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
363 行
19 KiB
363 行
19 KiB
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
|
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
|
|
|
// Upgrade NOTE: replaced '_Object2World' with '_Object2World'
|
|
|
|
// define Z_TEXTURE_CHANNELS 4
|
|
// define Z_MESH_ATTRIBUTES UV3
|
|
// Important! This is a generated file, any changes will be overwritten
|
|
// when the _SfTexBlendSrc suffixed version of this shader is modified.
|
|
|
|
|
|
Shader "Polybrush/TriPlanar Blend Legacy" {
|
|
Properties {
|
|
_Texture1 ("Texture 1", 2D) = "white" {}
|
|
_Texture2 ("Texture 2", 2D) = "white" {}
|
|
|
|
_Texture3 ("Texture 3", 2D) = "white" {}
|
|
_Texture4 ("Texture 4", 2D) = "white" {}
|
|
}
|
|
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 _Texture1; uniform float4 _Texture1_ST;
|
|
uniform sampler2D _Texture2; uniform float4 _Texture2_ST;
|
|
uniform sampler2D _Texture3; uniform float4 _Texture3_ST;
|
|
|
|
uniform sampler2D _Texture4; uniform float4 _Texture4_ST;
|
|
struct VertexInput {
|
|
float4 vertex : POSITION;
|
|
float3 normal : NORMAL;
|
|
float4 tangent : TANGENT;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
};
|
|
struct VertexOutput {
|
|
float4 pos : SV_POSITION;
|
|
float4 uv1 : TEXCOORD0;
|
|
float4 uv2 : TEXCOORD1;
|
|
float4 posWorld : TEXCOORD2;
|
|
float3 normalDir : TEXCOORD3;
|
|
float3 tangentDir : TEXCOORD4;
|
|
float3 bitangentDir : TEXCOORD5;
|
|
LIGHTING_COORDS(6,7)
|
|
UNITY_FOG_COORDS(8)
|
|
#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
|
|
float4 ambientOrLightmapUV : TEXCOORD9;
|
|
#endif
|
|
};
|
|
VertexOutput vert (VertexInput v) {
|
|
VertexOutput o = (VertexOutput)0;
|
|
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 normalDirection = i.normalDir;
|
|
float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
|
|
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
|
|
float3 lightColor = _LightColor0.rgb;
|
|
////// Lighting:
|
|
float attenuation = LIGHT_ATTENUATION(i);
|
|
float3 attenColor = attenuation * _LightColor0.xyz;
|
|
/////// 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
|
|
Unity_GlossyEnvironmentData ugls_en_data;
|
|
ugls_en_data.roughness = 1.0 - 0;
|
|
ugls_en_data.reflUVW = viewReflectDirection;
|
|
UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
|
|
lightDirection = gi.light.dir;
|
|
lightColor = gi.light.color;
|
|
/////// Diffuse:
|
|
float NdotL = max(0.0,dot( normalDirection, lightDirection ));
|
|
float3 directDiffuse = max( 0.0, NdotL) * attenColor;
|
|
float3 indirectDiffuse = float3(0,0,0);
|
|
indirectDiffuse += gi.indirect.diffuse;
|
|
float4 node_1190 = float4(i.uv2.r,i.uv2.g,i.uv2.b,i.uv2.a);
|
|
float3 node_8849 = abs(i.normalDir);
|
|
float3 node_3954 = (node_8849*node_8849);
|
|
float2 node_6565 = float2(i.posWorld.g,i.posWorld.b);
|
|
float4 _MainTex = tex2D(_Texture1,TRANSFORM_TEX(node_6565, _Texture1));
|
|
float2 node_3477 = float2(i.posWorld.r,i.posWorld.b);
|
|
float4 node_3536 = tex2D(_Texture1,TRANSFORM_TEX(node_3477, _Texture1));
|
|
float2 node_311 = float2(i.posWorld.g,i.posWorld.r);
|
|
float4 node_3386 = tex2D(_Texture1,TRANSFORM_TEX(node_311, _Texture1));
|
|
float4 node_5742 = tex2D(_Texture2,TRANSFORM_TEX(node_6565, _Texture2));
|
|
float4 node_4501 = tex2D(_Texture2,TRANSFORM_TEX(node_3477, _Texture2));
|
|
float4 node_2195 = tex2D(_Texture2,TRANSFORM_TEX(node_311, _Texture2));
|
|
float4 node_972 = tex2D(_Texture3,TRANSFORM_TEX(node_6565, _Texture3));
