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- // Made with Amplify Shader Editor
- // Available at the Unity Asset Store - http://u3d.as/y3X
- Shader "ASESampleShaders/SnowAccum"
- {
- Properties
- {
- _RockAlbedo("Rock Albedo", 2D) = "white" {}
- _RockNormal("Rock Normal", 2D) = "bump" {}
- _RockSpecular("Rock Specular", 2D) = "white" {}
- _SnowAlbedo("Snow Albedo", 2D) = "white" {}
- _SnowNormal("Snow Normal", 2D) = "bump" {}
- _SnowSpecular("Snow Specular", 2D) = "white" {}
- _SnowAmount("SnowAmount", Range( 0 , 2)) = 0.13
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
- [HideInInspector] __dirty( "", Int ) = 1
- }
-
- SubShader
- {
- Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
- Cull Back
- ZTest LEqual
- CGINCLUDE
- #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
- {
- float2 uv_texcoord;
- float3 worldNormal;
- INTERNAL_DATA
- };
-
- uniform sampler2D _RockNormal;
- uniform float4 _RockNormal_ST;
- uniform sampler2D _SnowNormal;
- uniform float4 _SnowNormal_ST;
- uniform float _SnowAmount;
- uniform sampler2D _RockAlbedo;
- uniform float4 _RockAlbedo_ST;
- uniform sampler2D _SnowAlbedo;
- uniform float4 _SnowAlbedo_ST;
- uniform sampler2D _RockSpecular;
- uniform float4 _RockSpecular_ST;
- uniform sampler2D _SnowSpecular;
- uniform float4 _SnowSpecular_ST;
-
- void surf( Input i , inout SurfaceOutputStandardSpecular o )
- {
- float2 uv_RockNormal = i.uv_texcoord * _RockNormal_ST.xy + _RockNormal_ST.zw;
- float2 uv_SnowNormal = i.uv_texcoord * _SnowNormal_ST.xy + _SnowNormal_ST.zw;
- float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
- float3 lerpResult15 = lerp( UnpackNormal( tex2D( _RockNormal, uv_RockNormal ) ) , UnpackNormal( tex2D( _SnowNormal, uv_SnowNormal ) ) , saturate( ( ase_worldNormal.y * _SnowAmount ) ));
- o.Normal = lerpResult15;
- float2 uv_RockAlbedo = i.uv_texcoord * _RockAlbedo_ST.xy + _RockAlbedo_ST.zw;
- float2 uv_SnowAlbedo = i.uv_texcoord * _SnowAlbedo_ST.xy + _SnowAlbedo_ST.zw;
- float temp_output_18_0 = saturate( ( WorldNormalVector( i , lerpResult15 ).y * _SnowAmount ) );
- float4 lerpResult10 = lerp( tex2D( _RockAlbedo, uv_RockAlbedo ) , tex2D( _SnowAlbedo, uv_SnowAlbedo ) , temp_output_18_0);
- o.Albedo = lerpResult10.rgb;
- float2 uv_RockSpecular = i.uv_texcoord * _RockSpecular_ST.xy + _RockSpecular_ST.zw;
- float2 uv_SnowSpecular = i.uv_texcoord * _SnowSpecular_ST.xy + _SnowSpecular_ST.zw;
- float4 lerpResult17 = lerp( tex2D( _RockSpecular, uv_RockSpecular ) , tex2D( _SnowSpecular, uv_SnowSpecular ) , temp_output_18_0);
- o.Specular = lerpResult17.rgb;
- 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.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=14504
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- ASEEND*/
- //CHKSM=ADF5A2109BEC255F388E49268BE3862C27F6C709
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