Files
beyond/Assets/ThirdParty/NatureManufacture Assets/Object Shaders/Standard_Metalic_Cover_Wet.shader
2024-11-20 15:21:28 +01:00

310 lines
16 KiB
Plaintext

Shader "NatureManufacture Shaders/Water/Standard Metalic 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 , 5)) = 0
[NoScaleOffset]_MetalicRAmbientOcclusionGSmoothnessA("Metalic (R) Ambient Occlusion (G) Smoothness (A)", 2D) = "white" {}
_MetallicPower("Metallic Power", Range( 0 , 2)) = 1
_AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 1
_SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 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" {}
_CoverAlbedoColor("Cover Albedo Color", Color) = (1,1,1,1)
_CoverTiling("Cover Tiling", Range( 0.0001 , 100)) = 15
_CoverNormalRGB("Cover Normal (RGB)", 2D) = "white" {}
_CoverNormalScale("Cover Normal Scale", Range( 0 , 5)) = 0
_CoverMetalicRAmbientOcclusionGSmothnessA("Cover Metalic (R) Ambient Occlusion(G) Smothness (A)", 2D) = "white" {}
_CoverMetallicPower("Cover Metallic Power", Range( 0 , 2)) = 1
_CoverAmbientOcclusionPower("Cover Ambient Occlusion Power", Range( 0 , 1)) = 1
_CoverSmoothnessPower("Cover Smoothness Power", Range( 0 , 2)) = 1
_CoverMaxAngle("Cover Max Angle ", Range( 0.001 , 90)) = 90
_CoverHardness("Cover Hardness", Range( 1 , 10)) = 5
_CoverNormalHardness("Cover Normal Hardness", Range( 0 , 10)) = 0
_Cover_Min_Height("Cover_Min_Height", Range( -1000 , 10000)) = -1000
_Cover_Min_Height_Blending("Cover_Min_Height_Blending", Range( 0 , 500)) = 1
_CoverHeightG("Cover Height (G)", 2D) = "white" {}
_CoverHeightSharpness("Cover Height Sharpness", Range( 0 , 2)) = 0.3
[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 sampler2D _CoverNormalRGB;
uniform float _CoverTiling;
uniform float _TriplanarCoverFalloff;
uniform float _CoverNormalScale;
uniform float _CoverNormalHardness;
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 _MetalicRAmbientOcclusionGSmoothnessA;
uniform float _MetallicPower;
uniform sampler2D _CoverMetalicRAmbientOcclusionGSmothnessA;
uniform float _CoverMetallicPower;
uniform float _SmoothnessPower;
uniform float _CoverSmoothnessPower;
uniform half _WetSmoothness;
uniform float _AmbientOcclusionPower;
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 SurfaceOutputStandard 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 tex2DNode486 = tex2D( _DetailMapAlbedoRNyGNxA, uv0_DetailMapAlbedoRNyGNxA );
float2 appendResult11_g1 = (float2(tex2DNode486.a , tex2DNode486.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_513_0 = appendResult20_g1;
float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw;
float4 tex2DNode481 = tex2D( _DetailMask, uv_DetailMask );
float3 lerpResult479 = lerp( tex2DNode4 , BlendNormals( tex2DNode4 , temp_output_513_0 ) , tex2DNode481.a);
float temp_output_265_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 triplanar457 = TriplanarSamplingSNF( _CoverNormalRGB, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_265_0, 1.0, 0 );
float3 tanTriplanarNormal457 = mul( ase_worldToTangent, triplanar457 );
float3 appendResult458 = (float3(_CoverNormalScale , _CoverNormalScale , 1.0));
float3 temp_output_306_0 = ( tanTriplanarNormal457 * appendResult458 );
float3 normalizeResult483 = normalize( BlendNormals( UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _CoverNormalHardness ) , temp_output_513_0 ) );
float temp_output_489_0 = ( 4.0 - _Cover_AmountGrowSpeed );
float clampResult492 = clamp( pow( ( _Cover_Amount / temp_output_489_0 ) , temp_output_489_0 ) , 0.0 , 2.0 );
float clampResult87 = clamp( ase_worldNormal.y , 0.0 , 0.999999 );
float temp_output_85_0 = ( _CoverMaxAngle / 45.0 );
float clampResult83 = clamp( ( clampResult87 - ( 1.0 - temp_output_85_0 ) ) , 0.0 , 2.0 );
float temp_output_329_0 = ( ( 1.0 - _Cover_Min_Height ) + ase_worldPos.y );
float clampResult336 = clamp( ( temp_output_329_0 + 1.0 ) , 0.0 , 1.0 );
