Joshua 1 year ago
parent
commit
292d5fe975
32 changed files with 1475 additions and 0 deletions
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "EMD/S_RainWindow"
{
Properties
{
_RainMask("RainMask", 2D) = "white" {}
_Streak_Tiling("Streak_Tiling", Vector) = (1,1,0,0)
_Tint("Tint", Color) = (0.0235849,0.4647454,1,0)
_Streak_Speed("Streak_Speed", Range( 0 , 3)) = 0.3
_Distort_Scale("Distort_Scale", Range( 0 , 10)) = 1
_Distort_Amount("Distort_Amount", Range( 0 , 1)) = 1
_Normal_Power("Normal_Power", Float) = 1
_Splotch_Scale("Splotch_Scale", Float) = 5
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_Splotch_Power("Splotch_Power", Range( 0 , 1)) = 1
[Toggle(_OPACITYMASKTOGGLE_ON)] _OpacityMaskToggle("OpacityMaskToggle", Float) = 1
_Opacity_Amount("Opacity_Amount", Range( 0 , 1)) = 1
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" }
Cull Back
CGINCLUDE
#include "UnityShaderVariables.cginc"
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
#pragma shader_feature_local _OPACITYMASKTOGGLE_ON
#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) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
#endif
struct Input
{
float3 worldPos;
float3 worldNormal;
INTERNAL_DATA
float2 uv_texcoord;
};
uniform sampler2D _RainMask;
uniform float _Streak_Speed;
uniform float2 _Streak_Tiling;
uniform float _Distort_Scale;
uniform float _Distort_Amount;
uniform float _Splotch_Speed;
uniform float _Splotch_Scale;
uniform float _Splotch_Power;
uniform float _Normal_Power;
uniform float4 _Tint;
uniform float _Opacity_Amount;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
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float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
float3 PerturbNormal107_g1( float3 surf_pos, float3 surf_norm, float height, float scale )
{
// "Bump Mapping Unparametrized Surfaces on the GPU" by Morten S. Mikkelsen
float3 vSigmaS = ddx( surf_pos );
float3 vSigmaT = ddy( surf_pos );
float3 vN = surf_norm;
float3 vR1 = cross( vSigmaT , vN );
float3 vR2 = cross( vN , vSigmaS );
float fDet = dot( vSigmaS , vR1 );
float dBs = ddx( height );
float dBt = ddy( height );
float3 vSurfGrad = scale * 0.05 * sign( fDet ) * ( dBs * vR1 + dBt * vR2 );
return normalize ( abs( fDet ) * vN - vSurfGrad );
}
float2 voronoihash89( float2 p )
{
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
return frac( sin( p ) *43758.5453);
}
float voronoi89( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
{
float2 n = floor( v );
float2 f = frac( v );
float F1 = 8.0;
float F2 = 8.0; float2 mg = 0;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash89( n + g );
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
float d = 0.5 * dot( r, r );
if( d<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float3 PerturbNormal107_g2( float3 surf_pos, float3 surf_norm, float height, float scale )
{
// "Bump Mapping Unparametrized Surfaces on the GPU" by Morten S. Mikkelsen
float3 vSigmaS = ddx( surf_pos );
float3 vSigmaT = ddy( surf_pos );
float3 vN = surf_norm;
float3 vR1 = cross( vSigmaT , vN );
float3 vR2 = cross( vN , vSigmaS );
float fDet = dot( vSigmaS , vR1 );
float dBs = ddx( height );
float dBt = ddy( height );
float3 vSurfGrad = scale * 0.05 * sign( fDet ) * ( dBs * vR1 + dBt * vR2 );
return normalize ( abs( fDet ) * vN - vSurfGrad );
}
void surf( Input i , inout SurfaceOutputStandard o )
{
float3 ase_worldPos = i.worldPos;
float3 surf_pos107_g2 = ase_worldPos;
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
float3 surf_norm107_g2 = ase_worldNormal;
float temp_output_29_0 = ( _Time.y * _Streak_Speed );
float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) );
float4 transform34 = mul(unity_ObjectToWorld,float4( ase_vertex3Pos , 0.0 ));
float4 appendResult35 = (float4(transform34.z , transform34.y , 0.0 , 0.0));
float3 surf_pos107_g1 = ase_worldPos;
float3 surf_norm107_g1 = ase_worldNormal;
float2 uv_TexCoord45 = i.uv_texcoord * float2( 5,5 );
float simplePerlin2D47 = snoise( uv_TexCoord45*_Distort_Scale );
simplePerlin2D47 = simplePerlin2D47*0.5 + 0.5;
float height107_g1 = simplePerlin2D47;
float scale107_g1 = 1.0;
