ToriaAssets/Sources/Shaders/Tree_Leaf PBR.shader
2026-05-19 12:20:15 +02:00

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Plaintext

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.27
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
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Shader "PolyPixel/Tree_Leaf PBR" {
Properties {
_EmissivePower ("Emissive Power", Range(0, 1)) = 0.05
_BaseColorTint ("Base Color Tint", Color) = (0.5,0.5,0.5,1)
_BaseColor ("Base Color", 2D) = "white" {}
_AlphaCutoff ("Alpha Cutoff", Range(0, 1)) = 0.55
_NormalMap ("Normal Map", 2D) = "black" {}
_MetalicMap ("Metalic Map", 2D) = "white" {}
_Metalic ("Metalic", Range(0, 1)) = 1
_AOMap ("AO Map", 2D) = "white" {}
_AOPower ("AO Power", Range(0, 1)) = 1
_Gloss ("Gloss", Range(0, 1)) = 0
_WindIntensity ("Wind Intensity", Range(0, 0.15)) = 0
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
"Queue"="AlphaTest"
"RenderType"="TransparentCutout"
}
Pass {
Name "DEFERRED"
Tags {
"LightMode"="Deferred"
}
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_DEFERRED
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile ___ UNITY_HDR_ON
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma exclude_renderers metal d3d11_9x psp2
#pragma target 3.0
uniform float4 _TimeEditor;
uniform float _WindIntensity;
uniform sampler2D _BaseColor; uniform float4 _BaseColor_ST;
uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST;
uniform float _Gloss;
uniform float _Metalic;
uniform float4 _BaseColorTint;
uniform float _EmissivePower;
uniform float _AlphaCutoff;
uniform sampler2D _MetalicMap; uniform float4 _MetalicMap_ST;
uniform sampler2D _AOMap; uniform float4 _AOMap_ST;
uniform float _AOPower;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
float3 tangentDir : TEXCOORD5;
float3 bitangentDir : TEXCOORD6;
float4 vertexColor : COLOR;
#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
float4 ambientOrLightmapUV : TEXCOORD7;
#endif
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
o.vertexColor = v.vertexColor;
#ifdef LIGHTMAP_ON
o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
o.ambientOrLightmapUV.zw = 0;
#endif
#ifdef DYNAMICLIGHTMAP_ON
o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
float4 node_5637 = _Time + _TimeEditor;
float node_9976 = sin(((o.vertexColor.b*3.141592654)+node_5637.g));
v.vertex.xyz += (((normalize((v.normal+float3(1,0.5,0.5)))*o.vertexColor.r)*node_9976)*node_9976*_WindIntensity);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex );
return o;
}
void frag(
VertexOutput i,
out half4 outDiffuse : SV_Target0,
out half4 outSpecSmoothness : SV_Target1,
out half4 outNormal : SV_Target2,
out half4 outEmission : SV_Target3,
float facing : VFACE )
{
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
i.normalDir = normalize(i.normalDir);
i.normalDir *= faceSign;
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float4 _NormalMap_var = tex2D(_NormalMap,TRANSFORM_TEX(i.uv0, _NormalMap));
float3 normalLocal = _NormalMap_var.rgb;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
float4 _BaseColor_var = tex2D(_BaseColor,TRANSFORM_TEX(i.uv0, _BaseColor));
clip(((_BaseColor_var.a+_AlphaCutoff)*_AlphaCutoff) - 0.5);
////// Lighting:
float Pi = 3.141592654;
float InvPi = 0.31830988618;
///////// Gloss:
float gloss = _Gloss;
/////// GI Data:
UnityLight light; // Dummy light
light.color = 0;
light.dir = half3(0,1,0);
light.ndotl = max(0,dot(normalDirection,light.dir));
UnityGIInput d;
d.light = light;
d.worldPos = i.posWorld.xyz;
d.worldViewDir = viewDirection;
d.atten = 1;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
d.ambient = 0;
d.lightmapUV = i.ambientOrLightmapUV;
