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Merge branch 'hackweek2017' of https://github.com/stramit/MaterialGraph into hackweek2017
/main
Merge branch 'hackweek2017' of https://github.com/stramit/MaterialGraph into hackweek2017
/main
ChrisTchou
8 年前
当前提交
c19d413a
共有 142 个文件被更改,包括 11369 次插入 和 152 次删除
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1.gitignore
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39MaterialGraphProject/Assets/Andre/Materials/Mat.mat
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20MaterialGraphProject/Assets/Andre/Scenes/Andre_scene.unity
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2MaterialGraphProject/Assets/Andre/Shaders/SlopeShader.ShaderGraph
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2MaterialGraphProject/Assets/Andre/Shaders/TestingGraph.ShaderGraph
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2MaterialGraphProject/Assets/Brandon/Cellular/Cellular.ShaderGraph
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15MaterialGraphProject/Assets/Brandon/Cellular/Cellular.shader
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227MaterialGraphProject/Assets/GeneratedShader.shader
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2MaterialGraphProject/Assets/Matt/Examples/Anisotropy.ShaderGraph
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9MaterialGraphProject/Assets/Matt/Examples/Anisotropy.mat
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2MaterialGraphProject/Assets/NewNodes/WIP/POMNode.cs
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1MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/MaterialGraphPresenter.cs
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101MaterialGraphProject/Assets/UnityShaderEditor/Editor/HelperShader.shader
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6MaterialGraphProject/Assets/UnityShaderEditor/Editor/HelperShader.shader.meta
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2MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/AbstractMaterialNode.cs
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2MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Input/SceneData/ScreenPosNode.cs
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26MaterialGraphProject/Assets/Vlad/TextureAssetNode.cs
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6MaterialGraphProject/Assets/_MingWai/Scatter.ShaderGraph.meta
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8MaterialGraphProject/Assets/_MingWai/Gradient.asset
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12MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/StandardShaderMat.mat
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8MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Texture.asset
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4MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Mat.mat
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189MaterialGraphProject/Assets/Andre/LavaFlowMap.shader
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28MaterialGraphProject/Assets/Andre/LavaFlowMap.shader.meta
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134MaterialGraphProject/Assets/Andre/LavaRock.shader
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14MaterialGraphProject/Assets/Andre/LavaRock.shader.meta
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9MaterialGraphProject/Assets/Andre/Meshes.meta
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9MaterialGraphProject/Assets/Andre/Scenes/Lava.meta
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399MaterialGraphProject/Assets/Andre/Scenes/Lava.unity
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8MaterialGraphProject/Assets/Andre/Scenes/Lava.unity.meta
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1MaterialGraphProject/Assets/Andre/Shaders/GreyToUV.ShaderGraph
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9MaterialGraphProject/Assets/Andre/Shaders/GreyToUV.ShaderGraph.meta
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1MaterialGraphProject/Assets/Andre/Shaders/LavaFlowMap.ShaderGraph
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9MaterialGraphProject/Assets/Andre/Shaders/LavaFlowMap.ShaderGraph.meta
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1MaterialGraphProject/Assets/Andre/Shaders/LavaRock.ShaderGraph
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9MaterialGraphProject/Assets/Andre/Shaders/LavaRock.ShaderGraph.meta
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149MaterialGraphProject/Assets/Andre/SlopeSnowShader.shader
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24MaterialGraphProject/Assets/Andre/SlopeSnowShader.shader.meta
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407MaterialGraphProject/Assets/Andre/an_gradient.png
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84MaterialGraphProject/Assets/Andre/an_gradient.png.meta
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75MaterialGraphProject/Assets/Andre/ground_cracked_ground_basecolor.png.meta
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75MaterialGraphProject/Assets/Andre/ground_cracked_ground_height.png.meta
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1001MaterialGraphProject/Assets/Andre/ground_cracked_ground_roughness.png
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75MaterialGraphProject/Assets/Andre/ground_cracked_ground_roughness.png.meta
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960MaterialGraphProject/Assets/Matt/Examples/Anisotropy.shader
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10MaterialGraphProject/Assets/Matt/Examples/Anisotropy.shader.meta
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363MaterialGraphProject/Assets/Matt/Examples/Anisotropy.unity
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8MaterialGraphProject/Assets/Matt/Examples/Anisotropy.unity.meta
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1001MaterialGraphProject/Assets/TestAssets/Lava_flowmap.png
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84MaterialGraphProject/Assets/TestAssets/Lava_flowmap.png.meta
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65MaterialGraphProject/Assets/TestAssets/RockMaterial1.sbsar.meta
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244MaterialGraphProject/Assets/TestAssets/portrait_mask.png
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84MaterialGraphProject/Assets/TestAssets/portrait_mask.png.meta
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52MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/SamplerAssetPresenter.cs
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12MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/SamplerAssetPresenter.cs.meta
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136MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Input/Texture/SamplerAssetNode.cs
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8MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Input/Texture/SamplerAssetNode.cs.meta
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9MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo.meta
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9MaterialGraphProject/Assets/_MingWai/Gradient.asset.meta
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101MaterialGraphProject/Assets/_MingWai/GradientShader.shader
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10MaterialGraphProject/Assets/_MingWai/GradientShader.shader.meta
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1MaterialGraphProject/Assets/_MingWai/GradientTexture.ShaderGraph
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9MaterialGraphProject/Assets/_MingWai/GradientTexture.ShaderGraph.meta
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21MaterialGraphProject/Assets/_MingWai/UnityEngine.MaterialGraph.ExportTextureMasterNodee933fd86-9b63-40a2-9321-e857830b2339.mat
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9MaterialGraphProject/Assets/_MingWai/UnityEngine.MaterialGraph.ExportTextureMasterNodee933fd86-9b63-40a2-9321-e857830b2339.mat.meta
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9MaterialGraphProject/Assets/snow.meta
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1001MaterialGraphProject/Assets/Andre/Meshes/Lava.fbx
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158MaterialGraphProject/Assets/Andre/Meshes/Lava.fbx.meta
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9MaterialGraphProject/Assets/Andre/Meshes/Materials.meta
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75MaterialGraphProject/Assets/Andre/Meshes/Materials/Border.mat
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9MaterialGraphProject/Assets/Andre/Meshes/Materials/Border.mat.meta
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9MaterialGraphProject/Assets/Andre/Meshes/Materials/Lava.mat.meta
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9MaterialGraphProject/Assets/Andre/Meshes/Materials/RockLava.mat.meta
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116MaterialGraphProject/Assets/Andre/Meshes/Materials/Lava.mat
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125MaterialGraphProject/Assets/Andre/Meshes/Materials/RockLava.mat
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633MaterialGraphProject/Assets/Andre/Scenes/Lava/LightingData.asset
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9MaterialGraphProject/Assets/Andre/Scenes/Lava/LightingData.asset.meta
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790MaterialGraphProject/Assets/Andre/Scenes/Lava/ReflectionProbe-0.exr
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76MaterialGraphProject/Assets/Andre/Scenes/Lava/ReflectionProbe-0.exr.meta
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1MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/0-UnityLogo-Graph.ShaderGraph
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29MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/0-UnityLogo-Mat.mat
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44MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/0-UnityLogo-Texture.asset
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1MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Graph.ShaderGraph
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941MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/New Scene.unity
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9MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/StandardShader.meta
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9MaterialGraphProject/Assets/snow/Materials.meta
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38MaterialGraphProject/Assets/snow/Materials/snow_08.mat
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8MaterialGraphProject/Assets/snow/Materials/snow_08.mat.meta
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9MaterialGraphProject/Assets/snow/Textures.meta
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1001MaterialGraphProject/Assets/snow/Textures/snow_08_diffuse.png
2
MaterialGraphProject/Assets/Andre/Shaders/SlopeShader.ShaderGraph
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2
MaterialGraphProject/Assets/Andre/Shaders/TestingGraph.ShaderGraph
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2
MaterialGraphProject/Assets/Brandon/Cellular/Cellular.ShaderGraph
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文件差异内容过多而无法显示
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2
MaterialGraphProject/Assets/Matt/Examples/Anisotropy.ShaderGraph
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Shader "Graph/UnityEngine.MaterialGraph.MetallicMasterNode68c240e8-1bfd-46d4-86b7-3459bc630675" |
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Shader "UnityEngine.MaterialGraph.ExportTextureMasterNode71166862-083a-4792-8c3a-4111b9dd9d37" |
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Texture_339414d4_3f08_4a60_b7de_60b5078454cd_Uniform("Texture", 2D) = "white" {} |
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SubShader |
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{ |
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Tags |
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{ |
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"RenderType"="Opaque" |
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"Queue"="Geometry" |
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} |
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SubShader |
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{ |
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Tags { "Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque" } |
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ZWrite Off |
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Pass |
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{ |
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CGPROGRAM |
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#include "UnityCustomRenderTexture.cginc" |
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#pragma vertex CustomRenderTextureVertexShader |
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#pragma fragment frag |
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#pragma target 4.0 |
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v2f_customrendertexture CustomRenderTextureVertexShader_Preview(appdata_base IN) |
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{ |
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v2f_customrendertexture OUT; |
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OUT.vertex = UnityObjectToClipPos(IN.vertex); |
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OUT.primitiveID = 0;//TODO |
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OUT.localTexcoord = IN.texcoord; |
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OUT.globalTexcoord = IN.texcoord; |
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OUT.direction = CustomRenderTextureComputeCubeDirection(OUT.globalTexcoord.xy); |
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return OUT; |
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} |
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Cull Back |
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sampler2D Texture_339414d4_3f08_4a60_b7de_60b5078454cd_Uniform; |
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ZTest LEqual |
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ZWrite On |
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inline float3 unity_rgbtohsv_float (float3 arg1) |
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{ |
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float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); |