float clampResult335 = clamp( ( ( 1.0 - ( ( temp_output_329_0 + _Cover_Min_Height_Blending ) / temp_output_329_0 ) ) + -0.5 ) , 0.0 , 1.0 );
float clampResult338 = clamp( ( clampResult336 + clampResult335 ) , 0.0 , 1.0 );
float temp_output_349_0 = ( pow( ( clampResult83 * ( 1.0 / temp_output_85_0 ) ) , _CoverHardness ) * clampResult338 );
float3 lerpResult15 = lerp( normalizeResult483 , tanTriplanarNormal457 , ( saturate( ( ase_worldNormal.y * clampResult492 ) ) * temp_output_349_0 ));
float clampResult368 = clamp( ( ( (WorldNormalVector( i , lerpResult15 )).y * clampResult492 ) * ( ( clampResult492 * _CoverHardness ) * temp_output_349_0 ) ) , 0.0 , 1.0 );
float4 triplanar460 = TriplanarSamplingSF( _CoverHeightG, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_265_0, 1.0, 0 );
float temp_output_18_0 = saturate( ( clampResult368 * pow( triplanar460.y , _CoverHeightSharpness ) ) );
float3 lerpResult369 = lerp( lerpResult479 , temp_output_306_0 , temp_output_18_0);
float4 break499 = ( 1.0 - ( i.vertexColor / float4( 1,1,1,1 ) ) );
float3 lerpResult506 = lerp( lerpResult369 , temp_output_306_0 , break499.g);
float3 lerpResult509 = lerp( lerpResult506 , lerpResult479 , break499.b);
o.Normal = lerpResult509;
float4 temp_output_77_0 = ( tex2D( _MainTex, uv0_MainTex ) * _Color );
float4 temp_cast_0 = (( _DetailAlbedoPower * tex2DNode486.r )).xxxx;
float4 blendOpSrc474 = temp_output_77_0;
float4 blendOpDest474 = temp_cast_0;
float4 lerpResult480 = lerp( temp_output_77_0 , (( blendOpDest474 > 0.5 ) ? ( 1.0 - ( 1.0 - 2.0 * ( blendOpDest474 - 0.5 ) ) * ( 1.0 - blendOpSrc474 ) ) : ( 2.0 * blendOpDest474 * blendOpSrc474 ) ) , ( _DetailAlbedoPower * tex2DNode481.a ));
float4 triplanar455 = TriplanarSamplingSF( _CoverAlbedoRGB, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_265_0, 1.0, 0 );
float4 temp_output_78_0 = ( triplanar455 * _CoverAlbedoColor );
float4 lerpResult10 = lerp( lerpResult480 , temp_output_78_0 , temp_output_18_0);
float4 lerpResult502 = lerp( lerpResult10 , temp_output_78_0 , break499.g);
float4 lerpResult507 = lerp( lerpResult502 , lerpResult480 , break499.b);
float4 lerpResult497 = lerp( lerpResult507 , ( lerpResult507 * _WetColor ) , break499.r);
o.Albedo = lerpResult497.rgb;
float4 tex2DNode2 = tex2D( _MetalicRAmbientOcclusionGSmoothnessA, uv0_MainTex );
float temp_output_64_0 = ( tex2DNode2.r * _MetallicPower );
float4 triplanar459 = TriplanarSamplingSF( _CoverMetalicRAmbientOcclusionGSmothnessA, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_265_0, 1.0, 0 );
float4 break323 = triplanar459;
float temp_output_66_0 = ( break323.x * _CoverMetallicPower );
float lerpResult17 = lerp( temp_output_64_0 , temp_output_66_0 , temp_output_18_0);
float lerpResult503 = lerp( lerpResult17 , temp_output_66_0 , break499.g);
float lerpResult508 = lerp( lerpResult503 , temp_output_64_0 , break499.b);
o.Metallic = lerpResult508;
float temp_output_62_0 = ( tex2DNode2.a * _SmoothnessPower );
float temp_output_125_0 = ( break323.w * _CoverSmoothnessPower );
float lerpResult27 = lerp( temp_output_62_0 , temp_output_125_0 , temp_output_18_0);
float lerpResult505 = lerp( lerpResult27 , temp_output_125_0 , break499.g);
float lerpResult511 = lerp( lerpResult505 , temp_output_62_0 , break499.b);
float lerpResult496 = lerp( lerpResult511 , _WetSmoothness , break499.r);
o.Smoothness = lerpResult496;
float clampResult96 = clamp( tex2DNode2.g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 );
float clampResult94 = clamp( break323.y , ( 1.0 - _CoverAmbientOcclusionPower ) , 1.0 );
float lerpResult28 = lerp( clampResult96 , clampResult94 , temp_output_18_0);
float lerpResult504 = lerp( lerpResult28 , clampResult94 , break499.g);
float lerpResult510 = lerp( lerpResult504 , clampResult96 , break499.b);
o.Occlusion = lerpResult510;
o.Alpha = 1;
}
ENDCG
CGPROGRAM
#pragma surface surf Standard 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;
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"
}