300 lines
15 KiB
Plaintext
300 lines
15 KiB
Plaintext
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Polygonmaker/Ice"
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{
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Properties
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{
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_Color("Main Color, Opacity (Alpha)", Color) = (1,1,1,0)
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_MainTex("Diffuse", 2D) = "white" {}
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_Glossiness1("Opacity Intensity", Range( 0 , 2)) = 1
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_MetallicGlossMap("Metallic (R), AO (G), Gloss (Alpha)", 2D) = "black" {}
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_OcclusionMap("AO (G)", 2D) = "black" {}
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_Glossiness("Glossiness Intensity", Range( 0 , 2)) = 1
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_MetallicIntensity("Metallic Intensity", Range( 0 , 2)) = 1
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_BumpMap("Normal", 2D) = "bump" {}
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_EmissionMap("Emission", 2D) = "white" {}
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[HDR]_EmissionColor("Emission Color", Color) = (0,0,0,0)
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[HDR]_Transmission("Transmission", Color) = (0,0,0,0)
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_RefractionIntensity("Refraction Intensity", Range( 0 , 2)) = 1
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[Header(Refraction)]
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_ChromaticAberration("Chromatic Aberration", Range( 0 , 0.3)) = 0.1
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Custom" "Queue" = "Transparent+0" "IsEmissive" = "true" }
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Cull Back
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ZWrite On
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Blend SrcAlpha OneMinusSrcAlpha
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GrabPass{ }
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CGINCLUDE
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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#pragma multi_compile _ALPHAPREMULTIPLY_ON
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struct Input
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{
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float2 uv_texcoord;
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float4 screenPos;
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float3 worldPos;
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};
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struct SurfaceOutputStandardCustom
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{
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half3 Albedo;
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half3 Normal;
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half3 Emission;
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half Metallic;
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half Smoothness;
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half Occlusion;
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half Alpha;
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half3 Transmission;
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};
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uniform sampler2D _BumpMap;
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uniform float4 _BumpMap_ST;
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uniform float4 _Color;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform sampler2D _EmissionMap;
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uniform float4 _EmissionMap_ST;
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uniform float4 _EmissionColor;
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uniform sampler2D _MetallicGlossMap;
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SamplerState sampler_MetallicGlossMap;
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uniform float4 _MetallicGlossMap_ST;
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uniform float _MetallicIntensity;
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uniform float _Glossiness;
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uniform sampler2D _OcclusionMap;
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SamplerState sampler_OcclusionMap;
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uniform float4 _OcclusionMap_ST;
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uniform float4 _Transmission;
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uniform float _Glossiness1;
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SamplerState sampler_MainTex;
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uniform sampler2D _GrabTexture;
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uniform float _ChromaticAberration;
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uniform float _RefractionIntensity;
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inline half4 LightingStandardCustom(SurfaceOutputStandardCustom s, half3 viewDir, UnityGI gi )
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{
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half3 transmission = max(0 , -dot(s.Normal, gi.light.dir)) * gi.light.color * s.Transmission;
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half4 d = half4(s.Albedo * transmission , 0);
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SurfaceOutputStandard r;
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r.Albedo = s.Albedo;
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r.Normal = s.Normal;
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r.Emission = s.Emission;
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r.Metallic = s.Metallic;
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r.Smoothness = s.Smoothness;
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r.Occlusion = s.Occlusion;
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r.Alpha = s.Alpha;
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return LightingStandard (r, viewDir, gi) + d;
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}
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inline void LightingStandardCustom_GI(SurfaceOutputStandardCustom s, UnityGIInput data, inout UnityGI gi )
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{
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#if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS
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gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal);
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#else
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UNITY_GLOSSY_ENV_FROM_SURFACE( g, s, data );
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gi = UnityGlobalIllumination( data, s.Occlusion, s.Normal, g );
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#endif
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}
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inline float4 Refraction( Input i, SurfaceOutputStandardCustom o, float indexOfRefraction, float chomaticAberration ) {
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float3 worldNormal = o.Normal;
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float4 screenPos = i.screenPos;
