// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Shader created with Shader Forge v1.27 // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ // Note: Manually altering this data may prevent you from opening it in Shader Forge /*SF_DATA;ver:1.27;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:3,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:True,hqlp:True,rprd:True,enco:False,rmgx:True,rpth:1,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:2,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:2,rntp:3,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,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:2865,x:34032,y:32678,varname:node_2865,prsc:2|diff-7940-OUT,spec-8630-OUT,gloss-7348-OUT,normal-1433-RGB,emission-4839-OUT,difocc-485-OUT,clip-6074-OUT,voffset-1434-OUT;n:type:ShaderForge.SFN_Time,id:5637,x:32688,y:33827,varname:node_5637,prsc:2;n:type:ShaderForge.SFN_NormalVector,id:5681,x:32433,y:33255,prsc:2,pt:False;n:type:ShaderForge.SFN_Vector3,id:7808,x:32433,y:33427,varname:node_7808,prsc:2,v1:1,v2:0.5,v3:0.5;n:type:ShaderForge.SFN_Add,id:9090,x:32683,y:33293,varname:node_9090,prsc:2|A-5681-OUT,B-7808-OUT;n:type:ShaderForge.SFN_Normalize,id:2175,x:32954,y:33390,varname:node_2175,prsc:2|IN-9090-OUT;n:type:ShaderForge.SFN_Multiply,id:1434,x:33790,y:33752,varname:node_1434,prsc:2|A-4059-OUT,B-9976-OUT,C-7643-OUT;n:type:ShaderForge.SFN_VertexColor,id:707,x:32422,y:33537,varname:node_707,prsc:2;n:type:ShaderForge.SFN_Multiply,id:2285,x:32703,y:33680,varname:node_2285,prsc:2|A-707-B,B-7767-OUT;n:type:ShaderForge.SFN_Add,id:1256,x:32903,y:33786,varname:node_1256,prsc:2|A-2285-OUT,B-5637-T;n:type:ShaderForge.SFN_Sin,id:9976,x:33103,y:33774,varname:node_9976,prsc:2|IN-1256-OUT;n:type:ShaderForge.SFN_Multiply,id:6226,x:33323,y:33486,varname:node_6226,prsc:2|A-2175-OUT,B-707-R;n:type:ShaderForge.SFN_Multiply,id:4059,x:33547,y:33571,varname:node_4059,prsc:2|A-6226-OUT,B-9976-OUT;n:type:ShaderForge.SFN_Pi,id:7767,x:32438,y:33760,varname:node_7767,prsc:2;n:type:ShaderForge.SFN_Slider,id:7643,x:33329,y:33837,ptovrint:False,ptlb:Wind Intensity,ptin:_WindIntensity,varname:node_7643,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:0.15;n:type:ShaderForge.SFN_Tex2d,id:7831,x:32862,y:32493,ptovrint:False,ptlb:Base Color,ptin:_BaseColor,varname:node_7831,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:1433,x:33287,y:32783,ptovrint:False,ptlb:Normal Map,ptin:_NormalMap,varname:node_1433,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:2,isnm:False;n:type:ShaderForge.SFN_Slider,id:7348,x:33215,y:33375,ptovrint:False,ptlb:Gloss,ptin:_Gloss,varname:node_7348,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:8495,x:33220,y:32993,ptovrint:False,ptlb:Metalic,ptin:_Metalic,varname:node_8495,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;n:type:ShaderForge.SFN_Color,id:4178,x:32862,y:32701,ptovrint:False,ptlb:Base Color Tint,ptin:_BaseColorTint,varname:node_4178,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Slider,id:3209,x:32759,y:32367,ptovrint:False,ptlb:Emissive Power,ptin:_EmissivePower,varname:node_3209,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.05,max:1;n:type:ShaderForge.SFN_Slider,id:432,x:32634,y:32979,ptovrint:False,ptlb:Alpha Cutoff,ptin:_AlphaCutoff,varname:node_432,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.55,max:1;n:type:ShaderForge.SFN_Add,id:4930,x:33049,y:32837,varname:node_4930,prsc:2|A-7831-A,B-432-OUT;n:type:ShaderForge.SFN_Multiply,id:6074,x:33006,y:33000,varname:node_6074,prsc:2|A-4930-OUT,B-432-OUT;n:type:ShaderForge.SFN_Multiply,id:7940,x:33135,y:32626,varname:node_7940,prsc:2|A-7831-RGB,B-4178-RGB;n:type:ShaderForge.SFN_Blend,id:4839,x:33186,y:32346,varname:node_4839,prsc:2,blmd:10,clmp:True|SRC-3209-OUT,DST-7831-RGB;n:type:ShaderForge.SFN_Tex2d,id:7284,x:33312,y:33101,ptovrint:False,ptlb:Metalic