489 lines
26 KiB
Plaintext
489 lines
26 KiB
Plaintext
Shader "ZMOBA/Water" {
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Properties {
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_WaterColor ("Water Color", Color) = (0,0.503546,1,1)
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_RimColor ("Rim Color", Color) = (1,1,1,1)
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_FresnelColor ("Fresnel Color", Color) = (1,1,1,0.5019608)
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_Fresnelexponent ("Fresnel exponent", Float ) = 4
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_Transparency ("Transparency", Range(0, 1)) = 0.75
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_Glossiness ("Glossiness", Range(0, 1)) = 1
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_SurfaceHighlight ("Surface Highlight", Range(0, 1)) = 0.05
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_Surfacehightlightsize ("Surface hightlight size", Range(0, 1)) = 0
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_SurfaceHightlighttiling ("Surface Hightlight tiling", Float ) = 0.25
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_Depth ("Depth", Range(0, 30)) = 30
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_Depthdarkness ("Depth darkness", Range(0, 1)) = 0.5
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_RimSize ("Rim Size", Range(0, 4)) = 2
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_Rimfalloff ("Rim falloff", Range(0, 5)) = 0.25
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[MaterialToggle] _Worldspacetiling ("Worldspace tiling", Float ) = 0
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_Tiling ("Tiling", Range(0.1, 1)) = 0.9
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_Rimtiling ("Rim tiling", Float ) = 2
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_RefractionAmount ("Refraction Amount", Range(0, 0.2)) = 0.1
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_Wavesspeed ("Waves speed", Range(0, 10)) = 0.75
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_Wavesstrength ("Waves strength", Range(0, 1)) = 0.66
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[NoScaleOffset][Normal]_Normals ("Normals", 2D) = "bump" {}
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[NoScaleOffset]_Shadermap ("Shadermap", 2D) = "black" {}
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_Reflection ("Reflection", Cube) = "_Skybox" {}
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[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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}
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SubShader {
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Tags {
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"IgnoreProjector"="True"
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"Queue"="Transparent"
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"RenderType"="Transparent"
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}
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GrabPass{ }
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Pass {
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Name "FORWARD"
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Tags {
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"LightMode"="ForwardBase"
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}
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define UNITY_PASS_FORWARDBASE
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#include "UnityCG.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
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#pragma target 3.0
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#pragma glsl
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uniform sampler2D _GrabTexture;
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uniform sampler2D _CameraDepthTexture;
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uniform float4 _TimeEditor;
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uniform fixed _RimSize;
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uniform fixed4 _WaterColor;
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uniform fixed4 _RimColor;
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uniform sampler2D _Shadermap;
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uniform fixed _Tiling;
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uniform float _RefractionAmount;
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uniform float _Transparency;
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uniform sampler2D _Normals;
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uniform fixed _Wavesspeed;
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uniform float _Glossiness;
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uniform float _Wavesstrength;
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uniform fixed _Depth;
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uniform samplerCUBE _Reflection;
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uniform fixed _Depthdarkness;
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uniform fixed _Rimtiling;
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uniform fixed _Worldspacetiling;
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uniform fixed _Rimfalloff;
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uniform float _SurfaceHighlight;
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uniform float _Surfacehightlightsize;
