|
|
- // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
- // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
-
- // 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 "LightHouse/WaterShader" {
- Properties {
- _Diffuse ("Diffuse", 2D) = "black" {}
- _Normals ("Normals", 2D) = "black" {}
- _GlowColor ("Glow Color", Color) = (1,1,1,1)
- _BulgeScale ("Bulge Scale", Float ) = 1.1
- _BulgeShape ("Bulge Shape", Float ) = 1.8
- _Perlin ("Perlin", 2D) = "bump" {}
- _Perlin_copy ("Perlin_copy", 2D) = "white" {}
- _ShoreBlend ("ShoreBlend", Range(0, 100)) = 0
- _Shore ("Shore", Color) = (1,0,0,1)
- _Opacity ("Opacity", Range(0, 1)) = 0.3994928
- _Color ("Color", Color) = (0.07352942,0.9233267,1,1)
- [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
- }
- SubShader {
- Tags {
- "IgnoreProjector"="True"
- "Queue"="Transparent"
- "RenderType"="Transparent"
- }
- Pass {
- Name "FORWARD"
- Tags {
- "LightMode"="ForwardBase"
- }
- Blend SrcAlpha OneMinusSrcAlpha
- ZWrite Off
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDBASE
- #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- #include "UnityStandardBRDF.cginc"
- #pragma multi_compile_fwdbase
- #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
- #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
- #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
- #pragma multi_compile_fog
- #pragma exclude_renderers xbox360 ps3
- #pragma target 3.0
- #pragma glsl
- uniform sampler2D _CameraDepthTexture;
- uniform float4 _TimeEditor;
- uniform float _BulgeScale;
- uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
- uniform float4 _GlowColor;
- uniform sampler2D _Normals; uniform float4 _Normals_ST;
- uniform float _BulgeShape;
- uniform sampler2D _Perlin; uniform float4 _Perlin_ST;
- uniform sampler2D _Perlin_copy; uniform float4 _Perlin_copy_ST;
- uniform float _ShoreBlend;
- uniform float4 _Shore;
- uniform float _Opacity;
- uniform float4 _Color;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float2 texcoord0 : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- float2 texcoord2 : TEXCOORD2;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- float4 posWorld : TEXCOORD3;
- float3 normalDir : TEXCOORD4;
- float3 tangentDir : TEXCOORD5;
- float3 bitangentDir : TEXCOORD6;
- float4 projPos : TEXCOORD7;
- UNITY_FOG_COORDS(8)
- #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
- float4 ambientOrLightmapUV : TEXCOORD9;
- #endif
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.uv1 = v.texcoord1;
- o.uv2 = v.texcoord2;
- #ifdef LIGHTMAP_ON
- o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
- o.ambientOrLightmapUV.zw = 0;
- #elif UNITY_SHOULD_SAMPLE_SH
- #endif
- #ifdef DYNAMICLIGHTMAP_ON
- o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
- #endif
- 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);
- float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
- float3 objScale = 1.0/recipObjScale;
- float4 node_3480 = _Time + _TimeEditor;
- float2 node_882 = (o.uv0*objScale.rb);
- float2 node_23 = (node_882+node_3480.g*float2(0.05,0));
- float4 _Perlin_var = tex2Dlod(_Perlin,float4(TRANSFORM_TEX(node_23, _Perlin),0.0,0));
- float4 _Diffuse_var = tex2Dlod(_Diffuse,float4(TRANSFORM_TEX(node_23, _Diffuse),0.0,0));
- float2 node_4275 = (node_882+node_3480.g*float2(0.025,0.025));
- float4 _Perlin_copy_var = tex2Dlod(_Perlin_copy,float4(TRANSFORM_TEX(node_4275, _Perlin_copy),0.0,0));
- float4 node_9449 = _Time + _TimeEditor;
- float node_133 = pow(lerp((_Perlin_var.r*pow((_Diffuse_var.r*1.0+0.0),0.3)),_Perlin_copy_var.r,(sin(node_9449.r)*0.5+0.5)),_BulgeShape); // Panning gradient
- v.vertex.xyz += (node_133*_BulgeScale*v.normal);
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- float3 lightColor = _LightColor0.rgb;
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
- UNITY_TRANSFER_FOG(o,o.pos);
- o.projPos = ComputeScreenPos (o.pos);
- COMPUTE_EYEDEPTH(o.projPos.z);
- return o;
- }
