// Shader created with Shader Forge v1.38 // Shader Forge (c) Freya Holmer - http://www.acegikmo.com/shaderforge/ // Note: Manually altering this data may prevent you from opening it in Shader Forge /*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:Particles/Additive (Soft),iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:3,spmd:0,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:True,hqlp:False,rprd:True,enco:False,rmgx:True,imps:True,rpth:1,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:2,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:2,rntp:3,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5441177,fgcg:0.5202206,fgcb:0.476103,fgca:1,fgde:0.00075,fgrn:0,fgrf:600,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:2865,x:32719,y:32712,varname:node_2865,prsc:2|diff-6343-OUT,spec-6584-OUT,gloss-6052-OUT,emission-3684-OUT,clip-8244-OUT;n:type:ShaderForge.SFN_Multiply,id:6343,x:32114,y:32710,varname:node_6343,prsc:2|A-7736-RGB,B-6665-RGB,C-9046-RGB;n:type:ShaderForge.SFN_Color,id:6665,x:31921,y:32805,ptovrint:False,ptlb:Color,ptin:_Color,varname:_Color,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Tex2d,id:7736,x:31921,y:32620,ptovrint:True,ptlb:Base Color,ptin:_MainTex,varname:_MainTex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Vector1,id:6584,x:32318,y:32762,varname:node_6584,prsc:2,v1:0.04;n:type:ShaderForge.SFN_Slider,id:1631,x:31775,y:33091,ptovrint:False,ptlb:Alpha,ptin:_Alpha,varname:node_1631,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.8,max:1;n:type:ShaderForge.SFN_Multiply,id:8244,x:32135,y:32946,varname:node_8244,prsc:2|A-7736-A,B-1631-OUT,C-9046-A,D-9401-OUT;n:type:ShaderForge.SFN_VertexColor,id:9046,x:31699,y:32911,varname:node_9046,prsc:2;n:type:ShaderForge.SFN_Vector1,id:9401,x:31782,y:33211,varname:node_9401,prsc:2,v1:2;n:type:ShaderForge.SFN_ValueProperty,id:3684,x:31932,y:33327,ptovrint:False,ptlb:Emission,ptin:_Emission,varname:node_3684,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.5;n:type:ShaderForge.SFN_Vector1,id:6052,x:32318,y:32827,varname:node_6052,prsc:2,v1:0.3;proporder:6665-7736-1631-3684;pass:END;sub:END;*/ Shader "TFP/TFP_DeferredParticle" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Base Color", 2D) = "white" {} _Alpha ("Alpha", Range(0, 1)) = 0.8 _Emission ("Emission", Float ) = 0.5 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" } LOD 2000 Pass { Name "DEFERRED" Tags { "LightMode"="Deferred" } CGPROGRAM #pragma vertex vert #pragma fragment frag #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #define _GLOSSYENV 1 #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_shadowcaster #pragma multi_compile ___ UNITY_HDR_ON #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile_fog #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu #pragma target 3.0 // Dithering function, to use with scene UVs (screen pixel coords) // 3x3 Bayer matrix, based on https://en.wikipedia.org/wiki/Ordered_dithering float BinaryDither3x3( float value, float2 sceneUVs ) { float3x3 mtx = float3x3( float3( 3, 7, 4 )/10.0, float3( 6, 1, 9 )/10.0, float3( 2, 8, 5 )/10.0 ); float2 px = floor(_ScreenParams.xy * sceneUVs); int xSmp = fmod(px.x,3); int ySmp = fmod(px.y,3); float3 xVec = 1-saturate(abs(float3(0,1,2) - xSmp)); float3 yVec = 1-saturate(abs(float3(0,1,2) - ySmp)); float3 pxMult = float3( dot(mtx[0],yVec), dot(mtx[1],yVec), dot(mtx[2],yVec) ); return round(value + dot(pxMult, xVec)); } uniform float4 _Color; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _Alpha; uniform float _Emission; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; float3 normalDir : TEXCOORD4; float3 tangentDir : TEXCOORD5; float3 bitangentDir : TEXCOORD6; float4 vertexColor : COLOR; float4 projPos : TEXCOORD7; #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) float4 ambientOrLightmapUV : TEXCOORD8; #endif }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.vertexColor = v.vertexColor; #ifdef LIGHTMAP_ON o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.ambientOrLightmapUV.zw = 0; #elif UNITY_SHOULD_SAMPLE_SH #endif #ifdef DYNAMICLIGHTMAP_ON o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif o.normalDir = UnityObjectToWorldNormal(v.normal); o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityObjectToClipPos( v.vertex ); o.projPos = ComputeScreenPos (o.pos); COMPUTE_EYEDEPTH(o.projPos.z); return