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- // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
-
- // Shader created with Shader Forge v1.30
- // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
- // Note: Manually altering this data may prevent you from opening it in Shader Forge
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-
- Shader "Geomantle/TerrainDiffuse" {
- Properties {
- _Shadows ("Shadows", Range(-1, 1)) = 0
- _Gradiant ("Gradiant", Range(-1, 1)) = -0.4096513
- _HighLight ("HighLight", Color) = (0.75,0.5383114,0.08272058,1)
- _LowLight ("LowLight", Color) = (1,1,1,1)
- _LowLightTexture ("LowLight Texture", 2D) = "black" {}
- _NormalMap ("Normal Map", 2D) = "black" {}
- _GradientMap ("Gradient Map", 2D) = "black" {}
- _PenIntensity ("Pen. Intensity", Range(0, 1)) = 0
- }
- SubShader {
- Tags {
- "RenderType"="Opaque"
- }
- Pass {
- Name "FORWARD"
- Tags {
- "LightMode"="ForwardBase"
- }
-
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDBASE
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- #include "Lighting.cginc"
- #pragma multi_compile_fwdbase_fullshadows
- #pragma multi_compile_fog
- #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
- #pragma target 3.0
- uniform float _Shadows;
- float3 LerpnegLerp( float3 Norm , float3 Light , float Slider ){
- float3 retVal = Norm;
-
- int pos = sign(Slider);
-
- retVal = lerp(Norm,(pos * Light), (pos * Slider) / 2);
-
- return retVal;
-
- }
-
- uniform float4 _HighLight;
- uniform float4 _LowLight;
- uniform float _Gradiant;
- float CeilifGrad( float Input , float Slider ){
- float retVal;
-
- float t = ((Input + Slider)/(2*Slider));
- retVal = lerp (0,1,t);
-
- return clamp (retVal, 0.0, 1.0);
-
- }
-
- uniform float _PenIntensity;
- uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST;
- uniform sampler2D _GradientMap; uniform float4 _GradientMap_ST;
- uniform sampler2D _LowLightTexture; uniform float4 _LowLightTexture_ST;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float2 texcoord0 : TEXCOORD0;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float4 posWorld : TEXCOORD1;
- float3 normalDir : TEXCOORD2;
- float3 tangentDir : TEXCOORD3;
- float3 bitangentDir : TEXCOORD4;
- LIGHTING_COORDS(5,6)
- UNITY_FOG_COORDS(7)
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.normalDir = UnityObjectToWorldNormal(v.normal);
- o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
- o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
- UNITY_TRANSFER_FOG(o,o.pos);
- TRANSFER_VERTEX_TO_FRAGMENT(o)
- return o;
- }
- float4 frag(VertexOutput i) : COLOR {
- i.normalDir = normalize(i.normalDir);
- float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
- float4 _NormalMap_var = tex2D(_NormalMap,TRANSFORM_TEX(i.uv0, _NormalMap));
- float3 normalLocal = _NormalMap_var.rgb;
- float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
- float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
- ////// Lighting:
- float attenuation = LIGHT_ATTENUATION(i);
- float4 _LowLightTexture_var = tex2D(_LowLightTexture,TRANSFORM_TEX(i.uv0, _LowLightTexture));
- float4 _GradientMap_var = tex2D(_GradientMap,TRANSFORM_TEX(i.uv0, _GradientMap));
- float3 finalColor = lerp((_LowLight.rgb*_LowLightTexture_var.rgb),(_LowLightTexture_var.rgb*_HighLight.rgb),(CeilifGrad( dot(LerpnegLerp( normalDirection , lightDirection , _Shadows ),lightDirection) , saturate((_Gradiant+_GradientMap_var.r)) )*lerp(1.0,attenuation,_PenIntensity)));
- fixed4 finalRGBA = fixed4(finalColor,1);
- UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
- return finalRGBA;
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- CustomEditor "ShaderForgeMaterialInspector"
- }
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