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19 KiB

// 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"
}
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//CHKSM=13A32795FB5B0AA5CA2846646798F470B3245E0B