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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
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// Shader created with Shader Forge v1.30
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// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
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// Note: Manually altering this data may prevent you from opening it in Shader Forge
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/*SF_DATA;ver:1.30;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:1,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:True,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:3,bdst:7,dpts:2,wrdp:False,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,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:1,x:33430,y:32397,varname:node_1,prsc:2|diff-4940-OUT,spec-1863-OUT,normal-4935-OUT,transm-133-OUT,lwrap-133-OUT,alpha-6891-OUT,voffset-140-OUT;n:type:ShaderForge.SFN_Panner,id:23,x:30606,y:31816,varname:node_23,prsc:2,spu:5,spv:0|UVIN-882-OUT;n:type:ShaderForge.SFN_Power,id:133,x:31725,y:32205,cmnt:Panning gradient,varname:node_133,prsc:2|VAL-6791-OUT,EXP-8547-OUT;n:type:ShaderForge.SFN_NormalVector,id:139,x:31952,y:32688,prsc:2,pt:True;n:type:ShaderForge.SFN_Multiply,id:140,x:32326,y:32562,varname:node_140,prsc:2|A-1924-OUT,B-142-OUT,C-139-OUT;n:type:ShaderForge.SFN_ValueProperty,id:142,x:32099,y:32564,ptovrint:False,ptlb:Bulge Scale,ptin:_BulgeScale,varname:_BulgeScale,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1.1;n:type:ShaderForge.SFN_Lerp,id:149,x:32304,y:31852,varname:node_149,prsc:2|A-288-OUT,B-168-RGB,T-133-OUT;n:type:ShaderForge.SFN_Lerp,id:150,x:32077,y:31694,varname:node_150,prsc:2|A-267-RGB,B-265-OUT,T-133-OUT;n:type:ShaderForge.SFN_Tex2d,id:151,x:30229,y:31339,ptovrint:False,ptlb:Diffuse,ptin:_Diffuse,varname:_Diffuse,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:4620d1bc99cb5fd498e646d94b9ee22f,ntxv:2,isnm:False|UVIN-23-UVOUT;n:type:ShaderForge.SFN_Color,id:168,x:32014,y:32121,ptovrint:False,ptlb:Glow Color,ptin:_GlowColor,varname:_GlowColor,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_Vector3,id:265,x:31861,y:31760,varname:node_265,prsc:2,v1:0,v2:0,v3:1;n:type:ShaderForge.SFN_Tex2d,id:267,x:31861,y:31576,ptovrint:False,ptlb:Normals,ptin:_Normals,varname:_Normals,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:e1110e8b284166c4090af21bb5bc02fe,ntxv:2,isnm:False|UVIN-23-UVOUT;n:type:ShaderForge.SFN_Vector1,id:4921,x:32326,y:32058,varname:node_4921,prsc:2,v1:1;n:type:ShaderForge.SFN_Normalize,id:4935,x:32359,y:32162,varname:node_4935,prsc:2|IN-150-OUT;n:type:ShaderForge.SFN_ValueProperty,id:8547,x:31500,y:32377,ptovrint:False,ptlb:Bulge Shape,ptin:_BulgeShape,varname:_BulgeShape,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1.8;n:type:ShaderForge.SFN_Vector1,id:8608,x:32077,y:31543,varname:node_8608,prsc:2,v1:0.1;n:type:ShaderForge.SFN_TexCoord,id:5169,x:29011,y:31532,varname:node_5169,prsc:2,uv:0;n:type:ShaderForge.SFN_Relay,id:1924,x:32099,y:32472,varname:node_1924,prsc:2|IN-133-OUT;n:type:ShaderForge.SFN_Tex2d,id:1000,x:30900,y:31928,ptovrint:False,ptlb:Perlin,ptin:_Perlin,varname:node_1000,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:28c7aad1372ff114b90d330f8a2dd938,ntxv:3,isnm:False|UVIN-23-UVOUT;n:type:ShaderForge.SFN_Time,id:9449,x:30569,y:32615,varname:node_9449,prsc:2;n:type:ShaderForge.SFN_Sin,id:872,x:30830,y:32637,varname:node_872,prsc:2|IN-9449-TSL;n:type:ShaderForge.SFN_RemapRange,id:728,x:31123,y:32628,varname:node_728,prsc:2,frmn:-1,frmx:1,tomn:0,tomx:1|IN-872-OUT;n:type:ShaderForge.SFN_Lerp,id:6791,x:31328,y:32216,varname:node_6791,prsc:2|A-3165-OUT,B-5880-R,T-728-OUT;n:type:ShaderForge.SFN_Tex2d,id:5880,x:30772,y:32411,ptovrint:False,ptlb:Perlin_copy,ptin:_Perlin_copy,varname:_Perlin_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:28c7aad1372ff114b90d330f8a2dd938,ntxv:0,isnm:False|UVIN-4275-UVOUT;n:type:ShaderForge.SFN_Panner,id:4275,x:30532,y:32124,varname:node_4275,prsc:2,spu:2.5,spv:2.5|UVIN-882-OUT;n:type:ShaderForge.SFN_RemapRange,id:7035,x:31235,y:31503,varname:node_7035,prsc:2,frmn:0,frmx:1,tomn:0,tomx:1|IN-151-R;n:type:ShaderForge.SFN_Power,id:6956,x:31577,y:31867,varname:node_6956,prsc:2|VAL-7035-OUT,EXP-6075-OUT;n:type:ShaderForge.SFN_Multiply,id:3165,x:31213,y:31980,varname:node_3165,prsc:2|A-1000-R,B-6956-OUT;n:type:ShaderForge.SFN_Vector1,id:6075,x:31121,y:31811,varname:node_6075,prsc:2,v1:0.3;n:type:ShaderForge.SFN_OneMinus,id:1863,x:32474,y:31884,varname:node_1863,prsc:2|IN-149-OUT;n:type:ShaderForge.SFN_DepthBlend,id:8882,x:32532,y:33176,varname:node_8882,prsc:2|DIST-965-OUT;n:type:ShaderForge.SFN_Slider,id:965,x:32111,y:33235,ptovrint:False,ptlb:ShoreBlend,ptin:_ShoreBlend,varname:node_965,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:100;n:type:ShaderForge.SFN_Color,id:2802,x:32510,y:32768,ptovrint:False,ptlb:Shore,ptin:_Shore,varname:node_2802,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:0,c3:0,c4:1;n:type:ShaderForge.SFN_Lerp,id:4940,x:32895,y:32732,varname:node_4940,prsc:2|A-2802-RGB,B-149-OUT,T-8882-OUT;n:type:ShaderForge.SFN_Slider,id:6891,x:32824,y:33251,ptovrint:False,ptlb:Opacity,ptin:_Opacity,varname:node_6891,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.3994928,max:1;n:type:ShaderForge.SFN_Multiply,id:288,x:31220,y:31249,varname:node_288,prsc:2|A-2646-RGB,B-151-RGB;n:type:ShaderForge.SFN_Color,id:2646,x:30787,y:31052,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_2646,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.07352942,c2:0.9233267,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:882,x:29290,y:31621,varname:node_882,prsc:2|A-5169-UVOUT,B-8975-OUT;n:type:ShaderForge.SFN_ObjectScale,id:3614,x:28773,y:31843,varname:node_3614,prsc:2,rcp:False;n:type:ShaderForge.SFN_ComponentMask,id:8975,x:28974,y:31843,varname:node_8975,prsc:2,cc1:0,cc2:2,cc3:-1,cc4:-1|IN-3614-XYZ;proporder:151-267-168-142-8547-1000-5880-965-2802-6891-2646;pass:END;sub:END;*/
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Shader "LightHouse/WaterShader" {
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Properties {
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_Diffuse ("Diffuse", 2D) = "black" {}
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_Normals ("Normals", 2D) = "black" {}
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_GlowColor ("Glow Color", Color) = (1,1,1,1)
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_BulgeScale ("Bulge Scale", Float ) = 1.1
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_BulgeShape ("Bulge Shape", Float ) = 1.8
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_Perlin ("Perlin", 2D) = "bump" {}
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_Perlin_copy ("Perlin_copy", 2D) = "white" {}
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_ShoreBlend ("ShoreBlend", Range(0, 100)) = 0
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_Shore ("Shore", Color) = (1,0,0,1)
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_Opacity ("Opacity", Range(0, 1)) = 0.3994928
