Projext/Assets/Z ! M.O.B.A Environment Art Pack 2.0/Shader/Water.shader
2026-01-29 15:58:38 +09:00

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Shader "ZMOBA/Water" {
Properties {
_WaterColor ("Water Color", Color) = (0,0.503546,1,1)
_RimColor ("Rim Color", Color) = (1,1,1,1)
_FresnelColor ("Fresnel Color", Color) = (1,1,1,0.5019608)
_Fresnelexponent ("Fresnel exponent", Float ) = 4
_Transparency ("Transparency", Range(0, 1)) = 0.75
_Glossiness ("Glossiness", Range(0, 1)) = 1
_SurfaceHighlight ("Surface Highlight", Range(0, 1)) = 0.05
_Surfacehightlightsize ("Surface hightlight size", Range(0, 1)) = 0
_SurfaceHightlighttiling ("Surface Hightlight tiling", Float ) = 0.25
_Depth ("Depth", Range(0, 30)) = 30
_Depthdarkness ("Depth darkness", Range(0, 1)) = 0.5
_RimSize ("Rim Size", Range(0, 4)) = 2
_Rimfalloff ("Rim falloff", Range(0, 5)) = 0.25
[MaterialToggle] _Worldspacetiling ("Worldspace tiling", Float ) = 0
_Tiling ("Tiling", Range(0.1, 1)) = 0.9
_Rimtiling ("Rim tiling", Float ) = 2
_RefractionAmount ("Refraction Amount", Range(0, 0.2)) = 0.1
_Wavesspeed ("Waves speed", Range(0, 10)) = 0.75
_Wavesstrength ("Waves strength", Range(0, 1)) = 0.66
[NoScaleOffset][Normal]_Normals ("Normals", 2D) = "bump" {}
[NoScaleOffset]_Shadermap ("Shadermap", 2D) = "black" {}
_Reflection ("Reflection", Cube) = "_Skybox" {}
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
GrabPass{ }
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
#pragma glsl
uniform sampler2D _GrabTexture;
uniform sampler2D _CameraDepthTexture;
uniform float4 _TimeEditor;
uniform fixed _RimSize;
uniform fixed4 _WaterColor;
uniform fixed4 _RimColor;
uniform sampler2D _Shadermap;
uniform fixed _Tiling;
uniform float _RefractionAmount;
uniform float _Transparency;
uniform sampler2D _Normals;
uniform fixed _Wavesspeed;
uniform float _Glossiness;
uniform float _Wavesstrength;
uniform fixed _Depth;
uniform samplerCUBE _Reflection;
uniform fixed _Depthdarkness;
uniform fixed _Rimtiling;
uniform fixed _Worldspacetiling;
uniform fixed _Rimfalloff;
uniform float _SurfaceHighlight;
uniform float _Surfacehightlightsize;
uniform float _SurfaceHightlighttiling;
uniform float _Fresnelexponent;
uniform float4 _FresnelColor;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3 normalDir : TEXCOORD2;
float3 tangentDir : TEXCOORD3;
float3 bitangentDir : TEXCOORD4;
float4 screenPos : TEXCOORD5;
float4 projPos : TEXCOORD6;
UNITY_FOG_COORDS(7)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
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);
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);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos(v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
o.projPos = ComputeScreenPos (o.pos);
COMPUTE_EYEDEPTH(o.projPos.z);
o.screenPos = o.pos;
return o;
}
float4 frag(VertexOutput i) : COLOR {
#if UNITY_UV_STARTS_AT_TOP
float grabSign = -_ProjectionParams.x;
#else
float grabSign = _ProjectionParams.x;
#endif
i.normalDir = normalize(i.normalDir);
i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 );
i.screenPos.y *= _ProjectionParams.x;
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float4 node_8305 = _Time + _TimeEditor;
float WaveSpeed = (node_8305.g*(_Wavesspeed*0.1));
fixed mWaveSpeed = WaveSpeed;
fixed2 Tiling = (lerp( ((-20.0)*i.uv0), i.posWorld.rgb.rb, _Worldspacetiling )*(1.0 - _Tiling));
fixed2 mTiling = Tiling;
fixed2 WavePanningV = (mTiling+mWaveSpeed*float2(0,1));
fixed3 node_4911 = UnpackNormal(tex2D(_Normals,WavePanningV));
fixed2 WavePanningU = (mTiling+mWaveSpeed*float2(0.9,0));
fixed3 node_49111 = UnpackNormal(tex2D(_Normals,WavePanningU));
float3 node_3950_nrm_base = node_4911.rgb + float3(0,0,1);
float3 node_3950_nrm_detail = node_49111.rgb * float3(-1,-1,1);
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;
float3 node_3950 = node_3950_nrm_combined;
float3 Normals = node_3950;
float3 normalLocal = Normals;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g);
float partZ = max(0,i.projPos.z - _ProjectionParams.g);
