PolygonPrototype 애셋 추가
This commit is contained in:
201
Assets/PolygonPrototype/Shaders/Prototype_Glass_Global.shader
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201
Assets/PolygonPrototype/Shaders/Prototype_Glass_Global.shader
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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "SyntyStudios/Prototype_Glass_Global"
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{
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Properties
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{
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_BaseColor("BaseColor", Color) = (0.06228374,0.8320726,0.9411765,0)
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_Grid("Grid", 2D) = "white" {}
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_GridScale("GridScale", Float) = 5
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_Falloff("Falloff", Float) = 50
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_Opacity("Opacity", Color) = (0.5661765,0.5661765,0.5661765,0)
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_OverlayAmount("OverlayAmount", Range( 0 , 1)) = 1
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_Smoothness("Smoothness", Range( 0 , 1)) = 1
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_Specular("Specular", Range( 0 , 1)) = 0.1
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" }
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Cull Back
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CGINCLUDE
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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#ifdef UNITY_PASS_SHADOWCASTER
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#undef INTERNAL_DATA
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#undef WorldReflectionVector
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#undef WorldNormalVector
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#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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#endif
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struct Input
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{
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float3 worldPos;
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float3 worldNormal;
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INTERNAL_DATA
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};
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uniform sampler2D _Grid;
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uniform float _GridScale;
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uniform float _Falloff;
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uniform float4 _BaseColor;
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uniform float _Specular;
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uniform float _Smoothness;
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uniform float4 _Opacity;
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uniform float _OverlayAmount;
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inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 normalScale, float3 index )
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{
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float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
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projNormal /= projNormal.x + projNormal.y + projNormal.z;
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float3 nsign = sign( worldNormal );
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float negProjNormalY = max( 0, projNormal.y * -nsign.y );
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projNormal.y = max( 0, projNormal.y * nsign.y );
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half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
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xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
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yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
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yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
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zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
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return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
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}
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void surf( Input i , inout SurfaceOutputStandardSpecular o )
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{
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o.Normal = float3(0,0,1);
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float3 ase_worldPos = i.worldPos;
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float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
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float4 triplanar6 = TriplanarSamplingCF( _Grid, _Grid, _Grid, ase_worldPos, ase_worldNormal, _Falloff, _GridScale, float3( 1,1,1 ), float3(0,0,0) );
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float4 blendOpSrc24 = ( 1.0 - triplanar6 );
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float4 blendOpDest24 = float4( 0,0,0,0 );
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o.Albedo = ( ( saturate( ( 1.0 - ( 1.0 - blendOpSrc24 ) * ( 1.0 - blendOpDest24 ) ) )) + _BaseColor ).xyz;
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float3 temp_cast_2 = (_Specular).xxx;
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o.Specular = temp_cast_2;
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o.Smoothness = _Smoothness;
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float4 lerpResult15 = lerp( _Opacity , triplanar6 , _OverlayAmount);
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o.Alpha = ( 1.0 - lerpResult15 ).x;
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf StandardSpecular alpha:fade keepalpha fullforwardshadows
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ENDCG
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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ZWrite On
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_shadowcaster
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#pragma multi_compile UNITY_PASS_SHADOWCASTER
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#include "HLSLSupport.cginc"
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#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
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#define CAN_SKIP_VPOS
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#endif
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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sampler3D _DitherMaskLOD;
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float4 tSpace0 : TEXCOORD1;
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float4 tSpace1 : TEXCOORD2;
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float4 tSpace2 : TEXCOORD3;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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v2f vert( appdata_full v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_INITIALIZE_OUTPUT( v2f, o );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
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half3 worldNormal = UnityObjectToWorldNormal( v.normal );
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half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
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half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
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o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
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o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
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o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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return o;
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}
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half4 frag( v2f IN
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#if !defined( CAN_SKIP_VPOS )
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, UNITY_VPOS_TYPE vpos : VPOS
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#endif
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) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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Input surfIN;
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UNITY_INITIALIZE_OUTPUT( Input, surfIN );
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float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
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half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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surfIN.worldPos = worldPos;
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surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
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surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
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surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
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surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
