// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ASESampleShaders/Double Layer Custom Surface" { Properties { [HideInInspector] __dirty( "", Int ) = 1 _BaseColor1("Base Color 1", Color) = (1,0.9310344,0,0) _BaseColor2("Base Color 2", Color) = (1,0.9310344,0,0) _BaseMetallic("Base Metallic", Range( 0 , 1)) = 0 _BaseSmoothness("Base Smoothness", Range( 0 , 1)) = 0 _BaseOcclusion("Base Occlusion", Range( 0 , 1)) = 0 _FlakesRGBcolorvariationAmask("Flakes (RGB = color variation, A = mask)", 2D) = "white" {} _FlakeColorVariationAmount("Flake Color Variation Amount", Range( 0 , 1)) = 0 _FlakesColor1("Flakes Color 1", Color) = (1,0.9310344,0,0) _FlakesColor2("Flakes Color 2", Color) = (1,0.9310344,0,0) _FlakesMetallic("Flakes Metallic", Range( 0 , 1)) = 0 _FlakesSmoothness("Flakes Smoothness", Range( 0 , 1)) = 0 _FlakesNormal("Flakes Normal", 2D) = "bump" {} _FlakesBump("Flakes Bump", Range( 0 , 1)) = 0 _CoatNormal("Coat Normal", 2D) = "bump" {} _CoatBump("Coat Bump", Range( 0 , 1)) = 0 _CoatAmount("Coat Amount", Range( 0 , 1)) = 0 _CoatSmoothness("Coat Smoothness", Range( 0 , 1)) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } Cull Back CGINCLUDE #include "UnityPBSLighting.cginc" #include "UnityStandardUtils.cginc" #include "Lighting.cginc" #pragma target 3.0 #ifdef UNITY_PASS_SHADOWCASTER #undef INTERNAL_DATA #undef WorldReflectionVector #undef WorldNormalVector #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) #endif struct Input { float3 worldNormal; INTERNAL_DATA float3 worldPos; float2 uv_texcoord; float4 vertexColor : COLOR; }; struct SurfaceOutputCustomLightingCustom { fixed3 Albedo; fixed3 Normal; half3 Emission; half Metallic; half Smoothness; half Occlusion; fixed Alpha; Input SurfInput; UnityGIInput GIData; }; uniform float4 _BaseColor1; uniform float4 _BaseColor2; uniform float4 _FlakesColor1; uniform float4 _FlakesColor2; uniform sampler2D _FlakesRGBcolorvariationAmask; uniform float4 _FlakesRGBcolorvariationAmask_ST; uniform float _FlakeColorVariationAmount; uniform float _FlakesBump; uniform sampler2D _FlakesNormal; uniform float _BaseMetallic; uniform float _FlakesMetallic; uniform float _BaseSmoothness; uniform float _FlakesSmoothness; uniform float _BaseOcclusion; uniform float _CoatBump; uniform sampler2D _CoatNormal; uniform float4 _CoatNormal_ST; uniform float _CoatSmoothness; uniform float _CoatAmount; inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi ) { UnityGIInput data = s.GIData; Input i = s.SurfInput; half4 c = 0; SurfaceOutputStandard s1 = (SurfaceOutputStandard ) 0; float3 ase_worldPos = i.worldPos; fixed3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); float fresnelNode201 = ( 0.05 + 1.0 * pow( 1.0 - dot( ase_worldNormal, ase_worldViewDir ), 1.0 ) ); float4 lerpResult278 = lerp( _BaseColor1 , _BaseColor2 , fresnelNode201); float4 lerpResult277 = lerp( _FlakesColor1 , _FlakesColor2 , fresnelNode201); float2 uv_FlakesRGBcolorvariationAmask = i.uv_texcoord * _FlakesRGBcolorvariationAmask_ST.xy + _FlakesRGBcolorvariationAmask_ST.zw; float4 tex2DNode228 = tex2D( _FlakesRGBcolorvariationAmask, uv_FlakesRGBcolorvariationAmask ); float4 lerpResult227 = lerp( lerpResult277 , tex2DNode228 , _FlakeColorVariationAmount); float FlakeMask284 = tex2DNode228.a; float4 lerpResult217 = lerp( lerpResult278 , lerpResult227 , FlakeMask284); s1.Albedo = lerpResult217.xyz; s1.Normal = WorldNormalVector( i, UnpackScaleNormal( tex2D( _FlakesNormal, uv_FlakesRGBcolorvariationAmask ) ,_FlakesBump )); s1.Emission = float3( 0,0,0 ); float lerpResult218 = lerp( _BaseMetallic , _FlakesMetallic , FlakeMask284); s1.Metallic = lerpResult218; float lerpResult232 = lerp( _BaseSmoothness , _FlakesSmoothness , FlakeMask284); s1.Smoothness = lerpResult232; float fresnelNode279 = ( 0.05 + 1.0 * pow( 1.0 - dot( ase_worldNormal, ase_worldViewDir ), 5.0 ) ); float lerpResult306 = lerp( i.vertexColor.r , 1.0 , _BaseOcclusion); s1.Occlusion = ( saturate( ( 1.0 - fresnelNode279 ) ) * lerpResult306 ); gi.light.ndotl = LambertTerm( s1.Normal, gi.light.dir ); data.light = gi.light; UnityGI gi1 = gi; #ifdef UNITY_PASS_FORWARDBASE Unity_GlossyEnvironmentData g1; g1.roughness = 1 - s1.Smoothness; g1.reflUVW = reflect( -data.worldViewDir, s1.Normal ); gi1 = UnityGlobalIllumination( data, s1.Occlusion, s1.Normal, g1 ); #endif float3 surfResult1 = LightingStandard ( s1, viewDir, gi1 ).rgb; surfResult1 += s1.Emission; SurfaceOutputStandardSpecular s166 = (SurfaceOutputStandardSpecular ) 0; s166.Albedo = float3( 0,0,0 ); float2 uv_CoatNormal = i.uv_texcoord * _CoatNormal_ST.xy + _CoatNormal_ST.zw; s166.Normal = WorldNormalVector( i, UnpackScaleNormal( tex2D( _CoatNormal, uv_CoatNormal ) ,_CoatBump )); s166.Emission = float3( 0,0,0 ); float3 temp_cast_3 = (1.0).xxx; s166.Specular = temp_cast_3; s166.Smoothness = _CoatSmoothness; s166.Occlusion = 1.0; gi.light.ndotl = LambertTerm( s166.Normal, gi.light.dir ); data.light = gi.light; UnityGI gi166 = gi; #ifdef UNITY_PASS_FORWARDBASE Unity_GlossyEnvironmentData g166; g166.roughness = 1 - s166.Smoothness; g166.reflUVW = reflect( -data.worldViewDir, s166.Normal ); gi166 = UnityGlobalIllumination( data, s166.Occlusion, s166.Normal, g166 ); #endif float3 surfResult166 = LightingStandardSpecular ( s166, viewDir, gi166 ).rgb; surfResult166 += s166.Emission; float3 lerpResult208 = lerp( surfResult1 , surfResult166 , ( ( fresnelNode279 * _CoatAmount ) * lerpResult306 )); c.rgb = lerpResult208; c.a = 1; return c; } inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi ) { s.GIData = data; } void surf( Input i , inout SurfaceOutputCustomLightingCustom o ) { o.SurfInput = i; o.Normal = float3(0,0,1); } ENDCG CGPROGRAM #pragma surface surf StandardCustomLighting keepalpha fullforwardshadows ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_shadowcaster #pragma multi_compile UNITY_PASS_SHADOWCASTER #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 # include "HLSLSupport.cginc" #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" sampler3D _DitherMaskLOD; struct v2f { V2F_SHADOW_CASTER; float4 tSpace0 : TEXCOORD1; float4 tSpace1 : TEXCOORD2; float4 tSpace2 : TEXCOORD3; float4 texcoords01 : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; fixed3 worldNormal = UnityObjectToWorldNormal( v.normal ); fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); o.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy ); TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) return o; } fixed4 frag( v2f IN #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); Input surfIN; UNITY_INITIALIZE_OUTPUT( Input, surfIN ); surfIN.uv_texcoord.xy = IN.texcoords01.xy; float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldPos = worldPos; surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; SurfaceOutputCustomLightingCustom o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=13108 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