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uniform float _SurfaceHightlighttiling;
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uniform float _Fresnelexponent;
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uniform float4 _FresnelColor;
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float2 texcoord0 : TEXCOORD0;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float4 posWorld : TEXCOORD1;
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float3 normalDir : TEXCOORD2;
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float3 tangentDir : TEXCOORD3;
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float3 bitangentDir : TEXCOORD4;
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float4 screenPos : TEXCOORD5;
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float4 projPos : TEXCOORD6;
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UNITY_FOG_COORDS(7)
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
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o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
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float4 node_8305 = _Time + _TimeEditor;
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float WaveSpeed = (node_8305.g*(_Wavesspeed*0.1));
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fixed mWaveSpeed = WaveSpeed;
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fixed2 Tiling = (lerp( ((-20.0)*o.uv0), mul(unity_ObjectToWorld, v.vertex).rgb.rb, _Worldspacetiling )*(1.0 - _Tiling));
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fixed2 mTiling = Tiling;
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fixed2 WavePanningV = (mTiling+mWaveSpeed*float2(0,1));
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fixed3 node_4911 = UnpackNormal(tex2Dlod(_Normals,float4(WavePanningV,0.0,0)));
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v.vertex.xyz += (v.normal*node_4911.r*_Wavesstrength);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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float3 lightColor = _LightColor0.rgb;
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o.pos = UnityObjectToClipPos(v.vertex );
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UNITY_TRANSFER_FOG(o,o.pos);
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o.projPos = ComputeScreenPos (o.pos);
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COMPUTE_EYEDEPTH(o.projPos.z);
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o.screenPos = o.pos;
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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#if UNITY_UV_STARTS_AT_TOP
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float grabSign = -_ProjectionParams.x;
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#else
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float grabSign = _ProjectionParams.x;
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#endif
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i.normalDir = normalize(i.normalDir);
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i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 );
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i.screenPos.y *= _ProjectionParams.x;
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float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float4 node_8305 = _Time + _TimeEditor;
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float WaveSpeed = (node_8305.g*(_Wavesspeed*0.1));
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fixed mWaveSpeed = WaveSpeed;
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fixed2 Tiling = (lerp( ((-20.0)*i.uv0), i.posWorld.rgb.rb, _Worldspacetiling )*(1.0 - _Tiling));
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fixed2 mTiling = Tiling;
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fixed2 WavePanningV = (mTiling+mWaveSpeed*float2(0,1));
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fixed3 node_4911 = UnpackNormal(tex2D(_Normals,WavePanningV));
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fixed2 WavePanningU = (mTiling+mWaveSpeed*float2(0.9,0));
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fixed3 node_49111 = UnpackNormal(tex2D(_Normals,WavePanningU));
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float3 node_3950_nrm_base = node_4911.rgb + float3(0,0,1);
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float3 node_3950_nrm_detail = node_49111.rgb * float3(-1,-1,1);
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float3 node_3950_nrm_combined = node_3950_nrm_base*dot(node_3950_nrm_base, node_3950_nrm_detail)/node_3950_nrm_base.z - node_3950_nrm_detail;
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float3 node_3950 = node_3950_nrm_combined;
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float3 Normals = node_3950;
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float3 normalLocal = Normals;
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float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
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float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
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float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g);
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float partZ = max(0,i.projPos.z - _ProjectionParams.g);
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float2 Refraction = (float2(node_4911.r,node_49111.g)*_RefractionAmount);
