// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // define Z_TEXTURE_CHANNELS 2 // define Z_MESH_ATTRIBUTES UV0 // Important! This is a generated file, any changes will be overwritten // when the _SfSrc suffixed version of this shader is modified. Shader "Polybrush/Texture Blend Modulate" { Properties { _MainTex ("Base Color", 2D) = "white" {} _BaseNormal ("Base Normal", 2D) = "bump" {} _Blend ("Blend", 2D) = "white" {} _BlendNormal ("Blend Normal", 2D) = "bump" {} _Noise ("Noise", 2D) = "white" {} _Metallic ("Metallic", Range(0, 1)) = 0.6893204 _Gloss ("Gloss", Range(0, 1)) = 0.8 _BlendClip ("Blend Clip", Range(0, 1)) = 0.5 } SubShader { Tags { "RenderType"="Opaque" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #define _GLOSSYENV 1 #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma multi_compile_fwdbase_fullshadows #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile_fog #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _Metallic; uniform float _Gloss; uniform sampler2D _BaseNormal; uniform float4 _BaseNormal_ST; uniform sampler2D _Noise; uniform float4 _Noise_ST; uniform sampler2D _Blend; uniform float4 _Blend_ST; uniform sampler2D _BlendNormal; uniform float4 _BlendNormal_ST; uniform float _BlendClip; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; }; struct VertexOutput { float4 pos : SV_POSITION; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; float3 normalDir : TEXCOORD4; float3 tangentDir : TEXCOORD5; float3 bitangentDir : TEXCOORD6; LIGHTING_COORDS(7,8) UNITY_FOG_COORDS(9) #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) float4 ambientOrLightmapUV : TEXCOORD10; #endif }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; #ifdef LIGHTMAP_ON o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.ambientOrLightmapUV.zw = 0; #elif UNITY_SHOULD_SAMPLE_SH #endif #ifdef DYNAMICLIGHTMAP_ON o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif o.normalDir = UnityObjectToWorldNormal(v.normal); o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos(v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i) : COLOR { i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 _BaseNormal_var = UnpackNormal(tex2D(_BaseNormal,TRANSFORM_TEX(i.uv0, _BaseNormal))); float3 _BlendNormal_var = UnpackNormal(tex2D(_BlendNormal,TRANSFORM_TEX(i.uv0, _BlendNormal))); float4 _Noise_var = tex2D(_Noise,TRANSFORM_TEX(i.uv0, _Noise)); float node_4679 = step(_BlendClip,_Noise_var.g); float3 normalLocal = lerp(_BaseNormal_var.rgb,lerp(lerp(_BaseNormal_var.rgb,_BlendNormal_var.rgb,node_4679),_BlendNormal_var.rgb,i.uv0.b),i.uv0.b); float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; float3 halfDirection = normalize(viewDirection+lightDirection); ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); float3 attenColor = attenuation * _LightColor0.xyz; float Pi = 3.141592654; float InvPi = 0.31830988618; ///////// Gloss: float gloss = _Gloss; float specPow = exp2( gloss * 10.0+1.0); /////// GI Data: UnityLight light; #ifdef LIGHTMAP_OFF light.color = lightColor; light.dir = lightDirection; light.ndotl = LambertTerm (normalDirection, light.dir); #else light.color = half3(0.f, 0.f, 0.f); light.ndotl = 0.0f; light.dir = half3(0.f, 0.f, 0.f); #endif UnityGIInput d; d.light = light; d.worldPos = i.posWorld.xyz; d.worldViewDir = viewDirection; d.atten = attenuation; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) d.ambient = 0; d.lightmapUV = i.ambientOrLightmapUV; #else d.ambient = i.ambientOrLightmapUV; #endif d.boxMax[0] = unity_SpecCube0_BoxMax; d.boxMin[0] = unity_SpecCube0_BoxMin; d.probePosition[0] = unity_SpecCube0_ProbePosition; d.probeHDR[0] = unity_SpecCube0_HDR; d.boxMax[1] = unity_SpecCube1_BoxMax; d.boxMin[1] = unity_SpecCube1_BoxMin; d.probePosition[1] = unity_SpecCube1_ProbePosition; d.probeHDR[1] = unity_SpecCube1_HDR; Unity_GlossyEnvironmentData ugls_en_data; ugls_en_data.roughness = 1.0 - gloss; ugls_en_data.reflUVW = viewReflectDirection; UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); lightDirection = gi.light.dir; lightColor = gi.light.color; ////// Specular: float NdotL = max(0, dot( normalDirection, lightDirection )); float LdotH = max(0.0,dot(lightDirection, halfDirection)); float3 specularColor = _Metallic; float specularMonochrome; float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float4 _Blend_var = tex2D(_Blend,TRANSFORM_TEX(i.uv0, _Blend)); float3 diffuseColor = lerp(_MainTex_var.rgb,lerp(lerp(_MainTex_var.rgb,_Blend_var.rgb,node_4679),_Blend_var.rgb,i.uv0.b),i.uv0.b); // Need this for specular when using metallic diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome ); specularMonochrome = 1.0-specularMonochrome; float NdotV = max(0.0,dot( normalDirection, viewDirection )); float NdotH = max(0.0,dot( normalDirection, halfDirection )); float VdotH = max(0.0,dot( viewDirection, halfDirection )); float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss ); float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss)); float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4); if (IsGammaSpace()) specularPBL = sqrt(max(1e-4h, specularPBL)); specularPBL = max(0, specularPBL * NdotL); float3 directSpecular = (floor(attenuation) * _LightColor0.xyz)*specularPBL*FresnelTerm(specularColor, LdotH); half grazingTerm = saturate( gloss + specularMonochrome ); float3 indirectSpecular = (gi.indirect.specular); indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); float3 specular = (directSpecular + indirectSpecular); /////// Diffuse: NdotL = max(0.0,dot( normalDirection, lightDirection )); half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); float nlPow5 = Pow5(1-NdotL); float nvPow5 = Pow5(1-NdotV); float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor; float3 