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float4 P = lerp(float4(arg1.bg, K.wz), float4(arg1.gb, K.xy), step(arg1.b, arg1.g)); |
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float4 Q = lerp(float4(P.xyw, arg1.r), float4(arg1.r, P.yzx), step(P.x, arg1.r)); |
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float D = Q.x - min(Q.w, Q.y); |
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float E = 1e-10; |
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return float3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x); |
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} |
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inline float3 unity_hsvtorgb_float (float3 arg1) |
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{ |
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float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); |
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float3 P = abs(frac(arg1.xxx + K.xyz) * 6.0 - K.www); |
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return arg1.z * lerp(K.xxx, saturate(P - K.xxx), arg1.y); |
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} |
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LOD 200 |
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma surface surf Standard vertex:vert |
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#pragma glsl |
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#pragma debug |
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struct Input |
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{ |
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float4 color : COLOR; |
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}; |
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void vert (inout appdata_full v, out Input o) |
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{ |
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UNITY_INITIALIZE_OUTPUT(Input,o); |
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} |
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void surf (Input IN, inout SurfaceOutputStandard o) |
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{ |
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float4 frag(v2f_customrendertexture IN) : COLOR |
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{ |
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half4 uv0 = float4(IN.localTexcoord.xyz,1.0); |
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float4 Split_81de5761_6b38_4350_8ede_9db8ac1d98d0 = float4(_SinTime); |
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float4 Texture_339414d4_3f08_4a60_b7de_60b5078454cd = tex2D (Texture_339414d4_3f08_4a60_b7de_60b5078454cd_Uniform, uv0.xy); |
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float3 RGBtoHSV_6b42522c_e2df_4b64_8142_be2f5cf24530_Output = unity_rgbtohsv_float (Texture_339414d4_3f08_4a60_b7de_60b5078454cd); |
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float4 Split_42661a92_b299_44b2_a9ad_e7a76a22817c = float4(RGBtoHSV_6b42522c_e2df_4b64_8142_be2f5cf24530_Output, 1.0); |
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float4 Combine_8b3bcdf1_2eeb_4f31_a5ca_a4796ceb5066_Output = float4(Split_81de5761_6b38_4350_8ede_9db8ac1d98d0.r,Split_42661a92_b299_44b2_a9ad_e7a76a22817c.g,Split_42661a92_b299_44b2_a9ad_e7a76a22817c.b,0.0); |
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float3 HSVtoRGB_e30c457c_26fb_4e7c_847e_fb4e9cb55bb6_Output = unity_hsvtorgb_float (Combine_8b3bcdf1_2eeb_4f31_a5ca_a4796ceb5066_Output); |
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float Vector1_a551547a_ba15_43fe_8319_a5f8dc3c4362_Uniform = 1; |
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float4 Combine_97922ab7_d2fa_4422_aae7_10b1f82228da_Output = float4(HSVtoRGB_e30c457c_26fb_4e7c_847e_fb4e9cb55bb6_Output,Vector1_a551547a_ba15_43fe_8319_a5f8dc3c4362_Uniform); |
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return Combine_97922ab7_d2fa_4422_aae7_10b1f82228da_Output; |
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} |
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ENDCG |
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} |
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ENDCG |
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} |
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FallBack "Diffuse" |
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CustomEditor "LegacyIlluminShaderGUI" |
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} |
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Fallback Off |
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} |
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fileFormatVersion: 2 |
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guid: 9ab5e16c2083a4fe689209a8c1ae425e |
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timeCreated: 1495720140 |
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timeCreated: 1495755323 |
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defaultTextures: [] |
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defaultTextures: |
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- Texture_339414d4_3f08_4a60_b7de_60b5078454cd_Uniform: {fileID: 2800000, guid: 5485e2f56028a3c4cb54f5caa167377e, |
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type: 3} |
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nonModifiableTextures: [] |
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userData: |
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assetBundleName: |
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fileFormatVersion: 2 |
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guid: 0e5edf7e3bc2bbc47bdb6b74107cc104 |
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guid: 46a237e930596f44997b58744c980c76 |
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NativeFormatImporter: |
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mainObjectFileID: 0 |
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ScriptedImporter: |
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script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} |
|
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Shader "Custom/LavaFlowMap" |
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{ |
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Properties |
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{ |
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Texture_f6eb7ab6_0df6_4d1f_a833_847f9eefa1ce_Uniform("Texture", 2D) = "white" {} |
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Vector1_48a064e9_29c4_4cdd_8bf7_34902bb50605_Uniform("Vector1", Float) = 1 |
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Texture_aa489395_d5b1_4bce_a08c_71ce4329894d_Uniform("albedo2", 2D) = "white" {} |
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Texture_8304e17f_0ca3_45b8_9081_4e083e4ffba7_Uniform("albedo", 2D) = "white" {} |
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Texture_73d7755c_9da7_46d2_90c6_35c2a880d380_Uniform("Normal2", 2D) = "bump" {} |
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Texture_d6d1ed65_5575_444c_8f92_38740ace2353_Uniform("Normal", 2D) = "bump" {} |
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[HDR]Color_0cf876a7_4590_4973_82b7_3f878b008b3c_Uniform("LavaColor1", Color) = (2,1.365517,0,0) |
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[HDR]Color_d1ecd429_6e84_47b1_903b_60f454b7d326_Uniform("LavaColor2", Color) = (0,0,0,0) |
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Texture_c384b973_02cf_4076_96d9_302f320a2dd5_Uniform("height1", 2D) = "white" {} |
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Texture_3cc862ff_e5c3_40c2_a0f2_895da84195ea_Uniform("height", 2D) = "white" {} |
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Vector1_2fa9bd83_0823_4530_9787_f0fab2f47430_Uniform("LavaAmount", Range(0, 8)) = 0.2 |
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Texture_ead3f7f8_56e5_41f9_8217_555fb21e0536_Uniform("roughness1", 2D) = "white" {} |
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Texture_9dcd98df_78a5_4ad3_83dd_e3c00c88f898_Uniform("roughness", 2D) = "white" {} |
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} |
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SubShader |
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{ |
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Tags |
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{ |
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"RenderType"="Opaque" |
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"Queue"="Geometry" |
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} |
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|
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Blend One Zero |
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Cull Back |
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ZTest LEqual |
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ZWrite On |
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LOD 200 |
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma surface surf Standard vertex:vert |
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#pragma glsl |
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#pragma debug |
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|
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sampler2D Texture_f6eb7ab6_0df6_4d1f_a833_847f9eefa1ce_Uniform; |
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float Vector1_48a064e9_29c4_4cdd_8bf7_34902bb50605_Uniform; |
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sampler2D Texture_aa489395_d5b1_4bce_a08c_71ce4329894d_Uniform; |
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sampler2D Texture_8304e17f_0ca3_45b8_9081_4e083e4ffba7_Uniform; |
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sampler2D Texture_73d7755c_9da7_46d2_90c6_35c2a880d380_Uniform; |
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sampler2D Texture_d6d1ed65_5575_444c_8f92_38740ace2353_Uniform; |
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float4 Color_0cf876a7_4590_4973_82b7_3f878b008b3c_Uniform; |
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float4 Color_d1ecd429_6e84_47b1_903b_60f454b7d326_Uniform; |
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sampler2D Texture_c384b973_02cf_4076_96d9_302f320a2dd5_Uniform; |
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sampler2D Texture_3cc862ff_e5c3_40c2_a0f2_895da84195ea_Uniform; |
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float Vector1_2fa9bd83_0823_4530_9787_f0fab2f47430_Uniform; |
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sampler2D Texture_ead3f7f8_56e5_41f9_8217_555fb21e0536_Uniform; |
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sampler2D Texture_9dcd98df_78a5_4ad3_83dd_e3c00c88f898_Uniform; |
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|
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inline float4 unity_multiply_float (float4 arg1, float4 arg2) |
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{ |
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return arg1 * arg2; |
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} |
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inline float4 unity_remap_float (float4 arg1, float2 arg2, float2 arg3) |
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{ |
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return arg3.x + (arg1 - arg2.x) * (arg3.y - arg3.x) / (arg2.y - arg2.x); |
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} |
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inline float unity_multiply_float (float arg1, float arg2) |
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{ |
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return arg1 * arg2; |
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} |
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inline float4 unity_add_float (float4 arg1, float4 arg2) |
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{ |
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return arg1 + arg2; |
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} |
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inline float unity_add_float (float arg1, float arg2) |
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{ |
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return arg1 + arg2; |
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} |
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inline float unity_subtract_float (float arg1, float arg2) |
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{ |
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return arg1 - arg2; |
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} |
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inline float unity_div_float (float arg1, float arg2) |
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{ |
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return arg1 / arg2; |
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} |
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inline float3 unity_multiply_float (float3 arg1, float3 arg2) |
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{ |
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return arg1 * arg2; |
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} |
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inline float unity_fresnel_float (float3 arg1, float3 arg2) |
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{ |
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return (1.0 - dot (normalize (arg1), normalize (arg2))); |
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} |
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inline float unity_remap_float (float arg1, float2 arg2, float2 arg3) |
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{ |
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return arg3.x + (arg1 - arg2.x) * (arg3.y - arg3.x) / (arg2.y - arg2.x); |
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} |
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inline float4 unity_oneminus_float (float4 arg1) |
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{ |
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return arg1 * -1 + 1; |
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} |
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|
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struct Input |
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{ |
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float4 color : COLOR; |