|
|
float4 node_4295 = tex2D(_Texture3,TRANSFORM_TEX(node_3477, _Texture3));
|
|
float4 node_1734 = tex2D(_Texture3,TRANSFORM_TEX(node_311, _Texture3));
|
|
float4 node_7081 = tex2D(_Texture4,TRANSFORM_TEX(node_6565, _Texture4));
|
|
float4 node_3235 = tex2D(_Texture4,TRANSFORM_TEX(node_3477, _Texture4));
|
|
float4 node_9532 = tex2D(_Texture4,TRANSFORM_TEX(node_311, _Texture4));
|
|
float3 diffuseColor = (node_1190.r*(node_3954.r*_MainTex.rgb + node_3954.g*node_3536.rgb + node_3954.b*node_3386.rgb) + node_1190.g*(node_3954.r*node_5742.rgb + node_3954.g*node_4501.rgb + node_3954.b*node_2195.rgb) + node_1190.b*(node_3954.r*node_972.rgb + node_3954.g*node_4295.rgb + node_3954.b*node_1734.rgb) + node_1190.a*(node_3954.r*node_7081.rgb + node_3954.g*node_3235.rgb + node_3954.b*node_9532.rgb));
|
|
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
|
|
/// Final Color:
|
|
float3 finalColor = diffuse;
|
|
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 _Texture1; uniform float4 _Texture1_ST;
|
|
uniform sampler2D _Texture2; uniform float4 _Texture2_ST;
|
|
uniform sampler2D _Texture3; uniform float4 _Texture3_ST;
|
|
|
|
uniform sampler2D _Texture4; uniform float4 _Texture4_ST;
|
|
struct VertexInput {
|
|
float4 vertex : POSITION;
|
|
float3 normal : NORMAL;
|
|
float4 tangent : TANGENT;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
};
|
|
struct VertexOutput {
|
|
float4 pos : SV_POSITION;
|
|
float4 uv1 : TEXCOORD0;
|
|
float4 uv2 : TEXCOORD1;
|
|
float4 posWorld : TEXCOORD2;
|
|
float3 normalDir : TEXCOORD3;
|
|
float3 tangentDir : TEXCOORD4;
|
|
float3 bitangentDir : TEXCOORD5;
|
|
LIGHTING_COORDS(6,7)
|
|
UNITY_FOG_COORDS(8)
|
|
};
|
|
VertexOutput vert (VertexInput v) {
|
|
VertexOutput o = (VertexOutput)0;
|
|
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 normalDirection = i.normalDir;
|
|
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
|
|
float3 lightColor = _LightColor0.rgb;
|
|
////// Lighting:
|
|
float attenuation = LIGHT_ATTENUATION(i);
|
|
float3 attenColor = attenuation * _LightColor0.xyz;
|
|
/////// Diffuse:
|
|
float NdotL = max(0.0,dot( normalDirection, lightDirection ));
|
|
float3 directDiffuse = max( 0.0, NdotL) * attenColor;
|
|
float4 node_1190 = float4(i.uv2.r,i.uv2.g,i.uv2.b,i.uv2.a);
|
|
float3 node_8849 = abs(i.normalDir);
|
|
float3 node_3954 = (node_8849*node_8849);
|
|
float2 node_6565 = float2(i.posWorld.g,i.posWorld.b);
|
|
float4 _MainTex = tex2D(_Texture1,TRANSFORM_TEX(node_6565, _Texture1));
|
|
float2 node_3477 = float2(i.posWorld.r,i.posWorld.b);
|
|
float4 node_3536 = tex2D(_Texture1,TRANSFORM_TEX(node_3477, _Texture1));
|
|
float2 node_311 = float2(i.posWorld.g,i.posWorld.r);
|
|
float4 node_3386 = tex2D(_Texture1,TRANSFORM_TEX(node_311, _Texture1));
|
|
float4 node_5742 = tex2D(_Texture2,TRANSFORM_TEX(node_6565, _Texture2));
|
|
float4 node_4501 = tex2D(_Texture2,TRANSFORM_TEX(node_3477, _Texture2));
|
|
float4 node_2195 = tex2D(_Texture2,TRANSFORM_TEX(node_311, _Texture2));
|
|
float4 node_972 = tex2D(_Texture3,TRANSFORM_TEX(node_6565, _Texture3));
|
|
float4 node_4295 = tex2D(_Texture3,TRANSFORM_TEX(node_3477, _Texture3));
|
|
float4 node_1734 = tex2D(_Texture3,TRANSFORM_TEX(node_311, _Texture3));
|
|
float4 node_7081 = tex2D(_Texture4,TRANSFORM_TEX(node_6565, _Texture4));
|
|
float4 node_3235 = tex2D(_Texture4,TRANSFORM_TEX(node_3477, _Texture4));
|
|
float4 node_9532 = tex2D(_Texture4,TRANSFORM_TEX(node_311, _Texture4));
|
|