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_Color ("Color", Color) = (0.07352942,0.9233267,1,1)
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[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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}
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SubShader {
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Tags {
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"IgnoreProjector"="True"
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"Queue"="Transparent"
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"RenderType"="Transparent"
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}
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Pass {
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Name "FORWARD"
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Tags {
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"LightMode"="ForwardBase"
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}
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define UNITY_PASS_FORWARDBASE
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#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
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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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#include "UnityStandardBRDF.cginc"
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#pragma multi_compile_fwdbase
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma exclude_renderers xbox360 ps3
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#pragma target 3.0
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#pragma glsl
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uniform sampler2D _CameraDepthTexture;
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uniform float4 _TimeEditor;
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uniform float _BulgeScale;
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uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
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uniform float4 _GlowColor;
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uniform sampler2D _Normals; uniform float4 _Normals_ST;
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uniform float _BulgeShape;
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uniform sampler2D _Perlin; uniform float4 _Perlin_ST;
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uniform sampler2D _Perlin_copy; uniform float4 _Perlin_copy_ST;
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uniform float _ShoreBlend;
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uniform float4 _Shore;
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uniform float _Opacity;
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uniform float4 _Color;
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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float4 posWorld : TEXCOORD3;
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float3 normalDir : TEXCOORD4;
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float3 tangentDir : TEXCOORD5;
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float3 bitangentDir : TEXCOORD6;
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float4 projPos : TEXCOORD7;
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UNITY_FOG_COORDS(8)
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#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
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float4 ambientOrLightmapUV : TEXCOORD9;
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#endif
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.uv1 = v.texcoord1;
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o.uv2 = v.texcoord2;
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#ifdef LIGHTMAP_ON
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o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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o.ambientOrLightmapUV.zw = 0;
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#elif UNITY_SHOULD_SAMPLE_SH
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#endif
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#ifdef DYNAMICLIGHTMAP_ON
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o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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#endif
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
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o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
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float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
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float3 objScale = 1.0/recipObjScale;
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float4 node_3480 = _Time + _TimeEditor;
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float2 node_882 = (o.uv0*objScale.rb);
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float2 node_23 = (node_882+node_3480.g*float2(0.05,0));
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float4 _Perlin_var = tex2Dlod(_Perlin,float4(TRANSFORM_TEX(node_23, _Perlin),0.0,0));
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float4 _Diffuse_var = tex2Dlod(_Diffuse,float4(TRANSFORM_TEX(node_23, _Diffuse),0.0,0));
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float2 node_4275 = (node_882+node_3480.g*float2(0.025,0.025));
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float4 _Perlin_copy_var = tex2Dlod(_Perlin_copy,float4(TRANSFORM_TEX(node_4275, _Perlin_copy),0.0,0));
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float4 node_9449 = _Time + _TimeEditor;
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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
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v.vertex.xyz += (node_133*_BulgeScale*v.normal);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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float3 lightColor = _LightColor0.rgb;
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o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
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UNITY_TRANSFER_FOG(o,o.pos);
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o.projPos = ComputeScreenPos (o.pos);
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COMPUTE_EYEDEPTH(o.projPos.z);
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
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float3 objScale = 1.0/recipObjScale;
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i.normalDir = normalize(i.normalDir);
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float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float4 node_3480 = _Time + _TimeEditor;
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float2 node_882 = (i.uv0*objScale.rb);
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float2 node_23 = (node_882+node_3480.g*float2(0.05,0));