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half4 meshUV0; |
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float3 worldViewDir; |
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float3 worldNormal; |
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INTERNAL_DATA |
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}; |
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void vert (inout appdata_full v, out Input o) |
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{ |
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UNITY_INITIALIZE_OUTPUT(Input,o); |
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o.meshUV0 = v.texcoord; |
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} |
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void surf (Input IN, inout SurfaceOutputStandard o) |
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{ |
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half4 uv0 = IN.meshUV0; |
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float3 worldSpaceViewDirection = IN.worldViewDir; |
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float3 worldSpaceNormal = normalize(IN.worldNormal); |
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float4 vertexColor = IN.color; |
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float4 UV_f421b42f_c4ee_429e_b708_74f20b521d0c_UV = uv0; |
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float4 Multiply_93b72a87_aa02_4d7f_9532_2ce43a75a0cb_Output = unity_multiply_float (UV_f421b42f_c4ee_429e_b708_74f20b521d0c_UV, float4 (5,5,0,0)); |
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float4 Texture_f6eb7ab6_0df6_4d1f_a833_847f9eefa1ce = tex2D (Texture_f6eb7ab6_0df6_4d1f_a833_847f9eefa1ce_Uniform, uv0.xy); |
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float4 Remap_aa8e6b93_bde3_46fc_a9bf_2aa8880b8f30_Output = unity_remap_float (Texture_f6eb7ab6_0df6_4d1f_a833_847f9eefa1ce, float2 (0,1), float2 (-0.5,0.5)); |
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float Vector1_6c65527e_4c6d_48e7_bf72_8c3a97b082f5_Uniform = 0.5; |
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float Multiply_5fe876ca_d791_427b_a60a_c365e6ae4f53_Output = unity_multiply_float (Vector1_6c65527e_4c6d_48e7_bf72_8c3a97b082f5_Uniform, -1); |
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float4 Multiply_5ae7596c_dc8a_4b33_bf11_ddcabb17d929_Output = unity_multiply_float (Remap_aa8e6b93_bde3_46fc_a9bf_2aa8880b8f30_Output, Multiply_5fe876ca_d791_427b_a60a_c365e6ae4f53_Output); |
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float Multiply_5c580d9b_a1d8_4816_8b3d_a5b541a5334b_Output = unity_multiply_float (_Time.x, Vector1_48a064e9_29c4_4cdd_8bf7_34902bb50605_Uniform); |
|||
float Fraction_15f91423_9b19_4442_81b7_9ed97ebc72ea_Output = frac (Multiply_5c580d9b_a1d8_4816_8b3d_a5b541a5334b_Output); |
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float4 Multiply_63fe984c_5505_4dd9_b1fd_64e3fbdac2b0_Output = unity_multiply_float (Multiply_5ae7596c_dc8a_4b33_bf11_ddcabb17d929_Output, Fraction_15f91423_9b19_4442_81b7_9ed97ebc72ea_Output); |
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float4 Add_a918ad87_b512_4228_a79e_9fed664eb31f_Output = unity_add_float (Multiply_93b72a87_aa02_4d7f_9532_2ce43a75a0cb_Output, Multiply_63fe984c_5505_4dd9_b1fd_64e3fbdac2b0_Output); |
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float4 Texture_aa489395_d5b1_4bce_a08c_71ce4329894d = tex2D (Texture_aa489395_d5b1_4bce_a08c_71ce4329894d_Uniform, (Add_a918ad87_b512_4228_a79e_9fed664eb31f_Output.xy)); |
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float Vector1_f869c62d_74bf_4d98_8baf_297a55e8befb_Uniform = 0.5; |
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float Add_375a7a99_064f_4492_9b30_d700e08720e0_Output = unity_add_float (Multiply_5c580d9b_a1d8_4816_8b3d_a5b541a5334b_Output, Vector1_f869c62d_74bf_4d98_8baf_297a55e8befb_Uniform); |
|||
float Fraction_cd46bddb_f4c6_4d60_988c_74fac46174af_Output = frac (Add_375a7a99_064f_4492_9b30_d700e08720e0_Output); |
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float4 Multiply_ef182c2b_4e87_43f6_9362_549430c80ccf_Output = unity_multiply_float (Multiply_5ae7596c_dc8a_4b33_bf11_ddcabb17d929_Output, Fraction_cd46bddb_f4c6_4d60_988c_74fac46174af_Output); |
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float4 Add_f68bff29_c2ff_46d2_a4ab_43258df5a4dc_Output = unity_add_float (Multiply_93b72a87_aa02_4d7f_9532_2ce43a75a0cb_Output, Multiply_ef182c2b_4e87_43f6_9362_549430c80ccf_Output); |
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float4 Texture_8304e17f_0ca3_45b8_9081_4e083e4ffba7 = tex2D (Texture_8304e17f_0ca3_45b8_9081_4e083e4ffba7_Uniform, (Add_f68bff29_c2ff_46d2_a4ab_43258df5a4dc_Output.xy)); |
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float Subtract_4acb9ef9_e7c7_4c66_8511_4b34c15bc1a8_Output = unity_subtract_float (0.5, Fraction_15f91423_9b19_4442_81b7_9ed97ebc72ea_Output); |
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float Divide_5514c159_af5d_493a_8b87_5c2cc7d20b20_Output = unity_div_float (Subtract_4acb9ef9_e7c7_4c66_8511_4b34c15bc1a8_Output, 0.5); |
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float Absolute_4a921b1d_1662_4268_9fcb_85b03bac472c_Output = abs (Divide_5514c159_af5d_493a_8b87_5c2cc7d20b20_Output); |
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float4 Lerp_95004cc7_3bfc_4e0a_ac12_0d8b65401649_Output = lerp (Texture_aa489395_d5b1_4bce_a08c_71ce4329894d, Texture_8304e17f_0ca3_45b8_9081_4e083e4ffba7, Absolute_4a921b1d_1662_4268_9fcb_85b03bac472c_Output); |
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float4 Texture_73d7755c_9da7_46d2_90c6_35c2a880d380 = float4(UnpackNormal(tex2D (Texture_73d7755c_9da7_46d2_90c6_35c2a880d380_Uniform, (Add_a918ad87_b512_4228_a79e_9fed664eb31f_Output.xy))), 0); |
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float4 Texture_d6d1ed65_5575_444c_8f92_38740ace2353 = float4(UnpackNormal(tex2D (Texture_d6d1ed65_5575_444c_8f92_38740ace2353_Uniform, (Add_f68bff29_c2ff_46d2_a4ab_43258df5a4dc_Output.xy))), 0); |
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float4 Lerp_d1772cb2_840c_40e0_a6bd_22bfffc1278b_Output = lerp (Texture_73d7755c_9da7_46d2_90c6_35c2a880d380, Texture_d6d1ed65_5575_444c_8f92_38740ace2353, Absolute_4a921b1d_1662_4268_9fcb_85b03bac472c_Output); |
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float3 Vector3_894929cf_cdbf_4a9f_8bfb_78efb02ec5bf_Uniform = float3 (0.5, 0.5, 1); |
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float3 Multiply_a87468aa_7978_4ec7_ada1_872f58bfbf06_Output = unity_multiply_float (Lerp_d1772cb2_840c_40e0_a6bd_22bfffc1278b_Output, Vector3_894929cf_cdbf_4a9f_8bfb_78efb02ec5bf_Uniform); |
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float Fresnel_ff56ea0d_187e_4d44_9aba_20a2636d6e20_Output = unity_fresnel_float (worldSpaceViewDirection, worldSpaceNormal); |
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float4 Lerp_39312fa9_94de_4ace_9379_60e45e762b77_Output = lerp (Color_0cf876a7_4590_4973_82b7_3f878b008b3c_Uniform, Color_d1ecd429_6e84_47b1_903b_60f454b7d326_Uniform, Fresnel_ff56ea0d_187e_4d44_9aba_20a2636d6e20_Output); |
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float4 Remap_df9ad0c1_bc7d_4218_ba2f_4b54dc89e064_Output = unity_remap_float (vertexColor, float2 (0,1), float2 (0.8,0.25)); |
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float4 Split_7877a754_c5e4_44e2_8b95_1faeef76c45c = float4(Remap_df9ad0c1_bc7d_4218_ba2f_4b54dc89e064_Output); |
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float Add_1a3abf95_b10a_4c93_8c80_0829ccd86807_Output = unity_add_float (Split_7877a754_c5e4_44e2_8b95_1faeef76c45c.r, Split_7877a754_c5e4_44e2_8b95_1faeef76c45c.g); |
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float4 Texture_c384b973_02cf_4076_96d9_302f320a2dd5 = tex2D (Texture_c384b973_02cf_4076_96d9_302f320a2dd5_Uniform, (Add_a918ad87_b512_4228_a79e_9fed664eb31f_Output.xy)); |
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float4 Texture_3cc862ff_e5c3_40c2_a0f2_895da84195ea = tex2D (Texture_3cc862ff_e5c3_40c2_a0f2_895da84195ea_Uniform, (Add_f68bff29_c2ff_46d2_a4ab_43258df5a4dc_Output.xy)); |
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float Lerp_e4ffbd80_7aeb_4ffd_959e_b42c0fddb434_Output = lerp (Texture_c384b973_02cf_4076_96d9_302f320a2dd5.r, Texture_3cc862ff_e5c3_40c2_a0f2_895da84195ea.r, Absolute_4a921b1d_1662_4268_9fcb_85b03bac472c_Output); |
|||
float Add_4e09ff76_d920_4322_8317_8f6fa3108ddd_Output = unity_add_float (Add_1a3abf95_b10a_4c93_8c80_0829ccd86807_Output, Lerp_e4ffbd80_7aeb_4ffd_959e_b42c0fddb434_Output); |
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float Vector1_db502ab1_b257_430a_8eac_4c2fb63f5cf1_Uniform = 0; |
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float4 Combine_c3f75c44_cd2d_4870_9d30_77d318dabf43_Output = float4(Vector1_db502ab1_b257_430a_8eac_4c2fb63f5cf1_Uniform,Vector1_2fa9bd83_0823_4530_9787_f0fab2f47430_Uniform,0.0, 0.0); |
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float Remap_278d7df3_8782_4bb9_b51e_211bc43b2f8c_Output = unity_remap_float (Add_4e09ff76_d920_4322_8317_8f6fa3108ddd_Output, Combine_c3f75c44_cd2d_4870_9d30_77d318dabf43_Output, float2 (3,0)); |
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float Clamp_4d130bfe_d56f_4a72_896b_f91a292682e0_Output = clamp (Remap_278d7df3_8782_4bb9_b51e_211bc43b2f8c_Output, 0, 1); |
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float4 Combine_b7ee0905_6d7c_437c_bb78_9f4059c9073c_Output = float4(Clamp_4d130bfe_d56f_4a72_896b_f91a292682e0_Output,Clamp_4d130bfe_d56f_4a72_896b_f91a292682e0_Output,Clamp_4d130bfe_d56f_4a72_896b_f91a292682e0_Output,0.0); |
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float4 Multiply_f1276058_6b35_46b7_bd96_3b0e94ea899e_Output = unity_multiply_float (Lerp_39312fa9_94de_4ace_9379_60e45e762b77_Output, Combine_b7ee0905_6d7c_437c_bb78_9f4059c9073c_Output); |
|||
float4 Texture_ead3f7f8_56e5_41f9_8217_555fb21e0536 = tex2D (Texture_ead3f7f8_56e5_41f9_8217_555fb21e0536_Uniform, (Add_a918ad87_b512_4228_a79e_9fed664eb31f_Output.xy)); |
|||
float4 Texture_9dcd98df_78a5_4ad3_83dd_e3c00c88f898 = tex2D (Texture_9dcd98df_78a5_4ad3_83dd_e3c00c88f898_Uniform, (Add_f68bff29_c2ff_46d2_a4ab_43258df5a4dc_Output.xy)); |
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float4 Lerp_fe1290fe_9261_45ed_9be5_b48e9e797683_Output = lerp (Texture_ead3f7f8_56e5_41f9_8217_555fb21e0536, Texture_9dcd98df_78a5_4ad3_83dd_e3c00c88f898, Absolute_4a921b1d_1662_4268_9fcb_85b03bac472c_Output); |
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float4 OneMinus_66f9602e_9e86_48b0_9a92_559c310b6958_Output = unity_oneminus_float (Lerp_fe1290fe_9261_45ed_9be5_b48e9e797683_Output); |
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o.Albedo = Lerp_95004cc7_3bfc_4e0a_ac12_0d8b65401649_Output; |
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o.Normal = Multiply_a87468aa_7978_4ec7_ada1_872f58bfbf06_Output; |
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o.Normal += 1e-6; |
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o.Emission = Multiply_f1276058_6b35_46b7_bd96_3b0e94ea899e_Output; |
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o.Smoothness = OneMinus_66f9602e_9e86_48b0_9a92_559c310b6958_Output; |
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|
|||
} |
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ENDCG |
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} |
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|
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|
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FallBack "Diffuse" |
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CustomEditor "LegacyIlluminShaderGUI" |
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} |
|
|||
fileFormatVersion: 2 |
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guid: cb267e18a2bfb48199dd718e33eb9f9b |
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timeCreated: 1495756524 |
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licenseType: Pro |
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ShaderImporter: |
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defaultTextures: |
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type: 3} |
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- Texture_aa489395_d5b1_4bce_a08c_71ce4329894d_Uniform: {fileID: 2800000, guid: 330f42016073a97418a4aae5517e32c8, |
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type: 3} |
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- Texture_8304e17f_0ca3_45b8_9081_4e083e4ffba7_Uniform: {fileID: 2800000, guid: 330f42016073a97418a4aae5517e32c8, |
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type: 3} |
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- Texture_73d7755c_9da7_46d2_90c6_35c2a880d380_Uniform: {fileID: 2800000, guid: 5a5e07ee958edbd468227e1d9ac4726a, |
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type: 3} |
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- Texture_d6d1ed65_5575_444c_8f92_38740ace2353_Uniform: {fileID: 2800000, guid: 5a5e07ee958edbd468227e1d9ac4726a, |
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type: 3} |
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- Texture_c384b973_02cf_4076_96d9_302f320a2dd5_Uniform: {fileID: 2800000, guid: a653bbc25cc7e4794829cf7b1184abcb, |
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type: 3} |
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- Texture_3cc862ff_e5c3_40c2_a0f2_895da84195ea_Uniform: {fileID: 2800000, guid: a653bbc25cc7e4794829cf7b1184abcb, |
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type: 3} |
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- Texture_ead3f7f8_56e5_41f9_8217_555fb21e0536_Uniform: {fileID: 2800000, guid: 9d64a9e7ca6864704ae6b8ca7afc9d85, |
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type: 3} |
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- Texture_9dcd98df_78a5_4ad3_83dd_e3c00c88f898_Uniform: {fileID: 2800000, guid: 9d64a9e7ca6864704ae6b8ca7afc9d85, |
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type: 3} |
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nonModifiableTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
|||
Shader "Custom/LavaRock" |
|||
{ |
|||
Properties |
|||
{ |
|||
Texture_a6eb1bfb_6ea7_4e0b_bfc1_c9e0ed434f76_Uniform("Albedo", 2D) = "white" {} |
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Texture_df5248d2_ffaf_4f62_9322_5575ac4818d0_Uniform("Normal", 2D) = "bump" {} |
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[HDR]Color_11e7c6f6_9284_4d76_bfbf_3a1eced790b6_Uniform("Color", Color) = (2,0.5379311,0,1) |
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|