#else
d.ambient = i.ambientOrLightmapUV;
#endif
d.boxMax[0] = unity_SpecCube0_BoxMax;
d.boxMin[0] = unity_SpecCube0_BoxMin;
d.probePosition[0] = unity_SpecCube0_ProbePosition;
d.probeHDR[0] = unity_SpecCube0_HDR;
d.boxMax[1] = unity_SpecCube1_BoxMax;
d.boxMin[1] = unity_SpecCube1_BoxMin;
d.probePosition[1] = unity_SpecCube1_ProbePosition;
d.probeHDR[1] = unity_SpecCube1_HDR;
Unity_GlossyEnvironmentData ugls_en_data;
ugls_en_data.roughness = 1.0 - gloss;
ugls_en_data.reflUVW = viewReflectDirection;
UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
////// Specular:
float4 _MetalicMap_var = tex2D(_MetalicMap,TRANSFORM_TEX(i.uv0, _MetalicMap));
float3 specularColor = (_Metalic*_MetalicMap_var.a);
float specularMonochrome;
float3 diffuseColor = (_BaseColor_var.rgb*_BaseColorTint.rgb); // Need this for specular when using metallic
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
specularMonochrome = 1.0-specularMonochrome;
float NdotV = max(0.0,dot( normalDirection, viewDirection ));
half grazingTerm = saturate( gloss + specularMonochrome );
float3 indirectSpecular = (gi.indirect.specular);
indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
/////// Diffuse:
float3 indirectDiffuse = float3(0,0,0);
indirectDiffuse += gi.indirect.diffuse;
float4 _AOMap_var = tex2D(_AOMap,TRANSFORM_TEX(i.uv0, _AOMap));
indirectDiffuse *= saturate(( _AOPower > 0.5 ? (1.0-(1.0-2.0*(_AOPower-0.5))*(1.0-_AOMap_var.r)) : (2.0*_AOPower*_AOMap_var.r) )); // Diffuse AO
////// Emissive:
float3 emissive = saturate(( _BaseColor_var.rgb > 0.5 ? (1.0-(1.0-2.0*(_BaseColor_var.rgb-0.5))*(1.0-_EmissivePower)) : (2.0*_BaseColor_var.rgb*_EmissivePower) ));
/// Final Color:
outDiffuse = half4( diffuseColor, saturate(( _AOPower > 0.5 ? (1.0-(1.0-2.0*(_AOPower-0.5))*(1.0-_AOMap_var.r)) : (2.0*_AOPower*_AOMap_var.r) )) );
outSpecSmoothness = half4( specularColor, gloss );
outNormal = half4( normalDirection * 0.5 + 0.5, 1 );
outEmission = half4( saturate(( _BaseColor_var.rgb > 0.5 ? (1.0-(1.0-2.0*(_BaseColor_var.rgb-0.5))*(1.0-_EmissivePower)) : (2.0*_BaseColor_var.rgb*_EmissivePower) )), 1 );
outEmission.rgb += indirectSpecular * 1;
outEmission.rgb += indirectDiffuse * diffuseColor;
#ifndef UNITY_HDR_ON
outEmission.rgb = exp2(-outEmission.rgb);
#endif
}
ENDCG
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma exclude_renderers metal d3d11_9x psp2
#pragma target 3.0
uniform float4 _TimeEditor;
uniform float _WindIntensity;
uniform sampler2D _BaseColor; uniform float4 _BaseColor_ST;
uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST;
uniform float _Gloss;
uniform float _Metalic;
uniform float4 _BaseColorTint;
uniform float _EmissivePower;
uniform float _AlphaCutoff;
uniform sampler2D _MetalicMap; uniform float4 _MetalicMap_ST;
uniform sampler2D _AOMap; uniform float4 _AOMap_ST;
uniform float _AOPower;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
float3 tangentDir : TEXCOORD5;
float3 bitangentDir : TEXCOORD6;
float4 vertexColor : COLOR;
LIGHTING_COORDS(7,8)
UNITY_FOG_COORDS(9)
#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
float4 ambientOrLightmapUV : TEXCOORD10;
#endif
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
o.vertexColor = v.vertexColor;
#ifdef LIGHTMAP_ON
o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
o.ambientOrLightmapUV.zw = 0;
#endif
#ifdef DYNAMICLIGHTMAP_ON
o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
float4 node_5637 = _Time + _TimeEditor;
float node_9976 = sin(((o.vertexColor.b*3.141592654)+node_5637.g));
v.vertex.xyz += (((normalize((v.normal+float3(1,0.5,0.5)))*o.vertexColor.r)*node_9976)*node_9976*_WindIntensity);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos(v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