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float4 _Normals_var = tex2D(_Normals,TRANSFORM_TEX(node_23, _Normals));
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float4 _Perlin_var = tex2D(_Perlin,TRANSFORM_TEX(node_23, _Perlin));
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float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(node_23, _Diffuse));
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float2 node_4275 = (node_882+node_3480.g*float2(0.025,0.025));
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float4 _Perlin_copy_var = tex2D(_Perlin_copy,TRANSFORM_TEX(node_4275, _Perlin_copy));
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float4 node_9449 = _Time + _TimeEditor;
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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
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float3 normalLocal = normalize(lerp(_Normals_var.rgb,float3(0,0,1),node_133));
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float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
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float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
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float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g);
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float partZ = max(0,i.projPos.z - _ProjectionParams.g);
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float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
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float3 lightColor = _LightColor0.rgb;
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float3 halfDirection = normalize(viewDirection+lightDirection);
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////// Lighting:
|
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float attenuation = 1;
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float3 attenColor = attenuation * _LightColor0.xyz;
|
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///////// Gloss:
|
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float gloss = 0.5;
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float specPow = exp2( gloss * 10.0+1.0);
|
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/////// GI Data:
|
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UnityLight light;
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#ifdef LIGHTMAP_OFF
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light.color = lightColor;
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light.dir = lightDirection;
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light.ndotl = LambertTerm (normalDirection, light.dir);
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#else
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light.color = half3(0.f, 0.f, 0.f);
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light.ndotl = 0.0f;
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light.dir = half3(0.f, 0.f, 0.f);
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#endif
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UnityGIInput d;
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d.light = light;
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d.worldPos = i.posWorld.xyz;
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d.worldViewDir = viewDirection;
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d.atten = attenuation;
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#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
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d.ambient = 0;
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d.lightmapUV = i.ambientOrLightmapUV;
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#else
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d.ambient = i.ambientOrLightmapUV;
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#endif
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Unity_GlossyEnvironmentData ugls_en_data;
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ugls_en_data.roughness = 1.0 - gloss;
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ugls_en_data.reflUVW = viewReflectDirection;
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UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
|
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lightDirection = gi.light.dir;
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lightColor = gi.light.color;
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////// Specular:
|
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float NdotL = max(0, dot( normalDirection, lightDirection ));
|
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float3 node_149 = lerp((_Color.rgb*_Diffuse_var.rgb),_GlowColor.rgb,node_133);
|
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float3 specularColor = (1.0 - node_149);
|
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float3 directSpecular = (floor(attenuation) * _LightColor0.xyz) * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor;
|
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float3 specular = directSpecular;
|
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/////// Diffuse:
|
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NdotL = dot( normalDirection, lightDirection );
|
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float3 w = float3(node_133,node_133,node_133)*0.5; // Light wrapping
|
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float3 NdotLWrap = NdotL * ( 1.0 - w );
|
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float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w );
|
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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;
|
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float3 indirectDiffuse = float3(0,0,0);
|
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indirectDiffuse += gi.indirect.diffuse;
|
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float3 diffuseColor = lerp(_Shore.rgb,node_149,saturate((sceneZ-partZ)/_ShoreBlend));
|
|
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
|
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/// Final Color:
|
|
float3 finalColor = diffuse + specular;
|
|
fixed4 finalRGBA = fixed4(finalColor,_Opacity);
|
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UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
|
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return finalRGBA;
|
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}
|
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ENDCG
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}
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Pass {
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Name "FORWARD_DELTA"
|
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Tags {
|
|
"LightMode"="ForwardAdd"
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}
|
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Blend One One
