// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ASESampleShaders/Parallax/SandPom" { Properties { [HideInInspector] __dirty( "", Int ) = 1 _Albedo("Albedo", 2D) = "white" {} _Normal("Normal", 2D) = "bump" {} _NormalScale("Normal Scale", Float) = 0.5 _Metallic("Metallic", 2D) = "white" {} _Roughness("Roughness", 2D) = "white" {} _RoughScale("Rough Scale", Float) = 0.5 _Occlusion("Occlusion", 2D) = "white" {} _HeightMap("HeightMap", 2D) = "white" {} _Scale("Scale", Range( 0 , 1)) = 0.4247461 _CurvatureU("Curvature U", Range( 0 , 100)) = 0 _CurvatureV("Curvature V", Range( 0 , 30)) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} [Header(Parallax Occlusion Mapping)] _CurvFix("Curvature Bias", Range( 0 , 1)) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } Cull Back ZTest LEqual CGINCLUDE #include "UnityStandardUtils.cginc" #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 4.0 #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 { float2 uv_texcoord; float3 viewDir; INTERNAL_DATA float3 worldNormal; float3 worldPos; }; uniform float _NormalScale; uniform sampler2D _Normal; uniform float4 _Albedo_ST; uniform sampler2D _HeightMap; uniform float _Scale; uniform float _CurvFix; uniform float _CurvatureU; uniform float _CurvatureV; uniform float4 _HeightMap_ST; uniform sampler2D _Albedo; uniform sampler2D _Metallic; uniform float _RoughScale; uniform sampler2D _Roughness; uniform sampler2D _Occlusion; inline float2 POM( sampler2D heightMap, float2 uvs, float2 dx, float2 dy, float3 normalWorld, float3 viewWorld, float3 viewDirTan, int minSamples, int maxSamples, float parallax, float refPlane, float2 tilling, float2 curv ) { float3 result = 0; int stepIndex = 0; int numSteps = ( int )lerp( maxSamples, minSamples, dot( normalWorld, viewWorld ) ); float layerHeight = 1.0 / numSteps; float2 plane = parallax * ( viewDirTan.xy / viewDirTan.z ); uvs += refPlane * plane; float2 deltaTex = -plane * layerHeight; float2 prevTexOffset = 0; float prevRayZ = 1.0f; float prevHeight = 0.0f; float2 currTexOffset = deltaTex; float currRayZ = 1.0f - layerHeight; float currHeight = 0.0f; float intersection = 0; float2 finalTexOffset = 0; while ( stepIndex < numSteps + 1 ) { result.z = dot( curv, currTexOffset * currTexOffset ); currHeight = tex2Dgrad( heightMap, uvs + currTexOffset, dx, dy ).r * ( 1 - result.z ); if ( currHeight > currRayZ ) { stepIndex = numSteps + 1; } else { stepIndex++; prevTexOffset = currTexOffset; prevRayZ = currRayZ; prevHeight = currHeight; currTexOffset += deltaTex; currRayZ -= layerHeight * ( 1 - result.z ) * (1+_CurvFix); } } int sectionSteps = 10; int sectionIndex = 0; float newZ = 0; float newHeight = 0; while ( sectionIndex < sectionSteps ) { intersection = ( prevHeight - prevRayZ ) / ( prevHeight - currHeight + currRayZ - prevRayZ ); finalTexOffset = prevTexOffset + intersection * deltaTex; newZ = prevRayZ - intersection * layerHeight; newHeight = tex2Dgrad( heightMap, uvs + finalTexOffset, dx, dy ).r; if ( newHeight > newZ ) { currTexOffset = finalTexOffset; currHeight = newHeight; currRayZ = newZ; deltaTex = intersection * deltaTex; layerHeight = intersection * layerHeight; } else { prevTexOffset = finalTexOffset; prevHeight = newHeight; prevRayZ = newZ; deltaTex = ( 1 - intersection ) * deltaTex; layerHeight = ( 1 - intersection ) * layerHeight; } sectionIndex++; } #ifdef UNITY_PASS_SHADOWCASTER if ( unity_LightShadowBias.z == 0.0 ) { #endif if ( result.z > 1 ) clip( -1 ); #ifdef UNITY_PASS_SHADOWCASTER } #endif return uvs + finalTexOffset; } void surf( Input i , inout SurfaceOutputStandard o ) { float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw; float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); float3 worldViewDir = normalize( UnityWorldSpaceViewDir( i.worldPos ) ); float2 appendResult47 = (float2(_CurvatureU , _CurvatureV)); float2 OffsetPOM8 = POM( _HeightMap, uv_Albedo, ddx(uv_Albedo), ddx(uv_Albedo), ase_worldNormal, worldViewDir, i.viewDir, 128, 128, _Scale, 0, _HeightMap_ST.xy, appendResult47 ); float2 customUVs39 = OffsetPOM8; float2 temp_output_40_0 = ddx( uv_Albedo ); float2 temp_output_41_0 = ddy( uv_Albedo ); o.Normal = UnpackScaleNormal( tex2D( _Normal, customUVs39, temp_output_40_0, temp_output_41_0 ) ,_NormalScale ); o.Albedo = tex2D( _Albedo, customUVs39, temp_output_40_0, temp_output_41_0 ).xyz; o.Metallic = tex2D( _Metallic, customUVs39, temp_output_40_0, temp_output_41_0 ).r; o.Smoothness = ( 1.0 - ( _RoughScale * tex2D( _Roughness, customUVs39, temp_output_40_0, temp_output_41_0 ).r ) ); o.Occlusion = tex2D( _Occlusion, customUVs39, temp_output_40_0, temp_output_41_0 ).r; o.Alpha = 1; } ENDCG CGPROGRAM #pragma surface surf Standard keepalpha fullforwardshadows exclude_path:deferred 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; float3 worldPos : TEXCOORD6; 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; half3 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 ); o.worldPos = worldPos; 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.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z; 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; SurfaceOutputStandard o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN 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