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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152 次删除
  1. 1
      .gitignore
  2. 39
      MaterialGraphProject/Assets/Andre/Materials/Mat.mat
  3. 20
      MaterialGraphProject/Assets/Andre/Scenes/Andre_scene.unity
  4. 2
      MaterialGraphProject/Assets/Andre/Shaders/SlopeShader.ShaderGraph
  5. 2
      MaterialGraphProject/Assets/Andre/Shaders/TestingGraph.ShaderGraph
  6. 2
      MaterialGraphProject/Assets/Brandon/Cellular/Cellular.ShaderGraph
  7. 15
      MaterialGraphProject/Assets/Brandon/Cellular/Cellular.shader
  8. 227
      MaterialGraphProject/Assets/GeneratedShader.shader
  9. 2
      MaterialGraphProject/Assets/Matt/Examples/Anisotropy.ShaderGraph
  10. 9
      MaterialGraphProject/Assets/Matt/Examples/Anisotropy.mat
  11. 2
      MaterialGraphProject/Assets/NewNodes/WIP/POMNode.cs
  12. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/MaterialGraphPresenter.cs
  13. 101
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/HelperShader.shader
  14. 6
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/HelperShader.shader.meta
  15. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/AbstractMaterialNode.cs
  16. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Input/SceneData/ScreenPosNode.cs
  17. 26
      MaterialGraphProject/Assets/Vlad/TextureAssetNode.cs
  18. 6
      MaterialGraphProject/Assets/_MingWai/Scatter.ShaderGraph.meta
  19. 8
      MaterialGraphProject/Assets/_MingWai/Gradient.asset
  20. 12
      MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/StandardShaderMat.mat
  21. 8
      MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Texture.asset
  22. 4
      MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Mat.mat
  23. 189
      MaterialGraphProject/Assets/Andre/LavaFlowMap.shader
  24. 28
      MaterialGraphProject/Assets/Andre/LavaFlowMap.shader.meta
  25. 134
      MaterialGraphProject/Assets/Andre/LavaRock.shader
  26. 14
      MaterialGraphProject/Assets/Andre/LavaRock.shader.meta
  27. 9
      MaterialGraphProject/Assets/Andre/Meshes.meta
  28. 9
      MaterialGraphProject/Assets/Andre/Scenes/Lava.meta
  29. 399
      MaterialGraphProject/Assets/Andre/Scenes/Lava.unity
  30. 8
      MaterialGraphProject/Assets/Andre/Scenes/Lava.unity.meta
  31. 1
      MaterialGraphProject/Assets/Andre/Shaders/GreyToUV.ShaderGraph
  32. 9
      MaterialGraphProject/Assets/Andre/Shaders/GreyToUV.ShaderGraph.meta
  33. 1
      MaterialGraphProject/Assets/Andre/Shaders/LavaFlowMap.ShaderGraph
  34. 9
      MaterialGraphProject/Assets/Andre/Shaders/LavaFlowMap.ShaderGraph.meta
  35. 1
      MaterialGraphProject/Assets/Andre/Shaders/LavaRock.ShaderGraph
  36. 9
      MaterialGraphProject/Assets/Andre/Shaders/LavaRock.ShaderGraph.meta
  37. 149
      MaterialGraphProject/Assets/Andre/SlopeSnowShader.shader
  38. 24
      MaterialGraphProject/Assets/Andre/SlopeSnowShader.shader.meta
  39. 407
      MaterialGraphProject/Assets/Andre/an_gradient.png
  40. 84
      MaterialGraphProject/Assets/Andre/an_gradient.png.meta
  41. 75
      MaterialGraphProject/Assets/Andre/ground_cracked_ground_basecolor.png.meta
  42. 75
      MaterialGraphProject/Assets/Andre/ground_cracked_ground_height.png.meta
  43. 1001
      MaterialGraphProject/Assets/Andre/ground_cracked_ground_roughness.png
  44. 75
      MaterialGraphProject/Assets/Andre/ground_cracked_ground_roughness.png.meta
  45. 960
      MaterialGraphProject/Assets/Matt/Examples/Anisotropy.shader
  46. 10
      MaterialGraphProject/Assets/Matt/Examples/Anisotropy.shader.meta
  47. 363
      MaterialGraphProject/Assets/Matt/Examples/Anisotropy.unity
  48. 8
      MaterialGraphProject/Assets/Matt/Examples/Anisotropy.unity.meta
  49. 1001
      MaterialGraphProject/Assets/TestAssets/Lava_flowmap.png
  50. 84
      MaterialGraphProject/Assets/TestAssets/Lava_flowmap.png.meta
  51. 65
      MaterialGraphProject/Assets/TestAssets/RockMaterial1.sbsar.meta
  52. 244
      MaterialGraphProject/Assets/TestAssets/portrait_mask.png
  53. 84
      MaterialGraphProject/Assets/TestAssets/portrait_mask.png.meta
  54. 52
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/SamplerAssetPresenter.cs
  55. 12
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/SamplerAssetPresenter.cs.meta
  56. 136
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Input/Texture/SamplerAssetNode.cs
  57. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Input/Texture/SamplerAssetNode.cs.meta
  58. 9
      MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo.meta
  59. 9
      MaterialGraphProject/Assets/_MingWai/Gradient.asset.meta
  60. 101
      MaterialGraphProject/Assets/_MingWai/GradientShader.shader
  61. 10
      MaterialGraphProject/Assets/_MingWai/GradientShader.shader.meta
  62. 1
      MaterialGraphProject/Assets/_MingWai/GradientTexture.ShaderGraph
  63. 9
      MaterialGraphProject/Assets/_MingWai/GradientTexture.ShaderGraph.meta
  64. 21
      MaterialGraphProject/Assets/_MingWai/UnityEngine.MaterialGraph.ExportTextureMasterNodee933fd86-9b63-40a2-9321-e857830b2339.mat
  65. 9
      MaterialGraphProject/Assets/_MingWai/UnityEngine.MaterialGraph.ExportTextureMasterNodee933fd86-9b63-40a2-9321-e857830b2339.mat.meta
  66. 9
      MaterialGraphProject/Assets/snow.meta
  67. 1001
      MaterialGraphProject/Assets/Andre/Meshes/Lava.fbx
  68. 158
      MaterialGraphProject/Assets/Andre/Meshes/Lava.fbx.meta
  69. 9
      MaterialGraphProject/Assets/Andre/Meshes/Materials.meta
  70. 75
      MaterialGraphProject/Assets/Andre/Meshes/Materials/Border.mat
  71. 9
      MaterialGraphProject/Assets/Andre/Meshes/Materials/Border.mat.meta
  72. 9
      MaterialGraphProject/Assets/Andre/Meshes/Materials/Lava.mat.meta
  73. 9
      MaterialGraphProject/Assets/Andre/Meshes/Materials/RockLava.mat.meta
  74. 116
      MaterialGraphProject/Assets/Andre/Meshes/Materials/Lava.mat
  75. 125
      MaterialGraphProject/Assets/Andre/Meshes/Materials/RockLava.mat
  76. 633
      MaterialGraphProject/Assets/Andre/Scenes/Lava/LightingData.asset
  77. 9
      MaterialGraphProject/Assets/Andre/Scenes/Lava/LightingData.asset.meta
  78. 790
      MaterialGraphProject/Assets/Andre/Scenes/Lava/ReflectionProbe-0.exr
  79. 76
      MaterialGraphProject/Assets/Andre/Scenes/Lava/ReflectionProbe-0.exr.meta
  80. 1
      MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/0-UnityLogo-Graph.ShaderGraph
  81. 29
      MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/0-UnityLogo-Mat.mat
  82. 44
      MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/0-UnityLogo-Texture.asset
  83. 1
      MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Graph.ShaderGraph
  84. 941
      MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/New Scene.unity
  85. 9
      MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/StandardShader.meta
  86. 9
      MaterialGraphProject/Assets/snow/Materials.meta
  87. 38
      MaterialGraphProject/Assets/snow/Materials/snow_08.mat
  88. 8
      MaterialGraphProject/Assets/snow/Materials/snow_08.mat.meta
  89. 9
      MaterialGraphProject/Assets/snow/Textures.meta
  90. 1001
      MaterialGraphProject/Assets/snow/Textures/snow_08_diffuse.png

