// 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:Standard (Specular setup),iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:3,spmd:0,trmd:0,grmd:1,uamb:True,mssp:False,bkdf:False,hqlp:False,rprd:True,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:2,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:False,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0,fgcg:0,fgcb:0,fgca:1,fgde:0.01,fgrn:0,fgrf:300,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:4795,x:32716,y:32678,varname:node_4795,prsc:2|diff-6837-OUT,spec-4899-OUT,gloss-6840-OUT,normal-6074-RGB,alpha-475-OUT,refract-1686-OUT;n:type:ShaderForge.SFN_Tex2d,id:6074,x:31991,y:32649,ptovrint:False,ptlb:Normal,ptin:_Normal,varname:_MainTex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:64ab227276831e24b9c39def68d4f6c7,ntxv:3,isnm:True;n:type:ShaderForge.SFN_ComponentMask,id:7380,x:32311,y:32819,varname:node_7380,prsc:2,cc1:0,cc2:1,cc3:-1,cc4:-1|IN-6074-RGB;n:type:ShaderForge.SFN_Multiply,id:1686,x:32524,y:32936,varname:node_1686,prsc:2|A-7380-OUT,B-9490-OUT;n:type:ShaderForge.SFN_Slider,id:4087,x:31882,y:33082,ptovrint:False,ptlb:Refraction Amount,ptin:_RefractionAmount,varname:node_4087,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.5,max:1;n:type:ShaderForge.SFN_Multiply,id:9490,x:32283,y:33021,varname:node_9490,prsc:2|A-4087-OUT,B-3397-OUT;n:type:ShaderForge.SFN_Vector1,id:3397,x:31914,y:33206,varname:node_3397,prsc:2,v1:0.1;n:type:ShaderForge.SFN_Vector1,id:6837,x:32378,y:32533,varname:node_6837,prsc:2,v1:0.05;n:type:ShaderForge.SFN_Vector1,id:6840,x:32378,y:32700,varname:node_6840,prsc:2,v1:0.03;n:type:ShaderForge.SFN_Vector1,id:5342,x:32171,y:33469,varname:node_5342,prsc:2,v1:0.1;n:type:ShaderForge.SFN_Vector1,id:4899,x:32378,y:32619,varname:node_4899,prsc:2,v1:0;n:type:ShaderForge.SFN_Tex2d,id:6744,x:32191,y:33281,ptovrint:False,ptlb:Alpha,ptin:_Alpha,varname:node_6744,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:2,isnm:False;n:type:ShaderForge.SFN_Multiply,id:475,x:32437,y:33298,varname:node_475,prsc:2|A-6744-A,B-5342-OUT;proporder:6074-4087-6744;pass:END;sub:END;*/ Shader "TFP/TFP_Rain" { Properties { _Normal ("Normal", 2D) = "bump" {} _RefractionAmount ("Refraction Amount", Range(0, 1)) = 0.5 _Alpha ("Alpha", 2D) = "black" {} [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } LOD 3000 GrabPass{ "Refraction" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend SrcAlpha OneMinusSrcAlpha Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define _GLOSSYENV 1 #include "UnityCG.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu #pragma target 3.0 uniform sampler2D Refraction; uniform sampler2D _Normal; uniform float4 _Normal_ST; uniform float _RefractionAmount; uniform sampler2D _Alpha; uniform float4 _Alpha_ST; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 posWorld : TEXCOORD1; float3 normalDir : TEXCOORD2; float3 tangentDir : TEXCOORD3; float3 bitangentDir : TEXCOORD4; float4 projPos : TEXCOORD5; UNITY_FOG_COORDS(6) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; 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); return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); i.normalDir = normalize(i.normalDir); i.normalDir *= faceSign; float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 _Normal_var = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal))); float3 normalLocal = _Normal_var.rgb; float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); float2 sceneUVs = (i.projPos.xy / i.projPos.w) + (_Normal_var.rgb.rg*(_RefractionAmount*0.1)); float4 sceneColor = tex2D(Refraction, sceneUVs); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; float3 halfDirection = normalize(viewDirection+lightDirection); ////// Lighting: float attenuation = 1; float3 attenColor = attenuation * _LightColor0.xyz; float Pi = 3.141592654; float InvPi = 0.31830988618; ///////// Gloss: float gloss = 1.0 - 0.03; // Convert roughness to gloss float perceptualRoughness = 0.03; 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 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_4899 = 0.0; float3 specularColor = float3(node_4899,node_4899,node_4899); float specularMonochrome; float node_6837 = 0.05; float3 diffuseColor = float3(node_6837,node_6837,node_6837); // 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 += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light diffuseColor *= 1-specularMonochrome; float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; /// Final Color: float3 finalColor = diffuse + specular; float4 _Alpha_var = tex2D(_Alpha,TRANSFORM_TEX(i.uv0, _Alpha)); fixed4 finalRGBA = fixed4(lerp(sceneColor.rgb, finalColor,(_Alpha_var.a*0.1)),1); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode"="ForwardAdd" } Blend One One Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define _GLOSSYENV 1 #include "UnityCG.cginc" #include "AutoLight.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma multi_compile_fwdadd #pragma multi_compile_fog #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu #pragma target 3.0 uniform sampler2D Refraction; uniform sampler2D _Normal; uniform float4 _Normal_ST; uniform float _RefractionAmount; uniform sampler2D _Alpha; uniform float4 _Alpha_ST; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 posWorld : TEXCOORD1; float3 normalDir : TEXCOORD2; float3 tangentDir : TEXCOORD3; float3 bitangentDir : TEXCOORD4; float4 projPos : TEXCOORD5; LIGHTING_COORDS(6,7) UNITY_FOG_COORDS(8) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; 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, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); i.normalDir = normalize(i.normalDir); i.normalDir *= faceSign; float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 _Normal_var = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal))); float3 normalLocal = _Normal_var.rgb; float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float2 sceneUVs = (i.projPos.xy / i.projPos.w) + (_Normal_var.rgb.rg*(_RefractionAmount*0.1)); float4 sceneColor = tex2D(Refraction, 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 = 1.0 - 0.03; // Convert roughness to gloss float perceptualRoughness = 0.03; 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_4899 = 0.0; float3 specularColor = float3(node_4899,node_4899,node_4899); float specularMonochrome; float node_6837 = 0.05; float3 diffuseColor = float3(node_6837,node_6837,node_6837); // 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; float4 _Alpha_var = tex2D(_Alpha,TRANSFORM_TEX(i.uv0, _Alpha)); fixed4 finalRGBA = fixed4(finalColor * (_Alpha_var.a*0.1),0); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } Offset 1, 1 Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #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_fog #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu #pragma target 3.0 struct VertexInput { float4 vertex : POSITION; }; struct VertexOutput { V2F_SHADOW_CASTER; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.pos = UnityObjectToClipPos( v.vertex ); TRANSFER_SHADOW_CASTER(o) return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); SHADOW_CASTER_FRAGMENT(i) } ENDCG } } FallBack "Standard (Specular setup)" CustomEditor "ShaderForgeMaterialInspector" }