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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float halfPosW = screenPos.w * 0.5;
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screenPos.y = ( screenPos.y - halfPosW ) * _ProjectionParams.x * scale + halfPosW;
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#if SHADER_API_D3D9 || SHADER_API_D3D11
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screenPos.w += 0.00000000001;
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#endif
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float2 projScreenPos = ( screenPos / screenPos.w ).xy;
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float3 worldViewDir = normalize( UnityWorldSpaceViewDir( i.worldPos ) );
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float3 refractionOffset = ( indexOfRefraction - 1.0 ) * mul( UNITY_MATRIX_V, float4( worldNormal, 0.0 ) ) * ( 1.0 - dot( worldNormal, worldViewDir ) );
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float2 cameraRefraction = float2( refractionOffset.x, refractionOffset.y );
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float4 redAlpha = tex2D( _GrabTexture, ( projScreenPos + cameraRefraction ) );
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float green = tex2D( _GrabTexture, ( projScreenPos + ( cameraRefraction * ( 1.0 - chomaticAberration ) ) ) ).g;
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float blue = tex2D( _GrabTexture, ( projScreenPos + ( cameraRefraction * ( 1.0 + chomaticAberration ) ) ) ).b;
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return float4( redAlpha.r, green, blue, redAlpha.a );
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}
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void RefractionF( Input i, SurfaceOutputStandardCustom o, inout half4 color )
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{
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#ifdef UNITY_PASS_FORWARDBASE
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float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw;
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float3 tex2DNode4 = UnpackNormal( tex2D( _BumpMap, uv_BumpMap ) );
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color.rgb = color.rgb + Refraction( i, o, ( tex2DNode4 * _RefractionIntensity ).x, _ChromaticAberration ) * ( 1 - color.a );
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color.a = 1;
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#endif
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}
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void surf( Input i , inout SurfaceOutputStandardCustom o )
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{
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o.Normal = float3(0,0,1);
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float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw;
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float3 tex2DNode4 = UnpackNormal( tex2D( _BumpMap, uv_BumpMap ) );
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o.Normal = tex2DNode4;
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float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
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float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex );
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o.Albedo = ( _Color * tex2DNode1 ).rgb;
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float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
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o.Emission = ( tex2D( _EmissionMap, uv_EmissionMap ) * _EmissionColor ).rgb;
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float2 uv_MetallicGlossMap = i.uv_texcoord * _MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw;
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float4 tex2DNode5 = tex2D( _MetallicGlossMap, uv_MetallicGlossMap );
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o.Metallic = ( tex2DNode5.r * _MetallicIntensity );
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o.Smoothness = ( tex2DNode5.a * _Glossiness );
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float2 uv_OcclusionMap = i.uv_texcoord * _OcclusionMap_ST.xy + _OcclusionMap_ST.zw;
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o.Occlusion = tex2D( _OcclusionMap, uv_OcclusionMap ).g;
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o.Transmission = _Transmission.rgb;
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float clampResult17 = clamp( ( _Color.a * _Glossiness1 * tex2DNode1.a ) , 0.0 , 1.0 );
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o.Alpha = clampResult17;
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o.Normal = o.Normal + 0.00001 * i.screenPos * i.worldPos;
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf StandardCustom keepalpha finalcolor:RefractionF fullforwardshadows exclude_path:deferred
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ENDCG
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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ZWrite On
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_shadowcaster
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#pragma multi_compile UNITY_PASS_SHADOWCASTER
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#include "HLSLSupport.cginc"
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#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
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#define CAN_SKIP_VPOS
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#endif
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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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sampler3D _DitherMaskLOD;
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float2 customPack1 : TEXCOORD1;
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float3 worldPos : TEXCOORD2;
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float4 screenPos : TEXCOORD3;
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float4 tSpace0 : TEXCOORD4;
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float4 tSpace1 : TEXCOORD5;
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float4 tSpace2 : TEXCOORD6;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert( appdata_full v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_INITIALIZE_OUTPUT( v2f, o );
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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Input customInputData;
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float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
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half3 worldNormal = UnityObjectToWorldNormal( v.normal );
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half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
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half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
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o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
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o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
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o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
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o.customPack1.xy = customInputData.uv_texcoord;
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o.customPack1.xy = v.texcoord;