1
.gitignore


MaterialGraphProject/.idea
MaterialGraphProject/Assets/Plugins/Editor/Rider
.DS_Store
MaterialGraphProject/Assets/_MingWai/New Custom Texture.asset.meta

39
MaterialGraphProject/Assets/Andre/Materials/Mat.mat


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20
MaterialGraphProject/Assets/Andre/Scenes/Andre_scene.unity


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2
MaterialGraphProject/Assets/Andre/Shaders/SlopeShader.ShaderGraph
文件差异内容过多而无法显示
查看文件

2
MaterialGraphProject/Assets/Andre/Shaders/TestingGraph.ShaderGraph
文件差异内容过多而无法显示
查看文件

2
MaterialGraphProject/Assets/Brandon/Cellular/Cellular.ShaderGraph
文件差异内容过多而无法显示
查看文件

15
MaterialGraphProject/Assets/Brandon/Cellular/Cellular.shader


{
return arg3.x + (arg1 - arg2.x) * (arg3.y - arg3.x) / (arg2.y - arg2.x);
}
inline float2 unity_spherize_float (float2 uv, float2 position, float2 radiusAndStrength)
{
float2 fromUVToPoint = position - uv;
float dist = length(fromUVToPoint);
float mag = ((1.0 - (dist / radiusAndStrength.x)) * radiusAndStrength.y) * step(dist, radiusAndStrength.x);
return uv + (mag * fromUVToPoint);
}
inline float2 unity_voronoi_noise_randomVector (float2 uv, float offset)
{
float2x2 m = float2x2(15.27, 47.63, 99.41, 89.98);

float3 Vector3_ff318061_3405_4489_b0c0_004f3556b379_Uniform = float3 (3, 2.5, 5);
float4 UV_257dbdde_fb0e_45d2_b1d5_3245a77a7446_UV = uv0;
float4 Remap_e2de5e87_5108_4e55_91d0_202c89bfdc77_Output = unity_remap_float (UV_257dbdde_fb0e_45d2_b1d5_3245a77a7446_UV, float2 (0,1), float2 (-10,10));
float Sin_b1ddf0e6_502c_4513_9a06_d60c0f84e7e7_Output = sin (_Time.y);
float Absolute_fca0185b_603c_4c3f_a7d7_20003e1bfbf1_Output = abs (Sin_b1ddf0e6_502c_4513_9a06_d60c0f84e7e7_Output);
float Lerp_6aff06be_b078_46b9_a5d9_131ef80392d8_Output = lerp (1, 20, Absolute_fca0185b_603c_4c3f_a7d7_20003e1bfbf1_Output);
float Vector1_09cb6502_ddcd_40fa_a9c4_80a8217e6532_Uniform = 0.5;
float4 Combine_27399d01_fcb9_4ec2_8c0e_864fa09b5aa3_Output = float4(Lerp_6aff06be_b078_46b9_a5d9_131ef80392d8_Output,Vector1_09cb6502_ddcd_40fa_a9c4_80a8217e6532_Uniform,0.0, 0.0);
float2 Spherize_fe87ab04_d3e2_4b06_93f6_ea59773ab7eb_Output = unity_spherize_float (Remap_e2de5e87_5108_4e55_91d0_202c89bfdc77_Output, float2 (0,0), Combine_27399d01_fcb9_4ec2_8c0e_864fa09b5aa3_Output);
unity_voronoinoise_float (Remap_e2de5e87_5108_4e55_91d0_202c89bfdc77_Output, _Time.y, VoronoiNoise_6363f48c_fb0a_4d4a_b0a0_e9c095b25f14_n1, VoronoiNoise_6363f48c_fb0a_4d4a_b0a0_e9c095b25f14_n2, VoronoiNoise_6363f48c_fb0a_4d4a_b0a0_e9c095b25f14_n3);
unity_voronoinoise_float (Spherize_fe87ab04_d3e2_4b06_93f6_ea59773ab7eb_Output, _Time.y, VoronoiNoise_6363f48c_fb0a_4d4a_b0a0_e9c095b25f14_n1, VoronoiNoise_6363f48c_fb0a_4d4a_b0a0_e9c095b25f14_n2, VoronoiNoise_6363f48c_fb0a_4d4a_b0a0_e9c095b25f14_n3);
float4 UV_b1e148d9_f64d_4409_bc93_047246acb763_UV = uv0;
float Particle_bc661883_3410_41aa_9c40_9841d35071d1_Output = unity_particle_float (UV_b1e148d9_f64d_4409_bc93_047246acb763_UV, 2.44);
float OneMinus_ed098cd5_7e1f_43c8_aa71_e28f93649eb3_Output = unity_oneminus_float (Particle_bc661883_3410_41aa_9c40_9841d35071d1_Output);

