Shader "NatureManufacture Shaders/Ice/Ice Rocks Shader Specular Models Translucency" { Properties { [Header(Translucency)] _Translucency("Strength", Range( 0 , 50)) = 1 _TransNormalDistortion("Normal Distortion", Range( 0 , 1)) = 0.1 _TransScattering("Scaterring Falloff", Range( 1 , 50)) = 2 _TransDirect("Direct", Range( 0 , 1)) = 1 _TransAmbient("Ambient", Range( 0 , 1)) = 0.2 _TransShadow("Shadow", Range( 0 , 1)) = 0.9 _TriplanarFallOff("Triplanar FallOff", Float) = 10 _IceColorTop("Ice Color Top", Color) = (1,1,1,1) _IceColorBackground("Ice Color Background", Color) = (1,1,1,1) [NoScaleOffset]_IceTex("Ice Tex", 2D) = "white" {} _IceTiling("Ice Tiling", Range( 0.0001 , 100)) = 15 _BackGroundIceBlend("BackGround Ice Blend", Range( 0 , 1)) = 0.6 _IceDepth("Ice Depth", Range( 0 , 1)) = 0.057 _IceNoiseTiling("Ice Noise Tiling", Range( 0 , 100)) = 15 _IceNoisePower("Ice Noise Power", Range( 0 , 2)) = 1 [NoScaleOffset]_IceNrm("Ice Nrm", 2D) = "white" {} _IceNormalScale("Ice Normal Scale", Range( 0 , 5)) = 1 _IceSmoothness("Ice Smoothness", Range( 0 , 2)) = 0.85 _IceSpecular("Ice Specular", Range( 0 , 1)) = 0.3 _SnowColor("Snow Color", Color) = (1,1,1,1) [NoScaleOffset]_SnowTex("Snow Tex", 2D) = "white" {} _SnowTiling("Snow Tiling", Range( 0.0001 , 100)) = 15 [NoScaleOffset]_SnowNrm("Snow Nrm", 2D) = "white" {} _SnowNormalScale("Snow Normal Scale", Range( 0 , 5)) = 1 _SnowSmoothness("Snow Smoothness", Range( 0 , 2)) = 0.85 _SnowSpecular("Snow Specular", Range( 0 , 1)) = 0.3 [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } Cull Back ZWrite On ZTest LEqual CGINCLUDE #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 #pragma multi_compile_instancing #define ASE_TEXTURE_PARAMS(textureName) textureName #include "NM_indirect.cginc" #pragma multi_compile GPU_FRUSTUM_ON __ #pragma instancing_options procedural:setup #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 { float3 worldNormal; INTERNAL_DATA float3 worldPos; half3 viewDir; }; struct SurfaceOutputStandardSpecularCustom { half3 Albedo; half3 Normal; half3 Emission; half3 Specular; half Smoothness; half Occlusion; half Alpha; half3 Translucency; }; uniform float _TriplanarFallOff; uniform sampler2D _IceNrm; uniform float _IceTiling; uniform float _IceNormalScale; uniform sampler2D _SnowNrm; uniform float _SnowTiling; uniform float _SnowNormalScale; uniform sampler2D _IceTex; uniform float _IceDepth; uniform float4 _IceColorBackground; uniform float _BackGroundIceBlend; uniform float4 _IceColorTop; uniform float _IceNoiseTiling; uniform float _IceNoisePower; uniform float _IceSmoothness; uniform float4 _SnowColor; uniform float _SnowSmoothness; uniform sampler2D _SnowTex; uniform float _IceSpecular; uniform float _SnowSpecular; uniform half _Translucency; uniform half _TransNormalDistortion; uniform half _TransScattering; uniform half _TransDirect; uniform half _TransAmbient; uniform half _TransShadow; inline float3 TriplanarSamplingCNF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, 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 ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = ( tex2D( ASE_TEXTURE_PARAMS( midTexMap ), tiling * worldPos.zy * float2( nsign.x, 1.0 ) ) ); yNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tiling * worldPos.xz * float2( nsign.y, 1.0 ) ) ); yNormN = ( tex2D( ASE_TEXTURE_PARAMS( botTexMap ), tiling * worldPos.xz * float2( nsign.y, 1.0 ) ) ); zNorm = ( tex2D( ASE_TEXTURE_PARAMS( midTexMap ), tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ) ); xNorm.xyz = half3( UnpackScaleNormal( xNorm, normalScale.y ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx; yNorm.xyz = half3( UnpackScaleNormal( yNorm, normalScale.x ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; zNorm.xyz = half3( UnpackScaleNormal( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz; yNormN.xyz = half3( UnpackScaleNormal( yNormN, normalScale.z ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + yNormN.xyz * negProjNormalY + zNorm.xyz * projNormal.z ); } float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); } float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } float snoise( float3 v ) { const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); float3 i = floor( v + dot( v, C.yyy ) ); float3 x0 = v - i + dot( i, C.xxx ); float3 g = step( x0.yzx, x0.xyz ); float3 l = 1.0 - g; float3 i1 = min( g.xyz, l.zxy ); float3 i2 = max( g.xyz, l.zxy ); float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; i = mod3D289( i); float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7) float4 x_ = floor( j / 7.0 ); float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N) float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 h = 1.0 - abs( x ) - abs( y ); float4 b0 = float4( x.xy, y.xy ); float4 b1 = float4( x.zw, y.zw ); float4 s0 = floor( b0 ) * 2.0 + 1.0; float4 s1 = floor( b1 ) * 2.0 + 1.0; float4 sh = -step( h, 0.0 ); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3( a0.xy, h.x ); float3 g1 = float3( a0.zw, h.y ); float3 g2 = float3( a1.xy, h.z ); float3 g3 = float3( a1.zw, h.w ); float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) ); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); m = m* m; m = m* m; float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) ); return 42.0 * dot( m, px); } inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, 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 ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = ( tex2D( ASE_TEXTURE_PARAMS( midTexMap ), tiling * worldPos.zy * float2( nsign.x, 1.0 ) ) ); yNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tiling * worldPos.xz * float2( nsign.y, 1.0 ) ) ); yNormN = ( tex2D( ASE_TEXTURE_PARAMS( botTexMap ), tiling * worldPos.xz * float2( nsign.y, 1.0 ) ) ); zNorm = ( tex2D( ASE_TEXTURE_PARAMS( midTexMap ), tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ) ); return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z; } inline half4 LightingStandardSpecularCustom(SurfaceOutputStandardSpecularCustom s, half3 viewDir, UnityGI gi ) { #if defined(DIRECTIONAL) float3 lightAtten = lerp(_LightColor0.rgb, gi.light.color, _TransShadow); #else float3 lightAtten = gi.light.color; #endif half3 lightDir = gi.light.dir + s.Normal * _TransNormalDistortion; half transVdotL = pow( saturate( dot( viewDir, -lightDir ) ), _TransScattering ); half3 translucency = lightAtten * (transVdotL * _TransDirect + gi.indirect.diffuse * _TransAmbient) * s.Translucency; half4 c = half4( s.Albedo * translucency * _Translucency, 0 ); SurfaceOutputStandardSpecular r; r.Albedo = s.Albedo; r.Normal = s.Normal; r.Emission = s.Emission; r.Specular = s.Specular; r.Smoothness = s.Smoothness; r.Occlusion = s.Occlusion; r.Alpha = s.Alpha; return LightingStandardSpecular (r, viewDir, gi) + c; } inline void LightingStandardSpecularCustom_GI(SurfaceOutputStandardSpecularCustom s, UnityGIInput data, inout UnityGI gi ) { #if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal); #else UNITY_GLOSSY_ENV_FROM_SURFACE( g, s, data ); gi = UnityGlobalIllumination( data, s.Occlusion, s.Normal, g ); #endif } void surf( Input i , inout SurfaceOutputStandardSpecularCustom o ) { float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); float3 temp_output_284_0 = ( ase_worldNormal * ase_worldNormal ); float3 temp_cast_0 = (_TriplanarFallOff).xxx; float3 clampResult287 = clamp( pow( temp_output_284_0 , temp_cast_0 ) , float3( -1,-1,-1 ) , float3( 1,1,1 ) ); half3 BlendComponents288 = clampResult287; float3 ase_worldPos = i.worldPos; float2 appendResult277 = (float2(ase_worldPos.z , ase_worldPos.y)); half2 Front_Back279 = appendResult277; float temp_output_290_0 = ( 1.0 / _IceTiling ); float2 appendResult291 = (float2(temp_output_290_0 , temp_output_290_0)); float2 temp_output_297_0 = ( Front_Back279 * appendResult291 ); float4 tex2DNode17 = tex2D( _IceNrm, temp_output_297_0 ); float2 appendResult11_g1023 = (float2(tex2DNode17.a , tex2DNode17.g)); float2 temp_output_4_0_g1023 = ( ( ( appendResult11_g1023 * float2( 2,2 ) ) + float2( -1,-1 ) ) * ( _IceNormalScale * -1.0 ) ); float2 break8_g1023 = temp_output_4_0_g1023; float dotResult5_g1023 = dot( temp_output_4_0_g1023 , temp_output_4_0_g1023 ); float temp_output_9_0_g1023 = sqrt( ( 1.0 - saturate( dotResult5_g1023 ) ) ); float3 appendResult19_g1023 = (float3(break8_g1023.y , break8_g1023.x , temp_output_9_0_g1023)); float3 appendResult308 = (float3(ase_worldNormal.x , -1.0 , 1.0)); float temp_output_411_0 = ( 1.0 / _SnowTiling ); float3 ase_worldTangent = WorldNormalVector( i, float3( 1, 0, 0 ) ); float3 ase_worldBitangent = WorldNormalVector( i, float3( 0, 1, 0 ) ); float3x3 ase_worldToTangent = float3x3( ase_worldTangent, ase_worldBitangent, ase_worldNormal ); float3 appendResult434 = (float3(_SnowNormalScale , 0.0 , _IceNormalScale)); float3 triplanar423 = TriplanarSamplingCNF( _SnowNrm, _IceNrm, _IceNrm, ase_worldPos, ase_worldNormal, _TriplanarFallOff, temp_output_411_0, appendResult434, float3(0,0,0) ); float3 tanTriplanarNormal423 = mul( ase_worldToTangent, triplanar423 ); float2 appendResult278 = (float2(ase_worldPos.x , ase_worldPos.y)); half2 Left_Right283 = appendResult278; float2 temp_output_296_0 = ( Left_Right283 * appendResult291 ); float4 tex2DNode342 = tex2D( _IceNrm, temp_output_296_0 ); float2 appendResult11_g1022 = (float2(tex2DNode342.a , tex2DNode342.g)); float2 temp_output_4_0_g1022 = ( ( ( appendResult11_g1022 * float2( 2,2 ) ) + float2( -1,-1 ) ) * _IceNormalScale ); float2 break8_g1022 = temp_output_4_0_g1022; float dotResult5_g1022 = dot( temp_output_4_0_g1022 , temp_output_4_0_g1022 ); float