|||
} |
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|
|||
SubShader |
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{ |
|||
Tags |
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{ |
|||
"RenderType"="Opaque" |
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"Queue"="Geometry" |
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} |
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|
|||
Blend One Zero |
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|
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Cull Back |
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|
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ZTest LEqual |
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|
|||
ZWrite On |
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|
|||
|
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LOD 200 |
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|
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma surface surf Standard vertex:vert |
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#pragma glsl |
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#pragma debug |
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|
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sampler2D Texture_a6eb1bfb_6ea7_4e0b_bfc1_c9e0ed434f76_Uniform; |
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sampler2D Texture_df5248d2_ffaf_4f62_9322_5575ac4818d0_Uniform; |
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float4 Color_11e7c6f6_9284_4d76_bfbf_3a1eced790b6_Uniform; |
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|
|||
inline float unity_remap_float (float arg1, float2 arg2, float2 arg3) |
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{ |
|||
return arg3.x + (arg1 - arg2.x) * (arg3.y - arg3.x) / (arg2.y - arg2.x); |
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} |
|||
inline float4 unity_multiply_float (float4 arg1, float4 arg2) |
|||
{ |
|||
return arg1 * arg2; |
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} |
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inline float unity_noise_randomValue (float2 uv) |
|||
{ |
|||
return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453); |
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} |
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inline float unity_noise_interpolate (float a, float b, float t) |
|||
{ |
|||
return (1.0-t)*a + (t*b); |
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} |
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inline float unity_valueNoise (float2 uv) |
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{ |
|||
float2 i = floor(uv); |
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float2 f = frac(uv); |
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f = f * f * (3.0 - 2.0 * f); |
|||
uv = abs(frac(uv) - 0.5); |
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float2 c0 = i + float2(0.0, 0.0); |
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float2 c1 = i + float2(1.0, 0.0); |
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float2 c2 = i + float2(0.0, 1.0); |
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float2 c3 = i + float2(1.0, 1.0); |
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float r0 = unity_noise_randomValue(c0); |
|||
float r1 = unity_noise_randomValue(c1); |
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float r2 = unity_noise_randomValue(c2); |
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float r3 = unity_noise_randomValue(c3); |
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float bottomOfGrid = unity_noise_interpolate(r0, r1, f.x); |
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float topOfGrid = unity_noise_interpolate(r2, r3, f.x); |
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float t = unity_noise_interpolate(bottomOfGrid, topOfGrid, f.y); |
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return t; |
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} |
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inline float unity_noise_float (float2 uv) |
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{ |
|||
float t = 0.0; |
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for(int i = 0; i < 3; i++) |
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{ |
|||
float freq = pow(2.0, float(i)); |
|||
float amp = pow(0.5, float(3-i)); |
|||
t += unity_valueNoise(float2(uv.x/freq, uv.y/freq))*amp; |
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} |
|||
return t; |
|||
} |
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inline float unity_add_float (float arg1, float arg2) |
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{ |
|||
return arg1 + arg2; |
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} |
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|
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|
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|
|||
struct Input |
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{ |
|||
float4 color : COLOR; |
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half4 meshUV0; |
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float3 worldPos; |
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|
|||
}; |
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|
|||
void vert (inout appdata_full v, out Input o) |
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{ |
|||
UNITY_INITIALIZE_OUTPUT(Input,o); |
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o.meshUV0 = v.texcoord; |
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|
|||
} |
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|
|||
void surf (Input IN, inout SurfaceOutputStandard o) |
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{ |
|||
half4 uv0 = IN.meshUV0; |
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float3 worldPosition = IN.worldPos; |
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float4 Texture_a6eb1bfb_6ea7_4e0b_bfc1_c9e0ed434f76 = tex2D (Texture_a6eb1bfb_6ea7_4e0b_bfc1_c9e0ed434f76_Uniform, uv0.xy); |
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float4 Texture_df5248d2_ffaf_4f62_9322_5575ac4818d0 = float4(UnpackNormal(tex2D (Texture_df5248d2_ffaf_4f62_9322_5575ac4818d0_Uniform, uv0.xy)), 0); |
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float4 Split_71e36b70_b3f9_4f61_afdb_1c781b2fcd97 = float4(worldPosition, 1.0); |
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float Remap_c59de931_587b_4bd5_8442_b14cce0a0208_Output = unity_remap_float (Split_71e36b70_b3f9_4f61_afdb_1c781b2fcd97.g, float2 (-0.28,0.07), float2 (0.97,-0.61)); |
|||
float4 Combine_6e51fc05_a66b_4b70_8024_a68288e35b69_Output = float4(Split_71e36b70_b3f9_4f61_afdb_1c781b2fcd97.r,Split_71e36b70_b3f9_4f61_afdb_1c781b2fcd97.b,0.0, 0.0); |
|||
float4 Multiply_83fd2441_1d6a_4f28_8ee0_65576c6ed07f_Output = unity_multiply_float (Combine_6e51fc05_a66b_4b70_8024_a68288e35b69_Output, float4 (100,100,0,0)); |
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float Noise_56e06f3e_5014_4678_b1bf_2c92a67f4952_Output = unity_noise_float (Multiply_83fd2441_1d6a_4f28_8ee0_65576c6ed07f_Output); |
|||
float Add_90f8adc1_246d_42c3_86fb_812d9895dd2b_Output = unity_add_float (Remap_c59de931_587b_4bd5_8442_b14cce0a0208_Output, Noise_56e06f3e_5014_4678_b1bf_2c92a67f4952_Output); |
|||
float Clamp_15b0b059_9349_429e_b7b8_47acccc69d45_Output = clamp (Add_90f8adc1_246d_42c3_86fb_812d9895dd2b_Output, 0, 1); |
|||
float4 Multiply_48befeb5_6a8f_4ad2_a0bc_86af5b21d5c4_Output = unity_multiply_float (Color_11e7c6f6_9284_4d76_bfbf_3a1eced790b6_Uniform, Clamp_15b0b059_9349_429e_b7b8_47acccc69d45_Output); |
|||
o.Albedo = Texture_a6eb1bfb_6ea7_4e0b_bfc1_c9e0ed434f76; |
|||
o.Normal = Texture_df5248d2_ffaf_4f62_9322_5575ac4818d0; |
|||
o.Normal += 1e-6; |
|||
o.Emission = Multiply_48befeb5_6a8f_4ad2_a0bc_86af5b21d5c4_Output; |
|||
|
|||
} |
|||
ENDCG |
|||
} |
|||
|
|||
|
|||
FallBack "Diffuse" |
|||
CustomEditor "LegacyIlluminShaderGUI" |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 9506a3443882e4345a7bf1a0e103ae3e |
|||
timeCreated: 1495757448 |
|||
licenseType: Pro |
|||
ShaderImporter: |
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defaultTextures: |
|||
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type: 3} |
|||
- Texture_df5248d2_ffaf_4f62_9322_5575ac4818d0_Uniform: {fileID: 2800000, guid: aa460a2956f927d4ab684aa4970bf76a, |
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type: 3} |
|||
nonModifiableTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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fileFormatVersion: 2 |
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Texture_6df69ae7_cb4c_435c_a029_13f370817e4c_Uniform("Texture", 2D) = "gray" {} |
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[NonModifiableTextureData] Texture_19c9bbd1_c4e8_4c71_9323_a8fc6485f3e5_Uniform("Detail Normal", 2D) = "bump" {} |
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Texture_c007d40f_e93f_40ea_9867_1b70cebcd3fd_Uniform("Snow Normal", 2D) = "bump" {} |
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|
|||
} |
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|
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SubShader |
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{ |
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Tags |
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{ |
|||
"RenderType"="Opaque" |
|||
"Queue"="Geometry" |
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} |
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|
|||
Blend One Zero |
|||
|
|||
Cull Back |
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|
|||
ZTest LEqual |
|||
|
|||
ZWrite On |
|||
|
|||
|
|||
LOD 200 |
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|
|||
CGPROGRAM |
|||
#pragma target 3.0 |
|||
#pragma surface surf Standard vertex:vert |
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#pragma glsl |
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#pragma debug |
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|
|||
sampler2D Texture_fd9422b7_6255_4b8e_b616_78346d444d21_Uniform; |
|||
sampler2D Texture_23165f20_f8eb_4f7c_86e4_7fb7aeacb0f7_Uniform; |
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sampler2D Texture_d48530d7_5921_4987_918e_46411222e797_Uniform; |
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sampler2D Texture_401188ed_6e9e_4a8a_9f5c_a7853502ba40_Uniform; |
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float Vector1_15d5efb3_faea_4990_90ce_629f350a50cb_Uniform; |
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sampler2D Texture_6df69ae7_cb4c_435c_a029_13f370817e4c_Uniform; |
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sampler2D Texture_19c9bbd1_c4e8_4c71_9323_a8fc6485f3e5_Uniform; |
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sampler2D Texture_c007d40f_e93f_40ea_9867_1b70cebcd3fd_Uniform; |
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|
|||
inline float4 unity_remap_float (float4 arg1, float2 arg2, float2 arg3) |
|||
{ |
|||
return arg3.x + (arg1 - arg2.x) * (arg3.y - arg3.x) / (arg2.y - arg2.x); |
|||
} |
|||
inline float4 unity_blendmode_Overlay (float4 arg1, float4 arg2) |
|||
{ |
|||
float4 result1 = 1.0 - 2.0 * (1.0 - arg1) * (1.0 - arg2); |
|||
float4 result2 = 2.0 * arg1 * arg2; |
|||
float4 zeroOrOne = step(arg2, 0.5); |
|||
return result2 * zeroOrOne + (1 - zeroOrOne) * result1; |
|||
} |
|||
inline float4 unity_multiply_float (float4 arg1, float4 arg2) |
|||
{ |
|||
return arg1 * arg2; |
|||
} |
|||
inline float3 unity_add_float (float3 arg1, float3 arg2) |
|||
{ |
|||
return arg1 + arg2; |
|||
} |
|||
inline float unity_add_float (float arg1, float arg2) |
|||
{ |
|||
return arg1 + arg2; |
|||
} |
|||
inline float4 unity_oneminus_float (float4 arg1) |
|||
{ |
|||
return arg1 * -1 + 1; |
|||
} |
|||
inline float4 unity_add_float (float4 arg1, float4 arg2) |
|||
{ |
|||
return arg1 + arg2; |
|||
} |
|||
inline float3 unity_blendnormal_float (float3 arg1, float3 arg2) |
|||
{ |
|||
return normalize(float3(arg1.rg + arg2.rg, arg1.b * arg2.b)); |
|||
} |
|||
inline float unity_remap_float (float arg1, float2 arg2, float2 arg3) |
|||
{ |
|||
return arg3.x + (arg1 - arg2.x) * (arg3.y - arg3.x) / (arg2.y - arg2.x); |
|||
} |
|||
|
|||
|
|||
|
|||
struct Input |
|||
{ |
|||
float4 color : COLOR; |
|||
half4 meshUV0; |
|||
float3 worldNormal; |
|||
INTERNAL_DATA |
|||
|
|||
}; |
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|
|||
void vert (inout appdata_full v, out Input o) |
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{ |
|||
UNITY_INITIALIZE_OUTPUT(Input,o); |
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o.meshUV0 = v.texcoord; |
|||
|
|||
} |
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|
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void surf (Input IN, inout SurfaceOutputStandard o) |
|||
{ |
|||
half4 uv0 = IN.meshUV0; |
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float3 worldSpaceNormal = normalize(IN.worldNormal); |
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float4 Texture_fd9422b7_6255_4b8e_b616_78346d444d21 = tex2D (Texture_fd9422b7_6255_4b8e_b616_78346d444d21_Uniform, uv0.xy); |
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float4 Texture_23165f20_f8eb_4f7c_86e4_7fb7aeacb0f7 = tex2D (Texture_23165f20_f8eb_4f7c_86e4_7fb7aeacb0f7_Uniform, uv0.xy); |
|||
float4 Remap_3500b6da_0980_4ebe_856e_9bb585e44b5e_Output = unity_remap_float (Texture_23165f20_f8eb_4f7c_86e4_7fb7aeacb0f7, float2 (0.4,1), float2 (0.45,0.55)); |
|||
float4 BlendMode_48660cac_6969_48be_9e23_478808ec5036_Output = unity_blendmode_Overlay (Texture_fd9422b7_6255_4b8e_b616_78346d444d21, Remap_3500b6da_0980_4ebe_856e_9bb585e44b5e_Output); |
|||
float4 Texture_d48530d7_5921_4987_918e_46411222e797 = tex2D (Texture_d48530d7_5921_4987_918e_46411222e797_Uniform, uv0.xy); |
|||
float4 Texture_401188ed_6e9e_4a8a_9f5c_a7853502ba40 = float4(UnpackNormal(tex2D (Texture_401188ed_6e9e_4a8a_9f5c_a7853502ba40_Uniform, uv0.xy)), 0); |
|||
float4 Multiply_1e1dc7c9_5887_4a92_8a44_944745b74a8e_Output = unity_multiply_float (Texture_401188ed_6e9e_4a8a_9f5c_a7853502ba40, float4 (0.5,0.5,1,0)); |
|||
float3 Add_e17509ab_e45b_4970_a943_0782b282e7b5_Output = unity_add_float (worldSpaceNormal, Multiply_1e1dc7c9_5887_4a92_8a44_944745b74a8e_Output); |
|||
float4 Split_228ad52d_91ac_41d7_ab48_8ec0711d0209 = float4(Add_e17509ab_e45b_4970_a943_0782b282e7b5_Output, 1.0); |
|||
float Add_94ec4353_7abe_4ea1_84da_0ee3a5a015b3_Output = unity_add_float (Split_228ad52d_91ac_41d7_ab48_8ec0711d0209.g, Vector1_15d5efb3_faea_4990_90ce_629f350a50cb_Uniform); |
|||