- float4 frag(VertexOutput i) : COLOR {
- float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
- float3 objScale = 1.0/recipObjScale;
- i.normalDir = normalize(i.normalDir);
- float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float4 node_3480 = _Time + _TimeEditor;
- float2 node_882 = (i.uv0*objScale.rb);
- float2 node_23 = (node_882+node_3480.g*float2(0.05,0));
- float4 _Normals_var = tex2D(_Normals,TRANSFORM_TEX(node_23, _Normals));
- float4 _Perlin_var = tex2D(_Perlin,TRANSFORM_TEX(node_23, _Perlin));
- float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(node_23, _Diffuse));
- float2 node_4275 = (node_882+node_3480.g*float2(0.025,0.025));
- float4 _Perlin_copy_var = tex2D(_Perlin_copy,TRANSFORM_TEX(node_4275, _Perlin_copy));
- float4 node_9449 = _Time + _TimeEditor;
- float node_133 = pow(lerp((_Perlin_var.r*pow((_Diffuse_var.r*1.0+0.0),0.3)),_Perlin_copy_var.r,(sin(node_9449.r)*0.5+0.5)),_BulgeShape); // Panning gradient
- float3 normalLocal = normalize(lerp(_Normals_var.rgb,float3(0,0,1),node_133));
- float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
- float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
- float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g);
- float partZ = max(0,i.projPos.z - _ProjectionParams.g);
- float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
- float3 lightColor = _LightColor0.rgb;
- float3 halfDirection = normalize(viewDirection+lightDirection);
- ////// Lighting:
- float attenuation = 1;
- float3 attenColor = attenuation * _LightColor0.xyz;
- ///////// Gloss:
- float gloss = 0.5;
- float specPow = exp2( gloss * 10.0+1.0);
- /////// GI Data:
- UnityLight light;
- #ifdef LIGHTMAP_OFF
- light.color = lightColor;
- light.dir = lightDirection;
- light.ndotl = LambertTerm (normalDirection, light.dir);
- #else
- light.color = half3(0.f, 0.f, 0.f);
- light.ndotl = 0.0f;
- light.dir = half3(0.f, 0.f, 0.f);
- #endif
- UnityGIInput d;
- d.light = light;
- d.worldPos = i.posWorld.xyz;
- d.worldViewDir = viewDirection;
- d.atten = attenuation;
- #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
- d.ambient = 0;
- d.lightmapUV = i.ambientOrLightmapUV;
- #else
- d.ambient = i.ambientOrLightmapUV;
- #endif
- Unity_GlossyEnvironmentData ugls_en_data;
- ugls_en_data.roughness = 1.0 - gloss;
- ugls_en_data.reflUVW = viewReflectDirection;
- UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
- lightDirection = gi.light.dir;
- lightColor = gi.light.color;
- ////// Specular:
- float NdotL = max(0, dot( normalDirection, lightDirection ));
- float3 node_149 = lerp((_Color.rgb*_Diffuse_var.rgb),_GlowColor.rgb,node_133);
- float3 specularColor = (1.0 - node_149);
- float3 directSpecular = (floor(attenuation) * _LightColor0.xyz) * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor;
- float3 specular = directSpecular;
- /////// Diffuse:
- NdotL = dot( normalDirection, lightDirection );
- float3 w = float3(node_133,node_133,node_133)*0.5; // Light wrapping
- float3 NdotLWrap = NdotL * ( 1.0 - w );
- float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w );
- float3 backLight = max(float3(0.0,0.0,0.0), -NdotLWrap + w ) * float3(node_133,node_133,node_133);
- NdotL = max(0.0,dot( normalDirection, lightDirection ));
- float3 directDiffuse = (forwardLight+backLight) * attenColor;
- float3 indirectDiffuse = float3(0,0,0);
- indirectDiffuse += gi.indirect.diffuse;
- float3 diffuseColor = lerp(_Shore.rgb,node_149,saturate((sceneZ-partZ)/_ShoreBlend));
- float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
- /// Final Color:
- float3 finalColor = diffuse + specular;
- fixed4 finalRGBA = fixed4(finalColor,_Opacity);
- UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
- return finalRGBA;
- }
- ENDCG
- }
- Pass {
- Name "FORWARD_DELTA"
- Tags {
- "LightMode"="ForwardAdd"
- }
- Blend One One
- ZWrite Off
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDADD
- #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- #include "UnityStandardBRDF.cginc"
