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2024-11-20 15:21:28 +01:00

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Shader "NatureManufacture Shaders/Water/Water Particles"
{
Properties
{
_Color("Color", Color) = (1,1,1,0)
_ColorPower("Color Power", Vector) = (3,3,3,0)
_AOPower("AO Power", Range( 0 , 1)) = 1
_Opacity("Opacity", Range( 0 , 20)) = 0.5
_ParticleTexture("Particle Texture", 2D) = "white" {}
_NormalMap("Normal Map", 2D) = "bump" {}
_NormalScale("Normal Scale", Range( 0 , 1)) = 0
_Specular("Specular", Range( 0 , 1)) = 0.7
_Smoothness("Smoothness", Range( 0 , 1)) = 0.7
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
Cull Off
GrabPass{ }
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
{
float4 vertexColor : COLOR;
float2 uv_texcoord;
float3 worldNormal;
INTERNAL_DATA
float3 worldPos;
float4 screenPos;
};
uniform float3 _ColorPower;
uniform float4 _Color;
uniform sampler2D _ParticleTexture;
uniform float4 _ParticleTexture_ST;
uniform float _NormalScale;
uniform sampler2D _NormalMap;
uniform float4 _NormalMap_ST;
uniform sampler2D _GrabTexture;
uniform float _Specular;
uniform float _Smoothness;
uniform float _AOPower;
uniform float _Opacity;
inline float4 ASE_ComputeGrabScreenPos( float4 pos )
{
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
float4 o = pos;
o.y = pos.w * 0.5f;
o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
return o;
}
void surf( Input i , inout SurfaceOutputStandardSpecular o )
{
o.Normal = float3(0,0,1);
float2 uv_ParticleTexture = i.uv_texcoord * _ParticleTexture_ST.xy + _ParticleTexture_ST.zw;
float4 tex2DNode34 = tex2D( _ParticleTexture, uv_ParticleTexture );
o.Albedo = ( ( ( float4( _ColorPower , 0.0 ) * i.vertexColor ) * _Color ) * tex2DNode34 ).rgb;
float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw;
float3 tex2DNode10 = UnpackScaleNormal( tex2D( _NormalMap, uv_NormalMap ), _NormalScale );
float3 ase_worldPos = i.worldPos;
float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
float dotResult25 = dot( (WorldNormalVector( i , tex2DNode10 )) , ase_worldViewDir );
float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ase_screenPos );
float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
float4 screenColor8 = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD( ( ase_grabScreenPosNorm + float4( tex2DNode10 , 0.0 ) ) ) );
o.Emission = ( ( 1.0 - ( dotResult25 * 0.8 ) ) * screenColor8 ).rgb;
float3 temp_cast_4 = (_Specular).xxx;
o.Specular = temp_cast_4;
o.Smoothness = _Smoothness;
o.Occlusion = _AOPower;
float clampResult40 = clamp( ( _Opacity * tex2DNode34.r ) , 0.0 , 1.0 );
o.Alpha = ( clampResult40 * i.vertexColor.a );
}
ENDCG
CGPROGRAM
#pragma surface surf StandardSpecular alpha:fade 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_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
#define CAN_SKIP_VPOS
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
sampler3D _DitherMaskLOD;
struct v2f
{
V2F_SHADOW_CASTER;
float2 customPack1 : TEXCOORD1;
float4 screenPos : TEXCOORD2;
float4 tSpace0 : TEXCOORD3;
float4 tSpace1 : TEXCOORD4;
float4 tSpace2 : TEXCOORD5;
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.screenPos = ComputeScreenPos( o.pos );
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.screenPos = IN.screenPos;
surfIN.vertexColor = IN.color;
SurfaceOutputStandardSpecular o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
clip( alphaRef - 0.01 );
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
}