temp_output_9_0_g1022 = sqrt( ( 1.0 - saturate( dotResult5_g1022 ) ) ); float3 appendResult10_g1022 = (float3(break8_g1022.x , break8_g1022.y , temp_output_9_0_g1022)); float3 appendResult307 = (float3(1.0 , ( ase_worldNormal.z * -1.0 ) , 1.0)); float3 weightedBlendVar315 = BlendComponents288; float3 weightedAvg315 = ( ( weightedBlendVar315.x*( appendResult19_g1023 * appendResult308 ) + weightedBlendVar315.y*tanTriplanarNormal423 + weightedBlendVar315.z*( appendResult10_g1022 * appendResult307 ) )/( weightedBlendVar315.x + weightedBlendVar315.y + weightedBlendVar315.z ) ); o.Normal = weightedAvg315; float temp_output_242_0 = ( _IceDepth * 0.5 ); float2 temp_cast_1 = (( temp_output_242_0 * 2.0 )).xx; float cos247 = cos( 0.6 ); float sin247 = sin( 0.6 ); float2 rotator247 = mul( temp_cast_1 - float2( 0.5,0.5 ) , float2x2( cos247 , -sin247 , sin247 , cos247 )) + float2( 0.5,0.5 ); float4 tex2DNode234 = tex2D( _IceTex, ( rotator247 + float2( 0.7,0.3 ) ) ); float2 temp_output_407_0 = ( temp_output_297_0 * float2( 1,1 ) ); float2 Offset238 = ( ( 0.0 - 1 ) * i.viewDir.xy * temp_output_242_0 ) + temp_output_407_0; float cos244 = cos( 0.6 ); float sin244 = sin( 0.6 ); float2 rotator244 = mul( ( Offset238 * float2( 2,2 ) ) - float2( 0.5,0.5 ) , float2x2( cos244 , -sin244 , sin244 , cos244 )) + float2( 0.5,0.5 ); float4 lerpResult235 = lerp( tex2DNode234 , ( tex2D( _IceTex, rotator244 ) * _IceColorBackground ) , _BackGroundIceBlend); float4 blendOpSrc236 = tex2DNode234; float4 blendOpDest236 = lerpResult235; float4 temp_output_268_0 = ( tex2D( _IceTex, temp_output_407_0 ) * _IceColorTop ); float2 Offset201 = ( ( 0.0 - 1 ) * i.viewDir.xy * _IceDepth ) + temp_output_407_0; float4 lerpResult228 = lerp( temp_output_268_0 , ( tex2D( _IceTex, Offset201 ) * _IceColorBackground ) , _BackGroundIceBlend); float4 blendOpSrc230 = temp_output_268_0; float4 blendOpDest230 = lerpResult228; float4 temp_output_230_0 = ( saturate( max( blendOpSrc230, blendOpDest230 ) )); float simplePerlin3D274 = snoise( ( ase_worldPos / _IceNoiseTiling ) ); float4 lerpResult249 = lerp( ( saturate( max( blendOpSrc236, blendOpDest236 ) )) , temp_output_230_0 , simplePerlin3D274); float4 lerpResult252 = lerp( float4( 0,0,0,0 ) , lerpResult249 , _IceNoisePower); float4 blendOpSrc243 = lerpResult252; float4 blendOpDest243 = temp_output_230_0; float4 clampResult229 = clamp( ( saturate( max( blendOpSrc243, blendOpDest243 ) )) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ); float3 appendResult418 = (float3(clampResult229.rgb)); float4 appendResult421 = (float4(appendResult418 , _IceSmoothness)); float4 appendResult446 = (float4(_SnowColor.r , _SnowColor.g , _SnowColor.b , _SnowSmoothness)); float4 triplanar431 = TriplanarSamplingCF( _SnowTex, _IceTex, _IceTex, ase_worldPos, ase_worldNormal, _TriplanarFallOff, temp_output_411_0, float3( 1,1,1 ), float3(0,0,0) ); float temp_output_376_0 = ( _IceDepth * 0.5 ); float2 temp_cast_3 = (( temp_output_376_0 * 2.0 )).xx; float cos385 = cos( 0.6 ); float sin385 = sin( 0.6 ); float2 rotator385 = mul( temp_cast_3 - float2( 0.5,0.5 ) , float2x2( cos385 , -sin385 , sin385 , cos385 )) + float2( 0.5,0.5 ); float4 tex2DNode406 = tex2D( _IceTex, ( rotator385 + float2( 