float Saturate_e298edf8_7a5f_4c40_b6af_5a1ace58a8ad_Output = saturate (Add_94ec4353_7abe_4ea1_84da_0ee3a5a015b3_Output); |
|||
float4 Texture_6df69ae7_cb4c_435c_a029_13f370817e4c = tex2D (Texture_6df69ae7_cb4c_435c_a029_13f370817e4c_Uniform, uv0.xy); |
|||
float Add_98132ed7_9749_4a03_bf6c_c26f30256062_Output = unity_add_float (Saturate_e298edf8_7a5f_4c40_b6af_5a1ace58a8ad_Output, Texture_6df69ae7_cb4c_435c_a029_13f370817e4c.r); |
|||
float Power_3b79ec7f_f971_4fab_bd79_c87706595e6d_Output = pow (Add_98132ed7_9749_4a03_bf6c_c26f30256062_Output, 20); |
|||
float Clamp_cba30aa4_e964_4de0_b7ba_01523fb56d02_Output = clamp (Power_3b79ec7f_f971_4fab_bd79_c87706595e6d_Output, 0, 1); |
|||
float4 Lerp_2f51626f_1e5c_413b_bc0e_da7093151758_Output = lerp (BlendMode_48660cac_6969_48be_9e23_478808ec5036_Output, Texture_d48530d7_5921_4987_918e_46411222e797, Clamp_cba30aa4_e964_4de0_b7ba_01523fb56d02_Output); |
|||
float4 Texture_19c9bbd1_c4e8_4c71_9323_a8fc6485f3e5 = float4(UnpackNormal(tex2D (Texture_19c9bbd1_c4e8_4c71_9323_a8fc6485f3e5_Uniform, uv0.xy)), 0); |
|||
float4 Combine_fcc30404_8e0e_4b5a_962f_f83b2a09a36b_Output = float4(Clamp_cba30aa4_e964_4de0_b7ba_01523fb56d02_Output,Clamp_cba30aa4_e964_4de0_b7ba_01523fb56d02_Output,Clamp_cba30aa4_e964_4de0_b7ba_01523fb56d02_Output,0.0); |
|||
float4 OneMinus_da7350ca_2b35_4252_89ef_3871745cbf41_Output = unity_oneminus_float (Combine_fcc30404_8e0e_4b5a_962f_f83b2a09a36b_Output); |
|||
float4 Add_d02f5977_7312_4895_bf29_9f5cc25006cc_Output = unity_add_float (OneMinus_da7350ca_2b35_4252_89ef_3871745cbf41_Output, float4 (0,0,1,0)); |
|||
float4 Multiply_5a4e0a51_fcd0_4a44_adb9_2a63a9592761_Output = unity_multiply_float (Texture_19c9bbd1_c4e8_4c71_9323_a8fc6485f3e5, Add_d02f5977_7312_4895_bf29_9f5cc25006cc_Output); |
|||
float4 Multiply_39bbcc28_14c4_4936_b465_ed217edad0a7_Output = unity_multiply_float (Multiply_5a4e0a51_fcd0_4a44_adb9_2a63a9592761_Output, float4 (0.5,0.5,1,0)); |
|||
float3 BlendNormal_14fc11c6_64aa_4b36_8f76_87f7dd3260e7_Output = unity_blendnormal_float (Texture_401188ed_6e9e_4a8a_9f5c_a7853502ba40, Multiply_39bbcc28_14c4_4936_b465_ed217edad0a7_Output); |
|||
float4 Texture_c007d40f_e93f_40ea_9867_1b70cebcd3fd = float4(UnpackNormal(tex2D (Texture_c007d40f_e93f_40ea_9867_1b70cebcd3fd_Uniform, uv0.xy)), 0); |
|||
float Remap_e3359a7d_ef71_4596_81db_fe49c279f942_Output = unity_remap_float (Clamp_cba30aa4_e964_4de0_b7ba_01523fb56d02_Output, float2 (0,1), float2 (0,0.5)); |
|||
float3 Lerp_84936092_34f5_4c9c_b5c0_321449b677b5_Output = lerp (BlendNormal_14fc11c6_64aa_4b36_8f76_87f7dd3260e7_Output, Texture_c007d40f_e93f_40ea_9867_1b70cebcd3fd, Remap_e3359a7d_ef71_4596_81db_fe49c279f942_Output); |
|||
o.Albedo = Lerp_2f51626f_1e5c_413b_bc0e_da7093151758_Output; |
|||
o.Normal = Lerp_84936092_34f5_4c9c_b5c0_321449b677b5_Output; |
|||
o.Normal += 1e-6; |
|||
|
|||
} |
|||
ENDCG |
|||
} |
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|||
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FallBack "Diffuse" |
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CustomEditor "LegacyIlluminShaderGUI" |
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MaterialGraphProject/Assets/Andre/ground_cracked_ground_roughness.png
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
|
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|
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Shader "Examples/Anisotropy" |
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{ |
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Properties |
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{ |
|||
Vector1_5c761f75_773e_42ed_b242_72e6b25acebd_Uniform("Metallic", Range(0, 1)) = 0.278 |
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Vector1_91e780ac_52c0_4e9a_bd0e_974f5805854d_Uniform("Smoothness", Range(0, 1)) = 0.59 |
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[NonModifiableTextureData] Texture_3db1140f_b814_4ba5_a49c_d40499367921_Uniform("Texture", 2D) = "white" {} |
|||
Vector1_8272d735_22ca_40c5_a082_1c40f63ad50b_Uniform("Anisotropy", Range(0, 1)) = 1 |
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|
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} |
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|
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SubShader |
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{ |
|||
Tags |
|||
{ |
|||
"RenderType" = "Opaque" |
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"Queue" = "Geometry" |
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} |
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|
|||
Blend One Zero |
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|
|||
Cull Back |
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|
|||
ZTest LEqual |
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|
|||
ZWrite On |
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|
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|
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LOD 200 |
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|
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CGPROGRAM |
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#include "UnityCG.cginc" |
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//#include "AdvancedBRDF.cginc" |
|||
//#include "AdvancedShading.cginc" |
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//#include "AdvancedLighting.cginc" |
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|
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#define SHADINGMODELID_STANDARD |
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|
|||
|
|||
// ------------------------------------------------------------------ |
|||
// Diffuse |
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|
|||
// From UE4 - Used for Cloth (Deprecated) |
|||
float3 Diffuse_Lambert(float3 DiffuseColor) |
|||
{ |
|||
return DiffuseColor * (1 / UNITY_PI); |
|||
} |
|||
|
|||
// ------------------------------------------------------------------ |
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// Fresnel |
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|
|||
// From UE4 - Used for Cloth |
|||
// [Schlick 1994, "An Inexpensive BRDF Model for Physically-Based Rendering"] |
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float3 F_Schlick(float3 SpecularColor, float VoH) |
|||
{ |
|||
float Fc = Pow5(1 - VoH); // 1 sub, 3 mul |
|||
//return Fc + (1 - Fc) * SpecularColor; // 1 add, 3 mad |
|||
// Anything less than 2% is physically impossible and is instead considered to be shadowing |
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return saturate(50.0 * SpecularColor.g) * Fc + (1 - Fc) * SpecularColor; |
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} |
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|
|||
// ------------------------------------------------------------------ |
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// Distribution |
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|
|||
// From UE4 - USed for Cloth |
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// GGX / Trowbridge-Reitz |
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// [Walter et al. 2007, "Microfacet models for refraction through rough surfaces"] |
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float D_GGX(float roughness, float NdotH) |
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{ |
|||
float a = roughness * roughness; |
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float a2 = a * a; |
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float d = (NdotH * a2 - NdotH) * NdotH + 1; // 2 mad |
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return a2 / (UNITY_PI*d*d); // 4 mul, 1 rcp |
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} |
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|
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// Anisotropic GGX |
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// Taken from HDRenderPipeline |
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float D_GGXAnisotropic(float TdotH, float BdotH, float NdotH, float roughnessT, float roughnessB) |
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{ |
|||
float f = TdotH * TdotH / (roughnessT * roughnessT) + BdotH * BdotH / (roughnessB * roughnessB) + NdotH * NdotH; |
|||
return 1.0 / (roughnessT * roughnessB * f * f); |
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} |
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|
|||
// From UE4 - Used for Cloth |
|||
float D_InvGGX(float roughness, float NdotH) |
|||
{ |
|||
float a = roughness * roughness; |
|||
float a2 = a * a; |
|||
float A = 4; |
|||
float d = (NdotH - a2 * NdotH) * NdotH + a2; |
|||
return 1 / (UNITY_PI * (1 + A*a2)) * (1 + 4 * a2*a2 / (d*d)); //RCP |
|||
} |
|||
|
|||
// ------------------------------------------------------------------ |
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// Visibility |
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|
|||
// From UE4 - Used for Cloth |
|||
// Appoximation of joint Smith term for GGX |
|||
// [Heitz 2014, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs"] |
|||
float Vis_SmithJointApprox(float Roughness, float NoV, float NoL) |
|||
{ |
|||
float a = (Roughness*Roughness); |
|||
float Vis_SmithV = NoL * (NoV * (1 - a) + a); |
|||
float Vis_SmithL = NoV * (NoL * (1 - a) + a); |
|||
// Note: will generate NaNs with Roughness = 0. MinRoughness is used to prevent this |
|||
return 0.5 * 1 / (Vis_SmithV + Vis_SmithL); //RCP |
|||
} |
|||
|
|||
// From UE4 - Used for Cloth |
|||
float Vis_Cloth(float NoV, float NoL) |
|||
{ |
|||
return 1 / (4 * (NoL + NoV - NoL * NoV)); //RCP |
|||
} |
|||
|
|||
// ------------------------------------------------------------------ |
|||
// SORT THESE |
|||
|
|||
// Smith Joint GGX Anisotropic Visibility |
|||
// Taken from https://cedec.cesa.or.jp/2015/session/ENG/14698.html |
|||
float SmithJointGGXAnisotropic(float TdotV, float BdotV, float NdotV, float TdotL, float BdotL, float NdotL, float roughnessT, float roughnessB) |
|||
{ |
|||
float aT = roughnessT; |
|||
float aT2 = aT * aT; |
|||
float aB = roughnessB; |
|||
float aB2 = aB * aB; |
|||
|
|||
float lambdaV = NdotL * sqrt(aT2 * TdotV * TdotV + aB2 * BdotV * BdotV + NdotV * NdotV); |
|||
float lambdaL = NdotV * sqrt(aT2 * TdotL * TdotL + aB2 * BdotL * BdotL + NdotL * NdotL); |
|||
|
|||
return 0.5 / (lambdaV + lambdaL); |
|||
} |
|||
|
|||
// Convert Anistropy to roughness |
|||
void ConvertAnisotropyToRoughness(float roughness, float anisotropy, out float roughnessT, out float roughnessB) |
|||
{ |
|||
// (0 <= anisotropy <= 1), therefore (0 <= anisoAspect <= 1) |
|||
// The 0.9 factor limits the aspect ratio to 10:1. |
|||
float anisoAspect = sqrt(1.0 - 0.9 * anisotropy); |
|||
roughnessT = roughness / anisoAspect; // Distort along tangent (rougher) |
|||
roughnessB = roughness * anisoAspect; // Straighten along bitangent (smoother) |
|||
} |
|||
|
|||
// Schlick Fresnel |
|||
float FresnelSchlick(float f0, float f90, float u) |
|||
{ |
|||
float x = 1.0 - u; |
|||
float x5 = x * x; |
|||
x5 = x5 * x5 * x; |
|||
return (f90 - f0) * x5 + f0; // sub mul mul mul sub mad |
|||
} |
|||
|
|||
//Clamp roughness |
|||
float ClampRoughnessForAnalyticalLights(float roughness) |
|||
{ |
|||
return max(roughness, 0.000001); |
|||
} |
|||
|
|||
//Calculate tangent warp for IBL (Reference Version - not used) |
|||
float3 SpecularGGXIBLRef(float3 viewDir, float3 normalDir, float3 tangentDir, float3 bitangentDir, float roughnessT, float roughnessB) |
|||
{ |
|||
return float3(1, 1, 1); |
|||
//Hidden in UnityAnisotropicLighting.cginc |
|||
} |
|||
|
|||
// Sample Anisotropic Direction for IBL (Reference Version - not used) |
|||
void SampleAnisoGGXDir(float2 u, float3 viewDir, float3 normalDir, float3 tangent, float3 bitangent, float roughnessT, float roughnessB, out float3 halfDir, out float3 lightDir) |
|||
{ |
|||
// AnisoGGX NDF sampling |
|||
halfDir = sqrt(u.x / (1.0 - u.x)) * (roughnessT * cos((UNITY_PI * 2) * u.y) * tangent + roughnessB * sin((UNITY_PI * 2) * u.y) * bitangent) + normalDir; |
|||
halfDir = normalize(halfDir); |
|||
|
|||
// Convert sample from half angle to incident angle |
|||
lightDir = 2.0 * saturate(dot(viewDir, halfDir)) * halfDir - viewDir; |
|||
} |
|||
|
|||
// Ref: Donald Revie - Implementing Fur Using Deferred Shading (GPU Pro 2) |
|||
// The grain direction (e.g. hair or brush direction) is assumed to be orthogonal to the normal. |
|||
// The returned normal is NOT normalized. |
|||
float3 ComputeGrainNormal(float3 grainDir, float3 V) |
|||
{ |
|||
float3 B = cross(-V, grainDir); |
|||
return cross(B, grainDir); |
|||
} |
|||
|
|||
//Modify Normal for Anisotropic IBL (Realtime version) |
|||
// Fake anisotropic by distorting the normal. |
|||
// The grain direction (e.g. hair or brush direction) is assumed to be orthogonal to N. |
|||
// Anisotropic ratio (0->no isotropic; 1->full anisotropy in tangent direction) |
|||
float3 GetAnisotropicModifiedNormal(float3 grainDir, float3 N, float3 V, float anisotropy) |
|||
{ |
|||
float3 grainNormal = ComputeGrainNormal(grainDir, V); |
|||
// TODO: test whether normalizing 'grainNormal' is worth it. |
|||
return normalize(lerp(N, grainNormal, anisotropy)); |
|||
} |
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|
|||
/// REGION END - ANISOTROPY |
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|
|||
/// REGION START - SUBSURFACE SCATTERING |
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|
|||
half Fresnel(half3 H, half3 V, half F0) |
|||
{ |
|||
half base = 1.0 - dot(V, H); |
|||
half exponential = pow(base, 5.0); |
|||
return exponential + F0 * (1.0 - exponential); |
|||
} |
|||
/* |
|||
inline half3 KelemenSzirmayKalosSpecular(half3 normal, half3 lightDir, half3 viewDir, float roughness, float rho_s) |
|||
{ |
|||
half3 result = half3(0, 0, 0); |
|||
half NdotL = dot(normal, lightDir); |
|||
if (NdotL > 0.0) |
|||
{ |
|||
half3 h = lightDir + viewDir; |
|||
half3 H = normalize(h); |
|||
half NdotH = dot(normal, H); |
|||
half PH = pow(2.0 * tex2D(_BeckmannPrecomputedTex, half2(NdotH, roughness)).r, 10.0); |
|||
half F = Fresnel(H, viewDir, 0.028); |
|||
half frSpec = max(PH * F / dot(h, h), 0); |
|||
half term = NdotL * rho_s * frSpec; |
|||
result = half3(term, term, term); |
|||
} |
|||
return result; |
|||
}*/ |
|||
/* |
|||
half3 SkinDiffuse(float curv, float3 NdotL) |
|||
{ |
|||
float3 lookup = NdotL * 0.5 + 0.5; |
|||
float3 diffuse; |
|||
|
|||
diffuse.r = tex2D(_DiffusionProfileTexture, float2(lookup.r, curv)).r; |
|||
diffuse.g = tex2D(_DiffusionProfileTexture, float2(lookup.g, curv)).g; |
|||
diffuse.b = tex2D(_DiffusionProfileTexture, float2(lookup.b, curv)).b; |
|||
|