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float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + Refraction;
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float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
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float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
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float3 lightColor = _LightColor0.rgb;
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float3 halfDirection = normalize(viewDirection+lightDirection);
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////// Lighting:
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float attenuation = 1;
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float3 attenColor = attenuation * _LightColor0.xyz;
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float Pi = 3.141592654;
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float InvPi = 0.31830988618;
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///////// Gloss:
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float Roughness = (saturate((1.0-(1.0-node_4911.r)*(1.0-node_49111.g)))*_Glossiness);
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float gloss = 1.0 - Roughness; // Convert roughness to gloss
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float specPow = exp2( gloss * 10.0+1.0);
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/////// GI Data:
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UnityLight light;
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#ifdef LIGHTMAP_OFF
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light.color = lightColor;
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light.dir = lightDirection;
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light.ndotl = LambertTerm (normalDirection, light.dir);
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#else
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light.color = half3(0.f, 0.f, 0.f);
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light.ndotl = 0.0f;
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light.dir = half3(0.f, 0.f, 0.f);
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#endif
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UnityGIInput d;
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d.light = light;
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d.worldPos = i.posWorld.xyz;
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d.worldViewDir = viewDirection;
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d.atten = attenuation;
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Unity_GlossyEnvironmentData ugls_en_data;
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ugls_en_data.roughness = 1.0 - gloss;
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ugls_en_data.reflUVW = viewReflectDirection;
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UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
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lightDirection = gi.light.dir;
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lightColor = gi.light.color;
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////// Specular:
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float NdotL = max(0, dot( normalDirection, lightDirection ));
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float LdotH = max(0.0,dot(lightDirection, halfDirection));
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float node_8807 = 0.0;
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float3 specularColor = float3(node_8807,node_8807,node_8807);
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float specularMonochrome;
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float depth = saturate((sceneZ-partZ)/_Depth);
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float RimAllphaMultiply = ((1.0 - pow(saturate((sceneZ-partZ)/_RimSize),_Rimfalloff))*_RimColor.a);
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fixed node_7911 = WaveSpeed;
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fixed2 rimTiling = (Tiling*_Rimtiling);
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fixed2 rimPanningU = (rimTiling+node_7911*float2(1,0));
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float4 rimTexR = tex2D(_Shadermap,rimPanningU);
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fixed2 rimPanningV = (rimTiling+node_7911*float2(0,1));
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float4 rimTexB = tex2D(_Shadermap,rimPanningV);
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float AddRimTextureToMask = (RimAllphaMultiply+(RimAllphaMultiply*(1.0 - (rimTexR.b*rimTexB.b))*_RimColor.a));
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float node_4005 = 1.0;
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float2 HighlightPanningV = (WavePanningV*_SurfaceHightlighttiling);
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float4 node_5469 = tex2D(_Shadermap,HighlightPanningV);
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float2 HightlightPanningU = (WavePanningU*_SurfaceHightlighttiling);
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float4 node_8808 = tex2D(_Shadermap,HightlightPanningU);
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float ClampHighlight = saturate((step(_Surfacehightlightsize,(node_5469.r-node_8808.r))*_SurfaceHighlight));
