Shader "Unreal/MI_Dungeon_shackles_03" { Properties { _MainTex("MainTex (RGB)", 2D) = "white" {} Material_Texture2D_0( "N", 2D ) = "white" {} Material_Texture2D_1( "BC", 2D ) = "white" {} Material_Texture2D_2( "AO_R_MT", 2D ) = "white" {} View_BufferSizeAndInvSize( "View_BufferSizeAndInvSize", Vector ) = ( 1920,1080,0.00052, 0.00092 )//1920,1080,1/1920, 1/1080 LocalObjectBoundsMin( "LocalObjectBoundsMin", Vector ) = ( 0, 0, 0, 0 ) LocalObjectBoundsMax( "LocalObjectBoundsMax", Vector ) = ( 100, 100, 100, 0 ) } SubShader { Tags { "RenderType" = "Opaque" } //BLEND_ON Tags { "RenderType" = "Transparent" "Queue" = "Transparent" } //Blend SrcAlpha OneMinusSrcAlpha //Cull Off CGPROGRAM #include "UnityPBSLighting.cginc" #pragma surface surf Standard vertex:vert addshadow //BLEND_ON #pragma surface surf Standard vertex:vert alpha:fade addshadow #pragma target 5.0 #define NUM_TEX_COORD_INTERPOLATORS 1 #define NUM_MATERIAL_TEXCOORDS_VERTEX 1 #define NUM_CUSTOM_VERTEX_INTERPOLATORS 0 struct Input { //float3 Normal; float2 uv_MainTex : TEXCOORD0; float2 uv2_Material_Texture2D_0 : TEXCOORD1; //float2 uv2_MainTex : TEXCOORD1; float4 color : COLOR; float4 tangent; //float4 normal; float3 viewDir; float4 screenPos; float3 worldPos; //float3 worldNormal; float3 normal2; INTERNAL_DATA }; void vert( inout appdata_full i, out Input o ) { float3 p_normal = mul( float4( i.normal, 0.0f ), unity_WorldToObject ); //half4 p_tangent = mul( unity_ObjectToWorld,i.tangent ); //half3 normal_input = normalize( p_normal.xyz ); //half3 tangent_input = normalize( p_tangent.xyz ); //half3 binormal_input = cross( p_normal.xyz,tangent_input.xyz ) * i.tangent.w; UNITY_INITIALIZE_OUTPUT( Input, o ); //o.worldNormal = p_normal; o.normal2 = p_normal; o.tangent = i.tangent; //o.binormal_input = binormal_input; } uniform sampler2D _MainTex; /* struct SurfaceOutputStandard { 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 }; */ #define Texture2D sampler2D #define TextureCube samplerCUBE #define SamplerState int //#define UE5 #define MATERIAL_TANGENTSPACENORMAL 1 //struct Material //{ //samplers start uniform sampler2D Material_Texture2D_0; uniform SamplerState Material_Texture2D_0Sampler; uniform sampler2D Material_Texture2D_1; uniform SamplerState Material_Texture2D_1Sampler; uniform sampler2D Material_Texture2D_2; uniform SamplerState Material_Texture2D_2Sampler; //}; #ifdef UE5 #define UE_LWC_RENDER_TILE_SIZE 2097152.0 #define UE_LWC_RENDER_TILE_SIZE_SQRT 1448.15466 #define UE_LWC_RENDER_TILE_SIZE_RSQRT 0.000690533954 #define UE_LWC_RENDER_TILE_SIZE_RCP 4.76837158e-07 #define UE_LWC_RENDER_TILE_SIZE_FMOD_PI 0.673652053 #define UE_LWC_RENDER_TILE_SIZE_FMOD_2PI 0.673652053 #define INVARIANT(X) X #define PI (3.1415926535897932) //#include "LargeWorldCoordinates.hlsl" #endif struct MaterialStruct { float4 VectorExpressions[2]; float4 ScalarExpressions[1]; float VTPackedPageTableUniform[2]; float