666 lines
49 KiB
Plaintext
666 lines
49 KiB
Plaintext
// Shader created with Shader Forge v1.38
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// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
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// Note: Manually altering this data may prevent you from opening it in Shader Forge
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/*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:3,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:True,hqlp:False,rprd:True,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,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,atwp: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,fsmp:False;n:type:ShaderForge.SFN_Final,id:2865,x:33846,y:32605,varname:node_2865,prsc:2|diff-785-OUT,spec-358-OUT,gloss-1813-OUT,normal-4897-OUT,transm-9159-OUT,lwrap-7287-OUT,alpha-7690-OUT,refract-6770-OUT,voffset-882-OUT;n:type:ShaderForge.SFN_Color,id:6665,x:31990,y:32506,ptovrint:False,ptlb:Color,ptin:_Color,varname:_Color,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5019608,c2:0.5019608,c3:0.5019608,c4:1;n:type:ShaderForge.SFN_Tex2d,id:7736,x:31399,y:33150,varname:_MainTex,prsc:2,tex:1cde0429c7ccad94b94baf2b6fa80bb4,ntxv:0,isnm:False|UVIN-5564-UVOUT,TEX-6817-TEX;n:type:ShaderForge.SFN_Slider,id:358,x:32730,y:32688,ptovrint:False,ptlb:Metallic,ptin:_Metallic,varname:node_358,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:1813,x:32730,y:32790,ptovrint:False,ptlb:Gloss,ptin:_Gloss,varname:_Metallic_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.8,max:1;n:type:ShaderForge.SFN_Panner,id:5564,x:31270,y:32683,varname:node_5564,prsc:2,spu:-0.08,spv:0.3|UVIN-3461-UVOUT;n:type:ShaderForge.SFN_Tex2dAsset,id:99,x:31274,y:32390,ptovrint:False,ptlb:Noise,ptin:_Noise,varname:node_99,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:0dbeceaaed7301a4a8bd2a5bb1b31c01,ntxv:3,isnm:True;n:type:ShaderForge.SFN_TexCoord,id:3461,x:30798,y:32538,varname:node_3461,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Tex2d,id:4526,x:31480,y:32693,varname:node_4526,prsc:2,tex:0dbeceaaed7301a4a8bd2a5bb1b31c01,ntxv:0,isnm:False|UVIN-5564-UVOUT,TEX-99-TEX;n:type:ShaderForge.SFN_NormalBlend,id:7061,x:31720,y:32623,varname:node_7061,prsc:2|BSE-6839-RGB,DTL-4526-RGB;n:type:ShaderForge.SFN_NormalBlend,id:4897,x:32020,y:32759,varname:node_4897,prsc:2|BSE-1074-OUT,DTL-9197-OUT;n:type:ShaderForge.SFN_Panner,id:6632,x:31274,y:32550,varname:node_6632,prsc:2,spu:0,spv:0.1|UVIN-5514-OUT;n:type:ShaderForge.SFN_Panner,id:6605,x:31270,y:32835,varname:node_6605,prsc:2,spu:0.08,spv:0.4|UVIN-56-OUT;n:type:ShaderForge.SFN_Vector1,id:7246,x:30940,y:32914,varname:node_7246,prsc:2,v1:1.5;n:type:ShaderForge.SFN_Vector1,id:1580,x:31103,y:32518,varname:node_1580,prsc:2,v1:0.4;n:type:ShaderForge.SFN_Multiply,id:5514,x:31103,y:32577,varname:node_5514,prsc:2|A-3461-UVOUT,B-1580-OUT;n:type:ShaderForge.SFN_Tex2d,id:6839,x:31480,y:32560,varname:node_6839,prsc:2,tex:0dbeceaaed7301a4a8bd2a5bb1b31c01,ntxv:0,isnm:False|UVIN-6632-UVOUT,TEX-99-TEX;n:type:ShaderForge.SFN_Tex2d,id:8012,x:31491,y:32835,varname:node_8012,prsc:2,tex:0dbeceaaed7301a4a8bd2a5bb1b31c01,ntxv:0,isnm:False|UVIN-6605-UVOUT,TEX-99-TEX;n:type:ShaderForge.SFN_Multiply,id:56,x:31079,y:32845,varname:node_56,prsc:2|A-3461-UVOUT,B-7246-OUT;n:type:ShaderForge.SFN_NormalVector,id:2843,x:32023,y:33254,prsc:2,pt:False;n:type:ShaderForge.SFN_Tex2dAsset,id:6817,x:31181,y:33037,ptovrint:False,ptlb:Noise