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float3 diffuseColor = lerp(lerp(_FresnelColor.rgb,lerp(lerp(_WaterColor.rgb,(_WaterColor.rgb*(1.0 - _Depthdarkness)),depth),_RimColor.rgb,saturate(AddRimTextureToMask)),(1.0 - (pow((1.0-max(0,dot(i.normalDir, viewDirection))),_Fresnelexponent)*_FresnelColor.a))),float3(node_4005,node_4005,node_4005),ClampHighlight); // Need this for specular when using metallic
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diffuseColor = EnergyConservationBetweenDiffuseAndSpecular(diffuseColor, specularColor, specularMonochrome);
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specularMonochrome = 1.0-specularMonochrome;
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float NdotV = max(0.0,dot( normalDirection, viewDirection ));
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float NdotH = max(0.0,dot( normalDirection, halfDirection ));
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float VdotH = max(0.0,dot( viewDirection, halfDirection ));
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float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss );
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float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss));
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float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4);
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if (IsGammaSpace())
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specularPBL = sqrt(max(1e-4h, specularPBL));
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specularPBL = max(0, specularPBL * NdotL);
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float3 directSpecular = (floor(attenuation) * _LightColor0.xyz)*specularPBL*FresnelTerm(specularColor, LdotH);
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half grazingTerm = saturate( gloss + specularMonochrome );
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float3 indirectSpecular = (0 + (texCUBE(_Reflection,viewReflectDirection).rgb*_Glossiness));
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indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
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float3 specular = (directSpecular + indirectSpecular);
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/////// Diffuse:
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NdotL = max(0.0,dot( normalDirection, lightDirection ));
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half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
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float nlPow5 = Pow5(1-NdotL);
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float nvPow5 = Pow5(1-NdotV);
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float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
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float3 indirectDiffuse = float3(0,0,0);
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indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
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diffuseColor *= 1-specularMonochrome;
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float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
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/// Final Color:
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float3 finalColor = diffuse + specular;
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fixed4 finalRGBA = fixed4(lerp(sceneColor.rgb, finalColor,(saturate(( lerp(_Transparency,1.0,AddRimTextureToMask) > 0.5 ? (1.0-(1.0-2.0*(lerp(_Transparency,1.0,AddRimTextureToMask)-0.5))*(1.0-depth)) : (2.0*lerp(_Transparency,1.0,AddRimTextureToMask)*depth) ))+ClampHighlight)),1);
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UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
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return finalRGBA;
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}
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ENDCG
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}
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Pass {
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Name "FORWARD_DELTA"
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Tags {
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"LightMode"="ForwardAdd"
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}
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Blend One One
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define UNITY_PASS_FORWARDADD
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#pragma multi_compile_fwdadd
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#pragma multi_compile_fog
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#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
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#pragma target 3.0
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#pragma glsl
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uniform sampler2D _GrabTexture;
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uniform sampler2D _CameraDepthTexture;
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uniform float4 _TimeEditor;
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uniform fixed _RimSize;
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uniform fixed4 _WaterColor;
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uniform fixed4 _RimColor;
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uniform sampler2D _Shadermap;
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uniform fixed _Tiling;
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uniform float _RefractionAmount;
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uniform float _Transparency;
