// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "TripleBrick/Snow" { Properties { [HideInInspector] __dirty( "", Int ) = 1 _RockAlbedo("Base Albedo", 2D) = "white" {} _RockNormal("Base Normal", 2D) = "bump" {} _SnowAlbedo("Snow Albedo", 2D) = "white" {} _SnowNormal("Snow Normal", 2D) = "bump" {} _SnowAmount("SnowAmount", Range( 0 , 2)) = 0.13 [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } Cull Back ZTest LEqual CGINCLUDE #include "UnityStandardUtils.cginc" #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 #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) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) #endif struct Input { float2 uv_texcoord; float3 worldNormal; INTERNAL_DATA }; uniform sampler2D _RockNormal; uniform float4 _RockNormal_ST; uniform sampler2D _SnowNormal; uniform float4 _SnowNormal_ST; uniform float _SnowAmount; uniform sampler2D _RockAlbedo; uniform float4 _RockAlbedo_ST; uniform sampler2D _SnowAlbedo; uniform float4 _SnowAlbedo_ST; void surf( Input i , inout SurfaceOutputStandard o ) { float2 uv_RockNormal = i.uv_texcoord * _RockNormal_ST.xy + _RockNormal_ST.zw; float3 tex2DNode4 = UnpackNormal( tex2D( _RockNormal, uv_RockNormal ) ); float2 uv_SnowNormal = i.uv_texcoord * _SnowNormal_ST.xy + _SnowNormal_ST.zw; float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); float3 lerpResult15 = lerp( tex2DNode4 , BlendNormals( UnpackNormal( tex2D( _SnowNormal, uv_SnowNormal ) ) , tex2DNode4 ) , saturate( ( ase_worldNormal.y * _SnowAmount ) )); o.Normal = lerpResult15; float2 uv_RockAlbedo = i.uv_texcoord * _RockAlbedo_ST.xy + _RockAlbedo_ST.zw; float4 tex2DNode1 = tex2D( _RockAlbedo, uv_RockAlbedo ); float2 uv_SnowAlbedo = i.uv_texcoord * _SnowAlbedo_ST.xy + _SnowAlbedo_ST.zw; float4 tex2DNode9 = tex2D( _SnowAlbedo, uv_SnowAlbedo ); float temp_output_18_0 = saturate( ( WorldNormalVector( i , lerpResult15 ).y * _SnowAmount ) ); float4 lerpResult10 = lerp( tex2DNode1 , tex2DNode9 , temp_output_18_0); o.Albedo = lerpResult10.xyz; float lerpResult17 = lerp( tex2DNode1.a , tex2DNode9.a , temp_output_18_0); o.Smoothness = lerpResult17; o.Alpha = 1; } ENDCG CGPROGRAM #pragma surface surf Standard 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_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; float3 worldPos : TEXCOORD6; float4 tSpace0 : TEXCOORD1; float4 tSpace1 : TEXCOORD2; float4 tSpace2 : TEXCOORD3; float4 texcoords01 : 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 ); float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 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.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy ); o.worldPos = worldPos; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) return o; } fixed4 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.xy = IN.texcoords01.xy; float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( 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; SurfaceOutputStandard o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=13101 0;92;1152;650;2112.571;79.65671;1.3;True;False Node;AmplifyShaderEditor.WorldNormalVector;20;-1685.906,-319.7951;Float;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;FLOAT;FLOAT;FLOAT Node;AmplifyShaderEditor.RangedFloatNode;12;-1773.599,-115.1001;Float;False;Property;_SnowAmount;SnowAmount;4;0;0.13;0;2;0;1;FLOAT Node;AmplifyShaderEditor.SamplerNode;14;-1601.402,342.5992;Float;True;Property;_SnowNormal;Snow Normal;3;0;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;FLOAT3;FLOAT;FLOAT;FLOAT;FLOAT 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