Base,ptin:_NoiseBase,varname:node_6817,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:1cde0429c7ccad94b94baf2b6fa80bb4,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:882,x:32177,y:33238,varname:node_882,prsc:2|A-2843-OUT,B-7269-OUT;n:type:ShaderForge.SFN_Multiply,id:7269,x:31902,y:33179,varname:node_7269,prsc:2|A-2956-OUT,B-6346-OUT;n:type:ShaderForge.SFN_Slider,id:2956,x:31596,y:33545,ptovrint:False,ptlb:Distort,ptin:_Distort,varname:node_2956,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.2,max:1;n:type:ShaderForge.SFN_ComponentMask,id:1202,x:32148,y:32883,varname:node_1202,prsc:2,cc1:0,cc2:1,cc3:-1,cc4:-1|IN-4897-OUT;n:type:ShaderForge.SFN_Slider,id:7311,x:31835,y:33105,ptovrint:False,ptlb:Refr,ptin:_Refr,varname:node_7311,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.5,max:1;n:type:ShaderForge.SFN_Multiply,id:2709,x:32298,y:32936,varname:node_2709,prsc:2|A-1202-OUT,B-7453-OUT;n:type:ShaderForge.SFN_Slider,id:2466,x:32680,y:33097,ptovrint:False,ptlb:Opacity,ptin:_Opacity,varname:node_2466,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;n:type:ShaderForge.SFN_Tex2d,id:7735,x:31867,y:32108,varname:node_7735,prsc:2,tex:762255f64d22a8d49958bdafff938d1b,ntxv:0,isnm:False|UVIN-8389-UVOUT,TEX-7911-TEX;n:type:ShaderForge.SFN_Tex2dAsset,id:7911,x:31460,y:31661,ptovrint:False,ptlb:Caustic,ptin:_Caustic,varname:node_7911,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:762255f64d22a8d49958bdafff938d1b,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Panner,id:8389,x:31670,y:32108,varname:node_8389,prsc:2,spu:0.1,spv:0.2|UVIN-8454-OUT;n:type:ShaderForge.SFN_Panner,id:8573,x:31670,y:32282,varname:node_8573,prsc:2,spu:0.3,spv:0.3|UVIN-8454-OUT;n:type:ShaderForge.SFN_Tex2d,id:8122,x:31852,y:32282,varname:node_8122,prsc:2,tex:762255f64d22a8d49958bdafff938d1b,ntxv:0,isnm:False|UVIN-8573-UVOUT,TEX-7911-TEX;n:type:ShaderForge.SFN_Add,id:7481,x:32408,y:32378,varname:node_7481,prsc:2|A-3854-OUT,B-6665-RGB;n:type:ShaderForge.SFN_Add,id:4540,x:32052,y:32219,varname:node_4540,prsc:2|A-7735-R,B-8122-R;n:type:ShaderForge.SFN_RemapRange,id:1283,x:32192,y:32201,varname:node_1283,prsc:2,frmn:0,frmx:1,tomn:0,tomx:0.8|IN-4540-OUT;n:type:ShaderForge.SFN_Clamp01,id:7831,x:32353,y:32219,varname:node_7831,prsc:2|IN-1283-OUT;n:type:ShaderForge.SFN_Multiply,id:8454,x:31415,y:31895,varname:node_8454,prsc:2|A-3461-UVOUT,B-9535-OUT;n:type:ShaderForge.SFN_Slider,id:9289,x:31028,y:32049,ptovrint:False,ptlb:Caustic UV,ptin:_CausticUV,varname:node_9289,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_RemapRange,id:9535,x:31356,y:32021,varname:node_9535,prsc:2,frmn:0,frmx:1,tomn:1,tomx:2|IN-9289-OUT;n:type:ShaderForge.SFN_Multiply,id:4172,x:32655,y:32202,varname:node_4172,prsc:2|A-1646-OUT,B-5821-OUT;n:type:ShaderForge.SFN_Slider,id:5821,x:32141,y:32097,ptovrint:False,ptlb:Caustic Int,ptin:_CausticInt,varname:node_5821,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;n:type:ShaderForge.SFN_Lerp,id:9644,x:31602,y:33166,varname:node_9644,prsc:2|A-7736-R,B-5961-R,T-5840-OUT;n:type:ShaderForge.SFN_Tex2d,id:5961,x:31399,y:33287,varname:node_5961,prsc:2,tex:1cde0429c7ccad94b94baf2b6fa80bb4,ntxv:0,isnm:False|UVIN-6605-UVOUT,TEX-6817-TEX;n:type:ShaderForge.SFN_Tex2d,id:9774,x:31399,y:33020,varname:node_9774,prsc:2,tex:1cde0429c7ccad94b94baf2b6fa80bb4,ntxv:0,isnm:False|UVIN-6632-UVOUT,TEX-6817-TEX;n:type:ShaderForge.SFN_Lerp,id:6346,x:31774,y:33303,varname:node_6346,prsc:2|A-9774-R,B-9644-OUT,T-8599-OUT;n:type:ShaderForge.SFN_Vector1,id:5840,x:31578,y:33303,varname:node_5840,prsc:2,v1:0.5;n:type:ShaderForge.SFN_Vector1,id:8599,x:31641,y:33433,varname:node_8599,prsc:2,v1:0.7;n:type:ShaderForge.SFN_RemapRange,id:9843,x:32287,y:32532,varname:node_9843,prsc:2,frmn:0,frmx:1,tomn:0,tomx:4|IN-6346-OUT;n:type:ShaderForge.SFN_Tex2d,id:3414,x:32462,y:33235,ptovrint:False,ptlb:Foam,ptin:_Foam,varname:node_3414,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Lerp,id:9524,x:32876,y:32444,varname:node_9524,prsc:2|A-1183-RGB,B-7481-OUT,T-8761-OUT;n:type:ShaderForge.SFN_Tex2d,id:1183,x:32952,y:31991,varname:node_1183,prsc:2,tex:e96d8eb25d8dced41bcd714f42222777,ntxv:0,isnm:False|UVIN-6605-UVOUT,TEX-4206-TEX;n:type:ShaderForge.SFN_Clamp01,id:6548,x:32444,y:32532,varname:node_6548,prsc:2|IN-9843-OUT;n:type:ShaderForge.SFN_Tex2dAsset,id:4206,x:32725,y:32005,ptovrint:False,ptlb:node_4206,ptin:_node_4206,varname:node_4206,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:e96d8eb25d8dced41bcd714f42222777,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Clamp01,id:4433,x:33039,y:32444,varname:node_4433,prsc:2|IN-9524-OUT;n:type:ShaderForge.SFN_Slider,id:9637,x:32166,y:32708,ptovrint:False,ptlb:Opacity