|||
return diffuse; |
|||
}*/ |
|||
|
|||
/// REGION END - SUBSURFACE SCATTERING |
|||
|
|||
// Upgrade NOTE: replaced 'defined SHADINGMODELID_CLEARCOAT' with 'defined (SHADINGMODELID_CLEARCOAT)' |
|||
// Upgrade NOTE: replaced 'defined SHADINGMODELID_CLOTH' with 'defined (SHADINGMODELID_CLOTH)' |
|||
// Upgrade NOTE: replaced 'defined SHADINGMODELID_EYE' with 'defined (SHADINGMODELID_EYE)' |
|||
// Upgrade NOTE: replaced 'defined SHADINGMODELID_FOLIAGE' with 'defined (SHADINGMODELID_FOLIAGE)' |
|||
// Upgrade NOTE: replaced 'defined SHADINGMODELID_HAIR' with 'defined (SHADINGMODELID_HAIR)' |
|||
// Upgrade NOTE: replaced 'defined SHADINGMODELID_SKIN' with 'defined (SHADINGMODELID_SKIN)' |
|||
// Upgrade NOTE: replaced 'defined SHADINGMODELID_SUBSURFACE' with 'defined (SHADINGMODELID_SUBSURFACE)' |
|||
|
|||
// ------------------------------------------------------------------ |
|||
// Shading models |
|||
|
|||
//#pragma multi_compile SHADINGMODELID_UNLIT SHADINGMODELID_STANDARD SHADINGMODELID_SUBSURFACE SHADINGMODELID_SKIN SHADINGMODELID_FOLIAGE SHADINGMODELID_CLEARCOAT SHADINGMODELID_CLOTH SHADINGMODELID_EYE |
|||
|
|||
// ------------------------------------------------------------------ |
|||
// Input |
|||
|
|||
half _ShadingModel; |
|||
|
|||
sampler2D _AnisotropyMap; |
|||
half _Anisotropy; |
|||
sampler2D _TangentMap; |
|||
|
|||
half4 _TranslucentColor; |
|||
sampler2D _TranslucencyMap; |
|||
|
|||
sampler2D _FuzzTex; |
|||
half3 _FuzzColor; |
|||
half _Cloth; |
|||
|
|||
sampler2D _IrisNormal; |
|||
sampler2D _IrisMask; |
|||
half _IrisDistance; |
|||
|
|||
half _TDistortion; |
|||
half _TScale; |
|||
half _TAmbient; |
|||
half _TPower; |
|||
half _TAttenuation; |
|||
half _TransmissionOverallStrength; |
|||
|
|||
// ------------------------------------------------------------------ |
|||
// Maths helpers |
|||
|
|||
// Octahedron Normal Vectors |
|||
// [Cigolle 2014, "A Survey of Efficient Representations for Independent Unit Vectors"] |
|||
// Mean Max |
|||
// oct 8:8 0.33709 0.94424 |
|||
// snorm 8:8:8 0.17015 0.38588 |
|||
// oct 10:10 0.08380 0.23467 |
|||
// snorm 10:10:10 0.04228 0.09598 |
|||
// oct 12:12 0.02091 0.05874 |
|||
|
|||
float2 UnitVectorToOctahedron(float3 N) |
|||
{ |
|||
N.xy /= dot(float3(1,1,1), abs(N)); |
|||
if (N.z <= 0) |
|||
{ |
|||
N.xy = (1 - abs(N.yx)) * (N.xy >= 0 ? float2(1, 1) : float2(-1, -1)); |
|||
} |
|||
return N.xy; |
|||
} |
|||
|
|||
float3 OctahedronToUnitVector(float2 Oct) |
|||
{ |
|||
float3 N = float3(Oct, 1 - dot(float2(1,1), abs(Oct))); |
|||
if (N.z < 0) |
|||
{ |
|||
N.xy = (1 - abs(N.yx)) * (N.xy >= 0 ? float2(1, 1) : float2(-1, -1)); |
|||
} |
|||
return float3(1, 1, 1); |
|||
return normalize(N); |
|||
} |
|||
|
|||
// ------------------------------------------------------------------ |
|||
// Surface helpers |
|||
|
|||
half Anisotropy(float2 uv) |
|||
{ |
|||
return tex2D(_AnisotropyMap, uv) * _Anisotropy; |
|||
} |
|||
|
|||
half3 Fuzz(float2 uv) |
|||
{ |
|||
return tex2D(_FuzzTex, uv) * _FuzzColor; |
|||
} |
|||
|
|||
half Cloth() |
|||
{ |
|||
return _Cloth; |
|||
} |
|||
|
|||
half4 Iris(float2 uv) |
|||
{ |
|||
float2 n = UnitVectorToOctahedron(normalize(UnpackNormal(tex2D(_IrisNormal, uv)).rgb)) * 0.5 + 0.5; |
|||
float m = saturate(tex2D(_IrisMask, uv).r); // Iris Mask |
|||
float d = saturate(_IrisDistance); // Iris Distance |
|||
return float4(n.x, n.y, m, d); |
|||
} |
|||
|
|||
half3 Translucency(float2 uv) |
|||
{ |
|||
return tex2D(_TranslucencyMap, uv).rgb * _TranslucentColor.rgb; |
|||
} |
|||
|
|||
// ------------------------------------------------------------------ |
|||
// Unlit Shading Function |
|||
|
|||
float4 UnlitShading(float3 diffColor) |
|||
{ |
|||
return half4(diffColor, 1); |
|||
} |
|||
|
|||
// ------------------------------------------------------------------ |
|||
// Standard Shading Function |
|||
|
|||
float4 StandardShading(float3 diffColor, float3 specColor, float oneMinusReflectivity, float smoothness, float3 normal, float3x3 worldVectors, |
|||
float anisotropy, float metallic, float3 viewDir, UnityLight light, UnityIndirect gi) |
|||
{ |
|||
//Unpack world vectors |
|||
float3 tangent = worldVectors[0]; |
|||
float3 bitangent = worldVectors[1]; |
|||
//Normal shift |
|||
float shiftAmount = dot(normal, viewDir); |
|||
normal = shiftAmount < 0.0f ? normal + viewDir * (-shiftAmount + 1e-5f) : normal; |
|||
//Regular vectors |
|||
float NdotL = saturate(dot(normal, light.dir)); //sat? |
|||
float NdotV = abs(dot(normal, viewDir)); //abs? |
|||
float LdotV = dot(light.dir, viewDir); |
|||
float3 H = Unity_SafeNormalize(light.dir + viewDir); |
|||
float invLenLV = rsqrt(abs(2 + 2 * normalize(LdotV))); |
|||
//float invLenLV = rsqrt(abs(2 + 2 * LdotV)); |
|||
//float NdotH = (NdotL + normalize(NdotV)) * invLenLV; |
|||
float NdotH = saturate(dot(normal, H)); |
|||
//float NdotH = saturate((NdotL + normalize(NdotV)) * invLenLV); |
|||
//float H = (light.dir + viewDir) * invLenLV; |
|||
float LdotH = saturate(dot(light.dir, H)); |
|||
//Tangent vectors |
|||
float TdotH = dot(tangent, H); |
|||
float TdotL = dot(tangent, light.dir); |
|||
float BdotH = dot(bitangent, H); |
|||
float BdotL = dot(bitangent, light.dir); |
|||
float TdotV = dot(viewDir, tangent); |
|||
float BdotV = dot(viewDir, bitangent); |
|||
//Fresnels |
|||
half grazingTerm = saturate(smoothness + (1 - oneMinusReflectivity)); |
|||
float3 F = FresnelLerp(specColor, grazingTerm, NdotV); //Original Schlick - Replace from SRP? |
|||
//float3 fresnel0 = lerp(specColor, diffColor, metallic); |
|||
//float3 F = FresnelSchlick(fresnel0, 1.0, LdotH); |
|||
//Calculate roughness |
|||
float roughnessT; |
|||
float roughnessB; |
|||
float perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness); |
|||
float roughness = PerceptualRoughnessToRoughness(perceptualRoughness); |
|||
ConvertAnisotropyToRoughness(roughness, anisotropy, roughnessT, roughnessB); |
|||
//Clamp roughness |
|||
//roughness = ClampRoughnessForAnalyticalLights(roughness); |
|||
roughnessT = ClampRoughnessForAnalyticalLights(roughnessT); |
|||
roughnessB = ClampRoughnessForAnalyticalLights(roughnessB); |
|||
//Visibility & Distribution terms |
|||
float V = SmithJointGGXAnisotropic(TdotV, BdotV, NdotV, TdotL, BdotL, NdotL, roughnessT, roughnessB); |
|||
float D = D_GGXAnisotropic(TdotH, BdotH, NdotH, roughnessT, roughnessB); |
|||
//Specular term |
|||
float3 specularTerm = V * D; //*UNITY_PI; |
|||
# ifdef UNITY_COLORSPACE_GAMMA |
|||
specularTerm = sqrt(max(1e-4h, specularTerm)); |
|||
# endif |
|||
// specularTerm * nl can be NaN on Metal in some cases, use max() to make sure it's a sane value |
|||
specularTerm = max(0, specularTerm * NdotL); |
|||
#if defined(_SPECULARHIGHLIGHTS_OFF) |
|||
specularTerm = 0.0; |
|||
#endif |
|||
//Diffuse term |
|||
float diffuseTerm = DisneyDiffuse(NdotV, NdotL, LdotH, perceptualRoughness) * NdotL;// - Need this NdotL multiply? |
|||
//Reduction |
|||
half surfaceReduction; |
|||
# ifdef UNITY_COLORSPACE_GAMMA |
|||
surfaceReduction = 1.0 - 0.28*roughness*perceptualRoughness; // 1-0.28*x^3 as approximation for (1/(x^4+1))^(1/2.2) on the domain [0;1] |
|||
# else |
|||
surfaceReduction = 1.0 / (roughness*roughness + 1.0); // fade \in [0.5;1] |
|||
# endif |
|||
//Final |
|||
half3 color = (diffColor * (gi.diffuse + light.color * diffuseTerm)) |
|||
+ specularTerm * light.color * FresnelTerm(specColor, LdotH) |
|||
+ surfaceReduction * gi.specular * FresnelLerp(specColor, grazingTerm, NdotV); |
|||
return half4(color, 1); |
|||
} |
|||
|
|||
// ------------------------------------------------------------------ |
|||
// Cloth Shading Function |
|||
|
|||
//float3 ClothShading(FGBufferData GBuffer, float3 LobeRoughness, float3 LobeEnergy, float3 L, float3 V, half3 N) |
|||
float4 ClothShading(float3 diffColor, float3 specColor, float3 fuzzColor, float cloth, float oneMinusReflectivity, float smoothness, float3 normal, float3 viewDir, UnityLight light, UnityIndirect gi, float3x3 worldVectors, float anisotropy) |
|||
{ |
|||
const float3 FuzzColor = saturate(fuzzColor); |
|||
const float Cloth = saturate(cloth); |
|||
|
|||
//Regular vectors |
|||
float NdotL = saturate(dot(normal, light.dir)); //sat? |
|||
float NdotV = abs(dot(normal, viewDir)); //abs? |
|||
float LdotV = dot(light.dir, viewDir); |
|||
//float invLenLV = rsqrt(abs(2 + 2 * normalize(LdotV))); |
|||
////float invLenLV = rsqrt(abs(2 + 2 * LdotV)); |
|||
//float NdotH = (NdotL + normalize(NdotV)) * invLenLV; |
|||
//float NdotH = saturate((NdotL + normalize(NdotV)) * invLenLV); |
|||
float3 H = Unity_SafeNormalize(light.dir + viewDir); |
|||
//float H = (light.dir + viewDir) * invLenLV; |
|||
float LdotH = saturate(dot(light.dir, H)); |
|||
|
|||
//float3 H = normalize(viewDir + light.dir); |
|||
//float NdotL = saturate(dot(normal, light.dir)); |
|||
//float NdotV = saturate(abs(dot(normal, viewDir)) + 1e-5); |
|||
float NdotH = saturate(dot(normal, H)); |
|||
float VdotH = saturate(dot(viewDir, H)); |
|||
//float LdotH = saturate(dot(light.dir, H)); |
|||
|
|||
half grazingTerm = saturate(smoothness + (1 - oneMinusReflectivity)); |
|||
|
|||
// Diffuse |
|||
float perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness); |
|||
float roughness = PerceptualRoughnessToRoughness(perceptualRoughness); |
|||
float diffuseTerm = DisneyDiffuse(NdotV, NdotL, LdotH, perceptualRoughness) * NdotL;// - Need this NdotL multiply? |
|||
|
|||
// Cloth - Asperity Scattering - Inverse Beckmann Layer |
|||
float3 F1 = FresnelTerm(fuzzColor, LdotH);// FresnelLerp(fuzzColor, grazingTerm, NdotV);// FresnelTerm(FuzzColor, LdotH);// F_Schlick(FuzzColor, VdotH); |
|||
float D1 = D_InvGGX(roughness, NdotH); |
|||
float V1 = Vis_Cloth(NdotV, NdotL); |
|||
//Specular term |
|||
float3 specularTerm1 = V1 * D1; //*UNITY_PI; |
|||
# ifdef UNITY_COLORSPACE_GAMMA |
|||
specularTerm1 = sqrt(max(1e-4h, specularTerm1)); |
|||
# endif |
|||
// specularTerm * nl can be NaN on Metal in some cases, use max() to make sure it's a sane value |
|||
// specularTerm1 = max(0, specularTerm1 * NdotL); |
|||
#if defined(_SPECULARHIGHLIGHTS_OFF) |
|||
specularTerm1 = 0.0; |
|||
#endif |
|||
float3 Spec1 = specularTerm1 * light.color * FresnelTerm(fuzzColor, LdotH); |
|||
|
|||
// Generalized microfacet specular |
|||
/*float3 F2 = F_Schlick(specColor, VdotH); |
|||
float D2 = D_GGX(roughness, NdotH); |
|||
float V2 = Vis_SmithJointApprox(roughness, NdotV, NdotL); |
|||
float3 Spec2 = D2 * V2 * F2 * light.color;*/ |
|||
|
|||
//Unpack world vectors |
|||
float3 tangent = worldVectors[0]; |
|||
float3 bitangent = worldVectors[1]; |
|||
//Tangent vectors |
|||
float TdotH = dot(tangent, H); |
|||
float TdotL = dot(tangent, light.dir); |
|||
float BdotH = dot(bitangent, H); |
|||
float BdotL = dot(bitangent, light.dir); |
|||
float TdotV = dot(viewDir, tangent); |
|||
float BdotV = dot(viewDir, bitangent); |
|||
//Fresnels |
|||
float3 F2 = FresnelLerp(specColor, grazingTerm, NdotV);// FresnelTerm(specColor, LdotH);// FresnelLerp(specColor, grazingTerm, NdotV); //Original Schlick - Replace from SRP? |
|||
float roughnessT; |
|||
float roughnessB; |
|||
//float perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness); |
|||
//float roughness = PerceptualRoughnessToRoughness(perceptualRoughness); |
|||
ConvertAnisotropyToRoughness(roughness, anisotropy, roughnessT, roughnessB); |
|||
//Clamp roughness |
|||
//roughness = ClampRoughnessForAnalyticalLights(roughness); |
|||
roughnessT = ClampRoughnessForAnalyticalLights(roughnessT); |
|||
roughnessB = ClampRoughnessForAnalyticalLights(roughnessB); |
|||
//Visibility & Distribution terms |
|||
float V2 = SmithJointGGXAnisotropic(TdotV, BdotV, NdotV, TdotL, BdotL, NdotL, roughnessT, roughnessB); |
|||
float D2 = D_GGXAnisotropic(TdotH, BdotH, NdotH, roughnessT, roughnessB); |
|||
//Specular term |
|||
float3 specularTerm2 = V2 * D2; //*UNITY_PI; |
|||
# ifdef UNITY_COLORSPACE_GAMMA |
|||
specularTerm2 = sqrt(max(1e-4h, specularTerm2)); |
|||
# endif |
|||
// specularTerm * nl can be NaN on Metal in some cases, use max() to make sure it's a sane value |
|||
specularTerm2 = max(0, specularTerm2 * NdotL); |
|||
#if defined(_SPECULARHIGHLIGHTS_OFF) |
|||
specularTerm2 = 0.0; |
|||
#endif |
|||
float3 Spec2 = specularTerm2 * light.color * FresnelTerm(specColor, LdotH); |
|||
|
|||
float3 Spec = lerp(Spec2, Spec1, Cloth); |
|||
|
|||
//Reduction |
|||
half surfaceReduction; |
|||
# ifdef UNITY_COLORSPACE_GAMMA |
|||
surfaceReduction = 1.0 - 0.28*roughness*perceptualRoughness; // 1-0.28*x^3 as approximation for (1/(x^4+1))^(1/2.2) on the domain [0;1] |
|||
# else |
|||
surfaceReduction = 1.0 / (roughness*roughness + 1.0); // fade \in [0.5;1] |
|||
# endif |
|||
//Final |
|||
//half grazingTerm = saturate(smoothness + (1 - oneMinusReflectivity)); |
|||
half3 color = (diffColor * (gi.diffuse + light.color * diffuseTerm)) |
|||
+ Spec |
|||
+ surfaceReduction * gi.specular * FresnelLerp(specColor, grazingTerm, NdotV); |
|||
return half4(color, 1); |
|||
} |
|||
|
|||
// ------------------------------------------------------------------ |
|||
// Eye Shading Function |
|||
|
|||
//float3 EyeShading(FGBufferData GBuffer, float3 LobeRoughness, float3 LobeEnergy, float3 L, float3 V, half3 N) |
|||
float4 EyeShading(float3 diffColor, float3 specColor, float3 viewDir, half3 normal, float smoothness, float oneMinusReflectivity, UnityLight light, UnityIndirect gi) |
|||
{ |
|||
float3 H = normalize(viewDir + light.dir); |
|||
float NdotL = saturate(dot(normal, light.dir)); |
|||
float NdotV = saturate(abs(dot(normal, viewDir)) + 1e-5); |
|||
float NdotH = saturate(dot(normal, H)); |
|||
float VdotH = saturate(dot(viewDir, H)); |
|||
float LdotH = saturate(dot(light.dir, H)); |
|||
|
|||
// Generalized microfacet specular |
|||
float perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness); |
|||
float roughness = PerceptualRoughnessToRoughness(perceptualRoughness); |
|||
|
|||
float D = D_GGX(roughness, NdotH);// *LobeEnergy[1]; |
|||
float V = Vis_SmithJointApprox(roughness, NdotV, NdotL); |
|||
float3 F = F_Schlick(specColor, VdotH); |
|||
|
|||
float3 specularTerm = V * D; //*UNITY_PI; |
|||
# ifdef UNITY_COLORSPACE_GAMMA |
|||
specularTerm = sqrt(max(1e-4h, specularTerm)); |
|||
# endif |
|||
// specularTerm * nl can be NaN on Metal in some cases, use max() to make sure it's a sane value |
|||
specularTerm = max(0, specularTerm * NdotL); |
|||
#if defined(_SPECULARHIGHLIGHTS_OFF) |
|||
specularTerm = 0.0; |
|||
#endif |
|||
half grazingTerm = saturate(smoothness + (1 - oneMinusReflectivity)); |
|||
half surfaceReduction; |
|||
# ifdef UNITY_COLORSPACE_GAMMA |
|||
surfaceReduction = 1.0 - 0.28*roughness*perceptualRoughness; // 1-0.28*x^3 as approximation for (1/(x^4+1))^(1/2.2) on the domain [0;1] |
