Assignment for RMIT Mixed Reality in 2020
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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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