Foam,ptin:_OpacityFoam,varname:node_9637,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;n:type:ShaderForge.SFN_Add,id:1985,x:32589,y:32532,varname:node_1985,prsc:2|A-6548-OUT,B-9637-OUT;n:type:ShaderForge.SFN_Clamp01,id:8761,x:32730,y:32532,varname:node_8761,prsc:2|IN-1985-OUT;n:type:ShaderForge.SFN_Clamp01,id:3854,x:32766,y:32202,varname:node_3854,prsc:2|IN-4172-OUT;n:type:ShaderForge.SFN_RemapRange,id:7453,x:32148,y:33032,varname:node_7453,prsc:2,frmn:0,frmx:1,tomn:0,tomx:0.2|IN-7311-OUT;n:type:ShaderForge.SFN_Clamp01,id:2908,x:32511,y:32914,varname:node_2908,prsc:2|IN-2709-OUT;n:type:ShaderForge.SFN_Vector3,id:9074,x:31480,y:32951,varname:node_9074,prsc:2,v1:0,v2:0,v3:1;n:type:ShaderForge.SFN_Lerp,id:9197,x:31739,y:32872,varname:node_9197,prsc:2|A-8012-RGB,B-9074-OUT,T-9461-OUT;n:type:ShaderForge.SFN_Vector1,id:9461,x:31664,y:33035,varname:node_9461,prsc:2,v1:0.5;n:type:ShaderForge.SFN_Multiply,id:1646,x:32491,y:32219,varname:node_1646,prsc:2|A-7831-OUT,B-6346-OUT;n:type:ShaderForge.SFN_Lerp,id:1074,x:31885,y:32657,varname:node_1074,prsc:2|A-9074-OUT,B-7061-OUT,T-7142-OUT;n:type:ShaderForge.SFN_Slider,id:7142,x:31628,y:32504,ptovrint:False,ptlb:Normal Str,ptin:_NormalStr,varname:node_7142,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;n:type:ShaderForge.SFN_Slider,id:7287,x:33027,y:32906,ptovrint:False,ptlb:Light Wr,ptin:_LightWr,varname:node_7287,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:9159,x:33027,y:32810,ptovrint:False,ptlb:Transmis,ptin:_Transmis,varname:node_9159,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_DepthBlend,id:854,x:33211,y:33210,varname:node_854,prsc:2|DIST-1130-OUT;n:type:ShaderForge.SFN_Slider,id:365,x:32680,y:33206,ptovrint:False,ptlb:Depth,ptin:_Depth,varname:node_365,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Add,id:8694,x:33295,y:32995,varname:node_8694,prsc:2|A-2466-OUT,B-854-OUT;n:type:ShaderForge.SFN_Clamp01,id:7690,x:33499,y:32995,varname:node_7690,prsc:2|IN-3150-OUT;n:type:ShaderForge.SFN_RemapRange,id:1130,x:33038,y:33252,varname:node_1130,prsc:2,frmn:0,frmx:1,tomn:0,tomx:2|IN-365-OUT;n:type:ShaderForge.SFN_Multiply,id:3150,x:33425,y:33154,varname:node_3150,prsc:2|A-2466-OUT,B-854-OUT;n:type:ShaderForge.SFN_Lerp,id:785,x:33599,y:32273,varname:node_785,prsc:2|A-1183-RGB,B-4433-OUT,T-5304-OUT;n:type:ShaderForge.SFN_DepthBlend,id:411,x:33187,y:32331,varname:node_411,prsc:2|DIST-4374-OUT;n:type:ShaderForge.SFN_Slider,id:4374,x:32882,y:32358,ptovrint:False,ptlb:Foam Scale,ptin:_FoamScale,varname:node_4374,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:1112,x:33345,y:32331,varname:node_1112,prsc:2|A-5222-OUT,B-411-OUT;n:type:ShaderForge.SFN_Slider,id:5222,x:32974,y:32601,ptovrint:False,ptlb:Foam Intenc,ptin:_FoamIntenc,varname:node_5222,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;n:type:ShaderForge.SFN_Clamp01,id:5304,x:33474,y:32365,varname:node_5304,prsc:2|IN-1374-OUT;n:type:ShaderForge.SFN_Add,id:1374,x:33408,y:32092,varname:node_1374,prsc:2|A-5222-OUT,B-411-OUT;n:type:ShaderForge.SFN_DepthBlend,id:7846,x:32660,y:32962,varname:node_7846,prsc:2|DIST-6-OUT;n:type:ShaderForge.SFN_Slider,id:6,x:32326,y:33092,ptovrint:False,ptlb:refraction 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;*/
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Shader "MK4/River_MK4" {
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Properties {
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_Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1)
