// 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 /*SF_DATA;ver:1.30;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:0,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:9361,x:33209,y:32712,varname:node_9361,prsc:2|normal-7335-RGB,custl-4882-OUT;n:type:ShaderForge.SFN_Dot,id:6424,x:31547,y:33253,varname:node_6424,prsc:2,dt:0|A-3093-OUT,B-321-OUT;n:type:ShaderForge.SFN_Slider,id:5658,x:30329,y:33392,ptovrint:False,ptlb:Shadows,ptin:_Shadows,varname:node_5658,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:-1,cur:0,max:1;n:type:ShaderForge.SFN_NormalVector,id:7295,x:30447,y:33021,prsc:2,pt:True;n:type:ShaderForge.SFN_LightVector,id:7110,x:30447,y:33197,varname:node_7110,prsc:2;n:type:ShaderForge.SFN_Code,id:3093,x:30813,y:33114,varname:node_3093,prsc:2,code:ZgBsAG8AYQB0ADMAIAByAGUAdABWAGEAbAAgAD0AIABOAG8AcgBtADsACgAKAGkAbgB0ACAAcABvAHMAIAA9ACAAcwBpAGcAbgAoAFMAbABpAGQAZQByACkAOwAKAAoAcgBlAHQAVgBhAGwAIAA9ACAAbABlAHIAcAAoAE4AbwByAG0ALAAoAHAAbwBzACAAKgAgAEwAaQBnAGgAdAApACwAIAAoAHAAbwBzACAAKgAgAFMAbABpAGQAZQByACkAIAAvACAAMgApADsACgAKAHIAZQB0AHUAcgBuACAAcgBlAHQAVgBhAGwAOwAKAA==,output:2,fname:LerpnegLerp,width:422,height:155,input:2,input:2,input:0,input_1_label:Norm,input_2_label:Light,input_3_label:Slider|A-7295-OUT,B-7110-OUT,C-5658-OUT;n:type:ShaderForge.SFN_Color,id:9263,x:31739,y:32945,ptovrint:False,ptlb:HighLight,ptin:_HighLight,varname:node_9263,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.75,c2:0.5383114,c3:0.08272058,c4:1;n:type:ShaderForge.SFN_Color,id:6362,x:31768,y:32402,ptovrint:False,ptlb:LowLight,ptin:_LowLight,varname:_HighLight_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Lerp,id:4882,x:32569,y:32899,varname:node_4882,prsc:2|A-2988-OUT,B-9558-OUT,T-4220-OUT;n:type:ShaderForge.SFN_Slider,id:260,x:31143,y:33716,ptovrint:False,ptlb:Gradiant,ptin:_Gradiant,varname:node_260,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:-1,cur:-0.4096513,max:1;n:type:ShaderForge.SFN_Code,id:9708,x:32006,y:33414,varname:node_9708,prsc:2,code:ZgBsAG8AYQB0ACAAcgBlAHQAVgBhAGwAOwAKAAoAZgBsAG8AYQB0ACAAdAAgAD0AIAAoACgASQBuAHAAdQB0ACAAKwAgAFMAbABpAGQAZQByACkALwAoADIAKgBTAGwAaQBkAGUAcgApACkAOwAKAHIAZQB0AFYAYQBsACAAPQAgAGwAZQByAHAAIAAoADAALAAxACwAdAApADsACgAKAHIAZQB0AHUAcgBuACAAYwBsAGEAbQBwACAAKAByAGUAdABWAGEAbAAsACAAMAAuADAALAAgADEALgAwACkAOwAKAA==,output:0,fname:CeilifGrad,width:339,height:149,input:0,input:0,input_1_label:Input,input_2_label:Slider|A-6424-OUT,B-257-OUT;n:type:ShaderForge.SFN_LightVector,id:321,x:31167,y:33337,varname:node_321,prsc:2;n:type:ShaderForge.SFN_Slider,id:3114,x:32033,y:33977,ptovrint:False,ptlb:Pen. Intensity,ptin:_PenIntensity,varname:node_3114,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_LightAttenuation,id:1671,x:32252,y:33718,varname:node_1671,prsc:2;n:type:ShaderForge.SFN_Lerp,id:3593,x:32469,y:33784,varname:node_3593,prsc:2|A-1597-OUT,B-1671-OUT,T-3114-OUT;n:type:ShaderForge.SFN_Vector1,id:1597,x:32206,y:33889,varname:node_1597,prsc:2,v1:1;n:type:ShaderForge.SFN_Multiply,id:4220,x:32678,y:33602,varname:node_4220,prsc:2|A-9708-OUT,B-3593-OUT;n:type:ShaderForge.SFN_TexCoord,id:9176,x:30931,y:33742,varname:node_9176,prsc:2,uv:0;n:type:ShaderForge.SFN_TexCoord,id:1762,x:31513,y:32152,varname:node_1762,prsc:2,uv:0;n:type:ShaderForge.SFN_Tex2d,id:7335,x:32519,y:32229,ptovrint:False,ptlb:Normal Map,ptin:_NormalMap,varname:node_7335,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:e1110e8b284166c4090af21bb5bc02fe,ntxv:2,isnm:False|UVIN-1762-UVOUT;n:type:ShaderForge.SFN_Add,id:6459,x:31564,y:33798,varname:node_6459,prsc:2|A-260-OUT,B-8009-R;n:type:ShaderForge.SFN_Tex2d,id:8009,x:31272,y:33844,ptovrint:False,ptlb:Gradient Map,ptin:_GradientMap,varname:node_8009,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:e1110e8b284166c4090af21bb5bc02fe,ntxv:2,isnm:False|UVIN-9176-UVOUT;n:type:ShaderForge.SFN_Clamp01,id:257,x:31736,y:33709,varname:node_257,prsc:2|IN-6459-OUT;n:type:ShaderForge.SFN_Tex2d,id:3920,x:31542,y:32651,ptovrint:False,ptlb:LowLight Texture,ptin:_LowLightTexture,varname:node_3920,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:4620d1bc99cb5fd498e646d94b9ee22f,ntxv:2,isnm:False|UVIN-1762-UVOUT;n:type:ShaderForge.SFN_Multiply,id:9558,x:32050,y:32895,varname:node_9558,prsc:2|A-3920-RGB,B-9263-RGB;n:type:ShaderForge.SFN_Multiply,id:2988,x:32031,y:32571,varname:node_2988,prsc:2|A-6362-RGB,B-3920-RGB;proporder:5658-260-9263-6362-3920-7335-8009-3114;pass:END;sub:END;*/ 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" }