Shader "NatureManufacture Shaders/Water/Standard Specular Cover Wet" { Properties { _WetColor("Wet Color", Color) = (0.6691177,0.6691177,0.6691177,1) _WetSmoothness("Wet Smoothness", Range( 0 , 0.99)) = 0.67 _MainTex("MainTex", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) [NoScaleOffset]_BumpMap("BumpMap", 2D) = "bump" {} _BumpScale("BumpScale", Range( 0 , 2)) = 1 [NoScaleOffset]_SpecularRGBSmoothnessA("Specular (RGB) Smoothness (A)", 2D) = "white" {} _SpecularPower("Specular Power", Range( 0 , 2)) = 1 _SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 1 [NoScaleOffset]_AmbientOcclusionG("Ambient Occlusion (G)", 2D) = "white" {} _AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 1 _DetailMask("DetailMask", 2D) = "white" {} _DetailAlbedoPower("Detail Albedo Power", Range( 0 , 2)) = 0 _DetailMapAlbedoRNyGNxA("Detail Map Albedo(R) Ny(G) Nx(A)", 2D) = "black" {} _DetailNormalMapScale("DetailNormalMapScale", Range( 0 , 5)) = 0 _Cover_Amount("Cover_Amount", Range( 0 , 2)) = 0.13 _Cover_AmountGrowSpeed("Cover_Amount Grow Speed", Range( 1 , 3)) = 2 _TriplanarCoverFalloff("Triplanar Cover Falloff", Range( 1 , 100)) = 8 _CoverAlbedoRGB("Cover Albedo (RGB)", 2D) = "white" {} _CoverTiling("Cover Tiling", Range( 0.0001 , 100)) = 15 _CoverAlbedoColor("Cover Albedo Color", Color) = (1,1,1,1) _SnowNormalRGB("Snow Normal (RGB)", 2D) = "white" {} _CoverNormalScale("Cover Normal Scale", Range( 0 , 2)) = 1 _Cover_SpecularRGBSmoothnessA("Cover_Specular (RGB) Smoothness (A)", 2D) = "white" {} _CoverSpecularPower("Cover Specular Power", Range( 0 , 2)) = 1 _CoverSmoothnessPower("Cover Smoothness Power", Range( 0 , 2)) = 1 _SnowAmbientOcclusionG("Snow Ambient Occlusion(G)", 2D) = "white" {} _CoverAmbientOcclusionPower("Cover Ambient Occlusion Power", Range( 0 , 1)) = 1 _CoverMaxAngle("Cover Max Angle", Range( 0.001 , 90)) = 90 _CoverHardness("Cover Hardness", Range( 1 , 10)) = 5 _CoverNormalCoverHardness("Cover Normal Cover Hardness", Range( 0 , 10)) = 1 _Cover_Min_Height("Cover_Min_Height", Range( -1000 , 10000)) = -1000 _CoverHeightG("Cover Height (G)", 2D) = "white" {} _CoverHeightSharpness("Cover Height Sharpness", Range( 0 , 2)) = 0.3 _Cover_Min_Height_Blending("Cover_Min_Height_Blending", Range( 0 , 500)) = 1 [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 #pragma multi_compile_instancing #define ASE_TEXTURE_PARAMS(textureName) textureName #include "NM_indirect.cginc" #pragma multi_compile GPU_FRUSTUM_ON __ #pragma instancing_options procedural:setup #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 { float2 uv_texcoord; float3 worldPos; float3 worldNormal; INTERNAL_DATA float4 vertexColor : COLOR; }; uniform float _BumpScale; uniform sampler2D _BumpMap; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform sampler2D _DetailMapAlbedoRNyGNxA; uniform float4 _DetailMapAlbedoRNyGNxA_ST; uniform float _DetailNormalMapScale; uniform sampler2D _DetailMask; uniform float4 _DetailMask_ST; uniform float _CoverNormalCoverHardness; uniform sampler2D _SnowNormalRGB; uniform float _CoverTiling; uniform float _TriplanarCoverFalloff; uniform float _CoverNormalScale; uniform float _Cover_Amount; uniform float _Cover_AmountGrowSpeed; uniform float _CoverMaxAngle; uniform float _CoverHardness; uniform float _Cover_Min_Height; uniform float _Cover_Min_Height_Blending; uniform sampler2D _CoverHeightG; uniform float _CoverHeightSharpness; uniform float4 _Color; uniform float _DetailAlbedoPower; uniform sampler2D _CoverAlbedoRGB; uniform float4 _CoverAlbedoColor; uniform float4 _WetColor; uniform sampler2D _SpecularRGBSmoothnessA; uniform float _SpecularPower; uniform sampler2D _Cover_SpecularRGBSmoothnessA; uniform float _CoverSpecularPower; uniform float _SmoothnessPower; uniform float _CoverSmoothnessPower; uniform float _WetSmoothness; uniform sampler2D _AmbientOcclusionG; uniform float _AmbientOcclusionPower; uniform sampler2D _SnowAmbientOcclusionG; uniform float _CoverAmbientOcclusionPower; inline float3 TriplanarSamplingSNF( sampler2D topTexMap, 