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uniform sampler2D _Normals;
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uniform fixed _Wavesspeed;
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uniform float _Glossiness;
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uniform float _Wavesstrength;
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uniform fixed _Depth;
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uniform fixed _Depthdarkness;
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uniform fixed _Rimtiling;
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uniform fixed _Worldspacetiling;
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uniform fixed _Rimfalloff;
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uniform float _SurfaceHighlight;
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uniform float _Surfacehightlightsize;
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uniform float _SurfaceHightlighttiling;
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uniform float _Fresnelexponent;
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uniform float4 _FresnelColor;
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float2 texcoord0 : TEXCOORD0;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float4 posWorld : TEXCOORD1;
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float3 normalDir : TEXCOORD2;
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float3 tangentDir : TEXCOORD3;
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float3 bitangentDir : TEXCOORD4;
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float4 screenPos : TEXCOORD5;
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float4 projPos : TEXCOORD6;
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LIGHTING_COORDS(7,8)
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UNITY_FOG_COORDS(9)
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
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o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
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float4 node_8305 = _Time + _TimeEditor;
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float WaveSpeed = (node_8305.g*(_Wavesspeed*0.1));
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fixed mWaveSpeed = WaveSpeed;
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fixed2 Tiling = (lerp( ((-20.0)*o.uv0), mul(unity_ObjectToWorld, v.vertex).rgb.rb, _Worldspacetiling )*(1.0 - _Tiling));
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fixed2 mTiling = Tiling;
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fixed2 WavePanningV = (mTiling+mWaveSpeed*float2(0,1));
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fixed3 node_4911 = UnpackNormal(tex2Dlod(_Normals,float4(WavePanningV,0.0,0)));
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v.vertex.xyz += (v.normal*node_4911.r*_Wavesstrength);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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float3 lightColor = _LightColor0.rgb;
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o.pos = UnityObjectToClipPos(v.vertex );
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UNITY_TRANSFER_FOG(o,o.pos);
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o.projPos = ComputeScreenPos (o.pos);
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COMPUTE_EYEDEPTH(o.projPos.z);
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o.screenPos = o.pos;
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TRANSFER_VERTEX_TO_FRAGMENT(o)
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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#if UNITY_UV_STARTS_AT_TOP
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float grabSign = -_ProjectionParams.x;
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#else
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float grabSign = _ProjectionParams.x;
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#endif
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i.normalDir = normalize(i.normalDir);
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i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 );
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i.screenPos.y *= _ProjectionParams.x;
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float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float4 node_8305 = _Time + _TimeEditor;
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float WaveSpeed = (node_8305.g*(_Wavesspeed*0.1));
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fixed mWaveSpeed = WaveSpeed;
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fixed2 Tiling = (lerp( ((-20.0)*i.uv0), i.posWorld.rgb.rb, _Worldspacetiling )*(1.0 - _Tiling));
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fixed2 mTiling = Tiling;
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fixed2 WavePanningV = (mTiling+mWaveSpeed*float2(0,1));
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fixed3 node_4911 = UnpackNormal(tex2D(_Normals,WavePanningV));
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fixed2 WavePanningU = (mTiling+mWaveSpeed*float2(0.9,0));
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fixed3 node_49111 = UnpackNormal(tex2D(_Normals,WavePanningU));
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float3 node_3950_nrm_base = node_4911.rgb + float3(0,0,1);
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float3 node_3950_nrm_detail = node_49111.rgb * float3(-1,-1,1);
