359 lines
20 KiB
Plaintext
359 lines
20 KiB
Plaintext
// Shader created with Shader Forge v1.38
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// Shader Forge (c) Freya Holmer - http://www.acegikmo.com/shaderforge/
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// Note: Manually altering this data may prevent you from opening it in Shader Forge
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/*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;*/
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Shader "TFP/TFP_Rain" {
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Properties {
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_Normal ("Normal", 2D) = "bump" {}
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_RefractionAmount ("Refraction Amount", Range(0, 1)) = 0.5
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_Alpha ("Alpha", 2D) = "black" {}
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[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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}
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SubShader {
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Tags {
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"IgnoreProjector"="True"
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"Queue"="Transparent"
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"RenderType"="Transparent"
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}
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LOD 3000
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GrabPass{ "Refraction" }
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Pass {
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Name "FORWARD"
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Tags {
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"LightMode"="ForwardBase"
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}
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define _GLOSSYENV 1
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#include "UnityCG.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu
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#pragma target 3.0
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uniform sampler2D Refraction;
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uniform sampler2D _Normal; uniform float4 _Normal_ST;
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uniform float _RefractionAmount;
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uniform sampler2D _Alpha; uniform float4 _Alpha_ST;
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float2 texcoord0 : TEXCOORD0;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float4 posWorld : TEXCOORD1;
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float3 normalDir : TEXCOORD2;
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float3 tangentDir : TEXCOORD3;
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float3 bitangentDir : TEXCOORD4;
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float4 projPos : TEXCOORD5;
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UNITY_FOG_COORDS(6)
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
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o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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float3 lightColor = _LightColor0.rgb;
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o.pos = UnityObjectToClipPos( v.vertex );
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UNITY_TRANSFER_FOG(o,o.pos);
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o.projPos = ComputeScreenPos (o.pos);
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COMPUTE_EYEDEPTH(o.projPos.z);
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return o;
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}
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float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
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float isFrontFace = ( facing >= 0 ? 1 : 0 );
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float faceSign = ( facing >= 0 ? 1 : -1 );
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i.normalDir = normalize(i.normalDir);
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i.normalDir *= faceSign;
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float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float3 _Normal_var = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal)));
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float3 normalLocal = _Normal_var.rgb;
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float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
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float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
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float2 sceneUVs = (i.projPos.xy / i.projPos.w) + (_Normal_var.rgb.rg*(_RefractionAmount*0.1));
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float4 sceneColor = tex2D(Refraction, sceneUVs);
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float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
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float3 lightColor = _LightColor0.rgb;
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float3 halfDirection = normalize(viewDirection+lightDirection);
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////// Lighting:
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float attenuation = 1;
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float3 attenColor = attenuation * _LightColor0.xyz;
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float Pi = 3.141592654;
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float InvPi = 0.31830988618;
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///////// Gloss:
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float gloss = 1.0 - 0.03; // Convert roughness to gloss
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float perceptualRoughness = 0.03;
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float roughness = perceptualRoughness * perceptualRoughness;
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float specPow = exp2( gloss * 10.0 + 1.0 );
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/////// GI Data:
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UnityLight light;
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#ifdef LIGHTMAP_OFF
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light.color = lightColor;
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light.dir = lightDirection;
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light.ndotl = LambertTerm (normalDirection, light.dir);
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#else
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light.color = half3(0.f, 0.f, 0.f);
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light.ndotl = 0.0f;
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light.dir = half3(0.f, 0.f, 0.f);
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#endif
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UnityGIInput d;
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d.light = light;
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d.worldPos = i.posWorld.xyz;
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d.worldViewDir = viewDirection;
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d.atten = attenuation;
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#if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
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d.boxMin[0] = unity_SpecCube0_BoxMin;
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d.boxMin[1] = unity_SpecCube1_BoxMin;
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#endif
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#if UNITY_SPECCUBE_BOX_PROJECTION
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d.boxMax[0] = unity_SpecCube0_BoxMax;
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d.boxMax[1] = unity_SpecCube1_BoxMax;
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d.probePosition[0] = unity_SpecCube0_ProbePosition;