indirectDiffuse = float3(0,0,0); indirectDiffuse += gi.indirect.diffuse; float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; /// Final Color: float3 finalColor = diffuse + specular; fixed4 finalRGBA = fixed4(finalColor,1); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode"="ForwardAdd" } Blend One One CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDADD #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #define _GLOSSYENV 1 #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma multi_compile_fwdadd_fullshadows #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile_fog #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _Metallic; uniform float _Gloss; uniform sampler2D _BaseNormal; uniform float4 _BaseNormal_ST; uniform sampler2D _Noise; uniform float4 _Noise_ST; uniform sampler2D _Blend; uniform float4 _Blend_ST; uniform sampler2D _BlendNormal; uniform float4 _BlendNormal_ST; uniform float _BlendClip; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; }; struct VertexOutput { float4 pos : SV_POSITION; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; float3 normalDir : TEXCOORD4; float3 tangentDir : TEXCOORD5; float3 bitangentDir : TEXCOORD6; LIGHTING_COORDS(7,8) UNITY_FOG_COORDS(9) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.normalDir = UnityObjectToWorldNormal(v.normal); o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos(v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i) : COLOR { i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 _BaseNormal_var = UnpackNormal(tex2D(_BaseNormal,TRANSFORM_TEX(i.uv0, _BaseNormal))); float3 _BlendNormal_var = UnpackNormal(tex2D(_BlendNormal,TRANSFORM_TEX(i.uv0, _BlendNormal))); float4 _Noise_var = tex2D(_Noise,TRANSFORM_TEX(i.uv0, _Noise)); float node_4679 = step(_BlendClip,_Noise_var.g); float3 normalLocal = lerp(_BaseNormal_var.rgb,lerp(lerp(_BaseNormal_var.rgb,_BlendNormal_var.rgb,node_4679),_BlendNormal_var.rgb,i.uv0.b),i.uv0.b); float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); float3 lightColor = _LightColor0.rgb; float3 halfDirection = normalize(viewDirection+lightDirection); ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); float3 attenColor = attenuation * _LightColor0.xyz; float Pi = 3.141592654; float InvPi = 0.31830988618; ///////// Gloss: float gloss = _Gloss; float specPow = exp2( gloss * 10.0+1.0); ////// Specular: float NdotL = max(0, dot( normalDirection, lightDirection )); float LdotH = max(0.0,dot(lightDirection, halfDirection)); float3 specularColor = _Metallic; float specularMonochrome; float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float4 _Blend_var = tex2D(_Blend,TRANSFORM_TEX(i.uv0, _Blend)); float3 diffuseColor = lerp(_MainTex_var.rgb,lerp(lerp(_MainTex_var.rgb,_Blend_var.rgb,node_4679),_Blend_var.rgb,i.uv0.b),i.uv0.b); // Need this for specular when using metallic diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome ); specularMonochrome = 1.0-specularMonochrome; float NdotV = max(0.0,dot( normalDirection, viewDirection )); float NdotH = max(0.0,dot( normalDirection, halfDirection )); float VdotH = max(0.0,dot( viewDirection, halfDirection )); float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss ); float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss)); float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4); if (IsGammaSpace()) specularPBL = sqrt(max(1e-4h, specularPBL)); specularPBL = max(0, specularPBL * NdotL); float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH); float3 specular = directSpecular; /////// Diffuse: NdotL = max(0.0,dot( normalDirection, lightDirection )); half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); float nlPow5 = Pow5(1-NdotL); float nvPow5 = Pow5(1-NdotV); float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor; float3 diffuse = directDiffuse * diffuseColor; /// Final Color: float3 finalColor = diffuse + specular; fixed4 finalRGBA = fixed4(finalColor * 1,0); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "Meta" Tags { "LightMode"="Meta" } Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_META 1 #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #define _GLOSSYENV 1 #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #include "UnityMetaPass.cginc" #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_shadowcaster #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile_fog #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _Metallic; uniform float _Gloss; uniform sampler2D _Noise; uniform float4 _Noise_ST; uniform sampler2D _Blend; uniform float4 _Blend_ST; uniform float _BlendClip; struct VertexInput { float4 vertex : POSITION; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; }; struct VertexOutput { float4 pos : SV_POSITION; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); return o; } float4 frag(VertexOutput i) : SV_Target { float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); UnityMetaInput o; UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); o.Emission = 0; float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float4 _Blend_var = tex2D(_Blend,TRANSFORM_TEX(i.uv0, _Blend)); float4 _Noise_var = tex2D(_Noise,TRANSFORM_TEX(i.uv0, _Noise)); float node_4679 = step(_BlendClip,_Noise_var.g); float3 diffColor = lerp(_MainTex_var.rgb,lerp(lerp(_MainTex_var.rgb,_Blend_var.rgb,node_4679),_Blend_var.rgb,i.uv0.b),i.uv0.b); float specularMonochrome; float3 specColor; diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); float roughness = 1.0 - _Gloss; o.Albedo = diffColor + specColor * roughness * roughness * 0.5; return UnityMetaFragment( o ); } ENDCG } } FallBack "Diffuse" CustomEditor "z_BlendMaterialInspector" }