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 ) + 0.00001; float3 nsign = sign( worldNormal ); half4 xNorm; half4 yNorm; half4 zNorm; xNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) ); yNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) ); zNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) ); xNorm.xyz = half3( UnpackNormal( xNorm ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx; yNorm.xyz = half3( UnpackNormal( yNorm ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; zNorm.xyz = half3( UnpackNormal( zNorm ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz; return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + zNorm.xyz * projNormal.z ); } inline float4 TriplanarSamplingSF( sampler2D topTexMap, 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 ) + 0.00001; float3 nsign = sign( worldNormal ); half4 xNorm; half4 yNorm; half4 zNorm; xNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) ); yNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) ); zNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) ); return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z; } void surf( Input i , inout SurfaceOutputStandardSpecular o ) { float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; float3 tex2DNode4 = UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale ); float2 uv0_DetailMapAlbedoRNyGNxA = i.uv_texcoord * _DetailMapAlbedoRNyGNxA_ST.xy + _DetailMapAlbedoRNyGNxA_ST.zw; float4 tex2DNode205 = tex2D( _DetailMapAlbedoRNyGNxA, uv0_DetailMapAlbedoRNyGNxA ); float2 appendResult11_g1 = (float2(tex2DNode205.a , tex2DNode205.g)); float2 temp_output_4_0_g1 = ( ( ( appendResult11_g1 * float2( 2,2 ) ) + float2( -1,-1 ) ) * _DetailNormalMapScale ); float2 break8_g1 = temp_output_4_0_g1; float dotResult5_g1 = dot( temp_output_4_0_g1 , temp_output_4_0_g1 ); float temp_output_9_0_g1 = sqrt( ( 1.0 - saturate( dotResult5_g1 ) ) ); float3 appendResult20_g1 = (float3(break8_g1.x , break8_g1.y , temp_output_9_0_g1)); float3 temp_output_245_0 = appendResult20_g1; float3 normalizeResult202 = normalize( BlendNormals( tex2DNode4 , temp_output_245_0 ) ); float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw; float4 tex2DNode195 = tex2D( _DetailMask, uv_DetailMask ); float3 lerpResult193 = lerp( tex2DNode4 , normalizeResult202 , tex2DNode195.a); float3 normalizeResult201 = normalize( BlendNormals( UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _CoverNormalCoverHardness ) , temp_output_245_0 ) ); float temp_output_122_0 = ( 1.0 / _CoverTiling ); 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 triplanar166 = TriplanarSamplingSNF( _SnowNormalRGB, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_122_0, 1.0, 0 ); float3 tanTriplanarNormal166 = mul( ase_worldToTangent, triplanar166 ); float3 appendResult169 = (float3(_CoverNormalScale , _CoverNormalScale , 1.0)); float3 temp_output_168_0 = ( tanTriplanarNormal166 * appendResult169 ); float temp_output_225_0 = ( 4.0 - _Cover_AmountGrowSpeed ); float clampResult224 = clamp( pow( ( _Cover_Amount / temp_output_225_0 ) , temp_output_225_0 ) , 0.0 , 2.0 ); float clampResult89 = clamp( ase_worldNormal.y , 0.0 , 0.999999 ); float temp_output_88_0 = ( _CoverMaxAngle / 45.0 ); float clampResult98 = clamp( ( clampResult89 - ( 1.0 - temp_output_88_0 ) ) , 0.0 , 2.0 ); float temp_output_83_0 = ( ( 1.0 - _Cover_Min_Height ) + ase_worldPos.y ); float clampResult95 = clamp( ( temp_output_83_0 + 1.0 ) , 0.0 , 1.0 ); float clampResult97 = clamp( ( ( 1.0 - ( ( temp_output_83_0 + _Cover_Min_Height_Blending ) / temp_output_83_0 ) ) + -0.5 ) , 0.0 , 1.0 ); float clampResult103 = clamp( ( clampResult95 + clampResult97 ) , 0.0 , 1.0 ); float temp_output_106_0 = ( pow( ( clampResult98 * ( 1.0 / temp_output_88_0 ) ) , _CoverHardness ) * clampResult103 ); float3 lerpResult115 = lerp( normalizeResult201 , temp_output_168_0 , ( saturate( ( ase_worldNormal.y * clampResult224 ) ) * temp_output_106_0 )); float4 triplanar175 = TriplanarSamplingSF( _CoverHeightG, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_122_0, 