227
MaterialGraphProject/Assets/GeneratedShader.shader


Shader "Graph/Generated.MetallicMasterNode554b91b5-7a00-4f5f-b71a-f7729fcbdee8"
<<<<<<< HEAD
Shader "Generated.ExportTextureMasterNode31754f39-6eb9-4773-ae21-b2fca7f2fcde"
{
Properties
{
=======
Shader "Graph/Generated.MetallicMasterNode588ae349-7b2c-4dcc-a420-78da738e8509"
[NonModifiableTextureData] TextureAsset_8f4a8771_6c8f_4107_9c0b_83da34d57a9b_Uniform("TextureAsset", 2D) = "white" {}
Texture_a6eb1bfb_6ea7_4e0b_bfc1_c9e0ed434f76_Uniform("Albedo", 2D) = "white" {}
Texture_df5248d2_ffaf_4f62_9322_5575ac4818d0_Uniform("Normal", 2D) = "bump" {}
[HDR]Color_11e7c6f6_9284_4d76_bfbf_3a1eced790b6_Uniform("Color", Color) = (2,0.5379311,0,1)
>>>>>>> 82dce9042a3bb161933bb4ee1fa5fa11724776d6
SubShader
{
Tags
SubShader
{
Tags { "Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque" }
ZWrite Off
Blend One Zero
<<<<<<< HEAD
Pass
"RenderType"="Opaque"
"Queue"="Geometry"
}
CGPROGRAM
#include "UnityCustomRenderTexture.cginc"
#pragma vertex CustomRenderTextureVertexShader_Preview
#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;
}
Blend One Zero
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;
float3 color3=float3(0.6364486,0.2844907,0);
float colorp3=0.3764706;
float3 color4=float3(1,0.9310344,0);
float colorp4=0.5058824;
float3 color5=float3(1,1,1);
float colorp5=0.6529488;
float3 color6=float3(1,0.6413793,0);
float colorp6=0.7823606;
float3 color7=float3(0.4779412,0.353851,0.02811421);
float colorp7=1;
float3 gradcolor = color0;
float colorLerpPosition0=smoothstep(colorp0,colorp1,v);
gradcolor = lerp(gradcolor,color1,colorLerpPosition0);
float colorLerpPosition1=smoothstep(colorp1,colorp2,v);
gradcolor = lerp(gradcolor,color2,colorLerpPosition1);
float colorLerpPosition2=smoothstep(colorp2,colorp3,v);
gradcolor = lerp(gradcolor,color3,colorLerpPosition2);
float colorLerpPosition3=smoothstep(colorp3,colorp4,v);
gradcolor = lerp(gradcolor,color4,colorLerpPosition3);
float colorLerpPosition4=smoothstep(colorp4,colorp5,v);
gradcolor = lerp(gradcolor,color5,colorLerpPosition4);
float colorLerpPosition5=smoothstep(colorp5,colorp6,v);
gradcolor = lerp(gradcolor,color6,colorLerpPosition5);
float colorLerpPosition6=smoothstep(colorp6,colorp7,v);
gradcolor = lerp(gradcolor,color7,colorLerpPosition6);
float alpha0=1;
float alphap0=0;
float alpha1=1;
float alphap1=1;
float gradalpha = alpha0;
float alphaLerpPosition0=smoothstep(alphap0,alphap1,v);
gradalpha = lerp(gradalpha,alpha1,alphaLerpPosition0);
finalColor = float4(gradcolor,gradalpha);
finalR = finalColor.r;
finalG = finalColor.g;
finalB = finalColor.b;
finalA = finalColor.a;
}
float4 frag(v2f_customrendertexture IN) : COLOR
{
half4 uv0 = float4(IN.localTexcoord.xyz,1.0);
float4 UV_49a5272a_c49d_4f7e_94ba_3a2e27fcbed4_UV = uv0;
float4 Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalColor;
float Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalR;
float Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalG;
float Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalB;
float Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalA;
unity_Gradient_float (UV_49a5272a_c49d_4f7e_94ba_3a2e27fcbed4_UV, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalColor, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalR, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalG, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalB, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalA);
return Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalColor;
}
ENDCG
}
=======
Cull Back

#pragma glsl
#pragma debug
#ifdef UNITY_COMPILER_HLSL
Texture2D TextureAsset_8f4a8771_6c8f_4107_9c0b_83da34d57a9b_Uniform;
#endif
float HeightToNormal_81cdd9a9_500d_41e2_9771_df274a2363bd_texOffset;
float HeightToNormal_81cdd9a9_500d_41e2_9771_df274a2363bd_strength;
#ifdef UNITY_COMPILER_HLSL
SamplerState my_linear_repeat_sampler;
#endif
sampler2D Texture_a6eb1bfb_6ea7_4e0b_bfc1_c9e0ed434f76_Uniform;
sampler2D Texture_df5248d2_ffaf_4f62_9322_5575ac4818d0_Uniform;
float4 Color_11e7c6f6_9284_4d76_bfbf_3a1eced790b6_Uniform;
float2 Remap_c59de931_587b_4bd5_8442_b14cce0a0208_InMinMax;
float2 Remap_c59de931_587b_4bd5_8442_b14cce0a0208_OutMinMax;
float Combine_6e51fc05_a66b_4b70_8024_a68288e35b69_Input3;
float Combine_6e51fc05_a66b_4b70_8024_a68288e35b69_Input4;
float4 Multiply_83fd2441_1d6a_4f28_8ee0_65576c6ed07f_Input2;
float Clamp_15b0b059_9349_429e_b7b8_47acccc69d45_Input2;
float Clamp_15b0b059_9349_429e_b7b8_47acccc69d45_Input3;
#ifdef UNITY_COMPILER_HLSL
#endif
inline void unity_HeightToNormal (Texture2D heightmap, float2 texCoord, float texOffset, float strength, out float3 normalRes)
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);
}
inline float4 unity_multiply_float (float4 arg1, float4 arg2)
{
return arg1 * arg2;
}
inline float unity_noise_randomValue (float2 uv)
{
return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453);
}
inline float unity_noise_interpolate (float a, float b, float t)
{
return (1.0-t)*a + (t*b);
}
inline float unity_valueNoise (float2 uv)
{
float2 i = floor(uv);
float2 f = frac(uv);
f = f * f * (3.0 - 2.0 * f);
uv = abs(frac(uv) - 0.5);
float2 c0 = i + float2(0.0, 0.0);
float2 c1 = i + float2(1.0, 0.0);
float2 c2 = i + float2(0.0, 1.0);
float2 c3 = i + float2(1.0, 1.0);
float r0 = unity_noise_randomValue(c0);
float r1 = unity_noise_randomValue(c1);
float r2 = unity_noise_randomValue(c2);
float r3 = unity_noise_randomValue(c3);
float bottomOfGrid = unity_noise_interpolate(r0, r1, f.x);
float topOfGrid = unity_noise_interpolate(r2, r3, f.x);
float t = unity_noise_interpolate(bottomOfGrid, topOfGrid, f.y);
return t;
}
inline float unity_noise_float (float2 uv)
{
float t = 0.0;
for(int i = 0; i < 3; i++)
{
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;
}
return t;
}
inline float unity_add_float (float arg1, float arg2)
float2 offsetU = float2(texCoord.x + texOffset, texCoord.y);
float2 offsetV = float2(texCoord.x, texCoord.y + texOffset);
float normalSample = 0;
float uSample = 0;
float vSample = 0;
normalSample = heightmap.Sample(my_linear_repeat_sampler, texCoord).r;
uSample = heightmap.Sample(my_linear_repeat_sampler, offsetU).r;
vSample = heightmap.Sample(my_linear_repeat_sampler, offsetV).r;
float uMinusNormal = uSample - normalSample;
float vMinusNormal = vSample - normalSample;
uMinusNormal = uMinusNormal * strength;
vMinusNormal = vMinusNormal * strength;
float3 va = float3(1, 0, uMinusNormal);
float3 vb = float3(0, 1, vMinusNormal);
normalRes = cross(va, vb);
return arg1 + arg2;
}