i.normalDir = normalize(i.normalDir);
i.normalDir *= faceSign;
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float4 _NormalMap_var = tex2D(_NormalMap,TRANSFORM_TEX(i.uv0, _NormalMap));
float3 normalLocal = _NormalMap_var.rgb;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
float4 _BaseColor_var = tex2D(_BaseColor,TRANSFORM_TEX(i.uv0, _BaseColor));
clip(((_BaseColor_var.a+_AlphaCutoff)*_AlphaCutoff) - 0.5);
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
float Pi = 3.141592654;
float InvPi = 0.31830988618;
///////// Gloss:
float gloss = _Gloss;
float specPow = exp2( gloss * 10.0+1.0);
/////// GI Data:
UnityLight light;
#ifdef LIGHTMAP_OFF
light.color = lightColor;
light.dir = lightDirection;
light.ndotl = LambertTerm (normalDirection, light.dir);
#else
light.color = half3(0.f, 0.f, 0.f);
light.ndotl = 0.0f;
light.dir = half3(0.f, 0.f, 0.f);
#endif
UnityGIInput d;
d.light = light;
d.worldPos = i.posWorld.xyz;
d.worldViewDir = viewDirection;
d.atten = attenuation;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
d.ambient = 0;
d.lightmapUV = i.ambientOrLightmapUV;
#else
d.ambient = i.ambientOrLightmapUV;
#endif
d.boxMax[0] = unity_SpecCube0_BoxMax;
d.boxMin[0] = unity_SpecCube0_BoxMin;
d.probePosition[0] = unity_SpecCube0_ProbePosition;
d.probeHDR[0] = unity_SpecCube0_HDR;
d.boxMax[1] = unity_SpecCube1_BoxMax;
d.boxMin[1] = unity_SpecCube1_BoxMin;
d.probePosition[1] = unity_SpecCube1_ProbePosition;
d.probeHDR[1] = unity_SpecCube1_HDR;
Unity_GlossyEnvironmentData ugls_en_data;
ugls_en_data.roughness = 1.0 - gloss;
ugls_en_data.reflUVW = viewReflectDirection;
UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
lightDirection = gi.light.dir;
lightColor = gi.light.color;
////// Specular:
float NdotL = max(0, dot( normalDirection, lightDirection ));
float LdotH = max(0.0,dot(lightDirection, halfDirection));
float4 _MetalicMap_var = tex2D(_MetalicMap,TRANSFORM_TEX(i.uv0, _MetalicMap));
float3 specularColor = (_Metalic*_MetalicMap_var.a);
float specularMonochrome;
float3 diffuseColor = (_BaseColor_var.rgb*_BaseColorTint.rgb); // Need this for specular when using metallic
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
specularMonochrome = 1.0-specularMonochrome;
float NdotV = max(0.0,dot( normalDirection, viewDirection ));
float NdotH = max(0.0,dot( normalDirection, halfDirection ));
float VdotH = max(0.0,dot( viewDirection, halfDirection ));
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss );
float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss));
float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4);
if (IsGammaSpace())
specularPBL = sqrt(max(1e-4h, specularPBL));
specularPBL = max(0, specularPBL * NdotL);
float3 directSpecular = 1*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
half grazingTerm = saturate( gloss + specularMonochrome );
float3 indirectSpecular = (gi.indirect.specular);
indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
float3 specular = (directSpecular + indirectSpecular);
/////// Diffuse:
NdotL = max(0.0,dot( normalDirection, lightDirection ));
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
float nlPow5 = Pow5(1-NdotL);
float nvPow5 = Pow5(1-NdotV);
float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
float3 indirectDiffuse = float3(0,0,0);
indirectDiffuse += gi.indirect.diffuse;
float4 _AOMap_var = tex2D(_AOMap,TRANSFORM_TEX(i.uv0, _AOMap));
indirectDiffuse *= saturate(( _AOPower > 0.5 ? (1.0-(1.0-2.0*(_AOPower-0.5))*(1.0-_AOMap_var.r)) : (2.0*_AOPower*_AOMap_var.r) )); // Diffuse AO
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
////// Emissive:
float3 emissive = saturate(( _BaseColor_var.rgb > 0.5 ? (1.0-(1.0-2.0*(_BaseColor_var.rgb-0.5))*(1.0-_EmissivePower)) : (2.0*_BaseColor_var.rgb*_EmissivePower) ));
/// Final Color:
float3 finalColor = diffuse + specular + emissive;
fixed4 finalRGBA = fixed4(finalColor,1);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags {
"LightMode"="ForwardAdd"
}
Blend One One
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDADD
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma exclude_renderers metal d3d11_9x psp2
#pragma target 3.0
uniform float4 _TimeEditor;
uniform float _WindIntensity;
uniform sampler2D _BaseColor; uniform float4 _BaseColor_ST;
uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST;
uniform float _Gloss;
uniform float _Metalic;
uniform float4 _BaseColorTint;
uniform float _EmissivePower;
uniform float _AlphaCutoff;
uniform sampler2D _MetalicMap; uniform float4 _MetalicMap_ST;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
float3 tangentDir : TEXCOORD5;
float3 bitangentDir : TEXCOORD6;
float4 vertexColor : COLOR;
LIGHTING_COORDS(7,8)
UNITY_FOG_COORDS(9)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
o.vertexColor = v.vertexColor;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
float4 node_5637 = _Time + _TimeEditor;
float node_9976 = sin(((o.vertexColor.b*3.141592654)+node_5637.g));
v.vertex.xyz += (((normalize((v.normal+float3(1,0.5,0.5)))*o.vertexColor.r)*node_9976)*node_9976*_WindIntensity);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos(v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
i.normalDir = normalize(i.normalDir);
i.normalDir *= faceSign;
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float4 _NormalMap_var = tex2D(_NormalMap,TRANSFORM_TEX(i.uv0, _NormalMap));
float3 normalLocal = _NormalMap_var.rgb;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float4 _BaseColor_var = tex2D(_BaseColor,TRANSFORM_TEX(i.uv0, _BaseColor));
clip(((_BaseColor_var.a+_AlphaCutoff)*_AlphaCutoff) - 0.5);
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
float3 lightColor = _LightColor0.rgb;
float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
float Pi = 3.141592654;
float InvPi = 0.31830988618;
///////// Gloss:
float gloss = _Gloss;
float specPow = exp2( gloss * 10.0+1.0);
////// Specular:
float NdotL = max(0, dot( normalDirection, lightDirection ));
float LdotH = max(0.0,dot(lightDirection, halfDirection));
float4 _MetalicMap_var = tex2D(_MetalicMap,TRANSFORM_TEX(i.uv0, _MetalicMap));
float3 specularColor = (_Metalic*_MetalicMap_var.a);
float specularMonochrome;
float3 diffuseColor = (_BaseColor_var.rgb*_BaseColorTint.rgb); // Need this for specular when using metallic
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
specularMonochrome = 1.0-specularMonochrome;
float NdotV = max(0.0,dot( normalDirection, viewDirection ));
float NdotH = max(0.0,dot( normalDirection, halfDirection ));
float VdotH = max(0.0,dot( viewDirection, halfDirection ));
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss );
float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss));
float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4);
if (IsGammaSpace())
specularPBL = sqrt(max(1e-4h, specularPBL));
specularPBL = max(0, specularPBL * NdotL);
float3 directSpecular = attenColor*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
float3 specular = directSpecular;
/////// Diffuse:
NdotL = max(0.0,dot( normalDirection, lightDirection ));
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
float nlPow5 = Pow5(1-NdotL);
float nvPow5 = Pow5(1-NdotV);
float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
float3 finalColor = diffuse + specular;