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d.probePosition[1] = unity_SpecCube1_ProbePosition;
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#endif
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d.probeHDR[0] = unity_SpecCube0_HDR;
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d.probeHDR[1] = unity_SpecCube1_HDR;
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Unity_GlossyEnvironmentData ugls_en_data;
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ugls_en_data.roughness = 1.0 - gloss;
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ugls_en_data.reflUVW = viewReflectDirection;
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UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
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lightDirection = gi.light.dir;
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lightColor = gi.light.color;
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////// Specular:
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float NdotL = saturate(dot( normalDirection, lightDirection ));
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float LdotH = saturate(dot(lightDirection, halfDirection));
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float node_4899 = 0.0;
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float3 specularColor = float3(node_4899,node_4899,node_4899);
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float specularMonochrome;
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float node_6837 = 0.05;
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float3 diffuseColor = float3(node_6837,node_6837,node_6837); // Need this for specular when using metallic
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diffuseColor = EnergyConservationBetweenDiffuseAndSpecular(diffuseColor, specularColor, specularMonochrome);
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specularMonochrome = 1.0-specularMonochrome;
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float NdotV = abs(dot( normalDirection, viewDirection ));
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float NdotH = saturate(dot( normalDirection, halfDirection ));
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float VdotH = saturate(dot( viewDirection, halfDirection ));
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float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
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float normTerm = GGXTerm(NdotH, roughness);
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float specularPBL = (visTerm*normTerm) * UNITY_PI;
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#ifdef UNITY_COLORSPACE_GAMMA
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specularPBL = sqrt(max(1e-4h, specularPBL));
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#endif
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specularPBL = max(0, specularPBL * NdotL);
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#if defined(_SPECULARHIGHLIGHTS_OFF)
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specularPBL = 0.0;
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#endif
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half surfaceReduction;
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#ifdef UNITY_COLORSPACE_GAMMA
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surfaceReduction = 1.0-0.28*roughness*perceptualRoughness;
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#else
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surfaceReduction = 1.0/(roughness*roughness + 1.0);
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#endif
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specularPBL *= any(specularColor) ? 1.0 : 0.0;
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float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
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half grazingTerm = saturate( gloss + specularMonochrome );
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float3 indirectSpecular = (gi.indirect.specular);
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indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
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indirectSpecular *= surfaceReduction;
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float3 specular = (directSpecular + indirectSpecular);
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/////// Diffuse:
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NdotL = max(0.0,dot( normalDirection, lightDirection ));
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half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
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float nlPow5 = Pow5(1-NdotL);
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float nvPow5 = Pow5(1-NdotV);
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float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
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float3 indirectDiffuse = float3(0,0,0);
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indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
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diffuseColor *= 1-specularMonochrome;
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float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
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/// Final Color:
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float3 finalColor = diffuse + specular;
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float4 _Alpha_var = tex2D(_Alpha,TRANSFORM_TEX(i.uv0, _Alpha));
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fixed4 finalRGBA = fixed4(lerp(sceneColor.rgb, finalColor,(_Alpha_var.a*0.1)),1);
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UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
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return finalRGBA;
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}
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ENDCG
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}
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Pass {
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Name "FORWARD_DELTA"
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Tags {
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"LightMode"="ForwardAdd"
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}
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Blend One One
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Cull Off
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define _GLOSSYENV 1
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#pragma multi_compile_fwdadd
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#pragma multi_compile_fog
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#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu
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#pragma target 3.0
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uniform sampler2D Refraction;
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uniform sampler2D _Normal; uniform float4 _Normal_ST;
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uniform float _RefractionAmount;
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uniform sampler2D _Alpha; uniform float4 _Alpha_ST;
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float2 texcoord0 : TEXCOORD0;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float4 posWorld : TEXCOORD1;
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float3 normalDir : TEXCOORD2;
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float3 tangentDir : TEXCOORD3;
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float3 bitangentDir : TEXCOORD4;
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float4 projPos : TEXCOORD5;
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LIGHTING_COORDS(6,7)
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UNITY_FOG_COORDS(8)
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
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o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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float3 lightColor = _LightColor0.rgb;