o; } void frag( VertexOutput i, out half4 outDiffuse : SV_Target0, out half4 outSpecSmoothness : SV_Target1, out half4 outNormal : SV_Target2, out half4 outEmission : SV_Target3 ) { i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); float2 sceneUVs = (i.projPos.xy / i.projPos.w); float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); clip( BinaryDither3x3((_MainTex_var.a*_Alpha*i.vertexColor.a*2.0) - 1.5, sceneUVs) ); ////// Lighting: float Pi = 3.141592654; float InvPi = 0.31830988618; ///////// Gloss: float gloss = 0.3; float perceptualRoughness = 1.0 - 0.3; float roughness = perceptualRoughness * perceptualRoughness; /////// GI Data: UnityLight light; // Dummy light light.color = 0; light.dir = half3(0,1,0); light.ndotl = max(0,dot(normalDirection,light.dir)); UnityGIInput d; d.light = light; d.worldPos = i.posWorld.xyz; d.worldViewDir = viewDirection; d.atten = 1; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) d.ambient = 0; d.lightmapUV = i.ambientOrLightmapUV; #else d.ambient = i.ambientOrLightmapUV; #endif #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION d.boxMin[0] = unity_SpecCube0_BoxMin; d.boxMin[1] = unity_SpecCube1_BoxMin; #endif #if UNITY_SPECCUBE_BOX_PROJECTION d.boxMax[0] = unity_SpecCube0_BoxMax; d.boxMax[1] = unity_SpecCube1_BoxMax; d.probePosition[0] = unity_SpecCube0_ProbePosition; d.probePosition[1] = unity_SpecCube1_ProbePosition; #endif d.probeHDR[0] = unity_SpecCube0_HDR; d.probeHDR[1] = unity_SpecCube1_HDR; Unity_GlossyEnvironmentData ugls_en_data; ugls_en_data.roughness = 1.0 - gloss; ugls_en_data.reflUVW = viewReflectDirection; UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); ////// Specular: float node_6584 = 0.04; float3 specularColor = float3(node_6584,node_6584,node_6584); float specularMonochrome; float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb*i.vertexColor.rgb); // Need this for specular when using metallic diffuseColor = EnergyConservationBetweenDiffuseAndSpecular(diffuseColor, specularColor, specularMonochrome); specularMonochrome = 1.0-specularMonochrome; float NdotV = max(0.0,dot( normalDirection, viewDirection )); half grazingTerm = saturate( gloss + specularMonochrome ); float3 indirectSpecular = (gi.indirect.specular); indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); /////// Diffuse: float3 indirectDiffuse = float3(0,0,0); indirectDiffuse += gi.indirect.diffuse; diffuseColor *= 1-specularMonochrome; ////// Emissive: float3 emissive = float3(_Emission,_Emission,_Emission); /// Final Color: outDiffuse = half4( diffuseColor, 1 ); outSpecSmoothness = half4( specularColor, gloss ); outNormal = half4( normalDirection * 0.5 + 0.5, 1 ); outEmission = half4( float3(_Emission,_Emission,_Emission), 1 ); outEmission.rgb += indirectSpecular * 1; outEmission.rgb += indirectDiffuse * diffuseColor; #ifndef UNITY_HDR_ON outEmission.rgb = exp2(-outEmission.rgb); #endif } ENDCG } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #define _GLOSSYENV 1 #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma multi_compile_fwdbase_fullshadows #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile_fog #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu #pragma target 3.0 // Dithering function, to use with scene UVs (screen pixel coords) // 3x3 Bayer matrix, based on https://en.wikipedia.org/wiki/Ordered_dithering float BinaryDither3x3( float value, float2 sceneUVs ) { float3x3 mtx = float3x3( float3( 3, 7, 4 )/10.0, float3( 6, 1, 9 )/10.0, float3( 2, 8, 5 )/10.0 ); float2 px = floor(_ScreenParams.xy * sceneUVs); int xSmp = fmod(px.x,3); int ySmp = fmod(px.y,3); float3 xVec = 1-saturate(abs(float3(0,1,2) - xSmp)); float3 yVec = 1-saturate(abs(float3(0,1,2) - ySmp)); float3 pxMult = float3( dot(mtx[0],yVec), dot(mtx[1],yVec), dot(mtx[2],yVec) ); return round(value + dot(pxMult, xVec)); } uniform float4 _Color; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _Alpha; uniform float _Emission; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; float3 normalDir : TEXCOORD4; float3 tangentDir : TEXCOORD5; float3 bitangentDir : TEXCOORD6; float4 vertexColor : COLOR; float4 projPos : TEXCOORD7; LIGHTING_COORDS(8,9) UNITY_FOG_COORDS(10) #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) float4 ambientOrLightmapUV : TEXCOORD11; #endif }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.vertexColor = v.vertexColor; #ifdef