float3 diffuseColor = (node_1190.r*(node_3954.r*_MainTex.rgb + node_3954.g*node_3536.rgb + node_3954.b*node_3386.rgb) + node_1190.g*(node_3954.r*node_5742.rgb + node_3954.g*node_4501.rgb + node_3954.b*node_2195.rgb) + node_1190.b*(node_3954.r*node_972.rgb + node_3954.g*node_4295.rgb + node_3954.b*node_1734.rgb) + node_1190.a*(node_3954.r*node_7081.rgb + node_3954.g*node_3235.rgb + node_3954.b*node_9532.rgb));
|
|
float3 diffuse = directDiffuse * diffuseColor;
|
|
/// Final Color:
|
|
float3 finalColor = diffuse;
|
|
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 _Texture1; uniform float4 _Texture1_ST;
|
|
uniform sampler2D _Texture2; uniform float4 _Texture2_ST;
|
|
uniform sampler2D _Texture3; uniform float4 _Texture3_ST;
|
|
|
|
uniform sampler2D _Texture4; uniform float4 _Texture4_ST;
|
|
struct VertexInput {
|
|
float4 vertex : POSITION;
|
|
float3 normal : NORMAL;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
};
|
|
struct VertexOutput {
|
|
float4 pos : SV_POSITION;
|
|
float4 uv1 : TEXCOORD0;
|
|
float4 uv2 : TEXCOORD1;
|
|
float4 posWorld : TEXCOORD2;
|
|
float3 normalDir : TEXCOORD3;
|
|
};
|
|
VertexOutput vert (VertexInput v) {
|
|
VertexOutput o = (VertexOutput)0;
|
|
o.uv1 = v.texcoord1;
|
|
o.uv2 = v.texcoord2;
|
|
o.normalDir = UnityObjectToWorldNormal(v.normal);
|
|
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 {
|
|
i.normalDir = normalize(i.normalDir);
|
|
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
|
|
float3 normalDirection = i.normalDir;
|
|
UnityMetaInput o;
|
|
UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
|
|
|
|
o.Emission = 0;
|
|
|
|
float4 node_1190 = float4(i.uv2.r,i.uv2.g,i.uv2.b,i.uv2.a);
|
|
float3 node_8849 = abs(i.normalDir);
|
|
float3 node_3954 = (node_8849*node_8849);
|
|
float2 node_6565 = float2(i.posWorld.g,i.posWorld.b);
|
|
float4 _MainTex = tex2D(_Texture1,TRANSFORM_TEX(node_6565, _Texture1));
|
|
float2 node_3477 = float2(i.posWorld.r,i.posWorld.b);
|
|
float4 node_3536 = tex2D(_Texture1,TRANSFORM_TEX(node_3477, _Texture1));
|
|
float2 node_311 = float2(i.posWorld.g,i.posWorld.r);
|
|
float4 node_3386 = tex2D(_Texture1,TRANSFORM_TEX(node_311, _Texture1));
|
|
float4 node_5742 = tex2D(_Texture2,TRANSFORM_TEX(node_6565, _Texture2));
|
|
float4 node_4501 = tex2D(_Texture2,TRANSFORM_TEX(node_3477, _Texture2));
|
|
float4 node_2195 = tex2D(_Texture2,TRANSFORM_TEX(node_311, _Texture2));
|
|
float4 node_972 = tex2D(_Texture3,TRANSFORM_TEX(node_6565, _Texture3));
|
|
float4 node_4295 = tex2D(_Texture3,TRANSFORM_TEX(node_3477, _Texture3));
|
|
float4 node_1734 = tex2D(_Texture3,TRANSFORM_TEX(node_311, _Texture3));
|
|
float4 node_7081 = tex2D(_Texture4,TRANSFORM_TEX(node_6565, _Texture4));
|
|
float4 node_3235 = tex2D(_Texture4,TRANSFORM_TEX(node_3477, _Texture4));
|
|
float4 node_9532 = tex2D(_Texture4,TRANSFORM_TEX(node_311, _Texture4));
|
|
float3 diffColor = (node_1190.r*(node_3954.r*_MainTex.rgb + node_3954.g*node_3536.rgb + node_3954.b*node_3386.rgb) + node_1190.g*(node_3954.r*node_5742.rgb + node_3954.g*node_4501.rgb + node_3954.b*node_2195.rgb) + node_1190.b*(node_3954.r*node_972.rgb + node_3954.g*node_4295.rgb + node_3954.b*node_1734.rgb) + node_1190.a*(node_3954.r*node_7081.rgb + node_3954.g*node_3235.rgb + node_3954.b*node_9532.rgb));
|
|
o.Albedo = diffColor;
|
|
|
|
return UnityMetaFragment( o );
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
FallBack "Legacy Shaders/Diffuse"
|
|
CustomEditor "z_BlendMaterialInspector"
|
|
}
|