|
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ZWrite Off
|
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CGPROGRAM
|
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#pragma vertex vert
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#pragma fragment frag
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#define UNITY_PASS_FORWARDADD
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#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#pragma multi_compile_fwdadd
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma exclude_renderers xbox360 ps3
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#pragma target 3.0
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#pragma glsl
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uniform sampler2D _CameraDepthTexture;
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uniform float4 _TimeEditor;
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uniform float _BulgeScale;
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uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
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uniform float4 _GlowColor;
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uniform sampler2D _Normals; uniform float4 _Normals_ST;
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uniform float _BulgeShape;
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uniform sampler2D _Perlin; uniform float4 _Perlin_ST;
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uniform sampler2D _Perlin_copy; uniform float4 _Perlin_copy_ST;
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uniform float _ShoreBlend;
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uniform float4 _Shore;
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uniform float _Opacity;
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uniform float4 _Color;
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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float4 posWorld : TEXCOORD3;
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float3 normalDir : TEXCOORD4;
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float3 tangentDir : TEXCOORD5;
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float3 bitangentDir : TEXCOORD6;
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float4 projPos : TEXCOORD7;
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LIGHTING_COORDS(8,9)
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UNITY_FOG_COORDS(10)
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.uv1 = v.texcoord1;
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o.uv2 = v.texcoord2;
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
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o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
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float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
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float3 objScale = 1.0/recipObjScale;
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float4 node_175 = _Time + _TimeEditor;
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float2 node_882 = (o.uv0*objScale.rb);
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float2 node_23 = (node_882+node_175.g*float2(0.05,0));
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float4 _Perlin_var = tex2Dlod(_Perlin,float4(TRANSFORM_TEX(node_23, _Perlin),0.0,0));
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float4 _Diffuse_var = tex2Dlod(_Diffuse,float4(TRANSFORM_TEX(node_23, _Diffuse),0.0,0));
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float2 node_4275 = (node_882+node_175.g*float2(0.025,0.025));
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float4 _Perlin_copy_var = tex2Dlod(_Perlin_copy,float4(TRANSFORM_TEX(node_4275, _Perlin_copy),0.0,0));
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float4 node_9449 = _Time + _TimeEditor;
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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
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v.vertex.xyz += (node_133*_BulgeScale*v.normal);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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float3 lightColor = _LightColor0.rgb;
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o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
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UNITY_TRANSFER_FOG(o,o.pos);
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o.projPos = ComputeScreenPos (o.pos);
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COMPUTE_EYEDEPTH(o.projPos.z);
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TRANSFER_VERTEX_TO_FRAGMENT(o)
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
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float3 objScale = 1.0/recipObjScale;
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i.normalDir = normalize(i.normalDir);
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float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float4 node_175 = _Time + _TimeEditor;
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float2 node_882 = (i.uv0*objScale.rb);
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float2 node_23 = (node_882+node_175.g*float2(0.05,0));
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float4 _Normals_var = tex2D(_Normals,TRANSFORM_TEX(node_23, _Normals));
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float4 _Perlin_var = tex2D(_Perlin,TRANSFORM_TEX(node_23, _Perlin));
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float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(node_23, _Diffuse));
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float2 node_4275 = (node_882+node_175.g*float2(0.025,0.025));
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float4 _Perlin_copy_var = tex2D(_Perlin_copy,TRANSFORM_TEX(node_4275, _Perlin_copy));
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float4 node_9449 = _Time + _TimeEditor;
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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
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float3 normalLocal = normalize(lerp(_Normals_var.rgb,float3(0,0,1),node_133));
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float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
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float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g);
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float partZ = max(0,i.projPos.z - _ProjectionParams.g);
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float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
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float3 lightColor = _LightColor0.rgb;
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float3 halfDirection = normalize(viewDirection+lightDirection);
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////// Lighting:
