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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "ASESampleShaders/ScreenSpaceCurvature"
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{
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Properties
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{
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[HideInInspector] __dirty( "", Int ) = 1
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_ScaleFactor("ScaleFactor", Float) = 4
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
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Cull Back
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ZTest LEqual
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CGINCLUDE
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#include "UnityShaderVariables.cginc"
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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#ifdef UNITY_PASS_SHADOWCASTER
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#undef INTERNAL_DATA
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#undef WorldReflectionVector
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#undef WorldNormalVector
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#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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#endif
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struct Input
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{
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float3 worldNormal;
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INTERNAL_DATA
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float3 worldPos;
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};
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uniform float _ScaleFactor;
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float3 worldNormal = i.worldNormal;
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float3 temp_output_2_0 = ddx( worldNormal );
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float3 temp_output_7_0 = ddy( worldNormal );
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float3 vertexPos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) );
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float3 temp_cast_0 = ( ( ( cross( ( worldNormal - temp_output_2_0 ) , ( worldNormal + temp_output_2_0 ) ).y - cross( ( worldNormal - temp_output_7_0 ) , ( worldNormal + temp_output_7_0 ) ).x ) * _ScaleFactor ) / length( vertexPos ) );
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o.Emission = ( temp_cast_0 + float3(0.5,0.5,0.5) );
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o.Alpha = 1;
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf Standard keepalpha
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ENDCG
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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ZWrite On
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_instancing
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#pragma multi_compile_shadowcaster
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#pragma multi_compile UNITY_PASS_SHADOWCASTER
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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# include "HLSLSupport.cginc"
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#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
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#define CAN_SKIP_VPOS
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#endif
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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sampler3D _DitherMaskLOD;
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float3 worldPos : TEXCOORD6;
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float4 tSpace0 : TEXCOORD1;
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float4 tSpace1 : TEXCOORD2;
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float4 tSpace2 : TEXCOORD3;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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v2f vert( appdata_full v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_INITIALIZE_OUTPUT( v2f, o );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
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half3 worldNormal = UnityObjectToWorldNormal( v.normal );
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fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
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fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
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o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
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o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
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o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
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o.worldPos = worldPos;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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return o;
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}
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fixed4 frag( v2f IN
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#if !defined( CAN_SKIP_VPOS )
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, UNITY_VPOS_TYPE vpos : VPOS
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#endif
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) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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Input surfIN;
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UNITY_INITIALIZE_OUTPUT( Input, surfIN );
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float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
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fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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surfIN.worldPos = worldPos;
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surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
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surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
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surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
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surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
