您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
824 行
21 KiB
824 行
21 KiB
// define Z_TEXTURE_CHANNELS 2
|
|
// define Z_MESH_ATTRIBUTES Color
|
|
// 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 Height" {
|
|
|
|
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
|
|
|
|
_Gloss ("Gloss", Range(0, 1)) = 0.8
|
|
|
|
_FillStrength ("Fill Strength", Range(0, 2)) = 1
|
|
|
|
}
|
|
|
|
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 _FillStrength;
|
|
|
|
struct VertexInput {
|
|
|
|
float4 vertex : POSITION;
|
|
|
|
float3 normal : NORMAL;
|
|
|
|
float4 tangent : TANGENT;
|
|
|
|
float4 texcoord0 : TEXCOORD0;
|
|
|
|
float4 texcoord1 : TEXCOORD1;
|
|
|
|
float4 texcoord2 : TEXCOORD2;
|
|
|
|
float4 vertexColor : COLOR;
|
|
|
|
};
|
|
|
|
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;
|
|
|
|
float4 vertexColor : COLOR;
|
|
|
|
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;
|
|
|
|
o.vertexColor = v.vertexColor;
|
|
|
|
#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 _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));
|
|
|
|
float3 node_2100 = saturate((((1.0-_MainTex_var.r)*saturate((_Noise_var.rgb/(1.0-_Blend_var.rgb))))*(i.vertexColor.r*_FillStrength)));
|
|
|
|
float3 normalLocal = lerp(_BaseNormal_var.rgb,_BlendNormal_var.rgb,node_2100);
|
|
|
|
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;
|
|
|
|
float3 diffuseColor = lerp(_MainTex_var.rgb,_Blend_var.rgb,node_2100); // 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 _FillStrength;
|
|
|
|
struct VertexInput {
|
|
|
|
float4 vertex : POSITION;
|
|
|
|
float3 normal : NORMAL;
|
|
|
|
float4 tangent : TANGENT;
|
|
|
|
float4 texcoord0 : TEXCOORD0;
|
|
|
|
float4 texcoord1 : TEXCOORD1;
|
|
|
|
float4 texcoord2 : TEXCOORD2;
|
|
|
|
float4 vertexColor : COLOR;
|
|
|
|
};
|
|
|
|
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;
|
|
|
|
float4 vertexColor : COLOR;
|
|
|
|
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.vertexColor = v.vertexColor;
|
|
|
|
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 _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));
|
|
|
|
float3 node_2100 = saturate((((1.0-_MainTex_var.r)*saturate((_Noise_var.rgb/(1.0-_Blend_var.rgb))))*(i.vertexColor.r*_FillStrength)));
|
|
|
|
float3 normalLocal = lerp(_BaseNormal_var.rgb,_BlendNormal_var.rgb,node_2100);
|
|
|
|
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;
|
|
|
|
float3 diffuseColor = lerp(_MainTex_var.rgb,_Blend_var.rgb,node_2100); // 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 _FillStrength;
|
|
|
|
struct VertexInput {
|
|
|
|
float4 vertex : POSITION;
|
|
|
|
float4 texcoord0 : TEXCOORD0;
|
|
|
|
float4 texcoord1 : TEXCOORD1;
|
|
|
|
float4 texcoord2 : TEXCOORD2;
|
|
|
|
float4 vertexColor : COLOR;
|
|
|
|
};
|
|
|
|
struct VertexOutput {
|
|
|
|
float4 pos : SV_POSITION;
|
|
|
|
float4 uv0 : TEXCOORD0;
|
|
|
|
float4 uv1 : TEXCOORD1;
|
|
|
|
float4 uv2 : TEXCOORD2;
|
|
|
|
float4 posWorld : TEXCOORD3;
|
|
|
|
float4 vertexColor : COLOR;
|
|
|
|
};
|
|
|
|
VertexOutput vert (VertexInput v) {
|
|
|
|
VertexOutput o = (VertexOutput)0;
|
|
|
|
o.uv0 = v.texcoord0;
|
|
|
|
o.uv1 = v.texcoord1;
|
|
|
|
o.uv2 = v.texcoord2;
|
|
|
|
o.vertexColor = v.vertexColor;
|
|
|
|
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));
|
|
|
|
float3 node_2100 = saturate((((1.0-_MainTex_var.r)*saturate((_Noise_var.rgb/(1.0-_Blend_var.rgb))))*(i.vertexColor.r*_FillStrength)));
|
|
|
|
float3 diffColor = lerp(_MainTex_var.rgb,_Blend_var.rgb,node_2100);
|
|
|
|
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"
|
|
|
|
}
|
|
|