99 lines
4.5 KiB
Plaintext
99 lines
4.5 KiB
Plaintext
Shader "NatureManufacture Shaders/Water/Standard Specular Wet"
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{
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Properties
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{
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_Color("Color", Color) = (1,1,1,1)
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_MainTex("MainTex ", 2D) = "white" {}
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_WetColor("Wet Color", Color) = (0.6691177,0.6691177,0.6691177,1)
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_SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 1
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[NoScaleOffset]_BumpMap("BumpMap", 2D) = "bump" {}
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_BumpScale("BumpScale", Range( 0 , 2)) = 1
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[NoScaleOffset]_SpecularRGBSmoothnessA("Specular (RGB) Smoothness (A)", 2D) = "white" {}
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_SpecularPower("Specular Power", Range( 0 , 2)) = 1
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_WetSmoothness("Wet Smoothness", Range( 0 , 100)) = 0
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[NoScaleOffset]_AmbientOcclusionG("Ambient Occlusion (G)", 2D) = "white" {}
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_AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 1
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_DetailMask("DetailMask", 2D) = "white" {}
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_DetailAlbedoPower("Detail Albedo Power", Range( 0 , 2)) = 0
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_DetailMapAlbedoRNyGNxA("Detail Map Albedo(R) Ny(G) Nx(A)", 2D) = "black" {}
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_DetailNormalMapScale("DetailNormalMapScale", Range( 0 , 5)) = 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" = "Geometry+0" }
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Cull Back
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ZTest LEqual
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CGPROGRAM
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#include "UnityStandardUtils.cginc"
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#pragma target 3.0
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#pragma multi_compile_instancing
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#include "NM_indirect.cginc"
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#pragma multi_compile GPU_FRUSTUM_ON __
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#pragma instancing_options procedural:setup
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#pragma surface surf StandardSpecular keepalpha addshadow fullforwardshadows dithercrossfade
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struct Input
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{
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float2 uv_texcoord;
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float4 vertexColor : COLOR;
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};
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uniform float _BumpScale;
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uniform sampler2D _BumpMap;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform sampler2D _DetailMapAlbedoRNyGNxA;
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uniform float4 _DetailMapAlbedoRNyGNxA_ST;
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uniform float _DetailNormalMapScale;
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uniform sampler2D _DetailMask;
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uniform float4 _DetailMask_ST;
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uniform float4 _Color;
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uniform float _DetailAlbedoPower;
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uniform float4 _WetColor;
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uniform sampler2D _SpecularRGBSmoothnessA;
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uniform float _SpecularPower;
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uniform float _SmoothnessPower;
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uniform float _WetSmoothness;
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uniform sampler2D _AmbientOcclusionG;
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uniform float _AmbientOcclusionPower;
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void surf( Input i , inout SurfaceOutputStandardSpecular o )
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{
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float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
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float3 tex2DNode4 = UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale );
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float2 uv0_DetailMapAlbedoRNyGNxA = i.uv_texcoord * _DetailMapAlbedoRNyGNxA_ST.xy + _DetailMapAlbedoRNyGNxA_ST.zw;
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float4 tex2DNode205 = tex2D( _DetailMapAlbedoRNyGNxA, uv0_DetailMapAlbedoRNyGNxA );
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float2 appendResult11_g1 = (float2(tex2DNode205.a , tex2DNode205.g));
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float2 temp_output_4_0_g1 = ( ( ( appendResult11_g1 * float2( 2,2 ) ) + float2( -1,-1 ) ) * _DetailNormalMapScale );
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float2 break8_g1 = temp_output_4_0_g1;
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float dotResult5_g1 = dot( temp_output_4_0_g1 , temp_output_4_0_g1 );
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float temp_output_9_0_g1 = sqrt( ( 1.0 - saturate( dotResult5_g1 ) ) );
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float3 appendResult20_g1 = (float3(break8_g1.x , break8_g1.y , temp_output_9_0_g1));
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float3 normalizeResult202 = normalize( BlendNormals( tex2DNode4 , appendResult20_g1 ) );
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float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw;
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float4 tex2DNode195 = tex2D( _DetailMask, uv_DetailMask );
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float3 lerpResult193 = lerp( tex2DNode4 , normalizeResult202 , tex2DNode195.a);
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o.Normal = lerpResult193;
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float4 temp_output_44_0 = ( tex2D( _MainTex, uv0_MainTex ) * _Color );
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float4 temp_cast_0 = (( _DetailAlbedoPower * tex2DNode205.r )).xxxx;
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float4 blendOpSrc189 = temp_output_44_0;
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float4 blendOpDest189 = temp_cast_0;
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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 ));
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float temp_output_261_0 = ( 1.0 - ( i.vertexColor / float4( 1,1,1,1 ) ).r );
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float4 lerpResult272 = lerp( lerpResult192 , ( lerpResult192 * _WetColor ) , temp_output_261_0);
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o.Albedo = lerpResult272.rgb;
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float4 tex2DNode29 = tex2D( _SpecularRGBSmoothnessA, uv0_MainTex );
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o.Specular = ( tex2DNode29 * _SpecularPower ).rgb;
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float lerpResult269 = lerp( ( tex2DNode29.a * _SmoothnessPower ) , _WetSmoothness , temp_output_261_0);
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o.Smoothness = lerpResult269;
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float clampResult67 = clamp( tex2D( _AmbientOcclusionG, uv0_MainTex ).g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 );
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o.Occlusion = clampResult67;
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o.Alpha = 1;
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}
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ENDCG
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}
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Fallback "Diffuse"
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} |