TEXCOORD2;
|
||
|
|
};
|
||
|
|
struct VertexOutput {
|
||
|
|
float4 pos : SV_POSITION;
|
||
|
|
float2 uv0 : TEXCOORD0;
|
||
|
|
float2 uv1 : TEXCOORD1;
|
||
|
|
float2 uv2 : TEXCOORD2;
|
||
|
|
float4 posWorld : TEXCOORD3;
|
||
|
|
float3 normalDir : TEXCOORD4;
|
||
|
|
float4 projPos : TEXCOORD5;
|
||
|
|
};
|
||
|
|
VertexOutput vert (VertexInput v) {
|
||
|
|
VertexOutput o = (VertexOutput)0;
|
||
|
|
o.uv0 = v.texcoord0;
|
||
|
|
o.uv1 = v.texcoord1;
|
||
|
|
o.uv2 = v.texcoord2;
|
||
|
|
o.normalDir = UnityObjectToWorldNormal(v.normal);
|
||
|
|
float4 node_4299 = _Time;
|
||
|
|
float2 node_6632 = ((o.uv0*0.4)+node_4299.g*float2(0,0.1));
|
||
|
|
float4 node_9774 = tex2Dlod(_NoiseBase,float4(TRANSFORM_TEX(node_6632, _NoiseBase),0.0,0));
|
||
|
|
float2 node_5564 = (o.uv0+node_4299.g*float2(-0.08,0.3));
|
||
|
|
float4 _MainTex = tex2Dlod(_NoiseBase,float4(TRANSFORM_TEX(node_5564, _NoiseBase),0.0,0));
|
||
|
|
float2 node_6605 = ((o.uv0*1.5)+node_4299.g*float2(0.08,0.4));
|
||
|
|
float4 node_5961 = tex2Dlod(_NoiseBase,float4(TRANSFORM_TEX(node_6605, _NoiseBase),0.0,0));
|
||
|
|
float node_6346 = lerp(node_9774.r,lerp(_MainTex.r,node_5961.r,0.5),0.7);
|
||
|
|
v.vertex.xyz += (v.normal*(_Distort*node_6346));
|
||
|
|
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||
|
|
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
|
||
|
|
o.projPos = ComputeScreenPos (o.pos);
|
||
|
|
COMPUTE_EYEDEPTH(o.projPos.z);
|
||
|
|
return o;
|
||
|
|
}
|
||
|
|
float4 frag(VertexOutput i) : SV_Target {
|
||
|
|
i.normalDir = normalize(i.normalDir);
|
||
|
|
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
|
||
|
|
float3 normalDirection = i.normalDir;
|
||
|
|
float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g);
|
||
|
|
float partZ = max(0,i.projPos.z - _ProjectionParams.g);
|
||
|
|
UnityMetaInput o;
|
||
|
|
UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
|
||
|
|
|
||
|
|
o.Emission = 0;
|
||
|
|
|
||
|
|
float4 node_4299 = _Time;
|
||
|
|
float2 node_6605 = ((i.uv0*1.5)+node_4299.g*float2(0.08,0.4));
|
||
|
|
float4 node_1183 = tex2D(_node_4206,TRANSFORM_TEX(node_6605, _node_4206));
|
||
|
|
float2 node_8454 = (i.uv0*(_CausticUV*1.0+1.0));
|
||
|
|
float2 node_8389 = (node_8454+node_4299.g*float2(0.1,0.2));
|
||
|
|
float4 node_7735 = tex2D(_Caustic,TRANSFORM_TEX(node_8389, _Caustic));
|
||
|
|
float2 node_8573 = (node_8454+node_4299.g*float2(0.3,0.3));
|
||
|
|
float4 node_8122 = tex2D(_Caustic,TRANSFORM_TEX(node_8573, _Caustic));
|
||
|
|
float2 node_6632 = ((i.uv0*0.4)+node_4299.g*float2(0,0.1));
|
||
|
|
float4 node_9774 = tex2D(_NoiseBase,TRANSFORM_TEX(node_6632, _NoiseBase));
|
||
|
|
float2 node_5564 = (i.uv0+node_4299.g*float2(-0.08,0.3));
|
||
|
|
float4 _MainTex = tex2D(_NoiseBase,TRANSFORM_TEX(node_5564, _NoiseBase));
|
||
|
|
float4 node_5961 = tex2D(_NoiseBase,TRANSFORM_TEX(node_6605, _NoiseBase));
|
||
|
|
float node_6346 = lerp(node_9774.r,lerp(_MainTex.r,node_5961.r,0.5),0.7);
|
||
|
|
float node_411 = saturate((sceneZ-partZ)/_FoamScale);
|
||
|
|
float3 diffColor = lerp(node_1183.rgb,saturate(lerp(node_1183.rgb,(saturate(((saturate(((node_7735.r+node_8122.r)*0.8+0.0))*node_6346)*_CausticInt))+_Color.rgb),saturate((saturate((node_6346*4.0+0.0))+_OpacityFoam)))),saturate((_FoamIntenc+node_411)));
|
||
|
|
float specularMonochrome;
|
||
|
|
float3 specColor;
|
||
|
|
diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
|
||
|
|
float roughness = 1.0 - _Gloss;
|
||
|
|
o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
|
||
|
|
|
||
|
|
return UnityMetaFragment( o );
|
||
|
|
}
|
||
|
|
ENDCG
|
||
|
|
}
|
||
|
|
}
|
||
|
|
FallBack "Diffuse"
|
||
|
|
CustomEditor "ShaderForgeMaterialInspector"
|
||
|
|
}
|