// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Polygonmaker/Skin - Forward" { Properties { _MainTex("Diffuse", 2D) = "white" {} _Color("Main Color", Color) = (1,1,1,0) _ColorR("Color (R)", Color) = (1,1,1,0) _ColorG("Color (G)", Color) = (1,1,1,0) _ColorB("Color (B)", Color) = (1,1,1,0) _TextureSample0("Color Mask (R,G,B)", 2D) = "white" {} _MetallicGlossMap("Metallic (R), Gloss (Alpha)", 2D) = "black" {} _Glossiness("Glossiness Intensity", Range( 0 , 2)) = 1 _BumpMap("Normal", 2D) = "bump" {} _OcclusionMap("Occlusion (G)", 2D) = "white" {} _EmissionMap("Emission", 2D) = "white" {} _EmissionColor("Emission Color", Color) = (0,0,0,0) _EmissionIntensity("Emission Intensity", Range( 0 , 10)) = 1 _SkinHairColor("Skin Hair - Color", Color) = (0.5,0.5,0.5,0) _SkinHairIntensity("Skin Hair Intensity", Range( 0 , 5)) = 2 _SSS("SSS", Color) = (0.3529412,0,0,0) _SkinMaskB("Skin Mask (B)", 2D) = "white" {} [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 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } Cull Back CGINCLUDE #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) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) #endif struct Input { float2 uv_texcoord; float3 worldPos; float3 worldNormal; INTERNAL_DATA }; struct SurfaceOutputStandardCustom { half3 Albedo; half3 Normal; half3 Emission; half Metallic; half Smoothness; half Occlusion; half Alpha; half3 Translucency; }; uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; uniform float4 _ColorR; uniform sampler2D _TextureSample0; uniform float4 _TextureSample0_ST; uniform float4 _ColorG; uniform float4 _ColorB; uniform float4 _SkinHairColor; uniform float _SkinHairIntensity; uniform sampler2D _SkinMaskB; uniform float4 _SkinMaskB_ST; uniform float4 _Color; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform sampler2D _EmissionMap; uniform float4 _EmissionMap_ST; uniform float4 _EmissionColor; uniform float _EmissionIntensity; uniform sampler2D _MetallicGlossMap; uniform float4 _MetallicGlossMap_ST; uniform float _Glossiness; uniform sampler2D _OcclusionMap; uniform float4 _OcclusionMap_ST; uniform half _Translucency; uniform half _TransNormalDistortion; uniform half _TransScattering; uniform half _TransDirect; uniform half _TransAmbient; uniform half _TransShadow; uniform float4 _SSS; inline half4 LightingStandardCustom(SurfaceOutputStandardCustom s, half3 viewDir, UnityGI gi ) { #if !DIRECTIONAL float3 lightAtten = gi.light.color; #else float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, _TransShadow ); #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 ); SurfaceOutputStandard r; r.Albedo = s.Albedo; r.Normal = s.Normal; r.Emission = s.Emission; r.Metallic = s.Metallic; r.Smoothness = s.Smoothness; r.Occlusion = s.Occlusion; r.Alpha = s.Alpha; return LightingStandard (r, viewDir, gi) + c; } inline void LightingStandardCustom_GI(SurfaceOutputStandardCustom 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 SurfaceOutputStandardCustom o ) { float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw; o.Normal = UnpackNormal( tex2D( _BumpMap, uv_BumpMap ) ); float2 uv_TextureSample0 = i.uv_texcoord * _TextureSample0_ST.xy + _TextureSample0_ST.zw; float4 tex2DNode27 = tex2D( _TextureSample0, uv_TextureSample0 ); float3 ase_worldPos = i.worldPos; float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); float fresnelNdotV14 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode14 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV14, _SkinHairIntensity ) ); float2 uv_SkinMaskB = i.uv_texcoord * _SkinMaskB_ST.xy + _SkinMaskB_ST.zw; float4 tex2DNode25 = tex2D( _SkinMaskB, uv_SkinMaskB ); float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; o.Albedo = ( ( ( _ColorR * tex2DNode27.r ) + ( 1.0 - tex2DNode27.r ) ) * ( ( _ColorG * tex2DNode27.g ) + ( 1.0 - tex2DNode27.g ) ) * ( ( _ColorB * tex2DNode27.b ) + ( 1.0 - tex2DNode27.b ) ) * ( ( _SkinHairColor * fresnelNode14 * tex2DNode25.b ) + ( _Color * tex2D( _MainTex, uv_MainTex ) ) ) ).rgb; float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw; o.Emission = ( tex2D( _EmissionMap, uv_EmissionMap ) * _EmissionColor * _EmissionIntensity ).rgb; float2 uv_MetallicGlossMap = i.uv_texcoord * _MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw; float4 tex2DNode5 = tex2D( _MetallicGlossMap, uv_MetallicGlossMap ); o.Metallic = tex2DNode5.r; o.Smoothness = ( tex2DNode5.a * _Glossiness ); float2 uv_OcclusionMap = i.uv_texcoord * _OcclusionMap_ST.xy + _OcclusionMap_ST.zw; o.Occlusion = tex2D( _OcclusionMap, uv_OcclusionMap ).g; o.Translucency = ( _SSS * tex2DNode25.b ).rgb; o.Alpha = 1; } ENDCG CGPROGRAM #pragma surface surf StandardCustom 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_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 UNITY_VERTEX_OUTPUT_STEREO }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( 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.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; SurfaceOutputStandardCustom o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardCustom, 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=17000 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