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float attenuation = LIGHT_ATTENUATION(i);
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float3 attenColor = attenuation * _LightColor0.xyz;
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///////// Gloss:
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float gloss = 0.5;
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float specPow = exp2( gloss * 10.0+1.0);
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////// Specular:
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float NdotL = max(0, dot( normalDirection, lightDirection ));
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float3 node_149 = lerp((_Color.rgb*_Diffuse_var.rgb),_GlowColor.rgb,node_133);
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float3 specularColor = (1.0 - node_149);
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float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor;
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float3 specular = directSpecular;
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/////// Diffuse:
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NdotL = dot( normalDirection, lightDirection );
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float3 w = float3(node_133,node_133,node_133)*0.5; // Light wrapping
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float3 NdotLWrap = NdotL * ( 1.0 - w );
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float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w );
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float3 backLight = max(float3(0.0,0.0,0.0), -NdotLWrap + w ) * float3(node_133,node_133,node_133);
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NdotL = max(0.0,dot( normalDirection, lightDirection ));
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float3 directDiffuse = (forwardLight+backLight) * attenColor;
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float3 diffuseColor = lerp(_Shore.rgb,node_149,saturate((sceneZ-partZ)/_ShoreBlend));
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float3 diffuse = directDiffuse * diffuseColor;
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/// Final Color:
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float3 finalColor = diffuse + specular;
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fixed4 finalRGBA = fixed4(finalColor * _Opacity,0);
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UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
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return finalRGBA;
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}
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ENDCG
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}
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Pass {
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Name "ShadowCaster"
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Tags {
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"LightMode"="ShadowCaster"
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}
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Offset 1, 1
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define UNITY_PASS_SHADOWCASTER
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#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
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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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#include "UnityStandardBRDF.cginc"
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_shadowcaster
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma exclude_renderers xbox360 ps3
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#pragma target 3.0
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#pragma glsl
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uniform float4 _TimeEditor;
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uniform float _BulgeScale;
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uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
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uniform float _BulgeShape;
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uniform sampler2D _Perlin; uniform float4 _Perlin_ST;
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uniform sampler2D _Perlin_copy; uniform float4 _Perlin_copy_ST;
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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};
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struct VertexOutput {
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V2F_SHADOW_CASTER;
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float2 uv0 : TEXCOORD1;
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float2 uv1 : TEXCOORD2;
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float2 uv2 : TEXCOORD3;
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float4 posWorld : TEXCOORD4;
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float3 normalDir : TEXCOORD5;
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.uv1 = v.texcoord1;
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o.uv2 = v.texcoord2;
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
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float3 objScale = 1.0/recipObjScale;
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float4 node_8823 = _Time + _TimeEditor;
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float2 node_882 = (o.uv0*objScale.rb);
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float2 node_23 = (node_882+node_8823.g*float2(0.05,0));
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float4 _Perlin_var = tex2Dlod(_Perlin,float4(TRANSFORM_TEX(node_23, _Perlin),0.0,0));
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float4 _Diffuse_var = tex2Dlod(_Diffuse,float4(TRANSFORM_TEX(node_23, _Diffuse),0.0,0));
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float2 node_4275 = (node_882+node_8823.g*float2(0.025,0.025));
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float4 _Perlin_copy_var = tex2Dlod(_Perlin_copy,float4(TRANSFORM_TEX(node_4275, _Perlin_copy),0.0,0));
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float4 node_9449 = _Time + _TimeEditor;
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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
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v.vertex.xyz += (node_133*_BulgeScale*v.normal);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
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TRANSFER_SHADOW_CASTER(o)
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
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float3 objScale = 1.0/recipObjScale;
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i.normalDir = normalize(i.normalDir);
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float3 normalDirection = i.normalDir;
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SHADOW_CASTER_FRAGMENT(i)
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}
