// Shader created with Shader Forge v1.38 // 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 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Depth,ptin:_refractionDepth,varname:node_6,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Multiply,id:6770,x:32835,y:32921,varname:node_6770,prsc:2|A-2908-OUT,B-7846-OUT;proporder:6665-358-1813-99-6817-2956-7311-2466-7911-9289-5821-4206-9637-7142-9159-7287-365-4374-5222-6;pass:END;sub:END;*/ Shader "MK4/River_MK4" { Properties { _Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1) _Metallic ("Metallic", Range(0, 1)) = 0 _Gloss ("Gloss", Range(0, 1)) = 0.8 _Noise ("Noise", 2D) = "bump" {} _NoiseBase ("Noise Base", 2D) = "white" {} _Distort ("Distort", Range(0, 1)) = 0.2 _Refr ("Refr", Range(0, 1)) = 0.5 _Opacity ("Opacity", Range(0, 1)) = 1 _Caustic ("Caustic", 2D) = "white" {} _CausticUV ("Caustic UV", Range(0, 1)) = 0 _CausticInt ("Caustic Int", Range(0, 1)) = 1 _node_4206 ("node_4206", 2D) = "white" {} _OpacityFoam ("Opacity Foam", Range(0, 1)) = 1 _NormalStr ("Normal Str", Range(0, 1)) = 1 _Transmis ("Transmis", Range(0, 1)) = 0 _LightWr ("Light Wr", Range(0, 1)) = 0 _Depth ("Depth", Range(0, 1)) = 0 _FoamScale ("Foam Scale", Range(0, 1)) = 0 _FoamIntenc ("Foam Intenc", Range(0, 1)) = 1 _refractionDepth ("refraction Depth", Range(0, 1)) = 0 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } GrabPass{ } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend SrcAlpha OneMinusSrcAlpha ZWrite 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 "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma multi_compile_fwdbase #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 only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu #pragma target 3.0 uniform sampler2D _GrabTexture; uniform sampler2D _CameraDepthTexture; uniform float4 _Color; uniform float _Metallic; uniform float _Gloss; uniform sampler2D _Noise; uniform float4 _Noise_ST; uniform sampler2D _NoiseBase; uniform float4 _NoiseBase_ST; uniform float _Distort; uniform float _Refr; uniform float _Opacity; uniform sampler2D _Caustic; uniform float4 _Caustic_ST; uniform float _CausticUV; uniform float _CausticInt; uniform sampler2D _node_4206; uniform float4 _node_4206_ST; uniform float _OpacityFoam; uniform float _NormalStr; uniform float _LightWr; uniform float _Transmis; uniform float _Depth; uniform float _FoamScale; uniform float _FoamIntenc; uniform float _refractionDepth; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; }; 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 projPos : TEXCOORD7; UNITY_FOG_COORDS(8) #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) float4 ambientOrLightmapUV : TEXCOORD9; #endif }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; #ifdef LIGHTMAP_ON o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.ambientOrLightmapUV.zw = 0; #elif UNITY_SHOULD_SAMPLE_SH #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_122 = _Time; float2 node_6632 = ((o.uv0*0.4)+node_122.g*float2(0,0.1)); float4 node_9774 = tex2Dlod(_NoiseBase,float4(TRANSFORM_TEX(node_6632, _NoiseBase),0.0,0)); float2 node_5564 = (o.uv0+node_122.g*float2(-0.08,0.3)); float4 _MainTex = tex2Dlod(_NoiseBase,float4(TRANSFORM_TEX(node_5564, _NoiseBase),0.0,0)); float2 node_6605 = ((o.uv0*1.5)+node_122.g*float2(0.08,0.4)); float4 node_5961 = tex2Dlod(_NoiseBase,float4(TRANSFORM_TEX(node_6605, _NoiseBase),0.0,0)); float node_6346 = lerp(node_9774.r,lerp(_MainTex.r,node_5961.r,0.5),0.7); v.vertex.xyz += (v.normal*(_Distort*node_6346)); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos( v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); o.projPos = ComputeScreenPos (o.pos); COMPUTE_EYEDEPTH(o.projPos.z); return o; } float4 frag(VertexOutput i) : COLOR { i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 node_9074 = float3(0,0,1); float4 node_122 = _Time; float2 node_6632 = ((i.uv0*0.4)+node_122.g*float2(0,0.1)); float3 node_6839 = UnpackNormal(tex2D(_Noise,TRANSFORM_TEX(node_6632, _Noise))); float2 node_5564 = (i.uv0+node_122.g*float2(-0.08,0.3)); float3 node_4526 = UnpackNormal(tex2D(_Noise,TRANSFORM_TEX(node_5564, _Noise))); float3 node_7061_nrm_base = node_6839.rgb + float3(0,0,1); float3 node_7061_nrm_detail = node_4526.rgb * float3(-1,-1,1); float3 node_7061_nrm_combined = node_7061_nrm_base*dot(node_7061_nrm_base, node_7061_nrm_detail)/node_7061_nrm_base.z - node_7061_nrm_detail; float3 node_7061 = node_7061_nrm_combined; float2 node_6605 = ((i.uv0*1.5)+node_122.g*float2(0.08,0.4)); float3 node_8012 = UnpackNormal(tex2D(_Noise,TRANSFORM_TEX(node_6605, _Noise))); float3 node_4897_nrm_base = lerp(node_9074,node_7061,_NormalStr) + float3(0,0,1); float3 node_4897_nrm_detail = lerp(node_8012.rgb,node_9074,0.5) * float3(-1,-1,1); float3 node_4897_nrm_combined = node_4897_nrm_base*dot(node_4897_nrm_base, node_4897_nrm_detail)/node_4897_nrm_base.z - node_4897_nrm_detail; float3 node_4897 = node_4897_nrm_combined; float3 normalLocal = node_4897; float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g); float partZ = max(0,i.projPos.z - _ProjectionParams.g); float2 sceneUVs = (i.projPos.xy / i.projPos.w) + (saturate((node_4897.rg*(_Refr*0.2+0.0)))*saturate((sceneZ-partZ)/_refractionDepth)); float4 sceneColor = tex2D(_GrabTexture, sceneUVs); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; float3 halfDirection = normalize(viewDirection+lightDirection); ////// Lighting: float attenuation = 1; float3 attenColor = attenuation * _LightColor0.xyz; float Pi = 3.141592654; float InvPi = 0.31830988618; ///////// Gloss: float gloss = _Gloss; float perceptualRoughness = 1.0 - _Gloss; float roughness = perceptualRoughness * perceptualRoughness; 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 #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION d.boxMin[0] = unity_SpecCube0_BoxMin; d.boxMin[1] = unity_SpecCube1_BoxMin; #endif #if UNITY_SPECCUBE_BOX_PROJECTION d.boxMax[0] = unity_SpecCube0_BoxMax; d.boxMax[1] = unity_SpecCube1_BoxMax; d.probePosition[0] = unity_SpecCube0_ProbePosition; d.probePosition[1] = unity_SpecCube1_ProbePosition; #endif d.probeHDR[0] = unity_SpecCube0_HDR; 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 = saturate(dot( normalDirection, lightDirection )); float LdotH = saturate(dot(lightDirection, halfDirection)); float3 specularColor = _Metallic; float specularMonochrome; float4 node_1183 = tex2D(_node_4206,TRANSFORM_TEX(node_6605, _node_4206)); float2 node_8454 = (i.uv0*(_CausticUV*1.0+1.0)); float2 node_8389 = (node_8454+node_122.g*float2(0.1,0.2)); float4 node_7735 = tex2D(_Caustic,TRANSFORM_TEX(node_8389, _Caustic)); float2 node_8573 = (node_8454+node_122.g*float2(0.3,0.3)); float4 node_8122 = tex2D(_Caustic,TRANSFORM_TEX(node_8573, _Caustic)); float4 node_9774 = tex2D(_NoiseBase,TRANSFORM_TEX(node_6632, _NoiseBase)); float4 _MainTex = tex2D(_NoiseBase,TRANSFORM_TEX(node_5564, _NoiseBase)); float4 node_5961 = tex2D(_NoiseBase,TRANSFORM_TEX(node_6605, _NoiseBase)); float node_6346 = lerp(node_9774.r,lerp(_MainTex.r,node_5961.r,0.5),0.7); float node_411 = saturate((sceneZ-partZ)/_FoamScale); float3 diffuseColor = lerp(node_1183.rgb,saturate(lerp(node_1183.rgb,(saturate(((saturate(((node_7735.r+node_8122.r)*0.8+0.0))*node_6346)*_CausticInt))+_Color.rgb),saturate((saturate((node_6346*4.0+0.0))+_OpacityFoam)))),saturate((_FoamIntenc+node_411))); // Need this for specular when using metallic diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome ); specularMonochrome = 1.0-specularMonochrome; float NdotV = abs(dot( normalDirection, viewDirection )); float NdotH = saturate(dot( normalDirection, halfDirection )); float VdotH = saturate(dot( viewDirection, halfDirection )); float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness ); float normTerm = GGXTerm(NdotH, roughness); float specularPBL = (visTerm*normTerm) * UNITY_PI; #ifdef UNITY_COLORSPACE_GAMMA specularPBL = sqrt(max(1e-4h, specularPBL)); #endif specularPBL = max(0, specularPBL * NdotL); #if defined(_SPECULARHIGHLIGHTS_OFF) specularPBL = 0.0; #endif half surfaceReduction; #ifdef UNITY_COLORSPACE_GAMMA surfaceReduction = 1.0-0.28*roughness*perceptualRoughness; #else surfaceReduction = 1.0/(roughness*roughness + 1.0); #endif specularPBL *= any(specularColor) ? 1.0 : 0.0; float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH); half grazingTerm = saturate( gloss + specularMonochrome ); float3 indirectSpecular = (gi.indirect.specular); indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); indirectSpecular *= surfaceReduction; float3 specular = (directSpecular + indirectSpecular); /////// Diffuse: NdotL = dot( normalDirection, lightDirection ); float3 w = float3(_LightWr,_LightWr,_LightWr)*0.5; // Light wrapping float3 NdotLWrap = NdotL * ( 1.0 - w ); float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w ); float3 backLight = max(float3(0.0,0.0,0.0), -NdotLWrap + w ) * float3(_Transmis,_Transmis,_Transmis); NdotL = max(0.0,dot( normalDirection, lightDirection )); half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); float nlPow5 = Pow5(1-NdotLWrap); float nvPow5 = Pow5(1-NdotV); float3 directDiffuse = ((forwardLight+backLight) + ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL)) * attenColor; float3 indirectDiffuse = float3(0,0,0); indirectDiffuse += gi.indirect.diffuse; float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; /// Final Color: float3 finalColor = diffuse + specular; float node_854 = saturate((sceneZ-partZ)/(_Depth*2.0+0.0)); fixed4 finalRGBA = fixed4(lerp(sceneColor.rgb, finalColor,saturate((_Opacity*node_854))),1); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode"="ForwardAdd" } Blend One One ZWrite 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 #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 only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu #pragma target 3.0 uniform sampler2D _GrabTexture; uniform sampler2D _CameraDepthTexture; uniform float4 _Color; uniform float _Metallic; uniform float _Gloss; uniform sampler2D _Noise; uniform float4 _Noise_ST; uniform sampler2D _NoiseBase; uniform float4 _NoiseBase_ST; uniform float _Distort; uniform float _Refr; uniform float _Opacity; uniform sampler2D _Caustic; uniform float4 _Caustic_ST; uniform float _CausticUV; uniform float _CausticInt; uniform sampler2D _node_4206; uniform float4 _node_4206_ST; uniform float _OpacityFoam; uniform float _NormalStr; uniform float _LightWr; uniform float _Transmis; uniform float _Depth; uniform float _FoamScale; uniform float _FoamIntenc; uniform float _refractionDepth; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; }; 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 projPos : TEXCOORD7; LIGHTING_COORDS(8,9) UNITY_FOG_COORDS(10) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; 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_3953 = _Time; float2 node_6632 = ((o.uv0*0.4)+node_3953.g*float2(0,0.1)); float4 node_9774 = tex2Dlod(_NoiseBase,float4(TRANSFORM_TEX(node_6632, _NoiseBase),0.0,0)); float2 node_5564 = (o.uv0+node_3953.g*float2(-0.08,0.3)); float4 _MainTex = tex2Dlod(_NoiseBase,float4(TRANSFORM_TEX(node_5564, _NoiseBase),0.0,0)); float2 node_6605 = ((o.uv0*1.5)+node_3953.g*float2(0.08,0.4)); float4 node_5961 = tex2Dlod(_NoiseBase,float4(TRANSFORM_TEX(node_6605, _NoiseBase),0.0,0)); float node_6346 = lerp(node_9774.r,lerp(_MainTex.r,node_5961.r,0.5),0.7); v.vertex.xyz += (v.normal*(_Distort*node_6346)); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos( v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); o.projPos = ComputeScreenPos (o.pos); COMPUTE_EYEDEPTH(o.projPos.z); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i) : COLOR { i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 node_9074 = float3(0,0,1); float4 node_3953 = _Time; float2 node_6632 = ((i.uv0*0.4)+node_3953.g*float2(0,0.1)); float3 node_6839 = UnpackNormal(tex2D(_Noise,TRANSFORM_TEX(node_6632, _Noise))); float2 node_5564 = (i.uv0+node_3953.g*float2(-0.08,0.3)); float3 node_4526 = UnpackNormal(tex2D(_Noise,TRANSFORM_TEX(node_5564, _Noise))); float3 node_7061_nrm_base = node_6839.rgb + float3(0,0,1); float3 node_7061_nrm_detail = node_4526.rgb * float3(-1,-1,1); float3 node_7061_nrm_combined = node_7061_nrm_base*dot(node_7061_nrm_base, node_7061_nrm_detail)/node_7061_nrm_base.z - node_7061_nrm_detail; float3 node_7061 = node_7061_nrm_combined; float2 node_6605 = ((i.uv0*1.5)+node_3953.g*float2(0.08,0.4)); float3 node_8012 = UnpackNormal(tex2D(_Noise,TRANSFORM_TEX(node_6605, _Noise))); float3 node_4897_nrm_base = lerp(node_9074,node_7061,_NormalStr) + float3(0,0,1); float3 node_4897_nrm_detail = lerp(node_8012.rgb,node_9074,0.5) * float3(-1,-1,1); float3 node_4897_nrm_combined = node_4897_nrm_base*dot(node_4897_nrm_base, node_4897_nrm_detail)/node_4897_nrm_base.z - node_4897_nrm_detail; float3 node_4897 = node_4897_nrm_combined; float3 normalLocal = node_4897; float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g); float partZ = max(0,i.projPos.z - _ProjectionParams.g); float2 sceneUVs = (i.projPos.xy / i.projPos.w) + (saturate((node_4897.rg*(_Refr*0.2+0.0)))*saturate((sceneZ-partZ)/_refractionDepth)); float4 sceneColor = tex2D(_GrabTexture, sceneUVs); 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 perceptualRoughness = 1.0 - _Gloss; float roughness = perceptualRoughness * perceptualRoughness; float specPow = exp2( gloss * 10.0 + 1.0 ); ////// Specular: float NdotL = saturate(dot( normalDirection, lightDirection )); float LdotH = saturate(dot(lightDirection, halfDirection)); float3 specularColor = _Metallic; float specularMonochrome; float4 node_1183 = tex2D(_node_4206,TRANSFORM_TEX(node_6605, _node_4206)); float2 node_8454 = (i.uv0*(_CausticUV*1.0+1.0)); float2 node_8389 = (node_8454+node_3953.g*float2(0.1,0.2)); float4 node_7735 = tex2D(_Caustic,TRANSFORM_TEX(node_8389, _Caustic)); float2 node_8573 = (node_8454+node_3953.g*float2(0.3,0.3)); float4 node_8122 = tex2D(_Caustic,TRANSFORM_TEX(node_8573, _Caustic)); float4 node_9774 = tex2D(_NoiseBase,TRANSFORM_TEX(node_6632, _NoiseBase)); float4 _MainTex = tex2D(_NoiseBase,TRANSFORM_TEX(node_5564, _NoiseBase)); float4 node_5961 = tex2D(_NoiseBase,TRANSFORM_TEX(node_6605, _NoiseBase)); float node_6346 = lerp(node_9774.r,lerp(_MainTex.r,node_5961.r,0.5),0.7); float node_411 = saturate((sceneZ-partZ)/_FoamScale); float3 diffuseColor = lerp(node_1183.rgb,saturate(lerp(node_1183.rgb,(saturate(((saturate(((node_7735.r+node_8122.r)*0.8+0.0))*node_6346)*_CausticInt))+_Color.rgb),saturate((saturate((node_6346*4.0+0.0))+_OpacityFoam)))),saturate((_FoamIntenc+node_411))); // Need this for specular when using metallic diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome ); specularMonochrome = 1.0-specularMonochrome; float NdotV = abs(dot( normalDirection, viewDirection )); float NdotH = saturate(dot( normalDirection, halfDirection )); float VdotH = saturate(dot( viewDirection, halfDirection )); float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness ); float normTerm = GGXTerm(NdotH, roughness); float specularPBL = (visTerm*normTerm) * UNITY_PI; #ifdef UNITY_COLORSPACE_GAMMA specularPBL = sqrt(max(1e-4h, specularPBL)); #endif specularPBL = max(0, specularPBL * NdotL); #if defined(_SPECULARHIGHLIGHTS_OFF) specularPBL = 0.0; #endif specularPBL *= any(specularColor) ? 1.0 : 0.0; float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH); float3 specular = directSpecular; /////// Diffuse: NdotL = dot( normalDirection, lightDirection ); float3 w = float3(_LightWr,_LightWr,_LightWr)*0.5; // Light wrapping float3 NdotLWrap = NdotL * ( 1.0 - w ); float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w ); float3 backLight = max(float3(0.0,0.0,0.0), -NdotLWrap + w ) * float3(_Transmis,_Transmis,_Transmis); NdotL = max(0.0,dot( normalDirection, lightDirection )); half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); float nlPow5 = Pow5(1-NdotLWrap); float nvPow5 = Pow5(1-NdotV); float3 directDiffuse = ((forwardLight+backLight) + ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL)) * attenColor; float3 diffuse = directDiffuse * diffuseColor; /// Final Color: float3 finalColor = diffuse + specular; float node_854 = saturate((sceneZ-partZ)/(_Depth*2.0+0.0)); fixed4 finalRGBA = fixed4(finalColor * saturate((_Opacity*node_854)),0); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } Offset 1, 1 Cull Back 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 only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu #pragma target 3.0 uniform sampler2D _NoiseBase; uniform float4 _NoiseBase_ST; uniform float _Distort; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; }; struct VertexOutput { V2F_SHADOW_CASTER; float2 uv0 : TEXCOORD1; float2 uv1 : TEXCOORD2; float2 uv2 : TEXCOORD3; float4 posWorld : TEXCOORD4; float3 normalDir : TEXCOORD5; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.normalDir = UnityObjectToWorldNormal(v.normal); float4 node_1799 = _Time; float2 node_6632 = ((o.uv0*0.4)+node_1799.g*float2(0,0.1)); float4 node_9774 = tex2Dlod(_NoiseBase,float4(TRANSFORM_TEX(node_6632, _NoiseBase),0.0,0)); float2 node_5564 = (o.uv0+node_1799.g*float2(-0.08,0.3)); float4 _MainTex = tex2Dlod(_NoiseBase,float4(TRANSFORM_TEX(node_5564, _NoiseBase),0.0,0)); float2 node_6605 = ((o.uv0*1.5)+node_1799.g*float2(0.08,0.4)); float4 node_5961 = tex2Dlod(_NoiseBase,float4(TRANSFORM_TEX(node_6605, _NoiseBase),0.0,0)); float node_6346 = lerp(node_9774.r,lerp(_MainTex.r,node_5961.r,0.5),0.7); v.vertex.xyz += (v.normal*(_Distort*node_6346)); o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityObjectToClipPos( v.vertex ); TRANSFER_SHADOW_CASTER(o) return o; } float4 frag(VertexOutput i) : COLOR { i.normalDir = normalize(i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; 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 only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu #pragma target 3.0 uniform sampler2D _CameraDepthTexture; uniform float4 _Color; uniform float _Metallic; uniform float _Gloss; uniform sampler2D _NoiseBase; uniform float4 _NoiseBase_ST; uniform float _Distort; uniform sampler2D _Caustic; uniform float4 _Caustic_ST; uniform float _CausticUV; uniform float _CausticInt; uniform sampler2D _node_4206; uniform float4 _node_4206_ST; uniform float _OpacityFoam; uniform float _FoamScale; uniform float _FoamIntenc; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; float3 normalDir : TEXCOORD4; float4 projPos : TEXCOORD5; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.normalDir = UnityObjectToWorldNormal(v.normal); float4 node_4299 = _Time; float2 node_6632 = ((o.uv0*0.4)+node_4299.g*float2(0,0.1)); float4 node_9774 = tex2Dlod(_NoiseBase,float4(TRANSFORM_TEX(node_6632, _NoiseBase),0.0,0)); float2 node_5564 = (o.uv0+node_4299.g*float2(-0.08,0.3)); float4 _MainTex = tex2Dlod(_NoiseBase,float4(TRANSFORM_TEX(node_5564, _NoiseBase),0.0,0)); float2 node_6605 = ((o.uv0*1.5)+node_4299.g*float2(0.08,0.4)); float4 node_5961 = tex2Dlod(_NoiseBase,float4(TRANSFORM_TEX(node_6605, _NoiseBase),0.0,0)); float node_6346 = lerp(node_9774.r,lerp(_MainTex.r,node_5961.r,0.5),0.7); v.vertex.xyz += (v.normal*(_Distort*node_6346)); o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); o.projPos = ComputeScreenPos (o.pos); COMPUTE_EYEDEPTH(o.projPos.z); return o; } float4 frag(VertexOutput i) : SV_Target { i.normalDir = normalize(i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g); float partZ = max(0,i.projPos.z - _ProjectionParams.g); UnityMetaInput o; UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); o.Emission = 0; float4 node_4299 = _Time; float2 node_6605 = ((i.uv0*1.5)+node_4299.g*float2(0.08,0.4)); float4 node_1183 = tex2D(_node_4206,TRANSFORM_TEX(node_6605, _node_4206)); float2 node_8454 = (i.uv0*(_CausticUV*1.0+1.0)); float2 node_8389 = (node_8454+node_4299.g*float2(0.1,0.2)); float4 node_7735 = tex2D(_Caustic,TRANSFORM_TEX(node_8389, _Caustic)); float2 node_8573 = (node_8454+node_4299.g*float2(0.3,0.3)); float4 node_8122 = tex2D(_Caustic,TRANSFORM_TEX(node_8573, _Caustic)); float2 node_6632 = ((i.uv0*0.4)+node_4299.g*float2(0,0.1)); float4 node_9774 = tex2D(_NoiseBase,TRANSFORM_TEX(node_6632, _NoiseBase)); float2 node_5564 = (i.uv0+node_4299.g*float2(-0.08,0.3)); float4 _MainTex = tex2D(_NoiseBase,TRANSFORM_TEX(node_5564, _NoiseBase)); float4 node_5961 = tex2D(_NoiseBase,TRANSFORM_TEX(node_6605, _NoiseBase)); float node_6346 = lerp(node_9774.r,lerp(_MainTex.r,node_5961.r,0.5),0.7); float node_411 = saturate((sceneZ-partZ)/_FoamScale); float3 diffColor = lerp(node_1183.rgb,saturate(lerp(node_1183.rgb,(saturate(((saturate(((node_7735.r+node_8122.r)*0.8+0.0))*node_6346)*_CausticInt))+_Color.rgb),saturate((saturate((node_6346*4.0+0.0))+_OpacityFoam)))),saturate((_FoamIntenc+node_411))); float specularMonochrome; float3 specColor; diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); float roughness = 1.0 - _Gloss; o.Albedo = diffColor + specColor * roughness * roughness * 0.5; return UnityMetaFragment( o ); } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }