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242 lines
13 KiB

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "ASESampleShaders/Parallax/ParallaxWindow"
{
Properties
{
[HideInInspector] __dirty( "", Int ) = 1
_Back("Back", 2D) = "white" {}
_BackDark("Back Dark", Float) = 0.7
_BackDepthScale("Back Depth Scale", Range( 0 , 1)) = 0
_Mid("Mid", 2D) = "white" {}
_MidDark("Mid Dark", Float) = 0.3
_MidDepthScale("Mid Depth Scale", Range( 0 , 1)) = 0.3
_Front("Front", 2D) = "white" {}
_Mask("Mask", 2D) = "white" {}
_Specular("Specular", Range( 0 , 1)) = 0
_Smoothness("Smoothness", Range( 0 , 1)) = 0
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
Cull Back
ZTest LEqual
CGINCLUDE
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 2.5
#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 texcoord_0;
float3 viewDir;
INTERNAL_DATA
};
uniform sampler2D _Back;
uniform fixed _BackDepthScale;
uniform fixed _BackDark;
uniform sampler2D _Mid;
uniform fixed _MidDepthScale;
uniform fixed _MidDark;
uniform sampler2D _Mask;
uniform sampler2D _Front;
uniform fixed _Specular;
uniform fixed _Smoothness;
void vertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
o.texcoord_0.xy = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
}
void surf( Input i , inout SurfaceOutputStandardSpecular o )
{
o.Normal = fixed3(0,0,1);
float2 Offset75 = ( ( 0.0 - 1.0 ) * i.viewDir.xy * _BackDepthScale ) + i.texcoord_0;
float2 OffsetBack = Offset75;
float2 Offset76 = ( ( 0.0 - 1.0 ) * i.viewDir.xy * _MidDepthScale ) + i.texcoord_0;
float2 OffsetMid = Offset76;
fixed4 tex2DNode62 = tex2D( _Mask, i.texcoord_0 );
o.Albedo = lerp( lerp( ( tex2D( _Back, OffsetBack ) * _BackDark ) , ( tex2D( _Mid, OffsetMid ) * _MidDark ) , tex2D( _Mask, OffsetMid ).g ) , tex2D( _Front, i.texcoord_0 ) , tex2DNode62.r ).xyz;
float temp_output_87_0 = ( 1.0 - tex2DNode62.r );
fixed3 temp_cast_1 = (( temp_output_87_0 * _Specular )).xxx;
o.Specular = temp_cast_1;
o.Smoothness = ( temp_output_87_0 * _Smoothness );
o.Alpha = 1;
}
ENDCG
CGPROGRAM
#pragma surface surf StandardSpecular keepalpha fullforwardshadows vertex:vertexDataFunc
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;
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 );
Input customInputData;
vertexDataFunc( v, customInputData );
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.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 );
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.internalSurfaceTtoW0 = IN.tSpace0.xyz;
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
SurfaceOutputStandardSpecular o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, 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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