float4 color : COLOR;
half4 meshUV0;
float3 worldPos;
};

void surf (Input IN, inout SurfaceOutputStandard o)
{
half4 uv0 = IN.meshUV0;
float4 UV_de8d7b89_7b50_499d_aa73_0f2a725356e6_UV = uv0;
float3 HeightToNormal_81cdd9a9_500d_41e2_9771_df274a2363bd_normalRes;
#ifdef UNITY_COMPILER_HLSL
unity_HeightToNormal (TextureAsset_8f4a8771_6c8f_4107_9c0b_83da34d57a9b_Uniform, UV_de8d7b89_7b50_499d_aa73_0f2a725356e6_UV, HeightToNormal_81cdd9a9_500d_41e2_9771_df274a2363bd_texOffset, HeightToNormal_81cdd9a9_500d_41e2_9771_df274a2363bd_strength, HeightToNormal_81cdd9a9_500d_41e2_9771_df274a2363bd_normalRes);
#endif
o.Normal = HeightToNormal_81cdd9a9_500d_41e2_9771_df274a2363bd_normalRes;
float3 worldPosition = IN.worldPos;
float4 Texture_a6eb1bfb_6ea7_4e0b_bfc1_c9e0ed434f76 = tex2D (Texture_a6eb1bfb_6ea7_4e0b_bfc1_c9e0ed434f76_Uniform, uv0.xy);
float4 Texture_df5248d2_ffaf_4f62_9322_5575ac4818d0 = float4(UnpackNormal(tex2D (Texture_df5248d2_ffaf_4f62_9322_5575ac4818d0_Uniform, uv0.xy)), 0);
float4 Split_71e36b70_b3f9_4f61_afdb_1c781b2fcd97 = float4(worldPosition, 1.0);
float Remap_c59de931_587b_4bd5_8442_b14cce0a0208_Output = unity_remap_float (Split_71e36b70_b3f9_4f61_afdb_1c781b2fcd97.g, Remap_c59de931_587b_4bd5_8442_b14cce0a0208_InMinMax, Remap_c59de931_587b_4bd5_8442_b14cce0a0208_OutMinMax);
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, Multiply_83fd2441_1d6a_4f28_8ee0_65576c6ed07f_Input2);
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, Clamp_15b0b059_9349_429e_b7b8_47acccc69d45_Input2, Clamp_15b0b059_9349_429e_b7b8_47acccc69d45_Input3);
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.Emission = Multiply_48befeb5_6a8f_4ad2_a0bc_86af5b21d5c4_Output;
>>>>>>> 82dce9042a3bb161933bb4ee1fa5fa11724776d6
ENDCG
}
FallBack "Diffuse"
CustomEditor "LegacyIlluminShaderGUI"
}
Fallback Off
}

2
MaterialGraphProject/Assets/Matt/Examples/Anisotropy.ShaderGraph
文件差异内容过多而无法显示
查看文件

9
MaterialGraphProject/Assets/Matt/Examples/Anisotropy.mat


m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: Anisotropy
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m_Shader: {fileID: 4800000, guid: 01a19a2c08481994c87ec502a371225e, type: 3}
m_ShaderKeywords:
m_LightmapFlags: 0
m_EnableInstancingVariants: 0

m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
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m_Scale: {x: 1, y: 1}

m_Offset: {x: 0, y: 0}
m_Floats:
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- _BumpScale: 1
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2
MaterialGraphProject/Assets/NewNodes/WIP/POMNode.cs


}
protected virtual MaterialSlot GetTextureSlot()
{
return new MaterialSlot(TextureSlotId, GetTextureSlotName(), kTextureSlotShaderName, SlotType.Input, SlotValueType.Texture2D, Vector4.zero);
return new MaterialSlot(TextureSlotId, GetTextureSlotName(), kTextureSlotShaderName, SlotType.Input, SlotValueType.Sampler2D, Vector4.zero);
}
protected virtual MaterialSlot GetOutputSlot()

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/MaterialGraphPresenter.cs


typeMapper[typeof(GradientNode)] = typeof(GradientNodePresenter);
typeMapper[typeof(ScatterNode)] = typeof(ScatterNodePresenter);
typeMapper[typeof(TextureNode)] = typeof(TextureNodePresenter);
typeMapper[typeof(SamplerAssetNode)] = typeof(SamplerAssetNodePresenter);
typeMapper[typeof(TextureSamplerNode)] = typeof(TextureSamplerNodePresenter);
typeMapper[typeof(TextureAssetNode)] = typeof(TextureAssetNodePresenter);
typeMapper[typeof(TextureLODNode)] = typeof(TextureLODNodePresenter);

101
MaterialGraphProject/Assets/UnityShaderEditor/Editor/HelperShader.shader


Shader "Graph/UnityEngine.MaterialGraph.MetallicMasterNode68c240e8-1bfd-46d4-86b7-3459bc630675"
Shader "UnityEngine.MaterialGraph.ExportTextureMasterNode71166862-083a-4792-8c3a-4111b9dd9d37"
Texture_339414d4_3f08_4a60_b7de_60b5078454cd_Uniform("Texture", 2D) = "white" {}
SubShader
{
Tags
{
"RenderType"="Opaque"
"Queue"="Geometry"
}
SubShader
{
Tags { "Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque" }
ZWrite Off
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;
}
Cull Back
sampler2D Texture_339414d4_3f08_4a60_b7de_60b5078454cd_Uniform;
ZTest LEqual
ZWrite On
inline float3 unity_rgbtohsv_float (float3 arg1)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 P = lerp(float4(arg1.bg, K.wz), float4(arg1.gb, K.xy), step(arg1.b, arg1.g));
float4 Q = lerp(float4(P.xyw, arg1.r), float4(arg1.r, P.yzx), step(P.x, arg1.r));
float D = Q.x - min(Q.w, Q.y);
float E = 1e-10;
return float3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x);
}
inline float3 unity_hsvtorgb_float (float3 arg1)
{
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 P = abs(frac(arg1.xxx + K.xyz) * 6.0 - K.www);
return arg1.z * lerp(K.xxx, saturate(P - K.xxx), arg1.y);
}
LOD 200
CGPROGRAM
#pragma target 3.0
#pragma surface surf Standard vertex:vert
#pragma glsl
#pragma debug
struct Input
{
float4 color : COLOR;
};
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
float4 frag(v2f_customrendertexture IN) : COLOR
{
half4 uv0 = float4(IN.localTexcoord.xyz,1.0);
float4 Split_81de5761_6b38_4350_8ede_9db8ac1d98d0 = float4(_SinTime);
float4 Texture_339414d4_3f08_4a60_b7de_60b5078454cd = tex2D (Texture_339414d4_3f08_4a60_b7de_60b5078454cd_Uniform, uv0.xy);
float3 RGBtoHSV_6b42522c_e2df_4b64_8142_be2f5cf24530_Output = unity_rgbtohsv_float (Texture_339414d4_3f08_4a60_b7de_60b5078454cd);
float4 Split_42661a92_b299_44b2_a9ad_e7a76a22817c = float4(RGBtoHSV_6b42522c_e2df_4b64_8142_be2f5cf24530_Output, 1.0);
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);
float3 HSVtoRGB_e30c457c_26fb_4e7c_847e_fb4e9cb55bb6_Output = unity_hsvtorgb_float (Combine_8b3bcdf1_2eeb_4f31_a5ca_a4796ceb5066_Output);
float Vector1_a551547a_ba15_43fe_8319_a5f8dc3c4362_Uniform = 1;
float4 Combine_97922ab7_d2fa_4422_aae7_10b1f82228da_Output = float4(HSVtoRGB_e30c457c_26fb_4e7c_847e_fb4e9cb55bb6_Output,Vector1_a551547a_ba15_43fe_8319_a5f8dc3c4362_Uniform);
return Combine_97922ab7_d2fa_4422_aae7_10b1f82228da_Output;
}
ENDCG
}
ENDCG
}
FallBack "Diffuse"
CustomEditor "LegacyIlluminShaderGUI"
}
Fallback Off
}