fixed4 finalRGBA = fixed4(finalColor * 1,0);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "ShadowCaster"
Tags {
"LightMode"="ShadowCaster"
}
Offset 1, 1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_SHADOWCASTER
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma exclude_renderers metal d3d11_9x psp2
#pragma target 3.0
uniform float4 _TimeEditor;
uniform float _WindIntensity;
uniform sampler2D _BaseColor; uniform float4 _BaseColor_ST;
uniform float _AlphaCutoff;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
float4 vertexColor : COLOR;
};
struct VertexOutput {
V2F_SHADOW_CASTER;
float2 uv0 : TEXCOORD1;
float2 uv1 : TEXCOORD2;
float2 uv2 : TEXCOORD3;
float4 posWorld : TEXCOORD4;
float3 normalDir : TEXCOORD5;
float4 vertexColor : COLOR;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
o.vertexColor = v.vertexColor;
o.normalDir = UnityObjectToWorldNormal(v.normal);
float4 node_5637 = _Time + _TimeEditor;
float node_9976 = sin(((o.vertexColor.b*3.141592654)+node_5637.g));
v.vertex.xyz += (((normalize((v.normal+float3(1,0.5,0.5)))*o.vertexColor.r)*node_9976)*node_9976*_WindIntensity);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex );
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
i.normalDir = normalize(i.normalDir);
i.normalDir *= faceSign;
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 normalDirection = i.normalDir;
float4 _BaseColor_var = tex2D(_BaseColor,TRANSFORM_TEX(i.uv0, _BaseColor));
clip(((_BaseColor_var.a+_AlphaCutoff)*_AlphaCutoff) - 0.5);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
Pass {
Name "Meta"
Tags {
"LightMode"="Meta"
}
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_META 1
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#include "UnityMetaPass.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma exclude_renderers metal d3d11_9x psp2
#pragma target 3.0
uniform float4 _TimeEditor;
uniform float _WindIntensity;
uniform sampler2D _BaseColor; uniform float4 _BaseColor_ST;
uniform float _Gloss;
uniform float _Metalic;
uniform float4 _BaseColorTint;
uniform float _EmissivePower;
uniform sampler2D _MetalicMap; uniform float4 _MetalicMap_ST;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
float4 vertexColor : COLOR;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
o.vertexColor = v.vertexColor;
o.normalDir = UnityObjectToWorldNormal(v.normal);
float4 node_5637 = _Time + _TimeEditor;
float node_9976 = sin(((o.vertexColor.b*3.141592654)+node_5637.g));
v.vertex.xyz += (((normalize((v.normal+float3(1,0.5,0.5)))*o.vertexColor.r)*node_9976)*node_9976*_WindIntensity);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : SV_Target {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
i.normalDir = normalize(i.normalDir);
i.normalDir *= faceSign;
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 normalDirection = i.normalDir;
UnityMetaInput o;
UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
float4 _BaseColor_var = tex2D(_BaseColor,TRANSFORM_TEX(i.uv0, _BaseColor));
o.Emission = saturate(( _BaseColor_var.rgb > 0.5 ? (1.0-(1.0-2.0*(_BaseColor_var.rgb-0.5))*(1.0-_EmissivePower)) : (2.0*_BaseColor_var.rgb*_EmissivePower) ));
float3 diffColor = (_BaseColor_var.rgb*_BaseColorTint.rgb);
float specularMonochrome;
float3 specColor;
float4 _MetalicMap_var = tex2D(_MetalicMap,TRANSFORM_TEX(i.uv0, _MetalicMap));
diffColor = DiffuseAndSpecularFromMetallic( diffColor, (_Metalic*_MetalicMap_var.a), specColor, specularMonochrome );
float roughness = 1.0 - _Gloss;
o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
return UnityMetaFragment( o );
}
ENDCG
}
}
FallBack "Diffuse"
//CustomEditor "ShaderForgeMaterialInspector"
}