float2 Refraction = (float2(node_4911.r,node_49111.g)*_RefractionAmount);
float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + Refraction;
float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
float attenuation = 1;
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);
/////// 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;
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));
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 = (floor(attenuation) * _LightColor0.xyz)*specularPBL*FresnelTerm(specularColor, LdotH);
half grazingTerm = saturate( gloss + specularMonochrome );
float3 indirectSpecular = (0 + (texCUBE(_Reflection,viewReflectDirection).rgb*_Glossiness));
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 += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
diffuseColor *= 1-specularMonochrome;
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
/// Final Color:
float3 finalColor = diffuse + specular;
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);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags {
"LightMode"="ForwardAdd"
}
Blend One One
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDADD
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdadd
#pragma multi_compile_fog
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
#pragma glsl
uniform sampler2D _GrabTexture;
uniform sampler2D _CameraDepthTexture;
uniform float4 _TimeEditor;
uniform fixed _RimSize;
uniform fixed4 _WaterColor;
uniform fixed4 _RimColor;
uniform sampler2D _Shadermap;
uniform fixed _Tiling;
uniform float _RefractionAmount;
uniform float _Transparency;
uniform sampler2D _Normals;
uniform fixed _Wavesspeed;
uniform float _Glossiness;
uniform float _Wavesstrength;
uniform fixed _Depth;
uniform fixed _Depthdarkness;
uniform fixed _Rimtiling;
uniform fixed _Worldspacetiling;
uniform fixed _Rimfalloff;
uniform float _SurfaceHighlight;
uniform float _Surfacehightlightsize;
uniform float _SurfaceHightlighttiling;
uniform float _Fresnelexponent;
uniform float4 _FresnelColor;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3 normalDir : TEXCOORD2;
float3 tangentDir : TEXCOORD3;
float3 bitangentDir : TEXCOORD4;
float4 screenPos : TEXCOORD5;
float4 projPos : TEXCOORD6;
LIGHTING_COORDS(7,8)
UNITY_FOG_COORDS(9)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
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);
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);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos(v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
o.projPos = ComputeScreenPos (o.pos);
COMPUTE_EYEDEPTH(o.projPos.z);
o.screenPos = o.pos;
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
#if UNITY_UV_STARTS_AT_TOP
float grabSign = -_ProjectionParams.x;
#else
float grabSign = _ProjectionParams.x;
#endif
i.normalDir = normalize(i.normalDir);
i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 );
i.screenPos.y *= _ProjectionParams.x;
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float4 node_8305 = _Time + _TimeEditor;
float WaveSpeed = (node_8305.g*(_Wavesspeed*0.1));
fixed mWaveSpeed = WaveSpeed;
fixed2 Tiling = (lerp( ((-20.0)*i.uv0), i.posWorld.rgb.rb, _Worldspacetiling )*(1.0 - _Tiling));
fixed2 mTiling = Tiling;
fixed2 WavePanningV = (mTiling+mWaveSpeed*float2(0,1));
fixed3 node_4911 = UnpackNormal(tex2D(_Normals,WavePanningV));
fixed2 WavePanningU = (mTiling+mWaveSpeed*float2(0.9,0));
fixed3 node_49111 = UnpackNormal(tex2D(_Normals,WavePanningU));
float3 node_3950_nrm_base = node_4911.rgb + float3(0,0,1);
float3 node_3950_nrm_detail = node_49111.rgb * float3(-1,-1,1);
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;
float3 node_3950 = node_3950_nrm_combined;
float3 Normals = node_3950;
float3 normalLocal = Normals;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g);
float partZ = max(0,i.projPos.z - _ProjectionParams.g);
float2 Refraction = (float2(node_4911.r,node_49111.g)*_RefractionAmount);
float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + Refraction;
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"
}