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// 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
/*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 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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"
}