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- // 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"
- }
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