6
MaterialGraphProject/Assets/UnityShaderEditor/Editor/HelperShader.shader.meta


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nonModifiableTextures: []
userData:
assetBundleName:

2
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/AbstractMaterialNode.cs


return ConcreteSlotValueType.Matrix4;
case SlotValueType.SamplerState:
return ConcreteSlotValueType.SamplerState;
case SlotValueType.Sampler2D:
return ConcreteSlotValueType.Sampler2D;
}
return ConcreteSlotValueType.Error;
}

2
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Input/SceneData/ScreenPosNode.cs


returnString = "float3(" + ShaderGeneratorNames.ScreenPosition + ".xy / " + ShaderGeneratorNames.ScreenPosition + ".w, 0)";
break;
}
return ShaderGeneratorNames.ScreenPosition;
return returnString;
}
public bool RequiresScreenPosition()

26
MaterialGraphProject/Assets/Vlad/TextureAssetNode.cs


[Title("Input/Texture/Texture Asset")]
public class TextureAssetNode : PropertyNode
{
protected const string outputTexture2D_name = "Texture2D";
protected const string outputSampler2D_name = "Sampler2D";
protected const string textureName = "Texture";
public const int outputTexture2D_id = 0;
public const int outputSampler2D_id = 1;
public const int textureID = 0;
[SerializeField]
private string m_SerializedTexture;

public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new MaterialSlot(outputTexture2D_id, outputTexture2D_name, outputTexture2D_name, SlotType.Output, SlotValueType.Texture2D, Vector4.zero, false));
AddSlot(new MaterialSlot(outputSampler2D_id, outputSampler2D_name, outputSampler2D_name, SlotType.Output, SlotValueType.Sampler2D, Vector4.zero, false));
AddSlot(new MaterialSlot(textureID, textureName, textureName, SlotType.Output, SlotValueType.Texture2D, Vector4.zero, false));
get { return new[] { outputTexture2D_id, outputSampler2D_id }; }
get { return new[] { textureID }; }
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)

: TexturePropertyChunk.ModifiableState.NonModifiable));
}
public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode)
{
var slotTexture2D = FindOutputSlot<MaterialSlot>(0);

visitor.AddShaderChunk("#endif", true);
}
}
var slotSampler2D = FindOutputSlot<MaterialSlot>(1);
if (slotSampler2D != null)
{
var edgesSampler2D = owner.GetEdges(slotSampler2D.slotReference).ToList();
if (edgesSampler2D.Count > 0)
{
visitor.AddShaderChunk("sampler2D " + propertyName + ";", true);
}
}
}

m_Texture = defaultTexture
};
}
public override PropertyType propertyType { get { return PropertyType.Texture; } }

6
MaterialGraphProject/Assets/_MingWai/Scatter.ShaderGraph.meta


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8
MaterialGraphProject/Assets/_MingWai/Gradient.asset


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m_CurrentUpdateZoneSpace: 0
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12
MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/StandardShaderMat.mat


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m_Name: MaterialWith2PassTexture
m_Name: StandardShaderMat
m_ShaderKeywords:
m_ShaderKeywords: _METALLICGLOSSMAP
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_CustomRenderQueue: -1

m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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m_Scale: {x: 1, y: 1}
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8
MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Texture.asset


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m_Width: 1024
m_Height: 1024
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m_MipMap: 1
m_GenerateMips: 1
m_SRGB: 0
m_TextureSettings:

4
MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Mat.mat


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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _Tex:

189
MaterialGraphProject/Assets/Andre/LavaFlowMap.shader


Shader "Custom/LavaFlowMap"
{
Properties
{
Texture_f6eb7ab6_0df6_4d1f_a833_847f9eefa1ce_Uniform("Texture", 2D) = "white" {}
Vector1_48a064e9_29c4_4cdd_8bf7_34902bb50605_Uniform("Vector1", Float) = 1
Texture_aa489395_d5b1_4bce_a08c_71ce4329894d_Uniform("albedo2", 2D) = "white" {}
Texture_8304e17f_0ca3_45b8_9081_4e083e4ffba7_Uniform("albedo", 2D) = "white" {}
Texture_73d7755c_9da7_46d2_90c6_35c2a880d380_Uniform("Normal2", 2D) = "bump" {}
Texture_d6d1ed65_5575_444c_8f92_38740ace2353_Uniform("Normal", 2D) = "bump" {}
[HDR]Color_0cf876a7_4590_4973_82b7_3f878b008b3c_Uniform("LavaColor1", Color) = (2,1.365517,0,0)
[HDR]Color_d1ecd429_6e84_47b1_903b_60f454b7d326_Uniform("LavaColor2", Color) = (0,0,0,0)
Texture_c384b973_02cf_4076_96d9_302f320a2dd5_Uniform("height1", 2D) = "white" {}
Texture_3cc862ff_e5c3_40c2_a0f2_895da84195ea_Uniform("height", 2D) = "white" {}
Vector1_2fa9bd83_0823_4530_9787_f0fab2f47430_Uniform("LavaAmount", Range(0, 8)) = 0.2
Texture_ead3f7f8_56e5_41f9_8217_555fb21e0536_Uniform("roughness1", 2D) = "white" {}
Texture_9dcd98df_78a5_4ad3_83dd_e3c00c88f898_Uniform("roughness", 2D) = "white" {}
}
SubShader
{
Tags
{
"RenderType"="Opaque"
"Queue"="Geometry"
}
Blend One Zero
Cull Back
ZTest LEqual
ZWrite On
LOD 200
CGPROGRAM
#pragma target 3.0
#pragma surface surf Standard vertex:vert
#pragma glsl
#pragma debug
sampler2D Texture_f6eb7ab6_0df6_4d1f_a833_847f9eefa1ce_Uniform;
float Vector1_48a064e9_29c4_4cdd_8bf7_34902bb50605_Uniform;
sampler2D Texture_aa489395_d5b1_4bce_a08c_71ce4329894d_Uniform;
sampler2D Texture_8304e17f_0ca3_45b8_9081_4e083e4ffba7_Uniform;
sampler2D Texture_73d7755c_9da7_46d2_90c6_35c2a880d380_Uniform;
sampler2D Texture_d6d1ed65_5575_444c_8f92_38740ace2353_Uniform;
float4 Color_0cf876a7_4590_4973_82b7_3f878b008b3c_Uniform;
float4 Color_d1ecd429_6e84_47b1_903b_60f454b7d326_Uniform;
sampler2D Texture_c384b973_02cf_4076_96d9_302f320a2dd5_Uniform;
sampler2D Texture_3cc862ff_e5c3_40c2_a0f2_895da84195ea_Uniform;
float Vector1_2fa9bd83_0823_4530_9787_f0fab2f47430_Uniform;
sampler2D Texture_ead3f7f8_56e5_41f9_8217_555fb21e0536_Uniform;
sampler2D Texture_9dcd98df_78a5_4ad3_83dd_e3c00c88f898_Uniform;
inline float4 unity_multiply_float (float4 arg1, float4 arg2)
{
return arg1 * arg2;
}
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 float unity_multiply_float (float arg1, float arg2)
{
return arg1 * arg2;
}
inline float4 unity_add_float (float4 arg1, float4 arg2)
{
return arg1 + arg2;
}
inline float unity_add_float (float arg1, float arg2)
{
return arg1 + arg2;
}
inline float unity_subtract_float (float arg1, float arg2)
{
return arg1 - arg2;
}
inline float unity_div_float (float arg1, float arg2)
{
return arg1 / arg2;
}
inline float3 unity_multiply_float (float3 arg1, float3 arg2)
{
return arg1 * arg2;
}
inline float unity_fresnel_float (float3 arg1, float3 arg2)
{
return (1.0 - dot (normalize (arg1), normalize (arg2)));
}
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);
}
inline float4 unity_oneminus_float (float4 arg1)
{
return arg1 * -1 + 1;
}
struct Input
{
float4 color : COLOR;
half4 meshUV0;
float3 worldViewDir;
float3 worldNormal;
INTERNAL_DATA
};
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
o.meshUV0 = v.texcoord;
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
half4 uv0 = IN.meshUV0;
float3 worldSpaceViewDirection = IN.worldViewDir;
float3 worldSpaceNormal = normalize(IN.worldNormal);
float4 vertexColor = IN.color;
float4 UV_f421b42f_c4ee_429e_b708_74f20b521d0c_UV = uv0;
float4 Multiply_93b72a87_aa02_4d7f_9532_2ce43a75a0cb_Output = unity_multiply_float (UV_f421b42f_c4ee_429e_b708_74f20b521d0c_UV, float4 (5,5,0,0));
float4 Texture_f6eb7ab6_0df6_4d1f_a833_847f9eefa1ce = tex2D (Texture_f6eb7ab6_0df6_4d1f_a833_847f9eefa1ce_Uniform, uv0.xy);
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));
float Vector1_6c65527e_4c6d_48e7_bf72_8c3a97b082f5_Uniform = 0.5;
float Multiply_5fe876ca_d791_427b_a60a_c365e6ae4f53_Output = unity_multiply_float (Vector1_6c65527e_4c6d_48e7_bf72_8c3a97b082f5_Uniform, -1);
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);
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);
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);
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);
float4 Texture_aa489395_d5b1_4bce_a08c_71ce4329894d = tex2D (Texture_aa489395_d5b1_4bce_a08c_71ce4329894d_Uniform, (Add_a918ad87_b512_4228_a79e_9fed664eb31f_Output.xy));
float Vector1_f869c62d_74bf_4d98_8baf_297a55e8befb_Uniform = 0.5;
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);
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);
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);
float4 Texture_8304e17f_0ca3_45b8_9081_4e083e4ffba7 = tex2D (Texture_8304e17f_0ca3_45b8_9081_4e083e4ffba7_Uniform, (Add_f68bff29_c2ff_46d2_a4ab_43258df5a4dc_Output.xy));
float Subtract_4acb9ef9_e7c7_4c66_8511_4b34c15bc1a8_Output = unity_subtract_float (0.5, Fraction_15f91423_9b19_4442_81b7_9ed97ebc72ea_Output);
float Divide_5514c159_af5d_493a_8b87_5c2cc7d20b20_Output = unity_div_float (Subtract_4acb9ef9_e7c7_4c66_8511_4b34c15bc1a8_Output, 0.5);
float Absolute_4a921b1d_1662_4268_9fcb_85b03bac472c_Output = abs (Divide_5514c159_af5d_493a_8b87_5c2cc7d20b20_Output);
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);
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);
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);
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);
float3 Vector3_894929cf_cdbf_4a9f_8bfb_78efb02ec5bf_Uniform = float3 (0.5, 0.5, 1);
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);
float Fresnel_ff56ea0d_187e_4d44_9aba_20a2636d6e20_Output = unity_fresnel_float (worldSpaceViewDirection, worldSpaceNormal);
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);
float4 Remap_df9ad0c1_bc7d_4218_ba2f_4b54dc89e064_Output = unity_remap_float (vertexColor, float2 (0,1), float2 (0.8,0.25));
float4 Split_7877a754_c5e4_44e2_8b95_1faeef76c45c = float4(Remap_df9ad0c1_bc7d_4218_ba2f_4b54dc89e064_Output);
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);
float4 Texture_c384b973_02cf_4076_96d9_302f320a2dd5 = tex2D (Texture_c384b973_02cf_4076_96d9_302f320a2dd5_Uniform, (Add_a918ad87_b512_4228_a79e_9fed664eb31f_Output.xy));
float4 Texture_3cc862ff_e5c3_40c2_a0f2_895da84195ea = tex2D (Texture_3cc862ff_e5c3_40c2_a0f2_895da84195ea_Uniform, (Add_f68bff29_c2ff_46d2_a4ab_43258df5a4dc_Output.xy));
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);
float Vector1_db502ab1_b257_430a_8eac_4c2fb63f5cf1_Uniform = 0;
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);
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));
float Clamp_4d130bfe_d56f_4a72_896b_f91a292682e0_Output = clamp (Remap_278d7df3_8782_4bb9_b51e_211bc43b2f8c_Output, 0, 1);
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);
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));
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);
float4 OneMinus_66f9602e_9e86_48b0_9a92_559c310b6958_Output = unity_oneminus_float (Lerp_fe1290fe_9261_45ed_9be5_b48e9e797683_Output);
o.Albedo = Lerp_95004cc7_3bfc_4e0a_ac12_0d8b65401649_Output;
o.Normal = Multiply_a87468aa_7978_4ec7_ada1_872f58bfbf06_Output;
o.Normal += 1e-6;
o.Emission = Multiply_f1276058_6b35_46b7_bd96_3b0e94ea899e_Output;
o.Smoothness = OneMinus_66f9602e_9e86_48b0_9a92_559c310b6958_Output;
}
ENDCG
}
FallBack "Diffuse"
CustomEditor "LegacyIlluminShaderGUI"
}