|||
# else |
|||
surfaceReduction = 1.0 / (roughness*roughness + 1.0); // fade \in [0.5;1] |
|||
# endif |
|||
|
|||
float diffuseTerm = DisneyDiffuse(NdotV, NdotL, LdotH, perceptualRoughness) * NdotL; // TODO - Unreal does not apply diffuse in Shading function |
|||
//Final |
|||
half3 color = (diffColor * (gi.diffuse + light.color * diffuseTerm)) |
|||
+ specularTerm * light.color * FresnelTerm(specColor, LdotH) |
|||
+ surfaceReduction * gi.specular * FresnelLerp(specColor, grazingTerm, NdotV); |
|||
return half4(color, 1); |
|||
} |
|||
|
|||
// ------------------------------------------------------------------ |
|||
// Subsurface Shading Function |
|||
|
|||
float3 SubsurfaceShadingSimple(float3 diffColor, float3 normal, float3 viewDir, float3 thickness, UnityLight light) |
|||
{ |
|||
half3 vLTLight = light.dir + normal * 1; |
|||
half fLTDot = pow(saturate(dot(viewDir, -vLTLight)), 3.5) * 1.5; |
|||
half3 fLT = 1 * (fLTDot + 1.2) * (thickness); |
|||
return diffColor * ((light.color * fLT) * 0.4); |
|||
} |
|||
|
|||
// ------------------------------------------------------------------ |
|||
// Eye Subsurface Shading Function |
|||
|
|||
//float3 EyeSubsurfaceShading(FGBufferData GBuffer, float3 L, float3 V, half3 N) |
|||
float3 EyeSubsurfaceShading(float3 diffColor, float3 specColor, float3 viewDir, half3 normal, float smoothness, float4 iris, UnityLight light) |
|||
{ |
|||
float2 irisNormal = iris.rg; |
|||
float irisMask = iris.z; |
|||
float irisDistance = iris.w; |
|||
|
|||
float3 H = normalize(viewDir + light.dir); |
|||
float VdotH = saturate(dot(viewDir, H)); |
|||
float NdotV = saturate(abs(dot(normal, viewDir)) + 1e-5); |
|||
float LdotH = saturate(dot(light.dir, H)); |
|||
|
|||
// F_Schlick |
|||
//float F0 = GBuffer.Specular * 0.08; |
|||
//float Fc = Pow5(1 - VoH); |
|||
//float F = Fc + (1 - Fc) * F0; |
|||
float3 fresnel0 = lerp(specColor, diffColor, smoothness); |
|||
float3 F = FresnelSchlick(fresnel0, 1.0, LdotH); |
|||
|
|||
//float IrisDistance = GBuffer.CustomData.w; |
|||
//float IrisMask = GBuffer.CustomData.z; |
|||
|
|||
float3 IrisNormal; |
|||
IrisNormal = OctahedronToUnitVector(irisNormal * 2 - 1); |
|||
|
|||
// Blend in the negative intersection normal to create some concavity |
|||
// Not great as it ties the concavity to the convexity of the cornea surface |
|||
// No good justification for that. On the other hand, if we're just looking to |
|||
// introduce some concavity, this does the job. |
|||
float3 CausticNormal = normalize(lerp(IrisNormal, -normal, irisMask*irisDistance)); |
|||
|
|||
float NdotL = saturate(dot(IrisNormal, light.dir)); |
|||
float Power = lerp(12, 1, NdotL); |
|||
float Caustic = 0.6 + 0.2 * (Power + 1) * pow(saturate(dot(CausticNormal, light.dir)), Power); |
|||
float Iris = NdotL * Caustic; |
|||
|
|||
// http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/ |
|||
float Wrap = 0.15; |
|||
float Sclera = saturate((dot(normal, light.dir) + Wrap) / (1 + Wrap) * (1 + Wrap)); |
|||
|
|||
return (1 - F) * lerp(Sclera, Iris, irisMask) * diffColor / UNITY_PI; |
|||
} |
|||
|
|||
// ------------------------------------------------------------------ |
|||
// Shading function selectors |
|||
|
|||
//float3 SurfaceShading(/*FGBufferData GBuffer,*/ float3 LobeRoughness, float3 LobeEnergy, float3 L, float3 V, half3 N, uint2 Random) |
|||
float4 SurfaceShading(float3 diffColor, float3 specColor, float oneMinusReflectivity, float smoothness, float3 normal, |
|||
float3x3 worldVectors, float anisotropy, float4 customData, float metallic, float3 viewDir, UnityLight light, UnityIndirect gi) |
|||
{ |
|||
#if defined(SHADINGMODELID_UNLIT) |
|||
{ |
|||
return UnlitShading(diffColor); |
|||
} |
|||
#elif defined(SHADINGMODELID_STANDARD) || defined(SHADINGMODELID_SUBSURFACE) || defined(SHADINGMODELID_SKIN) || defined(SHADINGMODELID_FOLIAGE) |
|||
{ |
|||
return StandardShading(diffColor, specColor, oneMinusReflectivity, smoothness, |
|||
normal, worldVectors, anisotropy, metallic, viewDir, light, gi); |
|||
} |
|||
#elif defined (SHADINGMODELID_CLEARCOAT) |
|||
{ |
|||
return float4(1, 1, 1, 1); //ClearCoatShading(GBuffer, LobeRoughness, LobeEnergy, L, V, N); |
|||
} |
|||
#elif defined (SHADINGMODELID_CLOTH) |
|||
{ |
|||
return ClothShading(diffColor, specColor, customData.rgb, customData.a, oneMinusReflectivity, smoothness, normal, viewDir, light, gi, worldVectors, anisotropy); |
|||
} |
|||
#elif defined (SHADINGMODELID_EYE) |
|||
{ |
|||
return EyeShading(diffColor, specColor, viewDir, normal, smoothness, oneMinusReflectivity, light, gi); //EyeShading(GBuffer, LobeRoughness, LobeEnergy, L, V, N); |
|||
} |
|||
#endif |
|||
return float4(0, 0, 0, 0); |
|||
} |
|||
|
|||
//float3 SubsurfaceShading(/*FGBufferData GBuffer,*/ float3 L, float3 V, half3 N, float Shadow, uint2 Random) |
|||
float3 SubsurfaceShading(float3 diffColor, float3 specColor, float3 normal, float smoothness, float3 viewDir, float4 customData, UnityLight light) |
|||
{ |
|||
#if defined (SHADINGMODELID_SUBSURFACE) |
|||
{ |
|||
return SubsurfaceShadingSimple(diffColor, normal, viewDir, customData.rgb, light); |
|||
} |
|||
#elif defined (SHADINGMODELID_SKIN) |
|||
{ |
|||
return float3(0, 0, 0); //SubsurfaceShadingPreintegratedSkin(GBuffer, L, V, N); |
|||
} |
|||
#elif defined (SHADINGMODELID_FOLIAGE) |
|||
{ |
|||
return float3(0, 0, 0); //SubsurfaceShadingTwoSided(SubsurfaceColor, L, V, N); |
|||
} |
|||
#elif defined (SHADINGMODELID_HAIR) |
|||
{ |
|||
return float3(0, 0, 0); //HairShading(GBuffer, L, V, N, Shadow, 1, 0, Random); |
|||
} |
|||
#elif defined (SHADINGMODELID_EYE) |
|||
{ |
|||
return EyeSubsurfaceShading(diffColor, specColor, viewDir, normal, smoothness, customData, light); //EyeSubsurfaceShading(GBuffer, L, V, N); |
|||
} |
|||
#endif |
|||
return float3(0, 0, 0); |
|||
} |
|||
|
|||
//#endif UNITY_ADVANCED_SHADINGMODELS_INCLUDED |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Lighting Helpers |
|||
|
|||
// Glossy Environment |
|||
half3 Unity_AnisotropicGlossyEnvironment(UNITY_ARGS_TEXCUBE(tex), half4 hdr, Unity_GlossyEnvironmentData glossIn, half anisotropy) //Reference IBL from HD Pipe (Add half3 L input and replace R) |
|||
{ |
|||
half perceptualRoughness = glossIn.roughness /* perceptualRoughness */; |
|||
|
|||
// TODO: CAUTION: remap from Morten may work only with offline convolution, see impact with runtime convolution! |
|||
// For now disabled |
|||
#if 0 |
|||
float m = PerceptualRoughnessToRoughness(perceptualRoughness); // m is the real roughness parameter |
|||
const float fEps = 1.192092896e-07F; // smallest such that 1.0+FLT_EPSILON != 1.0 (+1e-4h is NOT good here. is visibly very wrong) |
|||
float n = (2.0 / max(fEps, m*m)) - 2.0; // remap to spec power. See eq. 21 in --> https://dl.dropboxusercontent.com/u/55891920/papers/mm_brdf.pdf |
|||
|
|||
n /= 4; // remap from n_dot_h formulatino to n_dot_r. See section "Pre-convolved Cube Maps vs Path Tracers" --> https://s3.amazonaws.com/docs.knaldtech.com/knald/1.0.0/lys_power_drops.html |
|||
|
|||
perceptualRoughness = pow(2 / (n + 2), 0.25); // remap back to square root of real roughness (0.25 include both the sqrt root of the conversion and sqrt for going from roughness to perceptualRoughness) |
|||
#else |
|||
// MM: came up with a surprisingly close approximation to what the #if 0'ed out code above does. |
|||
perceptualRoughness = perceptualRoughness*(1.7 - 0.7*perceptualRoughness); |
|||
#endif |
|||
|
|||
|
|||
half mip = perceptualRoughnessToMipmapLevel(perceptualRoughness); |
|||
half3 R = glossIn.reflUVW;// -half3(anisotropy, 0, 0); |
|||
half4 rgbm = UNITY_SAMPLE_TEXCUBE_LOD(tex, R, mip); |
|||
|
|||
return DecodeHDR(rgbm, hdr); |
|||
} |
|||
|
|||
// Indirect Specular |
|||
inline half3 UnityGI_AnisotropicIndirectSpecular(UnityGIInput data, half occlusion, Unity_GlossyEnvironmentData glossIn, half anisotropy, half3x3 worldVectors) |
|||
{ |
|||
half3 specular; |
|||
float3 tangentX = worldVectors[0]; |
|||
float3 tangentY = worldVectors[1]; |
|||
float3 N = worldVectors[2]; |
|||
float3 V = data.worldViewDir; |
|||
float3 iblNormalWS = GetAnisotropicModifiedNormal(tangentY, N, V, anisotropy); |
|||
float3 iblR = reflect(-V, iblNormalWS); |
|||
|
|||
#ifdef UNITY_SPECCUBE_BOX_PROJECTION |
|||
// we will tweak reflUVW in glossIn directly (as we pass it to Unity_GlossyEnvironment twice for probe0 and probe1), so keep original to pass into BoxProjectedCubemapDirection |
|||
|
|||
half3 originalReflUVW = glossIn.reflUVW; |
|||
glossIn.reflUVW = BoxProjectedCubemapDirection(iblR, data.worldPos, data.probePosition[0], data.boxMin[0], data.boxMax[0]); |
|||
#endif |
|||
|
|||
#ifdef _GLOSSYREFLECTIONS_OFF |
|||
specular = unity_IndirectSpecColor.rgb; |
|||
#else |
|||
half3 env0 = Unity_AnisotropicGlossyEnvironment(UNITY_PASS_TEXCUBE(unity_SpecCube0), data.probeHDR[0], glossIn, anisotropy); |
|||
//half3 env0 = Unity_AnisotropicGlossyEnvironment(UNITY_PASS_TEXCUBE(unity_SpecCube0), data.probeHDR[0], glossIn, anisotropy, L); //Reference IBL from HD Pipe |
|||
#ifdef UNITY_SPECCUBE_BLENDING |
|||
const float kBlendFactor = 0.99999; |
|||
float blendLerp = data.boxMin[0].w; |
|||
UNITY_BRANCH |
|||
if (blendLerp < kBlendFactor) |
|||
{ |
|||
#ifdef UNITY_SPECCUBE_BOX_PROJECTION |
|||
glossIn.reflUVW = BoxProjectedCubemapDirection(iblR, data.worldPos, data.probePosition[1], data.boxMin[1], data.boxMax[1]); |
|||
#endif |
|||
half3 env1 = Unity_AnisotropicGlossyEnvironment(UNITY_PASS_TEXCUBE_SAMPLER(unity_SpecCube1, unity_SpecCube0), data.probeHDR[1], glossIn, anisotropy); |
|||
//half3 env1 = Unity_AnisotropicGlossyEnvironment(UNITY_PASS_TEXCUBE_SAMPLER(unity_SpecCube1, unity_SpecCube0), data.probeHDR[1], glossIn, anisotropy, L); //Reference IBL from HD Pipe |
|||
specular = lerp(env1, env0, blendLerp); |
|||
} |
|||
else |
|||
{ |
|||
specular = env0; |
|||
} |
|||
#else |
|||
specular = env0; |
|||
#endif |
|||
#endif |
|||
|
|||
return specular * occlusion;// *weightOverPdf; //Reference IBL from HD Pipe |
|||
//return specular * occlusion * weightOverPdf; //Reference IBL from HD Pipe |
|||
} |
|||
|
|||
// Global Illumination |
|||
inline UnityGI UnityAnisotropicGlobalIllumination(UnityGIInput data, half occlusion, half3 normalWorld, Unity_GlossyEnvironmentData glossIn, half anisotropy, half3x3 worldVectors) |
|||
{ |
|||
UnityGI o_gi = UnityGI_Base(data, occlusion, normalWorld); |
|||
o_gi.indirect.specular = UnityGI_AnisotropicIndirectSpecular(data, occlusion, glossIn, anisotropy, worldVectors); |
|||
return o_gi; |
|||
} |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Lighting Functions |
|||
|
|||
//Surface Description |
|||
struct SurfaceOutputAdvanced |
|||
{ |
|||
fixed3 Albedo; // base (diffuse or specular) color |
|||
fixed3 Normal; // tangent space normal, if written |
|||
half3 Emission; |
|||
half Metallic; // 0=non-metal, 1=metal |
|||
// Smoothness is the user facing name, it should be perceptual smoothness but user should not have to deal with it. |
|||
// Everywhere in the code you meet smoothness it is perceptual smoothness |
|||
half Smoothness; // 0=rough, 1=smooth |
|||
half Occlusion; // occlusion (default 1) |
|||
fixed Alpha; // alpha for transparencies |
|||
half3 Tangent; |
|||
half Anisotropy; |
|||
half4 CustomData; |
|||
float3x3 WorldVectors; |
|||
//half ShadingModel; |
|||
}; |
|||
|
|||
inline half4 LightingAdvanced(SurfaceOutputAdvanced s, half3 viewDir, UnityGI gi) |
|||
{ |
|||
s.Normal = normalize(s.Normal); |
|||
|
|||
half oneMinusReflectivity; |
|||
half3 specColor; |
|||
s.Albedo = DiffuseAndSpecularFromMetallic(s.Albedo, s.Metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity); |
|||
|
|||
// shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha) |
|||
// this is necessary to handle transparency in physically correct way - only diffuse component gets affected by alpha |
|||
half outputAlpha; |
|||
s.Albedo = PreMultiplyAlpha(s.Albedo, s.Alpha, oneMinusReflectivity, /*out*/ outputAlpha); |
|||
|
|||
half4 c = SurfaceShading(s.Albedo, specColor, oneMinusReflectivity, s.Smoothness, s.Normal, s.WorldVectors, s.Anisotropy, s.CustomData, s.Metallic, viewDir, gi.light, gi.indirect); |
|||
c.rgb += SubsurfaceShading(s.Albedo, specColor, s.Normal, s.Smoothness, viewDir, s.CustomData, gi.light); |
|||
|
|||
//c.rgb += UNITY_BRDF_GI(s.Albedo, specColor, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, s.Occlusion, gi); |
|||
c.a = outputAlpha; |
|||
return c; |
|||
} |
|||
|
|||
//This is pointless as always forward? |
|||
inline half4 LightingAdvanced_Deferred(SurfaceOutputAdvanced s, half3 viewDir, UnityGI gi, out half4 outGBuffer0, out half4 outGBuffer1, out half4 outGBuffer2) |
|||
{ |
|||
half oneMinusReflectivity; |
|||
half3 specColor; |
|||
s.Albedo = DiffuseAndSpecularFromMetallic(s.Albedo, s.Metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity); |
|||
|
|||
half4 c = SurfaceShading(s.Albedo, specColor, oneMinusReflectivity, s.Smoothness, s.Normal, s.WorldVectors, s.Anisotropy, s.CustomData, s.Metallic, viewDir, gi.light, gi.indirect); |
|||
c.rgb += SubsurfaceShading(s.Albedo, specColor, s.Normal, s.Smoothness, viewDir, s.CustomData, gi.light); |
|||
|
|||
UnityStandardData data; |
|||
data.diffuseColor = s.Albedo; |
|||
data.occlusion = s.Occlusion; |
|||
data.specularColor = specColor; |
|||
data.smoothness = s.Smoothness; |
|||
data.normalWorld = s.Normal; |
|||
|
|||
UnityStandardDataToGbuffer(data, outGBuffer0, outGBuffer1, outGBuffer2); |
|||
|
|||
half4 emission = half4(s.Emission + c.rgb, 1); |
|||
return emission; |
|||
} |
|||
|
|||
inline void LightingAdvanced_GI(SurfaceOutputAdvanced s, UnityGIInput data, inout UnityGI gi) |
|||
{ |
|||
#if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS |
|||
gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal); |
|||
#else |
|||
Unity_GlossyEnvironmentData g = UnityGlossyEnvironmentSetup(s.Smoothness, data.worldViewDir, s.Normal, lerp(unity_ColorSpaceDielectricSpec.rgb, s.Albedo, s.Metallic)); |
|||
gi = UnityAnisotropicGlobalIllumination(data, s.Occlusion, s.Normal, g, s.Anisotropy, s.WorldVectors); |
|||
#endif |
|||
} |
|||
|
|||
|
|||
///END |
|||
|
|||
|
|||
//#pragma target 5.0 |
|||
#pragma surface surf Advanced vertex:vert |
|||
#pragma glsl |
|||
#pragma debug |
|||
|
|||
inline float4 unity_multiply_float(float4 arg1, float4 arg2) |
|||
{ |
|||
return arg1 * arg2; |
|||
} |
|||
inline float4 unity_uvrotator_float(float4 arg1, float arg2) |
|||
{ |
|||
arg1.xy -= 0.5; |
|||
float s = sin(arg2); |
|||
float c = cos(arg2); |
|||
float2x2 rMatrix = float2x2(c, -s, s, c); |
|||
rMatrix *= 0.5; |
|||
rMatrix += 0.5; |
|||
rMatrix = rMatrix * 2 - 1; |
|||
arg1.xy = mul(arg1.xy, rMatrix); |
|||
arg1.xy += 0.5; |
|||
return arg1; |
|||
