Assignment for RMIT Mixed Reality in 2020
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  1. // Made with Amplify Shader Editor
  2. // Available at the Unity Asset Store - http://u3d.as/y3X
  3. Shader "ASESampleShaders/Double Layer Custom Surface"
  4. {
  5. Properties
  6. {
  7. [HideInInspector] __dirty( "", Int ) = 1
  8. _BaseColor1("Base Color 1", Color) = (1,0.9310344,0,0)
  9. _BaseColor2("Base Color 2", Color) = (1,0.9310344,0,0)
  10. _BaseMetallic("Base Metallic", Range( 0 , 1)) = 0
  11. _BaseSmoothness("Base Smoothness", Range( 0 , 1)) = 0
  12. _BaseOcclusion("Base Occlusion", Range( 0 , 1)) = 0
  13. _FlakesRGBcolorvariationAmask("Flakes (RGB = color variation, A = mask)", 2D) = "white" {}
  14. _FlakeColorVariationAmount("Flake Color Variation Amount", Range( 0 , 1)) = 0
  15. _FlakesColor1("Flakes Color 1", Color) = (1,0.9310344,0,0)
  16. _FlakesColor2("Flakes Color 2", Color) = (1,0.9310344,0,0)
  17. _FlakesMetallic("Flakes Metallic", Range( 0 , 1)) = 0
  18. _FlakesSmoothness("Flakes Smoothness", Range( 0 , 1)) = 0
  19. _FlakesNormal("Flakes Normal", 2D) = "bump" {}
  20. _FlakesBump("Flakes Bump", Range( 0 , 1)) = 0
  21. _CoatNormal("Coat Normal", 2D) = "bump" {}
  22. _CoatBump("Coat Bump", Range( 0 , 1)) = 0
  23. _CoatAmount("Coat Amount", Range( 0 , 1)) = 0
  24. _CoatSmoothness("Coat Smoothness", Range( 0 , 1)) = 0
  25. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  26. }
  27. SubShader
  28. {
  29. Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
  30. Cull Back
  31. CGINCLUDE
  32. #include "UnityPBSLighting.cginc"
  33. #include "UnityStandardUtils.cginc"
  34. #include "Lighting.cginc"
  35. #pragma target 3.0
  36. #ifdef UNITY_PASS_SHADOWCASTER
  37. #undef INTERNAL_DATA
  38. #undef WorldReflectionVector
  39. #undef WorldNormalVector
  40. #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
  41. #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
  42. #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
  43. #endif
  44. struct Input
  45. {
  46. float3 worldNormal;
  47. INTERNAL_DATA
  48. float3 worldPos;
  49. float2 uv_texcoord;
  50. float4 vertexColor : COLOR;
  51. };
  52. struct SurfaceOutputCustomLightingCustom
  53. {
  54. fixed3 Albedo;
  55. fixed3 Normal;
  56. half3 Emission;
  57. half Metallic;
  58. half Smoothness;
  59. half Occlusion;
  60. fixed Alpha;
  61. Input SurfInput;
  62. UnityGIInput GIData;
  63. };
  64. uniform float4 _BaseColor1;
  65. uniform float4 _BaseColor2;
  66. uniform float4 _FlakesColor1;
  67. uniform float4 _FlakesColor2;
  68. uniform sampler2D _FlakesRGBcolorvariationAmask;
  69. uniform float4 _FlakesRGBcolorvariationAmask_ST;
  70. uniform float _FlakeColorVariationAmount;
  71. uniform float _FlakesBump;
  72. uniform sampler2D _FlakesNormal;
  73. uniform float _BaseMetallic;
  74. uniform float _FlakesMetallic;
  75. uniform float _BaseSmoothness;
  76. uniform float _FlakesSmoothness;
  77. uniform float _BaseOcclusion;
  78. uniform float _CoatBump;
  79. uniform sampler2D _CoatNormal;
  80. uniform float4 _CoatNormal_ST;
  81. uniform float _CoatSmoothness;
  82. uniform float _CoatAmount;
  83. inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
  84. {
  85. UnityGIInput data = s.GIData;
  86. Input i = s.SurfInput;
  87. half4 c = 0;
  88. SurfaceOutputStandard s1 = (SurfaceOutputStandard ) 0;
  89. float3 ase_worldPos = i.worldPos;
  90. fixed3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
  91. float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
  92. float fresnelNode201 = ( 0.05 + 1.0 * pow( 1.0 - dot( ase_worldNormal, ase_worldViewDir ), 1.0 ) );