28
MaterialGraphProject/Assets/Andre/LavaFlowMap.shader.meta


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134
MaterialGraphProject/Assets/Andre/LavaRock.shader


Shader "Custom/LavaRock"
{
Properties
{
Texture_a6eb1bfb_6ea7_4e0b_bfc1_c9e0ed434f76_Uniform("Albedo", 2D) = "white" {}
Texture_df5248d2_ffaf_4f62_9322_5575ac4818d0_Uniform("Normal", 2D) = "bump" {}
[HDR]Color_11e7c6f6_9284_4d76_bfbf_3a1eced790b6_Uniform("Color", Color) = (2,0.5379311,0,1)
}
SubShader
{
Tags
{
"RenderType"="Opaque"
"Queue"="Geometry"
}
Blend One Zero
Cull Back
ZTest LEqual
ZWrite On
LOD 200
CGPROGRAM
#pragma target 3.0
#pragma surface surf Standard vertex:vert
#pragma glsl
#pragma debug
sampler2D Texture_a6eb1bfb_6ea7_4e0b_bfc1_c9e0ed434f76_Uniform;
sampler2D Texture_df5248d2_ffaf_4f62_9322_5575ac4818d0_Uniform;
float4 Color_11e7c6f6_9284_4d76_bfbf_3a1eced790b6_Uniform;
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);
}
inline float4 unity_multiply_float (float4 arg1, float4 arg2)
{
return arg1 * arg2;
}
inline float unity_noise_randomValue (float2 uv)
{
return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453);
}
inline float unity_noise_interpolate (float a, float b, float t)
{
return (1.0-t)*a + (t*b);
}
inline float unity_valueNoise (float2 uv)
{
float2 i = floor(uv);
float2 f = frac(uv);
f = f * f * (3.0 - 2.0 * f);
uv = abs(frac(uv) - 0.5);
float2 c0 = i + float2(0.0, 0.0);
float2 c1 = i + float2(1.0, 0.0);
float2 c2 = i + float2(0.0, 1.0);
float2 c3 = i + float2(1.0, 1.0);
float r0 = unity_noise_randomValue(c0);
float r1 = unity_noise_randomValue(c1);
float r2 = unity_noise_randomValue(c2);
float r3 = unity_noise_randomValue(c3);
float bottomOfGrid = unity_noise_interpolate(r0, r1, f.x);
float topOfGrid = unity_noise_interpolate(r2, r3, f.x);
float t = unity_noise_interpolate(bottomOfGrid, topOfGrid, f.y);
return t;
}
inline float unity_noise_float (float2 uv)
{
float t = 0.0;
for(int i = 0; i < 3; i++)
{
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;
}
return t;
}
inline float unity_add_float (float arg1, float arg2)
{
return arg1 + arg2;
}
struct Input
{
float4 color : COLOR;
half4 meshUV0;
float3 worldPos;
};
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
o.meshUV0 = v.texcoord;
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
half4 uv0 = IN.meshUV0;
float3 worldPosition = IN.worldPos;
float4 Texture_a6eb1bfb_6ea7_4e0b_bfc1_c9e0ed434f76 = tex2D (Texture_a6eb1bfb_6ea7_4e0b_bfc1_c9e0ed434f76_Uniform, uv0.xy);
float4 Texture_df5248d2_ffaf_4f62_9322_5575ac4818d0 = float4(UnpackNormal(tex2D (Texture_df5248d2_ffaf_4f62_9322_5575ac4818d0_Uniform, uv0.xy)), 0);
float4 Split_71e36b70_b3f9_4f61_afdb_1c781b2fcd97 = float4(worldPosition, 1.0);
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));
float Noise_56e06f3e_5014_4678_b1bf_2c92a67f4952_Output = unity_noise_float (Multiply_83fd2441_1d6a_4f28_8ee0_65576c6ed07f_Output);
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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"
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1
MaterialGraphProject/Assets/Andre/Shaders/GreyToUV.ShaderGraph
文件差异内容过多而无法显示
查看文件

9
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文件差异内容过多而无法显示
查看文件

9
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文件差异内容过多而无法显示
查看文件

9
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149
MaterialGraphProject/Assets/Andre/SlopeSnowShader.shader


Shader "Custom/SnowSlope"
{
Properties
{
Texture_fd9422b7_6255_4b8e_b616_78346d444d21_Uniform("Albedo Base", 2D) = "white" {}
[NonModifiableTextureData] Texture_23165f20_f8eb_4f7c_86e4_7fb7aeacb0f7_Uniform("Detail Albedo", 2D) = "white" {}
Texture_d48530d7_5921_4987_918e_46411222e797_Uniform("Snow Albedo", 2D) = "white" {}
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Vector1_15d5efb3_faea_4990_90ce_629f350a50cb_Uniform("Vector1", Range(-0.25, 0.75)) = 0.75
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Texture_c007d40f_e93f_40ea_9867_1b70cebcd3fd_Uniform("Snow Normal", 2D) = "bump" {}
}
SubShader
{
Tags
{
"RenderType"="Opaque"
"Queue"="Geometry"
}
Blend One Zero
Cull Back
ZTest LEqual
ZWrite On
LOD 200
CGPROGRAM
#pragma target 3.0
#pragma surface surf Standard vertex:vert
#pragma glsl
#pragma debug
sampler2D Texture_fd9422b7_6255_4b8e_b616_78346d444d21_Uniform;
sampler2D Texture_23165f20_f8eb_4f7c_86e4_7fb7aeacb0f7_Uniform;
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sampler2D Texture_401188ed_6e9e_4a8a_9f5c_a7853502ba40_Uniform;
float Vector1_15d5efb3_faea_4990_90ce_629f350a50cb_Uniform;
sampler2D Texture_6df69ae7_cb4c_435c_a029_13f370817e4c_Uniform;
sampler2D Texture_19c9bbd1_c4e8_4c71_9323_a8fc6485f3e5_Uniform;
sampler2D Texture_c007d40f_e93f_40ea_9867_1b70cebcd3fd_Uniform;
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
};
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
o.meshUV0 = v.texcoord;
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
half4 uv0 = IN.meshUV0;
float3 worldSpaceNormal = normalize(IN.worldNormal);
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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));
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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
}
FallBack "Diffuse"
CustomEditor "LegacyIlluminShaderGUI"
}