Map,ptin:_MetalicMap,varname:node_7284,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:8630,x:33543,y:33056,varname:node_8630,prsc:2|A-8495-OUT,B-7284-A;n:type:ShaderForge.SFN_Tex2d,id:2034,x:33615,y:33269,ptovrint:False,ptlb:AO Map,ptin:_AOMap,varname:node_2034,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Slider,id:2589,x:33514,y:33483,ptovrint:False,ptlb:AO Power,ptin:_AOPower,varname:node_2589,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;n:type:ShaderForge.SFN_Blend,id:485,x:33824,y:33194,varname:node_485,prsc:2,blmd:10,clmp:True|SRC-2034-R,DST-2589-OUT;proporder:3209-4178-7831-432-1433-7284-8495-2034-2589-7348-7643;pass:END;sub:END;*/ Shader "PolyPixel/Tree_Leaf PBR" { Properties { _EmissivePower ("Emissive Power", Range(0, 1)) = 0.05 _BaseColorTint ("Base Color Tint", Color) = (0.5,0.5,0.5,1) _BaseColor ("Base Color", 2D) = "white" {} _AlphaCutoff ("Alpha Cutoff", Range(0, 1)) = 0.55 _NormalMap ("Normal Map", 2D) = "black" {} _MetalicMap ("Metalic Map", 2D) = "white" {} _Metalic ("Metalic", Range(0, 1)) = 1 _AOMap ("AO Map", 2D) = "white" {} _AOPower ("AO Power", Range(0, 1)) = 1 _Gloss ("Gloss", Range(0, 1)) = 0 _WindIntensity ("Wind Intensity", Range(0, 0.15)) = 0 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" } Pass { Name "DEFERRED" Tags { "LightMode"="Deferred" } Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_DEFERRED #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 ___ UNITY_HDR_ON #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 exclude_renderers metal d3d11_9x psp2 #pragma target 3.0 uniform float4 _TimeEditor; uniform float _WindIntensity; uniform sampler2D _BaseColor; uniform float4 _BaseColor_ST; uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST; uniform float _Gloss; uniform float _Metalic; uniform float4 _BaseColorTint; uniform float _EmissivePower; uniform float _AlphaCutoff; uniform sampler2D _MetalicMap; uniform float4 _MetalicMap_ST; uniform sampler2D _AOMap; uniform float4 _AOMap_ST; uniform float _AOPower; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float4 vertexColor : COLOR; }; 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 vertexColor : COLOR; #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) float4 ambientOrLightmapUV : TEXCOORD7; #endif }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.vertexColor = v.vertexColor; #ifdef LIGHTMAP_ON o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.ambientOrLightmapUV.zw = 0; #endif #ifdef DYNAMICLIGHTMAP_ON o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif 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_5637 = _Time + _TimeEditor; float node_9976 = sin(((o.vertexColor.b*3.141592654)+node_5637.g)); v.vertex.xyz += (((normalize((v.normal+float3(1,0.5,0.5)))*o.vertexColor.r)*node_9976)*node_9976*_WindIntensity); o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityObjectToClipPos(v.vertex ); return o; } void frag( VertexOutput i, out half4 outDiffuse : SV_Target0, out half4 outSpecSmoothness : SV_Target1, out half4 outNormal : SV_Target2, out half4 outEmission : SV_Target3, float facing : VFACE ) { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); i.normalDir = normalize(i.normalDir); i.normalDir *= faceSign; float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float4 _NormalMap_var = tex2D(_NormalMap,TRANSFORM_TEX(i.uv0, _NormalMap)); float3 normalLocal = _NormalMap_var.rgb; float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); float4 _BaseColor_var = tex2D(_BaseColor,TRANSFORM_TEX(i.uv0, _BaseColor)); clip(((_BaseColor_var.a+_AlphaCutoff)*_AlphaCutoff) - 0.5); ////// Lighting: float Pi = 3.141592654; float InvPi = 0.31830988618; ///////// Gloss: float gloss = _Gloss; /////// GI Data: UnityLight light; // Dummy light light.color = 0; light.dir = half3(0,1,0); light.ndotl = max(0,dot(normalDirection,light.dir)); UnityGIInput d; d.light = light; d.worldPos = i.posWorld.xyz; d.worldViewDir = viewDirection; d.atten = 1; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) d.ambient = 0; d.lightmapUV = i.ambientOrLightmapUV; #else d.ambient = i.ambientOrLightmapUV; #endif d.boxMax[0] = unity_SpecCube0_BoxMax; d.boxMin[0] = unity_SpecCube0_BoxMin; d.probePosition[0] = unity_SpecCube0_ProbePosition; d.probeHDR[0] = unity_SpecCube0_HDR; d.boxMax[1] = unity_SpecCube1_BoxMax; d.boxMin[1] = unity_SpecCube1_BoxMin; d.probePosition[1] = unity_SpecCube1_ProbePosition; 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 ); ////// Specular: float4 _MetalicMap_var = tex2D(_MetalicMap,TRANSFORM_TEX(i.uv0, _MetalicMap)); float3 specularColor = (_Metalic*_MetalicMap_var.a); float specularMonochrome; float3 diffuseColor = (_BaseColor_var.rgb*_BaseColorTint.rgb); // Need this for specular when using metallic diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome ); specularMonochrome = 1.0-specularMonochrome; float NdotV = max(0.0,dot( normalDirection, viewDirection )); half grazingTerm = saturate( gloss + specularMonochrome ); float3 indirectSpecular = (gi.indirect.specular); indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); /////// Diffuse: float3 indirectDiffuse = float3(0,0,0); indirectDiffuse += gi.indirect.diffuse; float4 _AOMap_var = tex2D(_AOMap,TRANSFORM_TEX(i.uv0, _AOMap)); indirectDiffuse *= saturate(( _AOPower > 0.5 ? (1.0-(1.0-2.0*(_AOPower-0.5))*(1.0-_AOMap_var.r)) : (2.0*_AOPower*_AOMap_var.r) )); // Diffuse AO ////// Emissive: float3 emissive = saturate(( _BaseColor_var.rgb > 0.5 ? (1.0-(1.0-2.0*(_BaseColor_var.rgb-0.5))*(1.0-_EmissivePower)) : (2.0*_BaseColor_var.rgb*_EmissivePower) )); /// Final Color: outDiffuse = half4( diffuseColor, saturate(( _AOPower > 0.5 ? (1.0-(1.0-2.0*(_AOPower-0.5))*(1.0-_AOMap_var.r)) : (2.0*_AOPower*_AOMap_var.r) )) ); outSpecSmoothness = half4( specularColor, gloss ); outNormal = half4( normalDirection * 0.5 + 0.5, 1 ); outEmission = half4( saturate(( _BaseColor_var.rgb > 0.5 ? (1.0-(1.0-2.0*(_BaseColor_var.rgb-0.5))*(1.0-_EmissivePower)) : (2.0*_BaseColor_var.rgb*_EmissivePower) )), 1 ); outEmission.rgb += indirectSpecular * 1; outEmission.rgb += indirectDiffuse * diffuseColor; #ifndef UNITY_HDR_ON outEmission.rgb = exp2(-outEmission.rgb); #endif } ENDCG } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #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_fwdbase_fullshadows #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 exclude_renderers metal d3d11_9x psp2 #pragma target 3.0 uniform float4 _TimeEditor; uniform float _WindIntensity; uniform sampler2D _BaseColor; uniform float4 _BaseColor_ST; uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST; uniform float _Gloss; uniform float _Metalic; uniform float4 _BaseColorTint; uniform float _EmissivePower; uniform float _AlphaCutoff; uniform sampler2D _MetalicMap; uniform float4 _MetalicMap_ST; uniform sampler2D _AOMap; uniform float4 _AOMap_ST; uniform float _AOPower; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float4 vertexColor : COLOR; }; 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 vertexColor : COLOR; LIGHTING_COORDS(7,8) UNITY_FOG_COORDS(9) #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) float4 ambientOrLightmapUV : TEXCOORD10; #endif }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.vertexColor = v.vertexColor; #ifdef LIGHTMAP_ON o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.ambientOrLightmapUV.zw = 0; #endif #ifdef DYNAMICLIGHTMAP_ON o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif 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_5637 = _Time + _TimeEditor; float node_9976 = sin(((o.vertexColor.b*3.141592654)+node_5637.g)); v.vertex.xyz += (((normalize((v.normal+float3(1,0.5,0.5)))*o.vertexColor.r)*node_9976)*node_9976*_WindIntensity); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos(v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); i.normalDir = normalize(i.normalDir); i.normalDir *= faceSign; float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float4 _NormalMap_var = tex2D(_NormalMap,TRANSFORM_TEX(i.uv0, _NormalMap)); float3 normalLocal = _NormalMap_var.rgb; float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); float4 _BaseColor_var = tex2D(_BaseColor,TRANSFORM_TEX(i.uv0, _BaseColor)); clip(((_BaseColor_var.a+_AlphaCutoff)*_AlphaCutoff) - 0.5); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); 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 specPow = exp2( gloss * 10.0+1.0); /////// GI Data: UnityLight light; #ifdef LIGHTMAP_OFF light.color = lightColor; light.dir = lightDirection; light.ndotl = LambertTerm (normalDirection, light.dir); #else light.color = half3(0.f, 0.f, 0.f); light.ndotl = 0.0f; light.dir = half3(0.f, 0.f, 0.f); #endif UnityGIInput d; d.light = light; d.worldPos = i.posWorld.xyz; d.worldViewDir = viewDirection; d.atten = attenuation; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) d.ambient = 0; d.lightmapUV = i.ambientOrLightmapUV; #else d.ambient = i.ambientOrLightmapUV; #endif d.boxMax[0] = unity_SpecCube0_BoxMax; d.boxMin[0] = unity_SpecCube0_BoxMin; d.probePosition[0] = unity_SpecCube0_ProbePosition; d.probeHDR[0] = unity_SpecCube0_HDR; d.boxMax[1] = unity_SpecCube1_BoxMax; d.boxMin[1] = unity_SpecCube1_BoxMin; d.probePosition[1] = unity_SpecCube1_ProbePosition; 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 = max(0, dot( normalDirection, lightDirection )); float LdotH = max(0.0,dot(lightDirection, halfDirection)); float4 _MetalicMap_var = tex2D(_MetalicMap,TRANSFORM_TEX(i.uv0, _MetalicMap)); float3 specularColor = (_Metalic*_MetalicMap_var.a); float specularMonochrome; float3 diffuseColor = (_BaseColor_var.rgb*_BaseColorTint.rgb); // Need this for specular when using metallic diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome ); specularMonochrome = 1.0-specularMonochrome; float NdotV = max(0.0,dot( normalDirection, viewDirection )); float NdotH = max(0.0,dot( normalDirection, halfDirection )); float VdotH = max(0.0,dot( viewDirection, halfDirection )); float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss ); float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss)); float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4); if (IsGammaSpace()) specularPBL = sqrt(max(1e-4h, specularPBL)); specularPBL = max(0, specularPBL * NdotL); float3 directSpecular = 1*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); half grazingTerm = saturate( gloss + specularMonochrome ); float3 indirectSpecular = (gi.indirect.specular); indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); float3 specular = (directSpecular + indirectSpecular); /////// Diffuse: NdotL = max(0.0,dot( normalDirection, lightDirection )); half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); float nlPow5 = Pow5(1-NdotL); float nvPow5 = Pow5(1-NdotV); float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor; float3 