} |
|||
inline float4 unity_add_float(float4 arg1, float4 arg2) |
|||
{ |
|||
return arg1 + arg2; |
|||
} |
|||
inline float3 unity_saturation_float(float3 arg1, float arg2) |
|||
{ |
|||
float luma = dot(arg1, float3(0.2126729, 0.7151522, 0.0721750)); |
|||
return luma.xxx + arg2.xxx * (arg1 - luma.xxx); |
|||
} |
|||
|
|||
float Vector1_5c761f75_773e_42ed_b242_72e6b25acebd_Uniform; |
|||
float Vector1_91e780ac_52c0_4e9a_bd0e_974f5805854d_Uniform; |
|||
sampler2D Texture_3db1140f_b814_4ba5_a49c_d40499367921_Uniform; |
|||
float Vector1_8272d735_22ca_40c5_a082_1c40f63ad50b_Uniform; |
|||
|
|||
|
|||
struct Input |
|||
{ |
|||
float4 color : COLOR; |
|||
half4 meshUV0; |
|||
float4 worldTangent; |
|||
float3 worldNormal; |
|||
|
|||
}; |
|||
|
|||
void vert(inout appdata_full v, out Input o) |
|||
{ |
|||
UNITY_INITIALIZE_OUTPUT(Input,o); |
|||
o.meshUV0 = v.texcoord; |
|||
o.worldTangent = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); |
|||
|
|||
} |
|||
|
|||
void surf(Input IN, inout SurfaceOutputAdvanced o) |
|||
{ |
|||
half4 uv0 = IN.meshUV0; |
|||
float3 worldSpaceTangent = normalize(IN.worldTangent.xyz); |
|||
float3 worldSpaceNormal = normalize(IN.worldNormal); |
|||
float3 worldSpaceBitangent = cross(worldSpaceNormal, worldSpaceTangent) * IN.worldTangent.w; |
|||
float4 Color_60e5aa92_5827_4655_88ef_824edebc611c_Uniform = float4 (1, 1, 1, 0); |
|||
float4 UV_5469bdac_9fb3_4be1_99d3_b33dd79bde38_UV = uv0; |
|||
float Vector1_eba0cdd0_45b4_4538_9e0b_cea4c7422396_Uniform = 10; |
|||
float4 Multiply_4812768f_5378_4eb3_9ce3_7b7b373bf5af_Output = unity_multiply_float(UV_5469bdac_9fb3_4be1_99d3_b33dd79bde38_UV, Vector1_eba0cdd0_45b4_4538_9e0b_cea4c7422396_Uniform); |
|||
float4 Fraction_5d78144e_c212_4560_a9ac_8a1cfa2d8998_Output = frac(Multiply_4812768f_5378_4eb3_9ce3_7b7b373bf5af_Output); |
|||
float4 Texture_3db1140f_b814_4ba5_a49c_d40499367921 = tex2D(Texture_3db1140f_b814_4ba5_a49c_d40499367921_Uniform, (Fraction_5d78144e_c212_4560_a9ac_8a1cfa2d8998_Output.xy)); |
|||
float4 Swizzle_8fa020a1_1e6e_4a73_8319_f9403f55481f_Output = float4(Texture_3db1140f_b814_4ba5_a49c_d40499367921.rbga).rgba; |
|||
float4 UVRotator_33524407_d6a4_4e64_995b_84ca0117ce56_Output = unity_uvrotator_float(Swizzle_8fa020a1_1e6e_4a73_8319_f9403f55481f_Output, _Time.y); |
|||
float4 Swizzle_518dd051_97b1_4f9d_b388_4db28346054e_Output = float4(UVRotator_33524407_d6a4_4e64_995b_84ca0117ce56_Output.rbga).rgba; |
|||
float4 Add_204f3b90_9101_429f_acf1_8fdace08eb17_Output = unity_add_float(Swizzle_518dd051_97b1_4f9d_b388_4db28346054e_Output, float4 (0,0,0,0)); |
|||
float3 Saturation_96e26331_ca74_4d63_aacd_f34516700ae6_Output = unity_saturation_float(Add_204f3b90_9101_429f_acf1_8fdace08eb17_Output, 0); |
|||
o.Albedo = Color_60e5aa92_5827_4655_88ef_824edebc611c_Uniform; |
|||
o.Metallic = Vector1_5c761f75_773e_42ed_b242_72e6b25acebd_Uniform; |
|||
o.Smoothness = Vector1_91e780ac_52c0_4e9a_bd0e_974f5805854d_Uniform; |
|||
o.Occlusion = Saturation_96e26331_ca74_4d63_aacd_f34516700ae6_Output; |
|||
o.Tangent = Add_204f3b90_9101_429f_acf1_8fdace08eb17_Output; |
|||
float3x3 worldToTangent; |
|||
worldToTangent[0] = float3(1, 0, 0); |
|||
worldToTangent[1] = float3(0, 1, 0); |
|||
worldToTangent[2] = float3(0, 0, 1); |
|||
float3 tangentTWS = mul(o.Tangent, worldToTangent); |
|||
o.WorldVectors = float3x3(tangentTWS, worldSpaceBitangent, worldSpaceNormal); |
|||
o.Anisotropy = Vector1_8272d735_22ca_40c5_a082_1c40f63ad50b_Uniform; |
|||
|
|||
} |
|||
ENDCG |
|||
} |
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1001
MaterialGraphProject/Assets/TestAssets/Lava_flowmap.png
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
|
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mipMapFadeDistanceStart: 1 |
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mipMapFadeDistanceEnd: 3 |
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bumpmap: |
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externalNormalMap: 0 |
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heightScale: 0.25 |
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normalMapFilter: 0 |
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materialInstances: |
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name: RockMaterial1 |
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prototypeName: RockMaterial1 |
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shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} |
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shaderKeywords: |
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inputs: [] |
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offset: {x: 0, y: 0} |
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buildTarget: |
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linearTexture: 0 |
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mipMapsPreserveCoverage: 0 |
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alphaTestReferenceValue: 0.5 |
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mipMapFadeDistanceStart: 1 |
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bumpmap: |
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externalNormalMap: 0 |
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heightScale: 0.25 |
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normalMapFilter: 0 |
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textureFormat: 1 |
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spriteBorder: {x: 0, y: 0, z: 0, w: 0} |
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maxTextureSize: 2048 |
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resizeAlgorithm: 0 |
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textureFormat: -1 |
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textureCompression: 1 |
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compressionQuality: 50 |
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crunchedCompression: 0 |
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allowsAlphaSplitting: 0 |
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overridden: 0 |
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maxTextureSize: 2048 |
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resizeAlgorithm: 0 |
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textureFormat: -1 |
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textureCompression: 1 |
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compressionQuality: 50 |
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crunchedCompression: 0 |
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allowsAlphaSplitting: 0 |
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overridden: 0 |
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spriteSheet: |
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serializedVersion: 2 |
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sprites: [] |
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outline: [] |
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physicsShape: [] |
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spritePackingTag: |
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userData: |
|||
assetBundleName: |
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assetBundleVariant: |
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
using RMGUI.GraphView; |
|||
using UnityEditor.Graphing.Drawing; |
|||
using UnityEngine; |
|||
using UnityEngine.MaterialGraph; |
|||
|
|||
namespace UnityEditor.MaterialGraph.Drawing |
|||
{ |
|||
class SamplerAssetControlPresenter : GraphControlPresenter |
|||
{ |
|||
private string[] m_TextureTypeNames; |
|||
private string[] textureTypeNames |
|||
{ |
|||
get |
|||
{ |
|||
if (m_TextureTypeNames == null) |
|||
m_TextureTypeNames = Enum.GetNames(typeof(TextureType)); |
|||
return m_TextureTypeNames; |
|||
} |
|||
} |
|||
|
|||
public override void OnGUIHandler() |
|||
{ |
|||
base.OnGUIHandler(); |
|||
|
|||
var tNode = node as UnityEngine.MaterialGraph.SamplerAssetNode; |
|||
if (tNode == null) |
|||
return; |
|||
|
|||
tNode.exposedState = (PropertyNode.ExposedState)EditorGUILayout.EnumPopup(new GUIContent("Exposed"), tNode.exposedState); |
|||
tNode.defaultTexture = EditorGUILayout.MiniThumbnailObjectField(new GUIContent("Texture"), tNode.defaultTexture, typeof(Texture), null) as Texture; |
|||
tNode.textureType = (TextureType)EditorGUILayout.Popup((int)tNode.textureType, textureTypeNames, EditorStyles.popup); |
|||
} |
|||
|
|||
public override float GetHeight() |
|||
{ |
|||
return 3 * (EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing) + EditorGUIUtility.standardVerticalSpacing; |
|||
} |
|||
} |
|||
|
|||
[Serializable] |
|||
public class SamplerAssetNodePresenter : MaterialNodePresenter |
|||
{ |
|||
protected override IEnumerable<GraphElementPresenter> GetControlData() |
|||
{ |
|||
var instance = CreateInstance<SamplerAssetControlPresenter>(); |
|||
instance.Initialize(node); |
|||
return new List<GraphElementPresenter> { instance }; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: ec47786947b3100438fbe355a2a23000 |
|||
timeCreated: 1495754404 |
|||
licenseType: Pro |
|||
MonoImporter: |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
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assetBundleVariant: |
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
using System.Linq; |
|||
#if UNITY_EDITOR
|
|||
using UnityEditor; |
|||
#endif
|
|||
using UnityEngine.Graphing; |
|||
|
|||
namespace UnityEngine.MaterialGraph |
|||
{ |
|||
[Title("Input/Texture/Sampler Asset")] |
|||
public class SamplerAssetNode : PropertyNode |
|||
{ |
|||
|
|||
protected const string kOutputSlotRGBAName = "Sampler2D"; |
|||
|
|||
public const int OutputID = 0; |
|||
|
|||
|
|||
[SerializeField] |
|||
private string m_SerializedTexture; |
|||
|
|||
[SerializeField] |
|||
private TextureType m_TextureType; |
|||
|
|||
[Serializable] |
|||
private class TextureHelper |
|||
{ |
|||
public Texture texture; |
|||
} |
|||
|
|||
public override bool hasPreview { get { return false; } } |
|||
|
|||
#if UNITY_EDITOR
|
|||
public Texture defaultTexture |
|||
{ |
|||
get |
|||
{ |
|||
if (string.IsNullOrEmpty(m_SerializedTexture)) |
|||
return null; |
|||
|
|||
var tex = new TextureHelper(); |
|||
EditorJsonUtility.FromJsonOverwrite(m_SerializedTexture, tex); |
|||
return tex.texture; |
|||
} |
|||
set |
|||
{ |
|||
if (defaultTexture == value) |
|||
return; |
|||
|
|||
var tex = new TextureHelper(); |
|||
tex.texture = value; |
|||
m_SerializedTexture = EditorJsonUtility.ToJson(tex, true); |
|||
|
|||
if (onModified != null) |
|||
{ |
|||
onModified(this, ModificationScope.Node); |
|||
} |
|||
} |
|||
} |
|||
#else
|
|||
public Texture defaultTexture {get; set; } |
|||
#endif
|
|||
|
|||
public TextureType textureType |
|||
{ |
|||
get { return m_TextureType; } |
|||
set |
|||
{ |
|||
if (m_TextureType == value) |
|||
return; |
|||
|
|||
|
|||
m_TextureType = value; |
|||
if (onModified != null) |
|||
{ |
|||
onModified(this, ModificationScope.Graph); |
|||
} |
|||
} |
|||
} |
|||
|
|||
public SamplerAssetNode() |
|||
{ |
|||
name = "SamplerAsset"; |
|||
UpdateNodeAfterDeserialization(); |
|||
} |
|||
|
|||
public sealed override void UpdateNodeAfterDeserialization() |
|||
{ |
|||
AddSlot(new MaterialSlot(OutputID, kOutputSlotRGBAName, kOutputSlotRGBAName, SlotType.Output, SlotValueType.Sampler2D, Vector4.zero)); |
|||
RemoveSlotsNameNotMatching(validSlots); |
|||
} |
|||
|
|||
protected int[] validSlots |
|||
{ |
|||
get { return new[] { OutputID }; } |
|||
} |
|||
|
|||
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties) |
|||
{ |
|||
properties.Add(GetPreviewProperty()); |
|||
} |
|||
|
|||
// Properties
|
|||
public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode) |
|||
{ |
|||
visitor.AddShaderProperty( |
|||
new TexturePropertyChunk( |
|||
propertyName, |
|||
description, |
|||
defaultTexture, m_TextureType, |
|||
PropertyChunk.HideState.Visible, |
|||
exposedState == ExposedState.Exposed ? |
|||
TexturePropertyChunk.ModifiableState.Modifiable |
|||
: TexturePropertyChunk.ModifiableState.NonModifiable)); |
|||
} |
|||
|
|||
public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode) |
|||
{ |
|||
visitor.AddShaderChunk("sampler2D " + propertyName + ";", true); |
|||
} |
|||
|
|||
public override PreviewProperty GetPreviewProperty() |
|||
{ |
|||
return new PreviewProperty |
|||
{ |
|||
m_Name = propertyName, |
|||
m_PropType = PropertyType.Texture, |
|||
m_Texture = defaultTexture |
|||
}; |
|||
} |
|||
|
|||
public override PropertyType propertyType { get { return PropertyType.Texture; } } |
|||
|
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: bc508c398f312644bb3c00c6ad160133 |
|||
MonoImporter: |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|
|||
fileFormatVersion: 2 |
|||
guid: 06bb53d660708264295ca8bd64699f6e |
|||
folderAsset: yes |
|||
timeCreated: 1495751422 |
|||
licenseType: Pro |
|||
DefaultImporter: |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 28805740b89754d4f87ecf03fa9a100d |
|||
timeCreated: 1495750594 |
|||
licenseType: Pro |
|||
NativeFormatImporter: |
|||
mainObjectFileID: 8600000 |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
Shader "UnityEngine.MaterialGraph.ExportTextureMasterNode31754f39-6eb9-4773-ae21-b2fca7f2fcde" |
|||
{ |
|||
Properties |
|||
{ |
|||
|
|||
} |
|||
|
|||
SubShader |
|||
{ |
|||
Tags{ "Queue" = "Geometry" "IgnoreProjector" = "True" "RenderType" = "Opaque" } |
|||
|
|||
ZWrite Off |
|||
Blend One Zero |
|||
|
|||
Pass |
|||
{ |
|||
CGPROGRAM |
|||
#include "UnityCustomRenderTexture.cginc" |
|||
#pragma vertex CustomRenderTextureVertexShader |
|||
#pragma fragment frag |
|||
#pragma target 4.0 |
|||
|
|||
v2f_customrendertexture CustomRenderTextureVertexShader_Preview(appdata_base IN) |
|||
{ |
|||
v2f_customrendertexture OUT; |
|||
OUT.vertex = UnityObjectToClipPos(IN.vertex); |
|||
OUT.primitiveID = 0;//TODO |
|||
OUT.localTexcoord = IN.texcoord; |
|||
OUT.globalTexcoord = IN.texcoord; |
|||
OUT.direction = CustomRenderTextureComputeCubeDirection(OUT.globalTexcoord.xy); |
|||
return OUT; |
|||
} |
|||
|
|||
|
|||
|
|||
inline void unity_Gradient_float(float v, out float4 finalColor, out float finalR, out float finalG, out float finalB, out float finalA) |
|||
{ |
|||
float3 color0 = float3(0.1176471,0.08960744,0.07439446); |
|||
float colorp0 = 0; |
|||
float3 color1 = float3(0,0,0); |
|||
float colorp1 = 0.1147021; |
|||
float3 color2 = float3(0.2132353,0.07766853,0); |
|||
float colorp2 = 0.2500038; |
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return Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalColor; |
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