ToriaAssets/Sources/Shaders/Polygonmaker-AS-Ice.shader
2026-05-19 12:20:15 +02:00

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15 KiB
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Polygonmaker/Ice"
{
Properties
{
_Color("Main Color, Opacity (Alpha)", Color) = (1,1,1,0)
_MainTex("Diffuse", 2D) = "white" {}
_Glossiness1("Opacity Intensity", Range( 0 , 2)) = 1
_MetallicGlossMap("Metallic (R), AO (G), Gloss (Alpha)", 2D) = "black" {}
_OcclusionMap("AO (G)", 2D) = "black" {}
_Glossiness("Glossiness Intensity", Range( 0 , 2)) = 1
_MetallicIntensity("Metallic Intensity", Range( 0 , 2)) = 1
_BumpMap("Normal", 2D) = "bump" {}
_EmissionMap("Emission", 2D) = "white" {}
[HDR]_EmissionColor("Emission Color", Color) = (0,0,0,0)
[HDR]_Transmission("Transmission", Color) = (0,0,0,0)
_RefractionIntensity("Refraction Intensity", Range( 0 , 2)) = 1
[Header(Refraction)]
_ChromaticAberration("Chromatic Aberration", Range( 0 , 0.3)) = 0.1
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Custom" "Queue" = "Transparent+0" "IsEmissive" = "true" }
Cull Back
ZWrite On
Blend SrcAlpha OneMinusSrcAlpha
GrabPass{ }
CGINCLUDE
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
#pragma multi_compile _ALPHAPREMULTIPLY_ON
struct Input
{
float2 uv_texcoord;
float4 screenPos;
float3 worldPos;
};
struct SurfaceOutputStandardCustom
{
half3 Albedo;
half3 Normal;
half3 Emission;
half Metallic;
half Smoothness;
half Occlusion;
half Alpha;
half3 Transmission;
};
uniform sampler2D _BumpMap;
uniform float4 _BumpMap_ST;
uniform float4 _Color;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform sampler2D _EmissionMap;
uniform float4 _EmissionMap_ST;
uniform float4 _EmissionColor;
uniform sampler2D _MetallicGlossMap;
SamplerState sampler_MetallicGlossMap;
uniform float4 _MetallicGlossMap_ST;
uniform float _MetallicIntensity;
uniform float _Glossiness;
uniform sampler2D _OcclusionMap;
SamplerState sampler_OcclusionMap;
uniform float4 _OcclusionMap_ST;
uniform float4 _Transmission;
uniform float _Glossiness1;
SamplerState sampler_MainTex;
uniform sampler2D _GrabTexture;
uniform float _ChromaticAberration;
uniform float _RefractionIntensity;
inline half4 LightingStandardCustom(SurfaceOutputStandardCustom s, half3 viewDir, UnityGI gi )
{
half3 transmission = max(0 , -dot(s.Normal, gi.light.dir)) * gi.light.color * s.Transmission;
half4 d = half4(s.Albedo * transmission , 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) + d;
}
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
}
inline float4 Refraction( Input i, SurfaceOutputStandardCustom o, float indexOfRefraction, float chomaticAberration ) {
float3 worldNormal = o.Normal;
float4 screenPos = i.screenPos;
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
float halfPosW = screenPos.w * 0.5;
screenPos.y = ( screenPos.y - halfPosW ) * _ProjectionParams.x * scale + halfPosW;
#if SHADER_API_D3D9 || SHADER_API_D3D11
screenPos.w += 0.00000000001;
#endif
float2 projScreenPos = ( screenPos / screenPos.w ).xy;
float3 worldViewDir = normalize( UnityWorldSpaceViewDir( i.worldPos ) );
float3 refractionOffset = ( indexOfRefraction - 1.0 ) * mul( UNITY_MATRIX_V, float4( worldNormal, 0.0 ) ) * ( 1.0 - dot( worldNormal, worldViewDir ) );
float2 cameraRefraction = float2( refractionOffset.x, refractionOffset.y );
float4 redAlpha = tex2D( _GrabTexture, ( projScreenPos + cameraRefraction ) );
float green = tex2D( _GrabTexture, ( projScreenPos + ( cameraRefraction * ( 1.0 - chomaticAberration ) ) ) ).g;
float blue = tex2D( _GrabTexture, ( projScreenPos + ( cameraRefraction * ( 1.0 + chomaticAberration ) ) ) ).b;
return float4( redAlpha.r, green, blue, redAlpha.a );
}
void RefractionF( Input i, SurfaceOutputStandardCustom o, inout half4 color )
{
#ifdef UNITY_PASS_FORWARDBASE
float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw;
float3 tex2DNode4 = UnpackNormal( tex2D( _BumpMap, uv_BumpMap ) );
color.rgb = color.rgb + Refraction( i, o, ( tex2DNode4 * _RefractionIntensity ).x, _ChromaticAberration ) * ( 1 - color.a );
color.a = 1;
#endif
}
void surf( Input i , inout SurfaceOutputStandardCustom o )
{
o.Normal = float3(0,0,1);
float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw;
float3 tex2DNode4 = UnpackNormal( tex2D( _BumpMap, uv_BumpMap ) );
o.Normal = tex2DNode4;
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex );
o.Albedo = ( _Color * tex2DNode1 ).rgb;
float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
o.Emission = ( tex2D( _EmissionMap, uv_EmissionMap ) * _EmissionColor ).rgb;
float2 uv_MetallicGlossMap = i.uv_texcoord * _MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw;
float4 tex2DNode5 = tex2D( _MetallicGlossMap, uv_MetallicGlossMap );
o.Metallic = ( tex2DNode5.r * _MetallicIntensity );
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.Transmission = _Transmission.rgb;
float clampResult17 = clamp( ( _Color.a * _Glossiness1 * tex2DNode1.a ) , 0.0 , 1.0 );
o.Alpha = clampResult17;
o.Normal = o.Normal + 0.00001 * i.screenPos * i.worldPos;
}
ENDCG
CGPROGRAM
#pragma surface surf StandardCustom keepalpha finalcolor:RefractionF 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_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
#define CAN_SKIP_VPOS
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
sampler3D _DitherMaskLOD;
struct v2f
{
V2F_SHADOW_CASTER;
float2 customPack1 : TEXCOORD1;
float3 worldPos : TEXCOORD2;
float4 screenPos : TEXCOORD3;
float4 tSpace0 : TEXCOORD4;
float4 tSpace1 : TEXCOORD5;
float4 tSpace2 : TEXCOORD6;
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;
o.worldPos = worldPos;
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
o.screenPos = ComputeScreenPos( o.pos );
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 = IN.worldPos;
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
surfIN.worldPos = worldPos;
surfIN.screenPos = IN.screenPos;
SurfaceOutputStandardCustom o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardCustom, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
clip( alphaRef - 0.01 );
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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