indirectDiffuse = float3(0,0,0); indirectDiffuse += gi.indirect.diffuse; float4 _AOMap_var = tex2D(_AOMap,TRANSFORM_TEX(i.uv0, _AOMap)); indirectDiffuse *= saturate(( _AOPower > 0.5 ? (1.0-(1.0-2.0*(_AOPower-0.5))*(1.0-_AOMap_var.r)) : (2.0*_AOPower*_AOMap_var.r) )); // Diffuse AO float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; ////// Emissive: float3 emissive = saturate(( _BaseColor_var.rgb > 0.5 ? (1.0-(1.0-2.0*(_BaseColor_var.rgb-0.5))*(1.0-_EmissivePower)) : (2.0*_BaseColor_var.rgb*_EmissivePower) )); /// Final Color: float3 finalColor = diffuse + specular + emissive; fixed4 finalRGBA = fixed4(finalColor,1); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode"="ForwardAdd" } Blend One One Cull 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_fullshadows #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 exclude_renderers metal d3d11_9x psp2 #pragma target 3.0 uniform float4 _TimeEditor; uniform float _WindIntensity; uniform sampler2D _BaseColor; uniform float4 _BaseColor_ST; uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST; uniform float _Gloss; uniform float _Metalic; uniform float4 _BaseColorTint; uniform float _EmissivePower; uniform float _AlphaCutoff; uniform sampler2D _MetalicMap; uniform float4 _MetalicMap_ST; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float4 vertexColor : COLOR; }; 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 vertexColor : COLOR; LIGHTING_COORDS(7,8) UNITY_FOG_COORDS(9) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.vertexColor = v.vertexColor; 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_5637 = _Time + _TimeEditor; float node_9976 = sin(((o.vertexColor.b*3.141592654)+node_5637.g)); v.vertex.xyz += (((normalize((v.normal+float3(1,0.5,0.5)))*o.vertexColor.r)*node_9976)*node_9976*_WindIntensity); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos(v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); i.normalDir = normalize(i.normalDir); i.normalDir *= faceSign; float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float4 _NormalMap_var = tex2D(_NormalMap,TRANSFORM_TEX(i.uv0, _NormalMap)); float3 normalLocal = _NormalMap_var.rgb; float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float4 _BaseColor_var = tex2D(_BaseColor,TRANSFORM_TEX(i.uv0, _BaseColor)); clip(((_BaseColor_var.a+_AlphaCutoff)*_AlphaCutoff) - 0.5); 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 specPow = exp2( gloss * 10.0+1.0); ////// Specular: float NdotL = max(0, dot( normalDirection, lightDirection )); float LdotH = max(0.0,dot(lightDirection, halfDirection)); float4 _MetalicMap_var = tex2D(_MetalicMap,TRANSFORM_TEX(i.uv0, _MetalicMap)); float3 specularColor = (_Metalic*_MetalicMap_var.a); float specularMonochrome; float3 diffuseColor = (_BaseColor_var.rgb*_BaseColorTint.rgb); // Need this for specular when using metallic diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome ); specularMonochrome = 1.0-specularMonochrome; float NdotV = max(0.0,dot( normalDirection, viewDirection )); float NdotH = max(0.0,dot( normalDirection, halfDirection )); float VdotH = max(0.0,dot( viewDirection, halfDirection )); float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss ); float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss)); float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4); if (IsGammaSpace()) specularPBL = sqrt(max(1e-4h, specularPBL)); specularPBL = max(0, specularPBL * NdotL); float3 directSpecular = attenColor*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); float3 specular = directSpecular; /////// Diffuse: NdotL = max(0.0,dot( normalDirection, lightDirection )); half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); float