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o.worldPos = worldPos;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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o.screenPos = ComputeScreenPos( o.pos );
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return o;
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}
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half4 frag( v2f IN
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#if !defined( CAN_SKIP_VPOS )
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, UNITY_VPOS_TYPE vpos : VPOS
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#endif
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) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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Input surfIN;
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UNITY_INITIALIZE_OUTPUT( Input, surfIN );
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surfIN.uv_texcoord = IN.customPack1.xy;
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float3 worldPos = IN.worldPos;
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half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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surfIN.worldPos = worldPos;
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surfIN.screenPos = IN.screenPos;
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SurfaceOutputStandardCustom o;
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UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardCustom, o )
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surf( surfIN, o );
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#if defined( CAN_SKIP_VPOS )
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float2 vpos = IN.pos;
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#endif
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half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
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clip( alphaRef - 0.01 );
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SHADOW_CASTER_FRAGMENT( IN )
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}
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ENDCG
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}
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}
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Fallback "Diffuse"
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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=18500
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28.66667;95.33334;1391;1118;1427.741;522.939;1.390233;True;True
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Node;AmplifyShaderEditor.RangedFloatNode;12;-957.775,-323.255;Float;False;Property;_Glossiness1;Opacity Intensity;3;0;Create;False;0;0;False;0;False;1;0.44;0;2;0;1;FLOAT;0
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Node;AmplifyShaderEditor.ColorNode;2;-967.9222,-224.2775;Float;False;Property;_Color;Main Color, Opacity (Alpha);0;0;Create;False;0;0;False;0;False;1,1,1,0;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SamplerNode;1;-1011.903,-54.93892;Inherit;True;Property;_MainTex;Diffuse;1;0;Create;False;0;0;False;0;False;-1;None;104eccab833a3d849a2374e07f80fec6;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SamplerNode;4;-1015.248,137.4122;Inherit;True;Property;_BumpMap;Normal;8;0;Create;False;0;0;False;0;False;-1;None;289cc0f3b628b3440b6bdd4e153838a8;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SamplerNode;9;-1011.186,544.6851;Inherit;True;Property;_EmissionMap;Emission;9;0;Create;False;0;0;False;0;False;-1;None;a09b9fbd7ad659c4ab8d0c124a6cf1b2;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.ColorNode;10;-948.4667,766.5521;Float;False;Property;_EmissionColor;Emission Color;10;1;[HDR];Create;False;0;0;False;0;False;0,0,0,0;2.828427,1.122224,0,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SamplerNode;5;-1012.486,351.3852;Inherit;True;Property;_MetallicGlossMap;Metallic (R), AO (G), Gloss (Alpha);4;0;Create;False;0;0;False;0;False;-1;None;f2126fb93a9e94b4fb50ab13f7c12385;True;0;False;black;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;15;-621.3917,731.3439;Float;False;Property;_RefractionIntensity;Refraction Intensity;13;0;Create;True;0;0;False;0;False;1;0.34;0;2;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;11;-608.665,-313.7723;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;6;-674.225,501.8956;Float;False;Property;_Glossiness;Glossiness Intensity;6;0;Create;False;0;0;False;0;False;1;0.5;0;2;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;18;-676.4783,390.3659;Float;False;Property;_MetallicIntensity;Metallic Intensity;7;0;Create;True;0;0;False;0;False;1;0.5;0;2;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;21;-1002.331,952.0978;Inherit;True;Property;_OcclusionMap;AO (G);5;0;Create;False;0;0;False;0;False;-1;None;f2126fb93a9e94b4fb50ab13f7c12385;True;0;False;black;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.ColorNode;13;-611.036,77.89372;Float;False;Property;_Transmission;Transmission;11;1;[HDR];Create;True;0;0;False;0;False;0,0,0,0;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;7;-343.0373,440.8813;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ClampOpNode;17;-426.0795,-293.5504;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;3;-523.1646,-105.1026;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;8;-631.2673,597.5533;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.ColorNode;14;-605.0653,247.0637;Float;False;Property;_Translucency;Translucency;12;1;[HDR];Create;True;0;0;False;0;False;0,0,0,0;0,0,0,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;19;-321.6565,279.3034;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;16;-216.5653,614.603;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;0,0;Float;False;True;-1;2;ASEMaterialInspector;0;0;Standard;Polygonmaker/Ice;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;1;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Custom;0.5;True;True;0;True;Custom;;Transparent;ForwardOnly;14;all;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;2;5;False;-1;10;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;2;-1;14;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.023;False;-1;0;False;-1;False;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
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WireConnection;11;0;2;4
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WireConnection;11;1;12;0
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|
WireConnection;11;2;1;4
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WireConnection;7;0;5;4
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WireConnection;7;1;6;0
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WireConnection;17;0;11;0
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WireConnection;3;0;2;0
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WireConnection;3;1;1;0
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WireConnection;8;0;9;0
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WireConnection;8;1;10;0
|
|
WireConnection;19;0;5;1
|
|
WireConnection;19;1;18;0
|
|
WireConnection;16;0;4;0
|
|
WireConnection;16;1;15;0
|
|
WireConnection;0;0;3;0
|
|
WireConnection;0;1;4;0
|
|
WireConnection;0;2;8;0
|
|
WireConnection;0;3;19;0
|
|
WireConnection;0;4;7;0
|
|
WireConnection;0;5;21;2
|
|
WireConnection;0;6;13;0
|
|
WireConnection;0;8;16;0
|
|
WireConnection;0;9;17;0
|
|
ASEEND*/
|
|
//CHKSM=EA0E97FE0F55DCCDE90F8044344EF04421518535 |