VTPackedUniform[1]; }; struct ViewStruct { float GameTime; float RealTime; float DeltaTime; float PrevFrameGameTime; float PrevFrameRealTime; float MaterialTextureMipBias; SamplerState MaterialTextureBilinearWrapedSampler; SamplerState MaterialTextureBilinearClampedSampler; float4 PrimitiveSceneData[ 40 ]; float4 TemporalAAParams; float2 ViewRectMin; float4 ViewSizeAndInvSize; float MaterialTextureDerivativeMultiply; uint StateFrameIndexMod8; float FrameNumber; float2 FieldOfViewWideAngles; float4 RuntimeVirtualTextureMipLevel; float PreExposure; float4 BufferBilinearUVMinMax; }; struct ResolvedViewStruct { #ifdef UE5 FLWCVector3 WorldCameraOrigin; FLWCVector3 PrevWorldCameraOrigin; FLWCVector3 PreViewTranslation; FLWCVector3 WorldViewOrigin; #else float3 WorldCameraOrigin; float3 PrevWorldCameraOrigin; float3 PreViewTranslation; float3 WorldViewOrigin; #endif float4 ScreenPositionScaleBias; float4x4 TranslatedWorldToView; float4x4 TranslatedWorldToCameraView; float4x4 TranslatedWorldToClip; float4x4 ViewToTranslatedWorld; float4x4 PrevViewToTranslatedWorld; float4x4 CameraViewToTranslatedWorld; float4 BufferBilinearUVMinMax; float4 XRPassthroughCameraUVs[ 2 ]; }; struct PrimitiveStruct { float4x4 WorldToLocal; float4x4 LocalToWorld; }; ViewStruct View; ResolvedViewStruct ResolvedView; PrimitiveStruct Primitive; uniform float4 View_BufferSizeAndInvSize; uniform float4 LocalObjectBoundsMin; uniform float4 LocalObjectBoundsMax; uniform SamplerState Material_Wrap_WorldGroupSettings; uniform SamplerState Material_Clamp_WorldGroupSettings; #define PI UNITY_PI #include "UnrealCommon.cginc" MaterialStruct Material; void InitializeExpressions() { Material.VectorExpressions[0] = float4(0.000000,0.000000,0.000000,0.000000);//SelectionColor Material.VectorExpressions[1] = float4(0.000000,0.000000,0.000000,0.000000);//(Unknown) Material.ScalarExpressions[0] = float4(0.000000,1.000000,0.000000,0.000000);//(Unknown) Brightness (Unknown) (Unknown) } float3 GetMaterialWorldPositionOffset(FMaterialVertexParameters Parameters) { #if USE_INSTANCING // skip if this instance is hidden if (Parameters.PerInstanceParams.z < 1.f) { return float3(0,0,0); } #endif return MaterialFloat3(0.00000000,0.00000000,0.00000000);; } void CalcPixelMaterialInputs(in out FMaterialPixelParameters Parameters, in out FPixelMaterialInputs PixelMaterialInputs) { //WorldAligned texturing & others use normals & stuff that think Z is up Parameters.TangentToWorld[0] = Parameters.TangentToWorld[0].xzy; Parameters.TangentToWorld[1] = Parameters.TangentToWorld[1].xzy; Parameters.TangentToWorld[2] = Parameters.TangentToWorld[2].xzy; float3 WorldNormalCopy = Parameters.WorldNormal; // Initial calculations (required for Normal) MaterialFloat Local0 = MaterialStoreTexCoordScale(Parameters, Parameters.TexCoords[0].xy, 2); MaterialFloat4 Local1 = UnpackNormalMap(Texture2DSampleBias(Material_Texture2D_0, Material_Texture2D_0Sampler,Parameters.TexCoords[0].xy,View.MaterialTextureMipBias)); MaterialFloat Local2 = MaterialStoreTexSample(Parameters, Local1, 2); // The Normal is a special case as it might have its own expressions and also be used to calculate other inputs, so perform the assignment here PixelMaterialInputs.Normal = Local1.rgb; // Note that here MaterialNormal can be in world space or tangent space float3 MaterialNormal = GetMaterialNormal(Parameters, PixelMaterialInputs); #if MATERIAL_TANGENTSPACENORMAL #if SIMPLE_FORWARD_SHADING Parameters.WorldNormal = float3(0, 0, 1); #endif #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 // Mobile will rely on only the final normalize for performance MaterialNormal = normalize(MaterialNormal); #endif // normalizing after the tangent space to world space conversion improves quality with sheared bases (UV layout to WS causes shrearing) // use full precision normalize to avoid overflows Parameters.WorldNormal = TransformTangentNormalToWorld(Parameters.TangentToWorld, MaterialNormal); #else //MATERIAL_TANGENTSPACENORMAL Parameters.WorldNormal = normalize(MaterialNormal); #endif //MATERIAL_TANGENTSPACENORMAL #if MATERIAL_TANGENTSPACENORMAL // flip the normal for backfaces being rendered with a two-sided material Parameters.WorldNormal *= Parameters.TwoSidedSign; #endif Parameters.ReflectionVector = ReflectionAboutCustomWorldNormal(Parameters, Parameters.WorldNormal, false); #if !PARTICLE_SPRITE_FACTORY Parameters.Particle.MotionBlurFade = 1.0f; #endif // !PARTICLE_SPRITE_FACTORY // Now the rest of the inputs MaterialFloat3 Local3 = lerp(MaterialFloat3(0.00000000,0.00000000,0.00000000),Material.VectorExpressions[1].rgb,MaterialFloat(Material.ScalarExpressions[0].x)); MaterialFloat Local4 = MaterialStoreTexCoordScale(Parameters, Parameters.TexCoords[0].xy, 0); MaterialFloat4 Local5 = ProcessMaterialColorTextureLookup(Texture2DSampleBias(Material_Texture2D_1, Material_Texture2D_1Sampler,Parameters.TexCoords[0].xy,View.MaterialTextureMipBias)); MaterialFloat Local6 = MaterialStoreTexSample(Parameters, Local5, 0); MaterialFloat3 Local7 = (Material.ScalarExpressions[0].y * Local5.rgb); MaterialFloat Local8 = MaterialStoreTexCoordScale(Parameters, Parameters.TexCoords[0].xy, 1); MaterialFloat4 Local9 = ProcessMaterialColorTextureLookup(Texture2DSampleBias(Material_Texture2D_2, Material_Texture2D_2Sampler,Parameters.TexCoords[0].xy,View.MaterialTextureMipBias)); MaterialFloat Local10 = MaterialStoreTexSample(Parameters, Local9, 1); PixelMaterialInputs.EmissiveColor = Local3; PixelMaterialInputs.Opacity = 1.00000000; PixelMaterialInputs.OpacityMask = 1.00000000; PixelMaterialInputs.BaseColor = Local7; PixelMaterialInputs.Metallic = Local9.b; PixelMaterialInputs.Specular = 0.50000000; PixelMaterialInputs.Roughness = Local9.g; PixelMaterialInputs.Anisotropy = 0.00000000; PixelMaterialInputs.Tangent = MaterialFloat3(1.00000000,0.00000000,0.00000000); PixelMaterialInputs.Subsurface = 0; PixelMaterialInputs.AmbientOcclusion = Local9.r; PixelMaterialInputs.Refraction = 0; PixelMaterialInputs.PixelDepthOffset = 0.00000000; PixelMaterialInputs.ShadingModel = 1; #if MATERIAL_USES_ANISOTROPY Parameters.WorldTangent = CalculateAnisotropyTangent(Parameters, PixelMaterialInputs); #else Parameters.WorldTangent = 0; #endif } void surf( Input In, inout SurfaceOutputStandard o ) { InitializeExpressions(); float3 Z3 = float3( 0, 0, 0 ); float4 Z4 = float4( 0, 0, 0, 0 ); float3 UnrealWorldPos = float3( In.worldPos.x, In.worldPos.y, In.worldPos.z ); float3 UnrealNormal = In.normal2; FMaterialPixelParameters Parameters = (FMaterialPixelParameters)0; #if NUM_TEX_COORD_INTERPOLATORS > 0 Parameters.TexCoords[ 0 ] = float2( In.uv_MainTex.x, 1.0 - In.uv_MainTex.y ); #endif #if NUM_TEX_COORD_INTERPOLATORS > 1 Parameters.TexCoords[ 1 ] = float2( In.uv2_Material_Texture2D_0.x, 1.0 - In.uv2_Material_Texture2D_0.y ); #endif #if NUM_TEX_COORD_INTERPOLATORS > 2 for( int i = 2; i < NUM_TEX_COORD_INTERPOLATORS; i++ ) { Parameters.TexCoords[ i ] = float2( In.uv_MainTex.x, 1.0 - In.uv_MainTex.y ); } #endif Parameters.VertexColor = In.color; Parameters.WorldNormal = UnrealNormal; Parameters.ReflectionVector = half3( 0, 0, 1 ); Parameters.CameraVector = normalize( _WorldSpaceCameraPos.xyz - UnrealWorldPos.xyz ); //Parameters.CameraVector = mul( ( float3x3 )unity_CameraToWorld, float3( 0, 0, 1 ) ) * -1; Parameters.LightVector = half3( 0, 0, 0 ); float4 screenpos = In.screenPos; screenpos /= screenpos.w; //screenpos.y = 1 - screenpos.y; Parameters.SvPosition = float4( screenpos.x, screenpos.y, 0, 0 ); Parameters.ScreenPosition = Parameters.SvPosition; Parameters.UnMirrored = 1; Parameters.TwoSidedSign = 1; float3 InWorldNormal = UnrealNormal; float4 InTangent = In.tangent; float4 tangentWorld = float4( UnityObjectToWorldDir( InTangent.xyz ), InTangent.w ); tangentWorld.xyz = normalize( tangentWorld.xyz ); float3x3 OriginalTangentToWorld = CreateTangentToWorldPerVertex( InWorldNormal, tangentWorld.xyz, tangentWorld.w ); Parameters.TangentToWorld = OriginalTangentToWorld; //WorldAlignedTexturing in UE relies on the fact that coords there are 100x larger, prepare values for that //but watch out for any computation that might get skewed as a side effect UnrealWorldPos = ToUnrealPos( UnrealWorldPos ); Parameters.AbsoluteWorldPosition = UnrealWorldPos; Parameters.WorldPosition_CamRelative = UnrealWorldPos; Parameters.WorldPosition_NoOffsets = UnrealWorldPos; Parameters.WorldPosition_NoOffsets_CamRelative = Parameters.WorldPosition_CamRelative; Parameters.LightingPositionOffset = float3( 0, 0, 0 ); Parameters.AOMaterialMask = 0; Parameters.Particle.RelativeTime = 0; Parameters.Particle.MotionBlurFade; Parameters.Particle.Random = 0; Parameters.Particle.Velocity = half4( 1, 1, 1, 1 ); Parameters.Particle.Color = half4( 1, 1, 1, 1 ); Parameters.Particle.TranslatedWorldPositionAndSize = float4( UnrealWorldPos, 0 ); Parameters.Particle.MacroUV = half4(0,0,1,1); Parameters.Particle.DynamicParameter = half4(0,0,0,0); Parameters.Particle.LocalToWorld = float4x4( Z4, Z4, Z4, Z4 ); Parameters.Particle.Size = float2(1,1); Parameters.Particle.SubUVCoords[ 0 ] = Parameters.Particle.SubUVCoords[ 1 ] = float2( 0, 0 ); Parameters.Particle.SubUVLerp = 0.0; Parameters.TexCoordScalesParams = float2( 0, 0 ); Parameters.PrimitiveId = 0; Parameters.VirtualTextureFeedback = 0; FPixelMaterialInputs PixelMaterialInputs = ( FPixelMaterialInputs)0; PixelMaterialInputs.Normal = float3( 0, 0, 1 ); PixelMaterialInputs.ShadingModel = 0; PixelMaterialInputs.FrontMaterial = 0; View.GameTime = View.RealTime = _Time.y;// _Time is (t/20, t, t*2, t*3) View.PrevFrameGameTime = View.GameTime - unity_DeltaTime.x;//(dt, 1/dt, smoothDt, 1/smoothDt) View.PrevFrameRealTime = View.RealTime; View.DeltaTime = unity_DeltaTime.x; View.MaterialTextureMipBias = 0.0; View.TemporalAAParams = float4( 0, 0, 0, 0 ); View.ViewRectMin = float2( 0, 0 ); View.ViewSizeAndInvSize = View_BufferSizeAndInvSize; View.MaterialTextureDerivativeMultiply = 1.0f; View.StateFrameIndexMod8 = 0; View.FrameNumber = (int)_Time.y; View.FieldOfViewWideAngles = float2( PI * 0.42f, PI * 0.42f );//75degrees, default unity View.RuntimeVirtualTextureMipLevel = float4( 0, 0, 0, 0 ); View.PreExposure = 0; View.BufferBilinearUVMinMax = float4( View_BufferSizeAndInvSize.z * ( 0 + 0.5 ),//EffectiveViewRect.Min.X View_BufferSizeAndInvSize.w * ( 0 + 0.5 ),//EffectiveViewRect.Min.Y View_BufferSizeAndInvSize.z * ( View_BufferSizeAndInvSize.x - 0.5 ),//EffectiveViewRect.Max.X View_BufferSizeAndInvSize.w * ( View_BufferSizeAndInvSize.y - 0.5 ) );//EffectiveViewRect.Max.Y for( int i2 = 0; i2 < 40; i2++ ) View.PrimitiveSceneData[ i2 ] = float4( 0, 0, 0, 0 ); float4x4 ViewMatrix = transpose( unity_MatrixV ); float4x4 InverseViewMatrix = transpose( unity_MatrixInvV ); float4x4 ViewProjectionMatrix = transpose( unity_MatrixVP ); uint PrimitiveBaseOffset = Parameters.PrimitiveId * PRIMITIVE_SCENE_DATA_STRIDE; View.PrimitiveSceneData[ PrimitiveBaseOffset + 0 ] = unity_ObjectToWorld[ 0 ];//LocalToWorld View.PrimitiveSceneData[ PrimitiveBaseOffset + 1 ] = unity_ObjectToWorld[ 1 ];//LocalToWorld View.PrimitiveSceneData[ PrimitiveBaseOffset + 2 ] = unity_ObjectToWorld[ 2 ];//LocalToWorld View.PrimitiveSceneData[ PrimitiveBaseOffset + 3 ] = unity_ObjectToWorld[ 3 ];//LocalToWorld View.PrimitiveSceneData[ PrimitiveBaseOffset + 6 ] = unity_WorldToObject[ 0 ];//WorldToLocal View.PrimitiveSceneData[ PrimitiveBaseOffset + 7 ] = unity_WorldToObject[ 1 ];//WorldToLocal View.PrimitiveSceneData[ PrimitiveBaseOffset + 8 ] = unity_WorldToObject[ 2 ];//WorldToLocal View.PrimitiveSceneData[ PrimitiveBaseOffset + 9 ] = unity_WorldToObject[ 3 ];//WorldToLocal View.PrimitiveSceneData[ PrimitiveBaseOffset + 10 ] = unity_WorldToObject[ 0 ];//PreviousLocalToWorld View.PrimitiveSceneData[ PrimitiveBaseOffset + 11 ] = unity_WorldToObject[ 1 ];//PreviousLocalToWorld View.PrimitiveSceneData[ PrimitiveBaseOffset + 12 ] = unity_WorldToObject[ 2 ];//PreviousLocalToWorld View.PrimitiveSceneData[ PrimitiveBaseOffset + 13 ] = unity_WorldToObject[ 3 ];//PreviousLocalToWorld View.PrimitiveSceneData[ PrimitiveBaseOffset + 18 ] = float4( ToUnrealPos( UNITY_MATRIX_M[ 3 ] ), 0 );//ActorWorldPosition View.PrimitiveSceneData[ PrimitiveBaseOffset + 19 ] = LocalObjectBoundsMax - LocalObjectBoundsMin;//ObjectBounds View.PrimitiveSceneData[ PrimitiveBaseOffset + 21 ] = mul( unity_ObjectToWorld, float3( 1, 0, 0 ) );//ObjectOrientation View.PrimitiveSceneData[ PrimitiveBaseOffset + 23 ] = LocalObjectBoundsMin;//LocalObjectBoundsMin View.PrimitiveSceneData[ PrimitiveBaseOffset + 24 ] = LocalObjectBoundsMax;//LocalObjectBoundsMax #ifdef UE5 ResolvedView.WorldCameraOrigin = LWCPromote( ToUnrealPos( _WorldSpaceCameraPos.xyz ) ); ResolvedView.PreViewTranslation = LWCPromote( float3( 0, 0, 0 ) ); ResolvedView.WorldViewOrigin = LWCPromote( float3( 0, 0, 0 ) ); #else ResolvedView.WorldCameraOrigin = ToUnrealPos( _WorldSpaceCameraPos.xyz ); ResolvedView.PreViewTranslation = float3( 0, 0, 0 ); ResolvedView.WorldViewOrigin = float3( 0, 0, 0 ); #endif ResolvedView.PrevWorldCameraOrigin = ResolvedView.WorldCameraOrigin; ResolvedView.ScreenPositionScaleBias = float4( 1, 1, 0, 0 ); ResolvedView.TranslatedWorldToView = ViewMatrix; ResolvedView.TranslatedWorldToCameraView = ViewMatrix; ResolvedView.TranslatedWorldToClip = ViewProjectionMatrix; ResolvedView.ViewToTranslatedWorld = InverseViewMatrix; ResolvedView.PrevViewToTranslatedWorld = ResolvedView.ViewToTranslatedWorld; ResolvedView.CameraViewToTranslatedWorld = InverseViewMatrix; ResolvedView.BufferBilinearUVMinMax = View.BufferBilinearUVMinMax; ResolvedView.XRPassthroughCameraUVs[ 0 ] = ResolvedView.XRPassthroughCameraUVs[ 1 ] = float4( 0, 0, 1, 1 ); Primitive.WorldToLocal = unity_WorldToObject; Primitive.LocalToWorld = unity_ObjectToWorld; CalcPixelMaterialInputs( Parameters, PixelMaterialInputs ); #define HAS_WORLDSPACE_NORMAL 0 #if HAS_WORLDSPACE_NORMAL PixelMaterialInputs.Normal = mul( PixelMaterialInputs.Normal, (MaterialFloat3x3)( transpose( OriginalTangentToWorld ) ) ); #endif o.Albedo = PixelMaterialInputs.BaseColor.rgb; o.Alpha = PixelMaterialInputs.Opacity; //if( PixelMaterialInputs.OpacityMask < 0.333 ) discard; o.Metallic = PixelMaterialInputs.Metallic; o.Smoothness = 1.0 - PixelMaterialInputs.Roughness; o.Normal = normalize( PixelMaterialInputs.Normal ); o.Emission = PixelMaterialInputs.EmissiveColor.rgb; o.Occlusion = PixelMaterialInputs.AmbientOcclusion; //BLEND_ADDITIVE o.Alpha = ( o.Emission.r + o.Emission.g + o.Emission.b ) / 3; } ENDCG } Fallback "Diffuse" }