1.0, 0 ); float temp_output_220_0 = ( saturate( ( ( ( (WorldNormalVector( i , lerpResult115 )).y * clampResult224 ) * ( ( clampResult224 * _CoverHardness ) * temp_output_106_0 ) ) * pow( triplanar175.y , _CoverHeightSharpness ) ) ) * 1.0 ); float3 lerpResult177 = lerp( lerpResult193 , lerpResult115 , temp_output_220_0); float4 break232 = ( 1.0 - ( i.vertexColor / float4( 1,1,1,1 ) ) ); float3 lerpResult238 = lerp( lerpResult177 , temp_output_168_0 , break232.g); float3 lerpResult244 = lerp( lerpResult238 , lerpResult193 , break232.b); o.Normal = lerpResult244; float4 temp_output_44_0 = ( tex2D( _MainTex, uv0_MainTex ) * _Color ); float4 temp_cast_0 = (( _DetailAlbedoPower * tex2DNode205.r )).xxxx; float4 blendOpSrc189 = temp_output_44_0; float4 blendOpDest189 = temp_cast_0; float4 lerpResult192 = lerp( temp_output_44_0 , (( blendOpDest189 > 0.5 ) ? ( 1.0 - ( 1.0 - 2.0 * ( blendOpDest189 - 0.5 ) ) * ( 1.0 - blendOpSrc189 ) ) : ( 2.0 * blendOpDest189 * blendOpSrc189 ) ) , ( _DetailAlbedoPower * tex2DNode195.a )); float4 triplanar162 = TriplanarSamplingSF( _CoverAlbedoRGB, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_122_0, 1.0, 0 ); float4 temp_output_43_0 = ( triplanar162 * _CoverAlbedoColor ); float4 lerpResult10 = lerp( lerpResult192 , temp_output_43_0 , temp_output_220_0); float4 lerpResult235 = lerp( lerpResult10 , temp_output_43_0 , break232.g); float4 lerpResult236 = lerp( lerpResult235 , lerpResult192 , break232.b); float4 lerpResult230 = lerp( lerpResult236 , ( lerpResult236 * _WetColor ) , break232.r); o.Albedo = lerpResult230.rgb; float4 tex2DNode29 = tex2D( _SpecularRGBSmoothnessA, uv0_MainTex ); float4 temp_output_38_0 = ( tex2DNode29 * _SpecularPower ); float4 triplanar165 = TriplanarSamplingSF( _Cover_SpecularRGBSmoothnessA, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_122_0, 1.0, 0 ); float4 break150 = triplanar165; float3 appendResult151 = (float3(break150.x , break150.y , break150.z)); float3 temp_output_34_0 = ( appendResult151 * _CoverSpecularPower ); float4 lerpResult17 = lerp( temp_output_38_0 , float4( temp_output_34_0 , 0.0 ) , temp_output_220_0); float4 lerpResult239 = lerp( lerpResult17 , float4( temp_output_34_0 , 0.0 ) , break232.g); float4 lerpResult243 = lerp( lerpResult239 , temp_output_38_0 , break232.b); o.Specular = lerpResult243.rgb; float temp_output_63_0 = ( tex2DNode29.a * _SmoothnessPower ); float temp_output_64_0 = ( break150.w * _CoverSmoothnessPower ); float lerpResult28 = lerp( temp_output_63_0 , temp_output_64_0 , temp_output_220_0); float lerpResult240 = lerp( lerpResult28 , temp_output_64_0 , break232.r); float lerpResult242 = lerp( lerpResult240 , temp_output_63_0 , break232.b); float lerpResult229 = lerp( lerpResult242 , _WetSmoothness , break232.r); o.Smoothness = lerpResult229; float clampResult67 = clamp( tex2D( _AmbientOcclusionG, uv0_MainTex ).g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 ); float4 triplanar170 = TriplanarSamplingSF( _SnowAmbientOcclusionG, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_122_0, 1.0, 0 ); float clampResult69 = clamp( triplanar170.y , ( 1.0 - _CoverAmbientOcclusionPower ) , 1.0 ); float lerpResult27 = lerp( clampResult67 , clampResult69 , temp_output_220_0); float lerpResult237 = lerp( lerpResult27 , clampResult69 , break232.g); float lerpResult241 = lerp( lerpResult237 , clampResult67 , break232.b); o.Occlusion = lerpResult241; o.Alpha = 1; } ENDCG CGPROGRAM #pragma surface surf StandardSpecular keepalpha fullforwardshadows dithercrossfade 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" struct v2f { V2F_SHADOW_CASTER; float2 customPack1 : TEXCOORD1; float4 tSpace0 : TEXCOORD2; float4 tSpace1 : TEXCOORD3; float4 tSpace2 : TEXCOORD4; half4 color : COLOR0; 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 ) o.color = v.color; 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; surfIN.vertexColor = IN.color; SurfaceOutputStandardSpecular o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" }