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o.pos = UnityObjectToClipPos( v.vertex );
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UNITY_TRANSFER_FOG(o,o.pos);
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o.projPos = ComputeScreenPos (o.pos);
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COMPUTE_EYEDEPTH(o.projPos.z);
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TRANSFER_VERTEX_TO_FRAGMENT(o)
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return o;
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}
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float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
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float isFrontFace = ( facing >= 0 ? 1 : 0 );
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float faceSign = ( facing >= 0 ? 1 : -1 );
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i.normalDir = normalize(i.normalDir);
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i.normalDir *= faceSign;
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float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float3 _Normal_var = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal)));
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float3 normalLocal = _Normal_var.rgb;
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float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
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float2 sceneUVs = (i.projPos.xy / i.projPos.w) + (_Normal_var.rgb.rg*(_RefractionAmount*0.1));
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float4 sceneColor = tex2D(Refraction, sceneUVs);
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float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
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float3 lightColor = _LightColor0.rgb;
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float3 halfDirection = normalize(viewDirection+lightDirection);
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////// Lighting:
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UNITY_LIGHT_ATTENUATION(attenuation,i, i.posWorld.xyz);
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float3 attenColor = attenuation * _LightColor0.xyz;
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float Pi = 3.141592654;
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float InvPi = 0.31830988618;
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///////// Gloss:
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float gloss = 1.0 - 0.03; // Convert roughness to gloss
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float perceptualRoughness = 0.03;
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float roughness = perceptualRoughness * perceptualRoughness;
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float specPow = exp2( gloss * 10.0 + 1.0 );
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////// Specular:
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float NdotL = saturate(dot( normalDirection, lightDirection ));
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float LdotH = saturate(dot(lightDirection, halfDirection));
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float node_4899 = 0.0;
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float3 specularColor = float3(node_4899,node_4899,node_4899);
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float specularMonochrome;
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float node_6837 = 0.05;
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float3 diffuseColor = float3(node_6837,node_6837,node_6837); // Need this for specular when using metallic
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diffuseColor = EnergyConservationBetweenDiffuseAndSpecular(diffuseColor, specularColor, specularMonochrome);
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specularMonochrome = 1.0-specularMonochrome;
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float NdotV = abs(dot( normalDirection, viewDirection ));
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float NdotH = saturate(dot( normalDirection, halfDirection ));
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float VdotH = saturate(dot( viewDirection, halfDirection ));
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float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
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float normTerm = GGXTerm(NdotH, roughness);
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float specularPBL = (visTerm*normTerm) * UNITY_PI;
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#ifdef UNITY_COLORSPACE_GAMMA
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specularPBL = sqrt(max(1e-4h, specularPBL));
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#endif
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specularPBL = max(0, specularPBL * NdotL);
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#if defined(_SPECULARHIGHLIGHTS_OFF)
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specularPBL = 0.0;
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#endif
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specularPBL *= any(specularColor) ? 1.0 : 0.0;
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float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
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float3 specular = directSpecular;
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/////// Diffuse:
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NdotL = max(0.0,dot( normalDirection, lightDirection ));
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half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
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float nlPow5 = Pow5(1-NdotL);
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float nvPow5 = Pow5(1-NdotV);
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float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
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diffuseColor *= 1-specularMonochrome;
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float3 diffuse = directDiffuse * diffuseColor;
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/// Final Color:
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float3 finalColor = diffuse + specular;
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float4 _Alpha_var = tex2D(_Alpha,TRANSFORM_TEX(i.uv0, _Alpha));
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fixed4 finalRGBA = fixed4(finalColor * (_Alpha_var.a*0.1),0);
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UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
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return finalRGBA;
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}
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ENDCG
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}
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Pass {
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Name "ShadowCaster"
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Tags {
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"LightMode"="ShadowCaster"
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}
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Offset 1, 1
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Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define _GLOSSYENV 1
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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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#include "UnityStandardBRDF.cginc"
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_shadowcaster
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#pragma multi_compile_fog
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#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu
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#pragma target 3.0
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struct VertexInput {
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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"
|
|
}
|