nlPow5 = Pow5(1-NdotL); float nvPow5 = Pow5(1-NdotV); float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor; float3 diffuse = directDiffuse * diffuseColor; /// Final Color: float3 finalColor = diffuse + specular; fixed4 finalRGBA = fixed4(finalColor * 1,0); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } Offset 1, 1 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 exclude_renderers metal d3d11_9x psp2 #pragma target 3.0 uniform float4 _TimeEditor; uniform float _WindIntensity; uniform sampler2D _BaseColor; uniform float4 _BaseColor_ST; uniform float _AlphaCutoff; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float4 vertexColor : COLOR; }; struct VertexOutput { V2F_SHADOW_CASTER; float2 uv0 : TEXCOORD1; float2 uv1 : TEXCOORD2; float2 uv2 : TEXCOORD3; float4 posWorld : TEXCOORD4; float3 normalDir : TEXCOORD5; float4 vertexColor : COLOR; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.vertexColor = v.vertexColor; o.normalDir = UnityObjectToWorldNormal(v.normal); float4 node_5637 = _Time + _TimeEditor; float node_9976 = sin(((o.vertexColor.b*3.141592654)+node_5637.g)); v.vertex.xyz += (((normalize((v.normal+float3(1,0.5,0.5)))*o.vertexColor.r)*node_9976)*node_9976*_WindIntensity); o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityObjectToClipPos(v.vertex ); TRANSFER_SHADOW_CASTER(o) return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); i.normalDir = normalize(i.normalDir); i.normalDir *= faceSign; float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; float4 _BaseColor_var = tex2D(_BaseColor,TRANSFORM_TEX(i.uv0, _BaseColor)); clip(((_BaseColor_var.a+_AlphaCutoff)*_AlphaCutoff) - 0.5); 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 exclude_renderers metal d3d11_9x psp2 #pragma target 3.0 uniform float4 _TimeEditor; uniform float _WindIntensity; uniform sampler2D _BaseColor; uniform float4 _BaseColor_ST; uniform float _Gloss; uniform float _Metalic; uniform float4 _BaseColorTint; uniform float _EmissivePower; uniform sampler2D _MetalicMap; uniform float4 _MetalicMap_ST; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; float3 normalDir : TEXCOORD4; float4 vertexColor : COLOR; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.vertexColor = v.vertexColor; o.normalDir = UnityObjectToWorldNormal(v.normal); float4 node_5637 = _Time + _TimeEditor; float node_9976 = sin(((o.vertexColor.b*3.141592654)+node_5637.g)); v.vertex.xyz += (((normalize((v.normal+float3(1,0.5,0.5)))*o.vertexColor.r)*node_9976)*node_9976*_WindIntensity); o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); return o; } float4 frag(VertexOutput i, float facing : VFACE) : SV_Target { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); i.normalDir = normalize(i.normalDir); i.normalDir *= faceSign; float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; UnityMetaInput o; UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); float4 _BaseColor_var = tex2D(_BaseColor,TRANSFORM_TEX(i.uv0, _BaseColor)); o.Emission = saturate(( _BaseColor_var.rgb > 0.5 ? (1.0-(1.0-2.0*(_BaseColor_var.rgb-0.5))*(1.0-_EmissivePower)) : (2.0*_BaseColor_var.rgb*_EmissivePower) )); float3 diffColor = (_BaseColor_var.rgb*_BaseColorTint.rgb); float specularMonochrome; float3 specColor; float4 _MetalicMap_var = tex2D(_MetalicMap,TRANSFORM_TEX(i.uv0, _MetalicMap)); diffColor = DiffuseAndSpecularFromMetallic( diffColor, (_Metalic*_MetalicMap_var.a), specColor, specularMonochrome ); float roughness = 1.0 - _Gloss; o.Albedo = diffColor + specColor * roughness * roughness * 0.5; return UnityMetaFragment( o ); } ENDCG } } FallBack "Diffuse" //CustomEditor "ShaderForgeMaterialInspector" }