|
|
- // Made with Amplify Shader Editor
- // Available at the Unity Asset Store - http://u3d.as/y3X
- Shader "Animmal/Water"
- {
- Properties
- {
- _TopTexture0("Top Texture 0", 2D) = "white" {}
- _TextureSample6("Texture Sample 6", 2D) = "white" {}
- _Cubes("Cubes", 2D) = "white" {}
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
- [HideInInspector] __dirty( "", Int ) = 1
- }
-
- SubShader
- {
- Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
- Cull Back
- CGINCLUDE
- #include "UnityShaderVariables.cginc"
- #include "UnityPBSLighting.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 worldPos;
- float3 worldNormal;
- INTERNAL_DATA
- float2 uv_texcoord;
- };
-
- uniform sampler2D _TopTexture0;
- uniform sampler2D _TextureSample6;
- uniform sampler2D _Cubes;
- uniform float4 _Cubes_ST;
-
-
- inline float4 TriplanarSamplingSF( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 index )
- {
- float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
- projNormal /= projNormal.x + projNormal.y + projNormal.z;
- float3 nsign = sign( worldNormal );
- half4 xNorm; half4 yNorm; half4 zNorm;
- xNorm = ( tex2D( topTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
- yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
- zNorm = ( tex2D( topTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
- return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
- }
-
-
- void surf( Input i , inout SurfaceOutputStandardSpecular o )
- {
- o.Normal = float3(0,0,1);
- float3 ase_worldPos = i.worldPos;
- float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
- float4 triplanar2 = TriplanarSamplingSF( _TopTexture0, ase_worldPos, ase_worldNormal, 0.5, 0.5, 0 );
- float2 temp_cast_0 = (( _Time.x + 10 )).xx;
- float2 uv_TexCoord43 = i.uv_texcoord * float2( 1,1 ) + temp_cast_0;
- float2 panner42 = ( uv_TexCoord43 + 1 * _Time.y * float2( 0,0 ));
- float2 uv_Cubes = i.uv_texcoord * _Cubes_ST.xy + _Cubes_ST.zw;
- o.Albedo = ( triplanar2 * ( tex2D( _TextureSample6, panner42 ) + tex2D( _Cubes, uv_Cubes ) ) ).xyz;
- o.Alpha = 1;
- }
-
- ENDCG
- CGPROGRAM
- #pragma surface surf StandardSpecular 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"
- struct v2f
- {
- V2F_SHADOW_CASTER;
- float2 customPack1 : TEXCOORD1;
- float4 tSpace0 : TEXCOORD2;
- float4 tSpace1 : TEXCOORD3;
- float4 tSpace2 : 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 );
- Input customInputData;
- 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.customPack1.xy = customInputData.uv_texcoord;
- o.customPack1.xy = v.texcoord;
- 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 = IN.customPack1.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;
- 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"
- }
- /*ASEBEGIN
- Version=14501
- 293;259;1471;639;406.7861;700.5227;1.561095;True;True
- Node;AmplifyShaderEditor.TimeNode;44;-967.2137,-24.80049;Float;True;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.SimpleAddOpNode;54;-677.4363,-0.5852649;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;10;False;1;FLOAT;0
- Node;AmplifyShaderEditor.TextureCoordinatesNode;43;-849.7806,-229.8302;Float;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.PannerNode;42;-515.3184,-225.7841;Float;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0
- Node;AmplifyShaderEditor.SamplerNode;41;-150.5813,-247.5406;Float;True;Property;_TextureSample6;Texture Sample 6;1;0;Create;True;0;None;8e2d46f8740829c41ba5c938af7a77b3;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.SamplerNode;75;-128.9959,20.32384;Float;True;Property;_Cubes;Cubes;2;0;Create;True;0;None;464ac292797d7d64a815c4064562d285;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.TriplanarNode;2;73.83801,-537.8503;Float;True;Spherical;World;False;Top Texture 0;_TopTexture0;white;0;Assets/Textures/Lava.png;Mid Texture 0;_MidTexture0;white;0;None;Bot Texture 0;_BotTexture0;white;1;None;Triplanar Sampler;False;8;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;3;FLOAT;0.5;False;4;FLOAT;0.5;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.SimpleAddOpNode;76;341.7881,-187.5039;Float;True;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;94;539.7056,-339.0396;Float;False;2;2;0;FLOAT4;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;946.4113,-230.2763;Float;False;True;2;Float;ASEMaterialInspector;0;0;StandardSpecular;Animmal/Water;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;0;False;0;0;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;False;0;255;255;0;0;0;0;0;0;0;0;False;2;15;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;OFF;OFF;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;0;0;False;0;0;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
- WireConnection;54;0;44;1
- WireConnection;43;1;54;0
- WireConnection;42;0;43;0
- WireConnection;41;1;42;0
- WireConnection;76;0;41;0
- WireConnection;76;1;75;0
- WireConnection;94;0;2;0
- WireConnection;94;1;76;0
- WireConnection;0;0;94;0
- ASEEND*/
- //CHKSM=2E8204EF22DD632668DDDC39510D317F2027A6DC
|