- #pragma multi_compile_fwdadd
- #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
- #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
- #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
- #pragma multi_compile_fog
- #pragma exclude_renderers xbox360 ps3
- #pragma target 3.0
- #pragma glsl
- uniform sampler2D _CameraDepthTexture;
- uniform float4 _TimeEditor;
- uniform float _BulgeScale;
- uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
- uniform float4 _GlowColor;
- uniform sampler2D _Normals; uniform float4 _Normals_ST;
- uniform float _BulgeShape;
- uniform sampler2D _Perlin; uniform float4 _Perlin_ST;
- uniform sampler2D _Perlin_copy; uniform float4 _Perlin_copy_ST;
- uniform float _ShoreBlend;
- uniform float4 _Shore;
- uniform float _Opacity;
- uniform float4 _Color;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float2 texcoord0 : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- float2 texcoord2 : TEXCOORD2;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- float4 posWorld : TEXCOORD3;
- float3 normalDir : TEXCOORD4;
- float3 tangentDir : TEXCOORD5;
- float3 bitangentDir : TEXCOORD6;
- float4 projPos : TEXCOORD7;
- LIGHTING_COORDS(8,9)
- UNITY_FOG_COORDS(10)
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.uv1 = v.texcoord1;
- o.uv2 = v.texcoord2;
- 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);
- float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
- float3 objScale = 1.0/recipObjScale;
- float4 node_175 = _Time + _TimeEditor;
- float2 node_882 = (o.uv0*objScale.rb);
- float2 node_23 = (node_882+node_175.g*float2(0.05,0));
- float4 _Perlin_var = tex2Dlod(_Perlin,float4(TRANSFORM_TEX(node_23, _Perlin),0.0,0));
- float4 _Diffuse_var = tex2Dlod(_Diffuse,float4(TRANSFORM_TEX(node_23, _Diffuse),0.0,0));
- float2 node_4275 = (node_882+node_175.g*float2(0.025,0.025));
- float4 _Perlin_copy_var = tex2Dlod(_Perlin_copy,float4(TRANSFORM_TEX(node_4275, _Perlin_copy),0.0,0));
- float4 node_9449 = _Time + _TimeEditor;
- float node_133 = pow(lerp((_Perlin_var.r*pow((_Diffuse_var.r*1.0+0.0),0.3)),_Perlin_copy_var.r,(sin(node_9449.r)*0.5+0.5)),_BulgeShape); // Panning gradient
- v.vertex.xyz += (node_133*_BulgeScale*v.normal);
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- float3 lightColor = _LightColor0.rgb;
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
- UNITY_TRANSFER_FOG(o,o.pos);
- o.projPos = ComputeScreenPos (o.pos);
- COMPUTE_EYEDEPTH(o.projPos.z);
- TRANSFER_VERTEX_TO_FRAGMENT(o)
- return o;
- }
- float4 frag(VertexOutput i) : COLOR {
- float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
- float3 objScale = 1.0/recipObjScale;
- i.normalDir = normalize(i.normalDir);
- float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float4 node_175 = _Time + _TimeEditor;
- float2 node_882 = (i.uv0*objScale.rb);
- float2 node_23 = (node_882+node_175.g*float2(0.05,0));
- float4 _Normals_var = tex2D(_Normals,TRANSFORM_TEX(node_23, _Normals));
- float4 _Perlin_var = tex2D(_Perlin,TRANSFORM_TEX(node_23, _Perlin));
- float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(node_23, _Diffuse));
- float2 node_4275 = (node_882+node_175.g*float2(0.025,0.025));
- float4 _Perlin_copy_var = tex2D(_Perlin_copy,TRANSFORM_TEX(node_4275, _Perlin_copy));
- float4 node_9449 = _Time + _TimeEditor;
- float node_133 = pow(lerp((_Perlin_var.r*pow((_Diffuse_var.r*1.0+0.0),0.3)),_Perlin_copy_var.r,(sin(node_9449.r)*0.5+0.5)),_BulgeShape); // Panning gradient
- float3 normalLocal = normalize(lerp(_Normals_var.rgb,float3(0,0,1),node_133));
- float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
- float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g);
- float partZ = max(0,i.projPos.z - _ProjectionParams.g);
- float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
- float3 lightColor = _LightColor0.rgb;
- float3 halfDirection = normalize(viewDirection+lightDirection);
- ////// Lighting:
- float attenuation = LIGHT_ATTENUATION(i);