float3 localPerturbNormal107_g1 = PerturbNormal107_g1( surf_pos107_g1 , surf_norm107_g1 , height107_g1 , scale107_g1 );
float3 ase_worldTangent = WorldNormalVector( i, float3( 1, 0, 0 ) );
float3 ase_worldBitangent = WorldNormalVector( i, float3( 0, 1, 0 ) );
float3x3 ase_worldToTangent = float3x3( ase_worldTangent, ase_worldBitangent, ase_worldNormal );
float3 worldToTangentDir42_g1 = mul( ase_worldToTangent, localPerturbNormal107_g1);
float2 Distortion58 = ( (worldToTangentDir42_g1).xy * _Distort_Amount );
float2 panner32 = ( temp_output_29_0 * float2( 0,1 ) + ( ( appendResult35 * float4( _Streak_Tiling, 0.0 , 0.0 ) ) + float4( Distortion58, 0.0 , 0.0 ) ).xy);
float3 temp_cast_4 = (0.5).xxx;
float3 break11 = ( abs( ase_worldNormal ) - temp_cast_4 );
float XMask14 = break11.x;
float lerpResult38 = lerp( 0.0 , tex2D( _RainMask, panner32 ).r , XMask14);
float4 transform20 = mul(unity_ObjectToWorld,float4( ase_vertex3Pos , 0.0 ));
float4 appendResult21 = (float4(transform20.x , transform20.y , 0.0 , 0.0));
float2 panner26 = ( temp_output_29_0 * float2( 0,1 ) + ( ( float4( _Streak_Tiling, 0.0 , 0.0 ) * appendResult21 ) + float4( Distortion58, 0.0 , 0.0 ) ).xy);
float ZMask16 = break11.z;
float lerpResult30 = lerp( 0.0 , tex2D( _RainMask, panner26 ).r , ZMask16);
float Streaks24 = saturate( ( lerpResult38 + lerpResult30 ) );
float2 temp_cast_9 = (_Splotch_Speed).xx;
float time89 = ( _Time.y * 0.2 );
float2 voronoiSmoothId0 = 0;
float2 coords89 = i.uv_texcoord * _Splotch_Scale;
float2 id89 = 0;
float2 uv89 = 0;
float fade89 = 0.5;
float voroi89 = 0;
float rest89 = 0;
for( int it89 = 0; it89 <2; it89++ ){
voroi89 += fade89 * voronoi89( coords89, time89, id89, uv89, 0,voronoiSmoothId0 );
rest89 += fade89;
coords89 *= 2;
fade89 *= 0.5;
}//Voronoi89
voroi89 /= rest89;
float2 panner98 = ( 1.0 * _Time.y * temp_cast_9 + ( step( voroi89 , 0.1 ) * id89 ));
float YMask15 = ( 0.5 + ase_worldNormal.y );
float Splotches104 = ( ( ( tex2D( _RainMask, panner98 ).g * step( voroi89 , 0.02 ) ) * _Splotch_Power ) * YMask15 );
float StreakNSplotch116 = saturate( ( Streaks24 + Splotches104 ) );
float height107_g2 = ( StreakNSplotch116 * _Normal_Power );
float scale107_g2 = 1.0;
float3 localPerturbNormal107_g2 = PerturbNormal107_g2( surf_pos107_g2 , surf_norm107_g2 , height107_g2 , scale107_g2 );
float3 worldToTangentDir42_g2 = mul( ase_worldToTangent, localPerturbNormal107_g2);
float3 StreaksNormal81 = worldToTangentDir42_g2;
o.Normal = StreaksNormal81;
float4 color135 = IsGammaSpace() ? float4(0.4150943,0.4150943,0.4150943,0) : float4(0.1436938,0.1436938,0.1436938,0);
float4 color132 = IsGammaSpace() ? float4(0.9528302,0.9528302,0.9528302,0) : float4(0.8960326,0.8960326,0.8960326,0);
float4 lerpResult133 = lerp( color135 , color132 , StreakNSplotch116);
float4 lerpResult160 = lerp( _Tint , lerpResult133 , ( 1.0 - StreakNSplotch116 ));
float4 Albedo142 = lerpResult160;
o.Albedo = Albedo142.rgb;
o.Smoothness = (0);
#ifdef _OPACITYMASKTOGGLE_ON
float staticSwitch154 = StreakNSplotch116;
#else
float staticSwitch154 = 1.0;
#endif
float Opacity157 = ( staticSwitch154 * _Opacity_Amount );
o.Alpha = Opacity157;
}
ENDCG
CGPROGRAM
#pragma surface surf Standard alpha:fade 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_GLES || 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;
float2 customPack1 : TEXCOORD1;
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_OUTPUT( v2f, o );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
UNITY_TRANSFER_INSTANCE_ID( v, o );
Input customInputData;
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
half3 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.customPack1.xy = customInputData.uv_texcoord;
o.customPack1.xy = v.texcoord;
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
return o;
}
half4 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 = IN.customPack1.xy;
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
half3 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;
SurfaceOutputStandard o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
clip( alphaRef - 0.01 );
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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