  93. float4 lerpResult278 = lerp( _BaseColor1 , _BaseColor2 , fresnelNode201);
  94. float4 lerpResult277 = lerp( _FlakesColor1 , _FlakesColor2 , fresnelNode201);
  95. float2 uv_FlakesRGBcolorvariationAmask = i.uv_texcoord * _FlakesRGBcolorvariationAmask_ST.xy + _FlakesRGBcolorvariationAmask_ST.zw;
  96. float4 tex2DNode228 = tex2D( _FlakesRGBcolorvariationAmask, uv_FlakesRGBcolorvariationAmask );
  97. float4 lerpResult227 = lerp( lerpResult277 , tex2DNode228 , _FlakeColorVariationAmount);
  98. float FlakeMask284 = tex2DNode228.a;
  99. float4 lerpResult217 = lerp( lerpResult278 , lerpResult227 , FlakeMask284);
  100. s1.Albedo = lerpResult217.xyz;
  101. s1.Normal = WorldNormalVector( i, UnpackScaleNormal( tex2D( _FlakesNormal, uv_FlakesRGBcolorvariationAmask ) ,_FlakesBump ));
  102. s1.Emission = float3( 0,0,0 );
  103. float lerpResult218 = lerp( _BaseMetallic , _FlakesMetallic , FlakeMask284);
  104. s1.Metallic = lerpResult218;
  105. float lerpResult232 = lerp( _BaseSmoothness , _FlakesSmoothness , FlakeMask284);
  106. s1.Smoothness = lerpResult232;
  107. float fresnelNode279 = ( 0.05 + 1.0 * pow( 1.0 - dot( ase_worldNormal, ase_worldViewDir ), 5.0 ) );
  108. float lerpResult306 = lerp( i.vertexColor.r , 1.0 , _BaseOcclusion);
  109. s1.Occlusion = ( saturate( ( 1.0 - fresnelNode279 ) ) * lerpResult306 );
  110. gi.light.ndotl = LambertTerm( s1.Normal, gi.light.dir );
  111. data.light = gi.light;
  112. UnityGI gi1 = gi;
  113. #ifdef UNITY_PASS_FORWARDBASE
  114. Unity_GlossyEnvironmentData g1;
  115. g1.roughness = 1 - s1.Smoothness;
  116. g1.reflUVW = reflect( -data.worldViewDir, s1.Normal );
  117. gi1 = UnityGlobalIllumination( data, s1.Occlusion, s1.Normal, g1 );
  118. #endif
  119. float3 surfResult1 = LightingStandard ( s1, viewDir, gi1 ).rgb;
  120. surfResult1 += s1.Emission;
  121. SurfaceOutputStandardSpecular s166 = (SurfaceOutputStandardSpecular ) 0;
  122. s166.Albedo = float3( 0,0,0 );
  123. float2 uv_CoatNormal = i.uv_texcoord * _CoatNormal_ST.xy + _CoatNormal_ST.zw;
  124. s166.Normal = WorldNormalVector( i, UnpackScaleNormal( tex2D( _CoatNormal, uv_CoatNormal ) ,_CoatBump ));
  125. s166.Emission = float3( 0,0,0 );
  126. float3 temp_cast_3 = (1.0).xxx;
  127. s166.Specular = temp_cast_3;
  128. s166.Smoothness = _CoatSmoothness;
  129. s166.Occlusion = 1.0;
  130. gi.light.ndotl = LambertTerm( s166.Normal, gi.light.dir );
  131. data.light = gi.light;
  132. UnityGI gi166 = gi;
  133. #ifdef UNITY_PASS_FORWARDBASE
  134. Unity_GlossyEnvironmentData g166;
  135. g166.roughness = 1 - s166.Smoothness;
  136. g166.reflUVW = reflect( -data.worldViewDir, s166.Normal );
  137. gi166 = UnityGlobalIllumination( data, s166.Occlusion, s166.Normal, g166 );
  138. #endif
  139. float3 surfResult166 = LightingStandardSpecular ( s166, viewDir, gi166 ).rgb;
  140. surfResult166 += s166.Emission;
  141. float3 lerpResult208 = lerp( surfResult1 , surfResult166 , ( ( fresnelNode279 * _CoatAmount ) * lerpResult306 ));
  142. c.rgb = lerpResult208;
  143. c.a = 1;
  144. return c;
  145. }
  146. inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
  147. {
  148. s.GIData = data;
  149. }
  150. void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
  151. {
  152. o.SurfInput = i;
  153. o.Normal = float3(0,0,1);
  154. }
  155. ENDCG
  156. CGPROGRAM
  157. #pragma surface surf StandardCustomLighting keepalpha fullforwardshadows
  158. ENDCG
  159. Pass
  160. {
  161. Name "ShadowCaster"
  162. Tags{ "LightMode" = "ShadowCaster" }
  163. ZWrite On
  164. CGPROGRAM
  165. #pragma vertex vert
  166. #pragma fragment frag
  167. #pragma target 3.0
  168. #pragma multi_compile_shadowcaster