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float3 node_3950_nrm_combined = node_3950_nrm_base*dot(node_3950_nrm_base, node_3950_nrm_detail)/node_3950_nrm_base.z - node_3950_nrm_detail;
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float3 node_3950 = node_3950_nrm_combined;
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float3 Normals = node_3950;
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float3 normalLocal = Normals;
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float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
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float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g);
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float partZ = max(0,i.projPos.z - _ProjectionParams.g);
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float2 Refraction = (float2(node_4911.r,node_49111.g)*_RefractionAmount);
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float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + Refraction;
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float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
|
|
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 Roughness = (saturate((1.0-(1.0-node_4911.r)*(1.0-node_49111.g)))*_Glossiness);
|
|
float gloss = 1.0 - Roughness; // Convert roughness to 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));
|
|
float node_8807 = 0.0;
|
|
float3 specularColor = float3(node_8807,node_8807,node_8807);
|
|
float specularMonochrome;
|
|
float depth = saturate((sceneZ-partZ)/_Depth);
|
|
float RimAllphaMultiply = ((1.0 - pow(saturate((sceneZ-partZ)/_RimSize),_Rimfalloff))*_RimColor.a);
|
|
fixed node_7911 = WaveSpeed;
|
|
fixed2 rimTiling = (Tiling*_Rimtiling);
|
|
fixed2 rimPanningU = (rimTiling+node_7911*float2(1,0));
|
|
float4 rimTexR = tex2D(_Shadermap,rimPanningU);
|
|
fixed2 rimPanningV = (rimTiling+node_7911*float2(0,1));
|
|
float4 rimTexB = tex2D(_Shadermap,rimPanningV);
|
|
float AddRimTextureToMask = (RimAllphaMultiply+(RimAllphaMultiply*(1.0 - (rimTexR.b*rimTexB.b))*_RimColor.a));
|
|
float node_4005 = 1.0;
|
|
float2 HighlightPanningV = (WavePanningV*_SurfaceHightlighttiling);
|
|
float4 node_5469 = tex2D(_Shadermap,HighlightPanningV);
|
|
float2 HightlightPanningU = (WavePanningU*_SurfaceHightlighttiling);
|
|
float4 node_8808 = tex2D(_Shadermap,HightlightPanningU);
|
|
float ClampHighlight = saturate((step(_Surfacehightlightsize,(node_5469.r-node_8808.r))*_SurfaceHighlight));
|
|
float3 diffuseColor = lerp(lerp(_FresnelColor.rgb,lerp(lerp(_WaterColor.rgb,(_WaterColor.rgb*(1.0 - _Depthdarkness)),depth),_RimColor.rgb,saturate(AddRimTextureToMask)),(1.0 - (pow((1.0-max(0,dot(i.normalDir, viewDirection))),_Fresnelexponent)*_FresnelColor.a))),float3(node_4005,node_4005,node_4005),ClampHighlight); // Need this for specular when using metallic
|
|
diffuseColor = EnergyConservationBetweenDiffuseAndSpecular(diffuseColor, 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;
|
|
diffuseColor *= 1-specularMonochrome;
|
|
float3 diffuse = directDiffuse * diffuseColor;
|
|
/// Final Color:
|
|
float3 finalColor = diffuse + specular;
|
|
fixed4 finalRGBA = fixed4(finalColor * (saturate(( lerp(_Transparency,1.0,AddRimTextureToMask) > 0.5 ? (1.0-(1.0-2.0*(lerp(_Transparency,1.0,AddRimTextureToMask)-0.5))*(1.0-depth)) : (2.0*lerp(_Transparency,1.0,AddRimTextureToMask)*depth) ))+ClampHighlight),0);
|
|
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
|
|
return finalRGBA;
|
|
}
|
|
ENDCG
|
|
}
|
|
Pass {
|
|
Name "ShadowCaster"
|
|
Tags {
|
|
"LightMode"="ShadowCaster"
|
|
}
|
|
Offset 1, 1
|
|
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#define UNITY_PASS_SHADOWCASTER
|
|
#include "UnityCG.cginc"
|
|
#include "Lighting.cginc"
|
|
#include "UnityPBSLighting.cginc"
|
|
#include "UnityStandardBRDF.cginc"
|
|
#pragma fragmentoption ARB_precision_hint_fastest
|
|
#pragma multi_compile_shadowcaster
|
|
#pragma multi_compile_fog
|
|
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
|
|
#pragma target 3.0
|
|
#pragma glsl
|
|
uniform float4 _TimeEditor;
|
|
uniform fixed _Tiling;
|
|
uniform sampler2D _Normals;
|
|
uniform fixed _Wavesspeed;
|
|
uniform float _Wavesstrength;
|
|
uniform fixed _Worldspacetiling;
|
|
struct VertexInput {
|
|
float4 vertex : POSITION;
|
|
float3 normal : NORMAL;
|
|
float2 texcoord0 : TEXCOORD0;
|
|
};
|
|
struct VertexOutput {
|
|
V2F_SHADOW_CASTER;
|
|
float2 uv0 : TEXCOORD1;
|
|
float4 posWorld : TEXCOORD2;
|
|
float3 normalDir : TEXCOORD3;
|
|
};
|
|
VertexOutput vert (VertexInput v) {
|
|
VertexOutput o = (VertexOutput)0;
|
|
o.uv0 = v.texcoord0;
|
|
o.normalDir = UnityObjectToWorldNormal(v.normal);
|
|
float4 node_8305 = _Time + _TimeEditor;
|
|
float WaveSpeed = (node_8305.g*(_Wavesspeed*0.1));
|
|
fixed mWaveSpeed = WaveSpeed;
|
|
fixed2 Tiling = (lerp( ((-20.0)*o.uv0), mul(unity_ObjectToWorld, v.vertex).rgb.rb, _Worldspacetiling )*(1.0 - _Tiling));
|
|
fixed2 mTiling = Tiling;
|
|
fixed2 WavePanningV = (mTiling+mWaveSpeed*float2(0,1));
|
|
fixed3 node_4911 = UnpackNormal(tex2Dlod(_Normals,float4(WavePanningV,0.0,0)));
|
|
v.vertex.xyz += (v.normal*node_4911.r*_Wavesstrength);
|
|
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
|
o.pos = UnityObjectToClipPos(v.vertex );
|
|
TRANSFER_SHADOW_CASTER(o)
|
|
return o;
|
|
}
|
|
float4 frag(VertexOutput i) : COLOR {
|
|
i.normalDir = normalize(i.normalDir);
|
|
float3 normalDirection = i.normalDir;
|
|
SHADOW_CASTER_FRAGMENT(i)
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
FallBack "Diffuse"
|
|
}
|