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SurfaceOutputStandard o;
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UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
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surf( surfIN, o );
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#if defined( CAN_SKIP_VPOS )
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float2 vpos = IN.pos;
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#endif
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SHADOW_CASTER_FRAGMENT( IN )
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}
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ENDCG
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}
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}
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Fallback "Diffuse"
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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=5002
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339;92;1190;648;507.5048;148.1995;1.3;True;False
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Node;AmplifyShaderEditor.SimpleSubtractOpNode;19;-531.6992,126.5998;Float;FLOAT3;0.0,0,0;FLOAT3;0.0,0,0
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Node;AmplifyShaderEditor.CrossProductOpNode;21;-373.0967,-141.1999;Float;FLOAT3;0,0,0;FLOAT3;0,0,0
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Node;AmplifyShaderEditor.SimpleAddOpNode;20;-536.899,289.1003;Float;FLOAT3;0.0,0,0;FLOAT3;0.0,0,0
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Node;AmplifyShaderEditor.BreakToComponentsNode;24;-212.5965,203.3003;Float;FLOAT3;FLOAT3;0.0,0,0
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Node;AmplifyShaderEditor.BreakToComponentsNode;23;-206.0973,-189.2997;Float;FLOAT3;FLOAT3;0.0,0,0
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Node;AmplifyShaderEditor.SimpleSubtractOpNode;25;8.402822,-21.59954;Float;FLOAT;0.0;FLOAT;0.0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;26;173.5023,10.90066;Float;FLOAT;0.0;FLOAT;0.0
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Node;AmplifyShaderEditor.LengthOpNode;16;92.40041,431.3006;Float;FLOAT3;0,0,0
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Node;AmplifyShaderEditor.SimpleAddOpNode;29;479.1028,217.2994;Float;FLOAT;0.0;FLOAT3;0.0
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Node;AmplifyShaderEditor.DdyOpNode;7;-820.8997,285.6999;Float;FLOAT3;0.0,0,0
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Node;AmplifyShaderEditor.DdxOpNode;2;-835.1998,-79.59997;Float;FLOAT3;0.0,0,0
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Node;AmplifyShaderEditor.SimpleSubtractOpNode;17;-573.0988,-142.6001;Float;FLOAT3;0.0,0,0;FLOAT3;0.0,0,0
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Node;AmplifyShaderEditor.SimpleAddOpNode;18;-575.8983,-12.50004;Float;FLOAT3;0.0,0,0;FLOAT3;0.0,0,0
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Node;AmplifyShaderEditor.CrossProductOpNode;22;-375.2969,147;Float;FLOAT3;0,0,0;FLOAT3;0,0,0
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Node;AmplifyShaderEditor.WorldNormalVector;33;-1093.197,86.89935;Float;FLOAT3;0,0,0
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Node;AmplifyShaderEditor.RangedFloatNode;27;19.00231,144.3006;Float;Property;_ScaleFactor;ScaleFactor;-1;0;4;0;0
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Node;AmplifyShaderEditor.SimpleDivideOpNode;28;305.8015,139.5998;Float;FLOAT;0.0;FLOAT;0.0
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Node;AmplifyShaderEditor.Vector3Node;30;288.9025,325.6991;Float;Constant;_Vector0;Vector 0;-1;0;0.5,0.5,0.5
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Node;AmplifyShaderEditor.PosVertexDataNode;14;-108.1999,367.4005;Float
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;678.9996,117.8999;Float;True;2;Float;ASEMaterialInspector;Standard;ASESampleShaders/ScreenSpaceCurvature;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;3;False;0;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;False;0;4;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;Add;Add;0;FLOAT3;0,0,0;FLOAT3;0,0,0;FLOAT3;0,0,0;FLOAT;0.0;FLOAT;0.0;FLOAT;0.0;FLOAT3;0.0;FLOAT3;0.0;FLOAT;0.0;FLOAT;0.0;OBJECT;0.0;FLOAT3;0,0,0;FLOAT3;0.0,0,0;OBJECT;0;FLOAT4;0,0,0,0;FLOAT3;0,0,0
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WireConnection;19;0;33;0
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WireConnection;19;1;7;0
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WireConnection;21;0;17;0
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WireConnection;21;1;18;0
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WireConnection;20;0;33;0
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WireConnection;20;1;7;0
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WireConnection;24;0;22;0
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WireConnection;23;0;21;0
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WireConnection;25;0;23;1
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WireConnection;25;1;24;0
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WireConnection;26;0;25;0
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WireConnection;26;1;27;0
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WireConnection;16;0;14;0
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WireConnection;29;0;28;0
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WireConnection;29;1;30;0
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WireConnection;7;0;33;0
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WireConnection;2;0;33;0
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WireConnection;17;0;33;0
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WireConnection;17;1;2;0
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WireConnection;18;0;33;0
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WireConnection;18;1;2;0
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WireConnection;22;0;19;0
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WireConnection;22;1;20;0
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WireConnection;28;0;26;0
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WireConnection;28;1;16;0
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WireConnection;0;2;29;0
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ASEEND*/
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//CHKSM=34269978B1C24CFA4BFCC2027D3E544A88F693D9
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