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_Metallic ("Metallic", Range(0, 1)) = 0
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_Gloss ("Gloss", Range(0, 1)) = 0.8
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_Noise ("Noise", 2D) = "bump" {}
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_NoiseBase ("Noise Base", 2D) = "white" {}
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_Distort ("Distort", Range(0, 1)) = 0.2
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_Refr ("Refr", Range(0, 1)) = 0.5
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_Opacity ("Opacity", Range(0, 1)) = 1
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_Caustic ("Caustic", 2D) = "white" {}
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_CausticUV ("Caustic UV", Range(0, 1)) = 0
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_CausticInt ("Caustic Int", Range(0, 1)) = 1
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_node_4206 ("node_4206", 2D) = "white" {}
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_OpacityFoam ("Opacity Foam", Range(0, 1)) = 1
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_NormalStr ("Normal Str", Range(0, 1)) = 1
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_Transmis ("Transmis", Range(0, 1)) = 0
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_LightWr ("Light Wr", Range(0, 1)) = 0
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_Depth ("Depth", Range(0, 1)) = 0
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_FoamScale ("Foam Scale", Range(0, 1)) = 0
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_FoamIntenc ("Foam Intenc", Range(0, 1)) = 1
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_refractionDepth ("refraction Depth", Range(0, 1)) = 0
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[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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}
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SubShader {
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Tags {
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"IgnoreProjector"="True"
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"Queue"="Transparent"
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"RenderType"="Transparent"
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}
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GrabPass{ }
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Pass {
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Name "FORWARD"
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Tags {
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"LightMode"="ForwardBase"
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}
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define UNITY_PASS_FORWARDBASE
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#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
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#define _GLOSSYENV 1
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#pragma multi_compile_fwdbase
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu
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#pragma target 3.0
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uniform sampler2D _GrabTexture;
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uniform sampler2D _CameraDepthTexture;
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uniform float4 _Color;
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uniform float _Metallic;
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uniform float _Gloss;
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uniform sampler2D _Noise; uniform float4 _Noise_ST;
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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"
|
|
}
|