Shader "NatureManufacture Shaders/Ice/Ice 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 _IceTexture("Ice Texture", 2D) = "white" {} _IceColorTop("Ice Color Top", Color) = (1,1,1,1) _IceColorBackground("Ice Color Background", Color) = (1,1,1,1) _BackGroundIceBlend("BackGround Ice Blend", Range( 0 , 1)) = 0.6 _Smoothness("Smoothness", Range( 0 , 2)) = 0.85 _SpecularPower("Specular Power", Range( 0 , 1)) = 0.3 _IceNormal("Ice Normal", 2D) = "bump" {} _IceNormalScale("Ice Normal Scale", Range( 0 , 2)) = 1 _NoisePower("Noise Power", Range( 0 , 2)) = 1 _IceDepth("Ice Depth", Range( 0 , 1)) = 0.057 _IceNoiseTiling("Ice Noise Tiling", Range( 0 , 100)) = 15 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } Cull Back ZWrite On ZTest LEqual CGINCLUDE #include "UnityStandardUtils.cginc" #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 #pragma multi_compile_instancing #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 { float2 uv_texcoord; half3 viewDir; INTERNAL_DATA float3 worldPos; }; struct SurfaceOutputStandardSpecularCustom { half3 Albedo; half3 Normal; half3 Emission; half3 Specular; half Smoothness; half Occlusion; half Alpha; half3 Translucency; }; uniform float _IceNormalScale; uniform sampler2D _IceNormal; uniform float4 _IceNormal_ST; uniform sampler2D _IceTexture; uniform float _IceDepth; uniform float4 _IceTexture_ST; uniform float4 _IceColorBackground; uniform float _BackGroundIceBlend; uniform float4 _IceColorTop; uniform float _IceNoiseTiling; uniform float _NoisePower; uniform float _SpecularPower; uniform float _Smoothness; uniform half _Translucency; uniform half _TransNormalDistortion; uniform half _TransScattering; uniform half _TransDirect; uniform half _TransAmbient; uniform half _TransShadow; 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 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 ) { float2 uv_IceNormal = i.uv_texcoord * _IceNormal_ST.xy + _IceNormal_ST.zw; o.Normal = UnpackScaleNormal( tex2D( _IceNormal, uv_IceNormal ), _IceNormalScale ); float temp_output_242_0 = ( _IceDepth * 0.5 ); float2 temp_cast_0 = (( temp_output_242_0 * 2.0 )).xx; float cos247 = cos( 0.6 ); float sin247 = sin( 0.6 ); float2 rotator247 = mul( temp_cast_0 - float2( 0.5,0.5 ) , float2x2( cos247 , -sin247 , sin247 , cos247 )) + float2( 0.5,0.5 ); float4 tex2DNode234 = tex2D( _IceTexture, ( rotator247 + float2( 0.7,0.3 ) ) ); float2 uv0_IceTexture = i.uv_texcoord * _IceTexture_ST.xy + _IceTexture_ST.zw; float2 Offset238 = ( ( 0.0 - 1 ) * i.viewDir.xy * temp_output_242_0 ) + uv0_IceTexture; 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( _IceTexture, rotator244 ) * _IceColorBackground ) , _BackGroundIceBlend); float4 blendOpSrc236 = tex2DNode234; float4 blendOpDest236 = lerpResult235; float4 temp_output_268_0 = ( tex2D( _IceTexture, uv0_IceTexture ) * _IceColorTop ); float2 Offset201 = ( ( 0.0 - 1 ) * i.viewDir.xy * _IceDepth ) + uv0_IceTexture; float4 lerpResult228 = lerp( temp_output_268_0 , ( tex2D( _IceTexture, Offset201 ) * _IceColorBackground ) , _BackGroundIceBlend); float4 blendOpSrc230 = temp_output_268_0; float4 blendOpDest230 = lerpResult228; float4 temp_output_230_0 = ( saturate( max( blendOpSrc230, blendOpDest230 ) )); float3 ase_worldPos = i.worldPos; 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 , _NoisePower); 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 ) ); o.Albedo = clampResult229.rgb; float3 temp_cast_2 = (_SpecularPower).xxx; o.Specular = temp_cast_2; o.Smoothness = _Smoothness; o.Translucency = clampResult229.rgb; 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; float2 customPack1 : TEXCOORD1; float4 tSpace0 : TEXCOORD2; float4 tSpace1 : TEXCOORD3; float4 tSpace2 : TEXCOORD4; 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 ); 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.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" }