Shader "NatureManufacture Shaders/Standard Shaders/Standard Metalic UV Free Faces" { Properties { [NoScaleOffset]_ShapeBumpMap("Shape BumpMap", 2D) = "bump" {} _ShapeBumpMapScale("Shape BumpMap Scale", Range( 0 , 5)) = 1 _Color("Color", Color) = (1,1,1,1) _Tiling("Tiling", Range( 0.1 , 100)) = 6 _TriplanarFallOff("Triplanar FallOff", Range( 0.0001 , 100)) = 15 [NoScaleOffset]_TopAlbedo("Top Albedo", 2D) = "white" {} [NoScaleOffset]_TopNormal("Top Normal", 2D) = "bump" {} _TopNormalScale("Top Normal Scale", Range( 0 , 5)) = 1 [NoScaleOffset]_TopMetalicRAmbientOcclusionGSmoothnessA("Top Metalic (R) Ambient Occlusion (G) Smoothness (A)", 2D) = "white" {} [NoScaleOffset]_ShapeAmbientOcclusionG("Shape Ambient Occlusion (G)", 2D) = "white" {} _ShapeAmbientOcclusionPower("Shape Ambient Occlusion Power", Range( 0 , 1)) = 1 [NoScaleOffset]_BottomAlbedo("Bottom Albedo", 2D) = "white" {} [NoScaleOffset]_BottomNormal("Bottom Normal", 2D) = "bump" {} _BottomNormalScale("Bottom Normal Scale", Range( 0 , 5)) = 1 [NoScaleOffset]_BottomMetalicRAmbientOcclusionGSmoothnessA("Bottom Metalic (R) Ambient Occlusion (G) Smoothness (A)", 2D) = "white" {} _MetallicPower("Metallic Power", Range( 0 , 2)) = 0 _AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 0 _SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 2 _DetailMask("DetailMask", 2D) = "white" {} _DetailAlbedoMap("DetailAlbedoMap", 2D) = "black" {} _DetailAlbedoPower("Detail Albedo Power", Range( 0 , 2)) = 0 [NoScaleOffset]_DetailNormalMap("DetailNormalMap", 2D) = "bump" {} _DetailNormalMapScale("DetailNormalMapScale", Range( 0 , 5)) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } Cull Back ZTest LEqual CGINCLUDE #include "UnityStandardUtils.cginc" #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 #ifdef UNITY_PASS_SHADOWCASTER #undef INTERNAL_DATA #undef WorldReflectionVector #undef WorldNormalVector #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) #endif struct Input { float3 worldPos; float3 worldNormal; INTERNAL_DATA float2 uv_texcoord; }; uniform sampler2D _TopNormal; uniform sampler2D _BottomNormal; uniform float _Tiling; uniform float _TriplanarFallOff; uniform float _TopNormalScale; uniform float _BottomNormalScale; uniform float _ShapeBumpMapScale; uniform sampler2D _ShapeBumpMap; uniform float4 _ShapeBumpMap_ST; uniform float _DetailNormalMapScale; uniform sampler2D _DetailNormalMap; uniform sampler2D _DetailAlbedoMap; uniform float4 _DetailAlbedoMap_ST; uniform sampler2D _DetailMask; uniform float4 _DetailMask_ST; uniform sampler2D _TopAlbedo; uniform sampler2D _BottomAlbedo; uniform float4 _Color; uniform float _DetailAlbedoPower; uniform sampler2D _TopMetalicRAmbientOcclusionGSmoothnessA; uniform sampler2D _BottomMetalicRAmbientOcclusionGSmoothnessA; uniform float _MetallicPower; uniform float _SmoothnessPower; uniform float _AmbientOcclusionPower; uniform sampler2D _ShapeAmbientOcclusionG; uniform float _ShapeAmbientOcclusionPower; inline float3 TriplanarSamplingCNF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= projNormal.x + projNormal.y + projNormal.z; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) ); yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) ); yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) ); zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) ); xNorm.xyz = half3( UnpackScaleNormal( xNorm, normalScale.y ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx; yNorm.xyz = half3( UnpackScaleNormal( yNorm, normalScale.x ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; zNorm.xyz = half3( UnpackScaleNormal( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz; yNormN.xyz = half3( UnpackScaleNormal( yNormN, normalScale.z ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + yNormN.xyz * negProjNormalY + zNorm.xyz * projNormal.z ); } inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= projNormal.x + projNormal.y + projNormal.z; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) ); yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) ); yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) ); zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) ); return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z; } void surf( Input i , inout SurfaceOutputStandard o ) { float temp_output_422_0 = ( 1.0 / _Tiling ); float3 ase_worldPos = i.worldPos; float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); float3 ase_worldTangent = WorldNormalVector( i, float3( 1, 0, 0 ) ); float3 ase_worldBitangent = WorldNormalVector( i, float3( 0, 1, 0 ) ); float3x3 ase_worldToTangent = float3x3( ase_worldTangent, ase_worldBitangent, ase_worldNormal ); float3 appendResult461 = (float3(_TopNormalScale , _BottomNormalScale , _BottomNormalScale)); float3 triplanar409 = TriplanarSamplingCNF( _TopNormal, _BottomNormal, _BottomNormal, ase_worldPos, ase_worldNormal, _TriplanarFallOff, temp_output_422_0, appendResult461, float3(0,0,0) ); float3 tanTriplanarNormal409 = mul( ase_worldToTangent, triplanar409 ); float2 uv_ShapeBumpMap = i.uv_texcoord * _ShapeBumpMap_ST.xy + _ShapeBumpMap_ST.zw; float3 temp_output_455_0 = BlendNormals( tanTriplanarNormal409 , UnpackScaleNormal( tex2D( _ShapeBumpMap, uv_ShapeBumpMap ) ,_ShapeBumpMapScale ) ); float2 uv_DetailAlbedoMap = i.uv_texcoord * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw; float4 tex2DNode447 = tex2D( _DetailMask, uv_DetailMask ); float3 lerpResult441 = lerp( temp_output_455_0 , BlendNormals( temp_output_455_0 , UnpackScaleNormal( tex2D( _DetailNormalMap, uv_DetailAlbedoMap ) ,_DetailNormalMapScale ) ) , tex2DNode447.a); o.Normal = lerpResult441; float4 triplanar406 = TriplanarSamplingCF( _TopAlbedo, _BottomAlbedo, _BottomAlbedo, ase_worldPos, ase_worldNormal, _TriplanarFallOff, temp_output_422_0, float3( 1,1,1 ), float3(0,0,0) ); float4 temp_output_459_0 = ( triplanar406 * _Color ); float4 blendOpSrc433 = temp_output_459_0; float4 blendOpDest433 = ( _DetailAlbedoPower * tex2D( _DetailAlbedoMap, uv_DetailAlbedoMap ) ); float4 lerpResult434 = lerp( temp_output_459_0 , (( blendOpDest433 > 0.5 ) ? ( 1.0 - ( 1.0 - 2.0 * ( blendOpDest433 - 0.5 ) ) * ( 1.0 - blendOpSrc433 ) ) : ( 2.0 * blendOpDest433 * blendOpSrc433 ) ) , ( _DetailAlbedoPower * tex2DNode447.a )); o.Albedo = lerpResult434.rgb; float4 triplanar414 = TriplanarSamplingCF( _TopMetalicRAmbientOcclusionGSmoothnessA, _BottomMetalicRAmbientOcclusionGSmoothnessA, _BottomMetalicRAmbientOcclusionGSmoothnessA, ase_worldPos, ase_worldNormal, _TriplanarFallOff, temp_output_422_0, float3( 1,1,1 ), float3(0,0,0) ); o.Metallic = ( triplanar414.x * _MetallicPower ); o.Smoothness = ( triplanar414.w * _SmoothnessPower ); float clampResult96 = clamp( triplanar414.y , ( 1.0 - _AmbientOcclusionPower ) , 1.0 ); float clampResult450 = clamp( tex2D( _ShapeAmbientOcclusionG, uv_ShapeBumpMap ).g , ( 1.0 - _ShapeAmbientOcclusionPower ) , 1.0 ); o.Occlusion = ( clampResult96 + clampResult450 ); o.Alpha = 1; } ENDCG CGPROGRAM #pragma surface surf Standard keepalpha fullforwardshadows 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_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" struct v2f { V2F_SHADOW_CASTER; float2 customPack1 : TEXCOORD1; float4 tSpace0 : TEXCOORD2; float4 tSpace1 : TEXCOORD3; float4 tSpace2 : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, 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; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) 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 = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldPos = worldPos; surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; SurfaceOutputStandard o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" }