- float3 attenColor = attenuation * _LightColor0.xyz;
- ///////// Gloss:
- float gloss = 0.5;
- float specPow = exp2( gloss * 10.0+1.0);
- ////// Specular:
- float NdotL = max(0, dot( normalDirection, lightDirection ));
- float3 node_149 = lerp((_Color.rgb*_Diffuse_var.rgb),_GlowColor.rgb,node_133);
- float3 specularColor = (1.0 - node_149);
- float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor;
- float3 specular = directSpecular;
- /////// Diffuse:
- NdotL = dot( normalDirection, lightDirection );
- float3 w = float3(node_133,node_133,node_133)*0.5; // Light wrapping
- float3 NdotLWrap = NdotL * ( 1.0 - w );
- float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w );
- float3 backLight = max(float3(0.0,0.0,0.0), -NdotLWrap + w ) * float3(node_133,node_133,node_133);
- NdotL = max(0.0,dot( normalDirection, lightDirection ));
- float3 directDiffuse = (forwardLight+backLight) * attenColor;
- float3 diffuseColor = lerp(_Shore.rgb,node_149,saturate((sceneZ-partZ)/_ShoreBlend));
- float3 diffuse = directDiffuse * diffuseColor;
- /// Final Color:
- float3 finalColor = diffuse + specular;
- fixed4 finalRGBA = fixed4(finalColor * _Opacity,0);
- UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
- return finalRGBA;
- }
- ENDCG
- }
- Pass {
- Name "ShadowCaster"
- Tags {
- "LightMode"="ShadowCaster"
- }
- Offset 1, 1
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_SHADOWCASTER
- #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- #include "UnityStandardBRDF.cginc"
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma multi_compile_shadowcaster
- #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
- #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
- #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
- #pragma multi_compile_fog
- #pragma exclude_renderers xbox360 ps3
- #pragma target 3.0
- #pragma glsl
- uniform float4 _TimeEditor;
- uniform float _BulgeScale;
- uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
- uniform float _BulgeShape;
- uniform sampler2D _Perlin; uniform float4 _Perlin_ST;
- uniform sampler2D _Perlin_copy; uniform float4 _Perlin_copy_ST;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float2 texcoord0 : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- float2 texcoord2 : TEXCOORD2;
- };
- struct VertexOutput {
- V2F_SHADOW_CASTER;
- float2 uv0 : TEXCOORD1;
- float2 uv1 : TEXCOORD2;
- float2 uv2 : TEXCOORD3;
- float4 posWorld : TEXCOORD4;
- float3 normalDir : TEXCOORD5;
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.uv1 = v.texcoord1;
- o.uv2 = v.texcoord2;
- o.normalDir = UnityObjectToWorldNormal(v.normal);
- float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
- float3 objScale = 1.0/recipObjScale;
- float4 node_8823 = _Time + _TimeEditor;
- float2 node_882 = (o.uv0*objScale.rb);
- float2 node_23 = (node_882+node_8823.g*float2(0.05,0));
- float4 _Perlin_var = tex2Dlod(_Perlin,float4(TRANSFORM_TEX(node_23, _Perlin),0.0,0));
- float4 _Diffuse_var = tex2Dlod(_Diffuse,float4(TRANSFORM_TEX(node_23, _Diffuse),0.0,0));
- float2 node_4275 = (node_882+node_8823.g*float2(0.025,0.025));
- float4 _Perlin_copy_var = tex2Dlod(_Perlin_copy,float4(TRANSFORM_TEX(node_4275, _Perlin_copy),0.0,0));
- float4 node_9449 = _Time + _TimeEditor;
- float node_133 = pow(lerp((_Perlin_var.r*pow((_Diffuse_var.r*1.0+0.0),0.3)),_Perlin_copy_var.r,(sin(node_9449.r)*0.5+0.5)),_BulgeShape); // Panning gradient
- v.vertex.xyz += (node_133*_BulgeScale*v.normal);
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
- TRANSFER_SHADOW_CASTER(o)
- return o;
- }
- float4 frag(VertexOutput i) : COLOR {
- float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
- float3 objScale = 1.0/recipObjScale;
- i.normalDir = normalize(i.normalDir);
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float3 normalDirection = i.normalDir;
- SHADOW_CASTER_FRAGMENT(i)
- }
- ENDCG
- }
- Pass {
- Name "Meta"
- Tags {
- "LightMode"="Meta"
- }
- Cull Off
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_META 1