24
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MaterialGraphProject/Assets/Andre/an_gradient.png

之前 之后
宽度: 300  |  高度: 300  |  大小: 75 KiB

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文件差异内容过多而无法显示
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MaterialGraphProject/Assets/Matt/Examples/Anisotropy.shader


Shader "Examples/Anisotropy"
{
Properties
{
Vector1_5c761f75_773e_42ed_b242_72e6b25acebd_Uniform("Metallic", Range(0, 1)) = 0.278
Vector1_91e780ac_52c0_4e9a_bd0e_974f5805854d_Uniform("Smoothness", Range(0, 1)) = 0.59
[NonModifiableTextureData] Texture_3db1140f_b814_4ba5_a49c_d40499367921_Uniform("Texture", 2D) = "white" {}
Vector1_8272d735_22ca_40c5_a082_1c40f63ad50b_Uniform("Anisotropy", Range(0, 1)) = 1
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
"Queue" = "Geometry"
}
Blend One Zero
Cull Back
ZTest LEqual
ZWrite On
LOD 200
CGPROGRAM
#include "UnityCG.cginc"
//#include "AdvancedBRDF.cginc"
//#include "AdvancedShading.cginc"
//#include "AdvancedLighting.cginc"
#define SHADINGMODELID_STANDARD
// ------------------------------------------------------------------
// Diffuse
// From UE4 - Used for Cloth (Deprecated)
float3 Diffuse_Lambert(float3 DiffuseColor)
{
return DiffuseColor * (1 / UNITY_PI);
}
// ------------------------------------------------------------------
// Fresnel
// From UE4 - Used for Cloth
// [Schlick 1994, "An Inexpensive BRDF Model for Physically-Based Rendering"]
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
return saturate(50.0 * SpecularColor.g) * Fc + (1 - Fc) * SpecularColor;
}
// ------------------------------------------------------------------
// Distribution
// From UE4 - USed for Cloth
// GGX / Trowbridge-Reitz
// [Walter et al. 2007, "Microfacet models for refraction through rough surfaces"]
float D_GGX(float roughness, float NdotH)
{
float a = roughness * roughness;
float a2 = a * a;
float d = (NdotH * a2 - NdotH) * NdotH + 1; // 2 mad
return a2 / (UNITY_PI*d*d); // 4 mul, 1 rcp
}
// Anisotropic GGX
// Taken from HDRenderPipeline
float D_GGXAnisotropic(float TdotH, float BdotH, float NdotH, float roughnessT, float roughnessB)
{
float f = TdotH * TdotH / (roughnessT * roughnessT) + BdotH * BdotH / (roughnessB * roughnessB) + NdotH * NdotH;
return 1.0 / (roughnessT * roughnessB * f * f);
}
// 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
}
// ------------------------------------------------------------------
// Visibility
// 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));
}
/// REGION END - ANISOTROPY
/// REGION START - SUBSURFACE SCATTERING
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
}
FallBack "Diffuse"
CustomEditor "LegacyIlluminShaderGUI"
}

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MaterialGraphProject/Assets/TestAssets/portrait_mask.png

之前 之后
宽度: 256  |  高度: 256  |  大小: 29 KiB

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52
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/SamplerAssetPresenter.cs


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 };
}
}
}

12
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/SamplerAssetPresenter.cs.meta


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136
MaterialGraphProject/Assets/UnityShaderEditor/Runtime/Nodes/Input/Texture/SamplerAssetNode.cs


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);
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}
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; } }
}
}

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MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo.meta


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MaterialGraphProject/Assets/_MingWai/Gradient.asset.meta


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101
MaterialGraphProject/Assets/_MingWai/GradientShader.shader


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;
float3 color3 = float3(0.6364486,0.2844907,0);
float colorp3 = 0.3764706;
float3 color4 = float3(1,0.9310344,0);
float colorp4 = 0.5058824;
float3 color5 = float3(1,1,1);
float colorp5 = 0.6529488;
float3 color6 = float3(1,0.6413793,0);
float colorp6 = 0.7823606;
float3 color7 = float3(0.4779412,0.353851,0.02811421);
float colorp7 = 1;
float3 gradcolor = color0;
float colorLerpPosition0 = smoothstep(colorp0,colorp1,v);
gradcolor = lerp(gradcolor,color1,colorLerpPosition0);
float colorLerpPosition1 = smoothstep(colorp1,colorp2,v);
gradcolor = lerp(gradcolor,color2,colorLerpPosition1);
float colorLerpPosition2 = smoothstep(colorp2,colorp3,v);
gradcolor = lerp(gradcolor,color3,colorLerpPosition2);
float colorLerpPosition3 = smoothstep(colorp3,colorp4,v);
gradcolor = lerp(gradcolor,color4,colorLerpPosition3);
float colorLerpPosition4 = smoothstep(colorp4,colorp5,v);
gradcolor = lerp(gradcolor,color5,colorLerpPosition4);
float colorLerpPosition5 = smoothstep(colorp5,colorp6,v);
gradcolor = lerp(gradcolor,color6,colorLerpPosition5);
float colorLerpPosition6 = smoothstep(colorp6,colorp7,v);
gradcolor = lerp(gradcolor,color7,colorLerpPosition6);
float alpha0 = 1;
float alphap0 = 0;
float alpha1 = 1;
float alphap1 = 1;
float gradalpha = alpha0;
float alphaLerpPosition0 = smoothstep(alphap0,alphap1,v);
gradalpha = lerp(gradalpha,alpha1,alphaLerpPosition0);
finalColor = float4(gradcolor,gradalpha);
finalR = finalColor.r;
finalG = finalColor.g;
finalB = finalColor.b;
finalA = finalColor.a;
}
float4 frag(v2f_customrendertexture IN) : COLOR
{
half4 uv0 = float4(IN.localTexcoord.xyz,1.0);
float4 UV_49a5272a_c49d_4f7e_94ba_3a2e27fcbed4_UV = uv0;
float4 Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalColor;
float Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalR;
float Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalG;
float Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalB;
float Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalA;
unity_Gradient_float(UV_49a5272a_c49d_4f7e_94ba_3a2e27fcbed4_UV, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalColor, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalR, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalG, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalB, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalA);
return Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalColor;
}
ENDCG
}
}
Fallback Off
}

10
MaterialGraphProject/Assets/_MingWai/GradientShader.shader.meta


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MaterialGraphProject/Assets/_MingWai/GradientTexture.ShaderGraph
文件差异内容过多而无法显示
查看文件

9
MaterialGraphProject/Assets/_MingWai/GradientTexture.ShaderGraph.meta


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MaterialGraphProject/Assets/_MingWai/UnityEngine.MaterialGraph.ExportTextureMasterNodee933fd86-9b63-40a2-9321-e857830b2339.mat


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MaterialGraphProject/Assets/Andre/Meshes/Lava.fbx
文件差异内容过多而无法显示
查看文件

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MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Graph.ShaderGraph
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MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/New Scene.unity


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