LIGHTMAP_ON o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.ambientOrLightmapUV.zw = 0; #elif UNITY_SHOULD_SAMPLE_SH #endif #ifdef DYNAMICLIGHTMAP_ON o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif o.normalDir = UnityObjectToWorldNormal(v.normal); o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos( v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); o.projPos = ComputeScreenPos (o.pos); COMPUTE_EYEDEPTH(o.projPos.z); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i) : COLOR { i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); float2 sceneUVs = (i.projPos.xy / i.projPos.w); float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); clip( BinaryDither3x3((_MainTex_var.a*_Alpha*i.vertexColor.a*2.0) - 1.5, sceneUVs) ); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; float3 halfDirection = normalize(viewDirection+lightDirection); ////// Lighting: UNITY_LIGHT_ATTENUATION(attenuation,i, i.posWorld.xyz); float3 attenColor = attenuation * _LightColor0.xyz; float Pi = 3.141592654; float InvPi = 0.31830988618; ///////// Gloss: float gloss = 0.3; float perceptualRoughness = 1.0 - 0.3; float roughness = perceptualRoughness * perceptualRoughness; float specPow = exp2( gloss * 10.0 + 1.0 ); /////// GI Data: UnityLight light; #ifdef LIGHTMAP_OFF light.color = lightColor; light.dir = lightDirection; light.ndotl = LambertTerm (normalDirection, light.dir); #else light.color = half3(0.f, 0.f, 0.f); light.ndotl = 0.0f; light.dir = half3(0.f, 0.f, 0.f); #endif UnityGIInput d; d.light = light; d.worldPos = i.posWorld.xyz; d.worldViewDir = viewDirection; d.atten = attenuation; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) d.ambient = 0; d.lightmapUV = i.ambientOrLightmapUV; #else d.ambient = i.ambientOrLightmapUV; #endif #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION d.boxMin[0] = unity_SpecCube0_BoxMin; d.boxMin[1] = unity_SpecCube1_BoxMin; #endif #if UNITY_SPECCUBE_BOX_PROJECTION d.boxMax[0] = unity_SpecCube0_BoxMax; d.boxMax[1] = unity_SpecCube1_BoxMax; d.probePosition[0] = unity_SpecCube0_ProbePosition; d.probePosition[1] = unity_SpecCube1_ProbePosition; #endif d.probeHDR[0] = unity_SpecCube0_HDR; d.probeHDR[1] = unity_SpecCube1_HDR; Unity_GlossyEnvironmentData ugls_en_data; ugls_en_data.roughness = 1.0 - gloss; ugls_en_data.reflUVW = viewReflectDirection; UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); lightDirection = gi.light.dir; lightColor = gi.light.color; ////// Specular: float NdotL = saturate(dot( normalDirection, lightDirection )); float LdotH = saturate(dot(lightDirection, halfDirection)); float node_6584 = 0.04; float3 specularColor = float3(node_6584,node_6584,node_6584); float specularMonochrome; float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb*i.vertexColor.rgb); // Need this for specular when using metallic diffuseColor = EnergyConservationBetweenDiffuseAndSpecular(diffuseColor, specularColor, specularMonochrome); specularMonochrome = 1.0-specularMonochrome; float NdotV = abs(dot( normalDirection, viewDirection )); float NdotH = saturate(dot( normalDirection, halfDirection )); float VdotH = saturate(dot( viewDirection, halfDirection )); float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness ); float normTerm = GGXTerm(NdotH, roughness); float specularPBL = (visTerm*normTerm) * UNITY_PI; #ifdef UNITY_COLORSPACE_GAMMA specularPBL = sqrt(max(1e-4h, specularPBL)); #endif specularPBL = max(0, specularPBL * NdotL); #if defined(_SPECULARHIGHLIGHTS_OFF) specularPBL = 0.0; #endif half surfaceReduction; #ifdef UNITY_COLORSPACE_GAMMA surfaceReduction = 1.0-0.28*roughness*perceptualRoughness; #else surfaceReduction = 1.0/(roughness*roughness + 1.0); #endif specularPBL *= any(specularColor) ? 