- #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- #include "UnityStandardBRDF.cginc"
- #include "UnityMetaPass.cginc"
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma multi_compile_shadowcaster
- #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
- #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
- #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
- #pragma multi_compile_fog
- #pragma exclude_renderers xbox360 ps3
- #pragma target 3.0
- #pragma glsl
- uniform sampler2D _CameraDepthTexture;
- uniform float4 _TimeEditor;
- uniform float _BulgeScale;
- uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
- uniform float4 _GlowColor;
- uniform float _BulgeShape;
- uniform sampler2D _Perlin; uniform float4 _Perlin_ST;
- uniform sampler2D _Perlin_copy; uniform float4 _Perlin_copy_ST;
- uniform float _ShoreBlend;
- uniform float4 _Shore;
- uniform float4 _Color;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float2 texcoord0 : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- float2 texcoord2 : TEXCOORD2;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- float4 posWorld : TEXCOORD3;
- float3 normalDir : TEXCOORD4;
- float4 projPos : TEXCOORD5;
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.uv1 = v.texcoord1;
- o.uv2 = v.texcoord2;
- o.normalDir = UnityObjectToWorldNormal(v.normal);
- float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
- float3 objScale = 1.0/recipObjScale;
- float4 node_4394 = _Time + _TimeEditor;
- float2 node_882 = (o.uv0*objScale.rb);
- float2 node_23 = (node_882+node_4394.g*float2(0.05,0));
- float4 _Perlin_var = tex2Dlod(_Perlin,float4(TRANSFORM_TEX(node_23, _Perlin),0.0,0));
- float4 _Diffuse_var = tex2Dlod(_Diffuse,float4(TRANSFORM_TEX(node_23, _Diffuse),0.0,0));
- float2 node_4275 = (node_882+node_4394.g*float2(0.025,0.025));
- float4 _Perlin_copy_var = tex2Dlod(_Perlin_copy,float4(TRANSFORM_TEX(node_4275, _Perlin_copy),0.0,0));
- float4 node_9449 = _Time + _TimeEditor;
- float node_133 = pow(lerp((_Perlin_var.r*pow((_Diffuse_var.r*1.0+0.0),0.3)),_Perlin_copy_var.r,(sin(node_9449.r)*0.5+0.5)),_BulgeShape); // Panning gradient
- v.vertex.xyz += (node_133*_BulgeScale*v.normal);
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
- o.projPos = ComputeScreenPos (o.pos);
- COMPUTE_EYEDEPTH(o.projPos.z);
- return o;
- }
- float4 frag(VertexOutput i) : SV_Target {
- float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
- float3 objScale = 1.0/recipObjScale;
- i.normalDir = normalize(i.normalDir);
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float3 normalDirection = i.normalDir;
- float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g);
- float partZ = max(0,i.projPos.z - _ProjectionParams.g);
- UnityMetaInput o;
- UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
-
- o.Emission = 0;
-
- float4 node_4394 = _Time + _TimeEditor;
- float2 node_882 = (i.uv0*objScale.rb);
- float2 node_23 = (node_882+node_4394.g*float2(0.05,0));
- float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(node_23, _Diffuse));
- float4 _Perlin_var = tex2D(_Perlin,TRANSFORM_TEX(node_23, _Perlin));
- float2 node_4275 = (node_882+node_4394.g*float2(0.025,0.025));
- float4 _Perlin_copy_var = tex2D(_Perlin_copy,TRANSFORM_TEX(node_4275, _Perlin_copy));
- float4 node_9449 = _Time + _TimeEditor;
- float node_133 = pow(lerp((_Perlin_var.r*pow((_Diffuse_var.r*1.0+0.0),0.3)),_Perlin_copy_var.r,(sin(node_9449.r)*0.5+0.5)),_BulgeShape); // Panning gradient
- float3 node_149 = lerp((_Color.rgb*_Diffuse_var.rgb),_GlowColor.rgb,node_133);
- float3 diffColor = lerp(_Shore.rgb,node_149,saturate((sceneZ-partZ)/_ShoreBlend));
- float3 specColor = (1.0 - node_149);
- o.Albedo = diffColor + specColor * 0.125; // No gloss connected. Assume it's 0.5
-
- return UnityMetaFragment( o );
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- CustomEditor "ShaderForgeMaterialInspector"
- }
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