  169. #pragma multi_compile UNITY_PASS_SHADOWCASTER
  170. #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
  171. # include "HLSLSupport.cginc"
  172. #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
  173. #define CAN_SKIP_VPOS
  174. #endif
  175. #include "UnityCG.cginc"
  176. #include "Lighting.cginc"
  177. #include "UnityPBSLighting.cginc"
  178. sampler3D _DitherMaskLOD;
  179. struct v2f
  180. {
  181. V2F_SHADOW_CASTER;
  182. float4 tSpace0 : TEXCOORD1;
  183. float4 tSpace1 : TEXCOORD2;
  184. float4 tSpace2 : TEXCOORD3;
  185. float4 texcoords01 : TEXCOORD4;
  186. UNITY_VERTEX_INPUT_INSTANCE_ID
  187. };
  188. v2f vert( appdata_full v )
  189. {
  190. v2f o;
  191. UNITY_SETUP_INSTANCE_ID( v );
  192. UNITY_INITIALIZE_OUTPUT( v2f, o );
  193. UNITY_TRANSFER_INSTANCE_ID( v, o );
  194. float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
  195. fixed3 worldNormal = UnityObjectToWorldNormal( v.normal );
  196. fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
  197. fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
  198. fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
  199. o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
  200. o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
  201. o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
  202. o.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy );
  203. TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
  204. return o;
  205. }
  206. fixed4 frag( v2f IN
  207. #if !defined( CAN_SKIP_VPOS )
  208. , UNITY_VPOS_TYPE vpos : VPOS
  209. #endif
  210. ) : SV_Target
  211. {
  212. UNITY_SETUP_INSTANCE_ID( IN );
  213. Input surfIN;
  214. UNITY_INITIALIZE_OUTPUT( Input, surfIN );
  215. surfIN.uv_texcoord.xy = IN.texcoords01.xy;
  216. float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
  217. fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
  218. surfIN.worldPos = worldPos;
  219. surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
  220. surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
  221. surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
  222. surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
  223. SurfaceOutputCustomLightingCustom o;
  224. UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o )
  225. surf( surfIN, o );
  226. #if defined( CAN_SKIP_VPOS )
  227. float2 vpos = IN.pos;
  228. #endif
  229. SHADOW_CASTER_FRAGMENT( IN )
  230. }
  231. ENDCG
  232. }
  233. }
  234. Fallback "Diffuse"
  235. CustomEditor "ASEMaterialInspector"
  236. }
  237. /*ASEBEGIN
  238. Version=13108
  239. 0;92;721;926;3661.016;3286.768;8.883778;True;False
  240. Node;AmplifyShaderEditor.CommentaryNode;292;-1556.492,-259.3257;Float;False;348.1;312.8;Comment;1;201;Dual Toning Factor;1,1,1,1;0;0
  241. Node;AmplifyShaderEditor.FresnelNode;201;-1525.492,-203.6261;Float;True;4;0;FLOAT3;0,0,0;False;1;FLOAT;0.05;False;2;FLOAT;1.0;False;3;FLOAT;1.0;False;1;FLOAT
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  244. Node;AmplifyShaderEditor.ColorNode;216;-523.6835,317.6824;Float;False;Property;_FlakesColor1;Flakes Color 1;7;0;1,0.9310344,0,0;0;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
  245. Node;AmplifyShaderEditor.ColorNode;263;-528.714,511.8733;Float;False;Property;_FlakesColor2;Flakes Color 2;8;0;1,0.9310344,0,0;0;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
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  270. Node;AmplifyShaderEditor.RangedFloatNode;204;430.6655,633.4697;Float;False;Property;_FlakesSmoothness;Flakes Smoothness;10;0;0;0;1;0;1;FLOAT
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