1.0 : 0.0; float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH); half grazingTerm = saturate( gloss + specularMonochrome ); float3 indirectSpecular = (gi.indirect.specular); indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); indirectSpecular *= surfaceReduction; float3 specular = (directSpecular + indirectSpecular); /////// Diffuse: NdotL = max(0.0,dot( normalDirection, lightDirection )); half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); float nlPow5 = Pow5(1-NdotL); float nvPow5 = Pow5(1-NdotV); float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor; float3 indirectDiffuse = float3(0,0,0); indirectDiffuse += gi.indirect.diffuse; diffuseColor *= 1-specularMonochrome; float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; ////// Emissive: float3 emissive = float3(_Emission,_Emission,_Emission); /// Final Color: float3 finalColor = diffuse + specular + emissive; fixed4 finalRGBA = fixed4(finalColor,1); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode"="ForwardAdd" } Blend One One CGPROGRAM #pragma vertex vert #pragma fragment frag #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #define _GLOSSYENV 1 #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma multi_compile_fwdadd_fullshadows #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile_fog #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu #pragma target 3.0 // Dithering function, to use with scene UVs (screen pixel coords) // 3x3 Bayer matrix, based on https://en.wikipedia.org/wiki/Ordered_dithering float BinaryDither3x3( float value, float2 sceneUVs ) { float3x3 mtx = float3x3( float3( 3, 7, 4 )/10.0, float3( 6, 1, 9 )/10.0, float3( 2, 8, 5 )/10.0 ); float2 px = floor(_ScreenParams.xy * sceneUVs); int xSmp = fmod(px.x,3); int ySmp = fmod(px.y,3); float3 xVec = 1-saturate(abs(float3(0,1,2) - xSmp)); float3 yVec = 1-saturate(abs(float3(0,1,2) - ySmp)); float3 pxMult = float3( dot(mtx[0],yVec), dot(mtx[1],yVec), dot(mtx[2],yVec) ); return round(value + dot(pxMult, xVec)); } uniform float4 _Color; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _Alpha; uniform float _Emission; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; float3 normalDir : TEXCOORD4; float3 tangentDir : TEXCOORD5; float3 bitangentDir : TEXCOORD6; float4 vertexColor : COLOR; float4 projPos : TEXCOORD7; LIGHTING_COORDS(8,9) UNITY_FOG_COORDS(10) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.vertexColor = v.vertexColor; o.normalDir = UnityObjectToWorldNormal(v.normal); o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos( v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); o.projPos = ComputeScreenPos (o.pos); COMPUTE_EYEDEPTH(o.projPos.z); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i) : COLOR { i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; float2 sceneUVs = (i.projPos.xy / i.projPos.w); float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); clip( BinaryDither3x3((_MainTex_var.a*_Alpha*i.vertexColor.a*2.0) - 1.5, sceneUVs) ); float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); float3 lightColor = _LightColor0.rgb; float3 halfDirection = normalize(viewDirection+lightDirection); ////// Lighting: UNITY_LIGHT_ATTENUATION(attenuation,i, i.posWorld.xyz); float3 attenColor = attenuation * _LightColor0.xyz; float Pi = 3.141592654; float InvPi = 0.31830988618; ///////// Gloss: float gloss = 0.3; float perceptualRoughness = 1.0 - 0.3; float roughness = perceptualRoughness * perceptualRoughness; float specPow = exp2( gloss * 10.0 + 1.0 ); ////// Specular: float NdotL = saturate(dot( normalDirection, lightDirection )); float LdotH = saturate(dot(lightDirection, halfDirection)); float node_6584 = 0.04; float3 specularColor = float3(node_6584,node_6584,node_6584); float specularMonochrome; float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb*i.vertexColor.rgb); // Need this for specular when using metallic diffuseColor = EnergyConservationBetweenDiffuseAndSpecular(diffuseColor, specularColor, specularMonochrome); specularMonochrome = 1.0-specularMonochrome; float NdotV = abs(dot( normalDirection, viewDirection )); float NdotH = saturate(dot( normalDirection, halfDirection )); float VdotH = saturate(dot( viewDirection, halfDirection )); float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness ); float normTerm = GGXTerm(NdotH, roughness); float specularPBL = (visTerm*normTerm) * UNITY_PI; #ifdef UNITY_COLORSPACE_GAMMA specularPBL = sqrt(max(1e-4h, specularPBL)); #endif specularPBL = max(0, specularPBL * NdotL); #if defined(_SPECULARHIGHLIGHTS_OFF) specularPBL = 0.0; #endif specularPBL *= any(specularColor) ? 