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ENDCG
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}
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Pass {
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Name "Meta"
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Tags {
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"LightMode"="Meta"
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}
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Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define UNITY_PASS_META 1
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#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
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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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#include "UnityStandardBRDF.cginc"
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#include "UnityMetaPass.cginc"
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_shadowcaster
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma exclude_renderers xbox360 ps3
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#pragma target 3.0
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#pragma glsl
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uniform sampler2D _CameraDepthTexture;
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uniform float4 _TimeEditor;
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uniform float _BulgeScale;
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uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
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uniform float4 _GlowColor;
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uniform float _BulgeShape;
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uniform sampler2D _Perlin; uniform float4 _Perlin_ST;
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uniform sampler2D _Perlin_copy; uniform float4 _Perlin_copy_ST;
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uniform float _ShoreBlend;
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uniform float4 _Shore;
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uniform float4 _Color;
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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float4 posWorld : TEXCOORD3;
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float3 normalDir : TEXCOORD4;
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float4 projPos : TEXCOORD5;
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.uv1 = v.texcoord1;
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o.uv2 = v.texcoord2;
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
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float3 objScale = 1.0/recipObjScale;
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float4 node_4394 = _Time + _TimeEditor;
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float2 node_882 = (o.uv0*objScale.rb);
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float2 node_23 = (node_882+node_4394.g*float2(0.05,0));
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float4 _Perlin_var = tex2Dlod(_Perlin,float4(TRANSFORM_TEX(node_23, _Perlin),0.0,0));
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float4 _Diffuse_var = tex2Dlod(_Diffuse,float4(TRANSFORM_TEX(node_23, _Diffuse),0.0,0));
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float2 node_4275 = (node_882+node_4394.g*float2(0.025,0.025));
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float4 _Perlin_copy_var = tex2Dlod(_Perlin_copy,float4(TRANSFORM_TEX(node_4275, _Perlin_copy),0.0,0));
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float4 node_9449 = _Time + _TimeEditor;
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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
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v.vertex.xyz += (node_133*_BulgeScale*v.normal);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
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o.projPos = ComputeScreenPos (o.pos);
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COMPUTE_EYEDEPTH(o.projPos.z);
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return o;
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}
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float4 frag(VertexOutput i) : SV_Target {
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float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
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float3 objScale = 1.0/recipObjScale;
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i.normalDir = normalize(i.normalDir);
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float3 normalDirection = i.normalDir;
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float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g);
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float partZ = max(0,i.projPos.z - _ProjectionParams.g);
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UnityMetaInput o;
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UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
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o.Emission = 0;
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float4 node_4394 = _Time + _TimeEditor;
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float2 node_882 = (i.uv0*objScale.rb);
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float2 node_23 = (node_882+node_4394.g*float2(0.05,0));
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float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(node_23, _Diffuse));
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float4 _Perlin_var = tex2D(_Perlin,TRANSFORM_TEX(node_23, _Perlin));
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float2 node_4275 = (node_882+node_4394.g*float2(0.025,0.025));
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float4 _Perlin_copy_var = tex2D(_Perlin_copy,TRANSFORM_TEX(node_4275, _Perlin_copy));
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float4 node_9449 = _Time + _TimeEditor;
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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
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float3 node_149 = lerp((_Color.rgb*_Diffuse_var.rgb),_GlowColor.rgb,node_133);
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float3 diffColor = lerp(_Shore.rgb,node_149,saturate((sceneZ-partZ)/_ShoreBlend));
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float3 specColor = (1.0 - node_149);
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o.Albedo = diffColor + specColor * 0.125; // No gloss connected. Assume it's 0.5
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return UnityMetaFragment( o );
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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 "ShaderForgeMaterialInspector"
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}
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