186 lines
9.3 KiB
Plaintext
186 lines
9.3 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 "DawnShader/EyesTear"
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{
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Properties
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{
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_Distortion("Distortion", Range( 0 , 1)) = 0
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_NormalMap("Normal Map", 2D) = "bump" {}
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_CubeMap("CubeMap", CUBE) = "white" {}
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_Roughness("Roughness", Range( 0 , 1)) = 0
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_Color("Color", Color) = (0,0,0,0)
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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" = "Opaque" "Queue" = "AlphaTest+0" }
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Cull Back
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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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#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
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#define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex);
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#else
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#define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex)
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#endif
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#ifdef UNITY_PASS_SHADOWCASTER
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#undef INTERNAL_DATA
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#undef WorldReflectionVector
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#undef WorldNormalVector
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#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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#endif
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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 worldRefl;
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INTERNAL_DATA
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};
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uniform sampler2D _NormalMap;
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uniform float4 _NormalMap_ST;
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uniform float4 _Color;
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ASE_DECLARE_SCREENSPACE_TEXTURE( _GrabTexture )
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uniform float _Distortion;
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uniform samplerCUBE _CubeMap;
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uniform float _Roughness;
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw;
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float3 tex2DNode1 = UnpackNormal( tex2D( _NormalMap, uv_NormalMap ) );
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o.Normal = tex2DNode1;
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float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
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float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w;
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ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
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float4 screenColor9 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_GrabTexture,( ase_screenPosNorm + float4( ( _Distortion * tex2DNode1 ) , 0.0 ) ).xy);
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o.Albedo = ( _Color * screenColor9 ).rgb;
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o.Metallic = texCUBE( _CubeMap, WorldReflectionVector( i , tex2DNode1 ) ).r;
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o.Smoothness = _Roughness;
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o.Alpha = 1;
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf Standard keepalpha fullforwardshadows
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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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struct v2f
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{
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V2F_SHADOW_CASTER;
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float2 customPack1 : TEXCOORD1;
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float4 screenPos : TEXCOORD2;
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float4 tSpace0 : TEXCOORD3;
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float4 tSpace1 : TEXCOORD4;
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float4 tSpace2 : TEXCOORD5;
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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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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 = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
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half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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surfIN.worldRefl = -worldViewDir;
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surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
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surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
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surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
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surfIN.screenPos = IN.screenPos;
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SurfaceOutputStandard o;
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UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, 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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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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2560;0;2560;1059;1655.096;375.9922;1;True;False
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Node;AmplifyShaderEditor.SamplerNode;1;-1031.62,15.50251;Inherit;True;Property;_NormalMap;Normal Map;2;0;Create;True;0;0;False;0;False;-1;8f0069172d360474185c49544e625516;8f0069172d360474185c49544e625516;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.RangedFloatNode;19;-1042.096,-218.4922;Inherit;False;Property;_Distortion;Distortion;1;0;Create;True;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.ScreenPosInputsNode;21;-924.0959,-422.4922;Float;False;0;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;20;-783.0959,-112.4922;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;22;-606.0959,-148.4922;Inherit;False;2;2;0;FLOAT4;0,0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.WorldReflectionVector;3;-725.7827,206.8073;Inherit;False;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.ScreenColorNode;9;-473.5468,-157.9511;Float;False;Global;_GrabScreen0;Grab Screen 0;3;0;Create;True;0;0;False;0;False;Object;-1;False;False;1;0;FLOAT2;0,0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.ColorNode;15;-508.0964,-352.4922;Float;False;Property;_Color;Color;5;0;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.RangedFloatNode;12;-501.3608,111.7942;Float;False;Property;_Roughness;Roughness;4;0;Create;True;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;13;-251.0964,-272.4922;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.SamplerNode;2;-506.2828,187.9722;Inherit;True;Property;_CubeMap;CubeMap;3;0;Create;True;0;0;False;0;False;-1;a3af116f671e583438bc2f40f6735229;a3af116f671e583438bc2f40f6735229;True;0;False;white;Auto;False;Object;-1;Auto;Cube;8;0;SAMPLERCUBE;;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;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.StandardSurfaceOutputNode;0;0,0;Float;False;True;-1;2;ASEMaterialInspector;0;0;Standard;DawnShader/EyesTear;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Custom;0.5;True;True;0;False;Opaque;;AlphaTest;All;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;0;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;;0;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;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;20;0;19;0
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WireConnection;20;1;1;0
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WireConnection;22;0;21;0
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WireConnection;22;1;20;0
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WireConnection;3;0;1;0
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WireConnection;9;0;22;0
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WireConnection;13;0;15;0
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WireConnection;13;1;9;0
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WireConnection;2;1;3;0
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WireConnection;0;0;13;0
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WireConnection;0;1;1;0
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WireConnection;0;3;2;0
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WireConnection;0;4;12;0
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ASEEND*/
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//CHKSM=0DD42F46261D3FF3CDE5158FE932F4742199BFD4 |