0.7,0.3 ) ) ); float2 temp_output_409_0 = ( temp_output_296_0 * float2( 1,1 ) ); float2 Offset378 = ( ( 0.0 - 1 ) * i.viewDir.xy * temp_output_376_0 ) + temp_output_409_0; float cos383 = cos( 0.6 ); float sin383 = sin( 0.6 ); float2 rotator383 = mul( ( Offset378 * float2( 2,2 ) ) - float2( 0.5,0.5 ) , float2x2( cos383 , -sin383 , sin383 , cos383 )) + float2( 0.5,0.5 ); float4 lerpResult393 = lerp( tex2DNode406 , ( tex2D( _IceTex, rotator383 ) * _IceColorBackground ) , _BackGroundIceBlend); float4 blendOpSrc396 = tex2DNode406; float4 blendOpDest396 = lerpResult393; float4 temp_output_390_0 = ( tex2D( _IceTex, temp_output_409_0 ) * _IceColorTop ); float2 Offset384 = ( ( 0.0 - 1 ) * i.viewDir.xy * _IceDepth ) + temp_output_409_0; float4 lerpResult394 = lerp( temp_output_390_0 , ( tex2D( _IceTex, Offset384 ) * _IceColorBackground ) , _BackGroundIceBlend); float4 blendOpSrc395 = temp_output_390_0; float4 blendOpDest395 = lerpResult394; float4 temp_output_395_0 = ( saturate( max( blendOpSrc395, blendOpDest395 ) )); float4 lerpResult397 = lerp( ( saturate( max( blendOpSrc396, blendOpDest396 ) )) , temp_output_395_0 , simplePerlin3D274); float4 lerpResult399 = lerp( float4( 0,0,0,0 ) , lerpResult397 , _IceNoisePower); float4 blendOpSrc400 = lerpResult399; float4 blendOpDest400 = temp_output_395_0; float4 clampResult401 = clamp( ( saturate( max( blendOpSrc400, blendOpDest400 ) )) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ); float3 appendResult419 = (float3(clampResult401.rgb)); float4 appendResult420 = (float4(appendResult419 , _IceSmoothness)); float3 weightedBlendVar332 = BlendComponents288; float4 weightedAvg332 = ( ( weightedBlendVar332.x*appendResult421 + weightedBlendVar332.y*( appendResult446 * triplanar431 ) + weightedBlendVar332.z*appendResult420 )/( weightedBlendVar332.x + weightedBlendVar332.y + weightedBlendVar332.z ) ); o.Albedo = weightedAvg332.xyz; float3 weightedBlendVar439 = BlendComponents288; float weightedAvg439 = ( ( weightedBlendVar439.x*_IceSpecular + weightedBlendVar439.y*_SnowSpecular + weightedBlendVar439.z*_IceSpecular )/( weightedBlendVar439.x + weightedBlendVar439.y + weightedBlendVar439.z ) ); float3 temp_cast_6 = (weightedAvg439).xxx; o.Specular = temp_cast_6; o.Smoothness = weightedAvg332.w; float3 weightedBlendVar448 = BlendComponents288; float4 weightedAvg448 = ( ( weightedBlendVar448.x*appendResult421 + weightedBlendVar448.y*float4( 0,0,0,0 ) + weightedBlendVar448.z*appendResult420 )/( weightedBlendVar448.x + weightedBlendVar448.y + weightedBlendVar448.z ) ); o.Translucency = weightedAvg448.xyz; o.Alpha = 1; } ENDCG CGPROGRAM #pragma surface surf StandardSpecularCustom keepalpha fullforwardshadows exclude_path:deferred 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; float4 tSpace0 : TEXCOORD1; float4 tSpace1 : TEXCOORD2; float4 tSpace2 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); 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 ); 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 ); 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; SurfaceOutputStandardSpecularCustom o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecularCustom, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" }