1.0 : 0.0; float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH); float3 specular = directSpecular; /////// Diffuse: NdotL = max(0.0,dot( normalDirection, lightDirection )); half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); float nlPow5 = Pow5(1-NdotL); float nvPow5 = Pow5(1-NdotV); float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor; diffuseColor *= 1-specularMonochrome; float3 diffuse = directDiffuse * diffuseColor; /// Final Color: float3 finalColor = diffuse + specular; fixed4 finalRGBA = fixed4(finalColor * 1,0); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } Offset 1, 1 Cull Back CGPROGRAM #pragma vertex vert #pragma fragment frag #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #define _GLOSSYENV 1 #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_shadowcaster #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile_fog #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu #pragma target 3.0 // Dithering function, to use with scene UVs (screen pixel coords) // 3x3 Bayer matrix, based on https://en.wikipedia.org/wiki/Ordered_dithering float BinaryDither3x3( float value, float2 sceneUVs ) { float3x3 mtx = float3x3( float3( 3, 7, 4 )/10.0, float3( 6, 1, 9 )/10.0, float3( 2, 8, 5 )/10.0 ); float2 px = floor(_ScreenParams.xy * sceneUVs); int xSmp = fmod(px.x,3); int ySmp = fmod(px.y,3); float3 xVec = 1-saturate(abs(float3(0,1,2) - xSmp)); float3 yVec = 1-saturate(abs(float3(0,1,2) - ySmp)); float3 pxMult = float3( dot(mtx[0],yVec), dot(mtx[1],yVec), dot(mtx[2],yVec) ); return round(value + dot(pxMult, xVec)); } uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _Alpha; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float4 vertexColor : COLOR; }; struct VertexOutput { V2F_SHADOW_CASTER; float2 uv0 : TEXCOORD1; float2 uv1 : TEXCOORD2; float2 uv2 : TEXCOORD3; float4 posWorld : TEXCOORD4; float4 vertexColor : COLOR; float4 projPos : TEXCOORD5; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.vertexColor = v.vertexColor; o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityObjectToClipPos( v.vertex ); o.projPos = ComputeScreenPos (o.pos); COMPUTE_EYEDEPTH(o.projPos.z); TRANSFER_SHADOW_CASTER(o) return o; } float4 frag(VertexOutput i) : COLOR { float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float2 sceneUVs = (i.projPos.xy / i.projPos.w); float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); clip( BinaryDither3x3((_MainTex_var.a*_Alpha*i.vertexColor.a*2.0) - 1.5, sceneUVs) ); SHADOW_CASTER_FRAGMENT(i) } ENDCG } Pass { Name "Meta" Tags { "LightMode"="Meta" } Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #define _GLOSSYENV 1 #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #include "UnityMetaPass.cginc" #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_shadowcaster #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile_fog #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu #pragma target 3.0 // Dithering function, to use with scene UVs (screen pixel coords) // 3x3 Bayer matrix, based on https://en.wikipedia.org/wiki/Ordered_dithering float BinaryDither3x3( float value, float2 sceneUVs ) { float3x3 mtx = float3x3( float3( 3, 7, 4 )/10.0, float3( 6, 1, 9 )/10.0, float3( 2, 8, 5 )/10.0 ); float2 px = floor(_ScreenParams.xy * sceneUVs); int xSmp = fmod(px.x,3); int ySmp = fmod(px.y,3); float3 xVec = 1-saturate(abs(float3(0,1,2) - xSmp)); float3 yVec = 1-saturate(abs(float3(0,1,2) - ySmp)); float3 pxMult = float3( dot(mtx[0],yVec), dot(mtx[1],yVec), dot(mtx[2],yVec) ); return round(value + dot(pxMult, xVec)); } uniform float4 _Color; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _Emission; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; float4 vertexColor : COLOR; float4 projPos : TEXCOORD4; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.vertexColor = v.vertexColor; o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); o.projPos = ComputeScreenPos (o.pos); COMPUTE_EYEDEPTH(o.projPos.z); return o; } float4 frag(VertexOutput i) : SV_Target { float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float2 sceneUVs = (i.projPos.xy / i.projPos.w); UnityMetaInput o; UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); o.Emission = float3(_Emission,_Emission,_Emission); float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float3 diffColor = (_MainTex_var.rgb*_Color.rgb*i.vertexColor.rgb); float node_6584 = 0.04; float3 specColor = float3(node_6584,node_6584,node_6584); float specularMonochrome = max(max(specColor.r, specColor.g),specColor.b); diffColor *= (1.0-specularMonochrome); float roughness = 1.0 - 0.3; o.Albedo = diffColor + specColor * roughness * roughness * 0.5; return UnityMetaFragment( o ); } ENDCG } } FallBack "Particles/Additive (Soft)" CustomEditor "ShaderForgeMaterialInspector" }