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SurfaceOutputStandardSpecular o;
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UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o )
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surf( surfIN, o );
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#if defined( CAN_SKIP_VPOS )
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float2 vpos = IN.pos;
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#endif
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half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
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clip( alphaRef - 0.01 );
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SHADOW_CASTER_FRAGMENT( IN )
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}
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ENDCG
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}
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}
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Fallback "Diffuse"
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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=15900
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2567;29;2510;1385;1057.618;574.5319;1.005;True;False
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Node;AmplifyShaderEditor.RangedFloatNode;2;-365.939,248.7368;Float;False;Property;_Falloff;Falloff;3;0;Create;True;0;0;False;0;50;1;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;3;-370.328,165.2742;Float;False;Property;_GridScale;GridScale;2;0;Create;True;0;0;False;0;5;1.36;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.TexturePropertyNode;4;-444.7379,-57.00558;Float;True;Property;_Grid;Grid;1;0;Create;True;0;0;False;0;None;93e718fcc411432439749387d41fa07a;False;white;Auto;Texture2D;0;1;SAMPLER2D;0
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Node;AmplifyShaderEditor.TriplanarNode;6;-91.2589,129.6845;Float;True;Cylindrical;World;False;Top Texture 0;_TopTexture0;white;2;None;Mid Texture 0;_MidTexture0;white;1;None;Bot Texture 0;_BotTexture0;white;2;None;Triplanar Sampler;False;9;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;8;FLOAT3;1,1,1;False;3;FLOAT;1;False;4;FLOAT;100;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;5;15.27,378.4728;Float;False;Property;_OverlayAmount;OverlayAmount;5;0;Create;True;0;0;False;0;1;3.52;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.ColorNode;16;267.61,-43.59;Float;False;Property;_Opacity;Opacity;4;0;Create;True;0;0;False;0;0.5661765,0.5661765,0.5661765,0;0.5661765,0.5661765,0.5661765,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.OneMinusNode;22;472.9952,426.4481;Float;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.BlendOpsNode;24;718.2164,420.4175;Float;False;Screen;True;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.ColorNode;9;317.2801,621.8003;Float;False;Property;_BaseColor;BaseColor;0;0;Create;True;0;0;False;0;0.06228374,0.8320726,0.9411765,0;0,0,0,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.LerpOp;15;557.0811,116.89;Float;False;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0
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||||
Node;AmplifyShaderEditor.OneMinusNode;19;800.3583,148.8228;Float;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.RangedFloatNode;21;694.642,-161.502;Float;False;Property;_Smoothness;Smoothness;7;0;Create;True;0;0;False;0;1;1;0;1;0;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.RangedFloatNode;20;690.642,-246.502;Float;False;Property;_Specular;Specular;8;0;Create;True;0;0;False;0;0.1;1;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;25;935.2972,552.073;Float;False;2;2;0;FLOAT4;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;FLOAT4;0
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||||
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;18;1096,0;Float;False;True;2;Float;ASEMaterialInspector;0;0;StandardSpecular;SyntyStudios/Prototype_Glass_Global;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Transparent;0.5;True;True;0;False;Transparent;;Transparent;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;2;5;False;-1;10;False;-1;2;5;False;-1;10;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;0;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
|
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WireConnection;6;0;4;0
|
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WireConnection;6;1;4;0
|
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WireConnection;6;2;4;0
|
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WireConnection;6;3;3;0
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WireConnection;6;4;2;0
|
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WireConnection;22;0;6;0
|
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WireConnection;24;0;22;0
|
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WireConnection;15;0;16;0
|
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WireConnection;15;1;6;0
|
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WireConnection;15;2;5;0
|
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WireConnection;19;0;15;0
|
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WireConnection;25;0;24;0
|
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WireConnection;25;1;9;0
|
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WireConnection;18;0;25;0
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WireConnection;18;3;20;0
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WireConnection;18;4;21;0
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WireConnection;18;9;19;0
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||||
ASEEND*/
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||||
//CHKSM=09336F6E99C6C51919FCEB950010D5DA7F958A95
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||||
203
Assets/PolygonPrototype/Shaders/Prototype_Glass_Object.shader
Normal file
203
Assets/PolygonPrototype/Shaders/Prototype_Glass_Object.shader
Normal file
@@ -0,0 +1,203 @@
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||||
// Made with Amplify Shader Editor
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||||
// Available at the Unity Asset Store - http://u3d.as/y3X
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||||
Shader "SyntyStudios/Prototype_Glass_Object"
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{
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||||
Properties
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||||
{
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||||
_BaseColor("BaseColor", Color) = (0.06228374,0.8320726,0.9411765,0)
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||||
_Grid("Grid", 2D) = "white" {}
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||||
_GridScale("GridScale", Float) = 5
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_Falloff("Falloff", Float) = 50
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_Opacity("Opacity", Color) = (0.5661765,0.5661765,0.5661765,0)
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||||
_OverlayAmount("OverlayAmount", Range( 0 , 1)) = 1
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||||
_Smoothness("Smoothness", Range( 0 , 1)) = 1
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||||
_Specular("Specular", Range( 0 , 1)) = 0.1
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||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" }
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||||
Cull Back
|
||||
CGINCLUDE
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#pragma target 3.0
|
||||
#ifdef UNITY_PASS_SHADOWCASTER
|
||||
#undef INTERNAL_DATA
|
||||
#undef WorldReflectionVector
|
||||
#undef WorldNormalVector
|
||||
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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||||
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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||||
#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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||||
#endif
|
||||
struct Input
|
||||
{
|
||||
float3 worldPos;
|
||||
float3 worldNormal;
|
||||
INTERNAL_DATA
|
||||
};
|
||||
|
||||
uniform sampler2D _Grid;
|
||||
uniform float _GridScale;
|
||||
uniform float _Falloff;
|
||||
uniform float4 _BaseColor;
|
||||
uniform float _Specular;
|
||||
uniform float _Smoothness;
|
||||
uniform float4 _Opacity;
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||||
uniform float _OverlayAmount;
|
||||
|
||||
|
||||
inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 normalScale, float3 index )
|
||||
{
|
||||
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
||||
projNormal /= projNormal.x + projNormal.y + projNormal.z;
|
||||
float3 nsign = sign( worldNormal );
|
||||
float negProjNormalY = max( 0, projNormal.y * -nsign.y );
|
||||
projNormal.y = max( 0, projNormal.y * nsign.y );
|
||||
half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
|
||||
xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
|
||||
yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
|
||||
yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
|
||||
zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
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||||
return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
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||||
}
|
||||
|
||||
|
||||
void surf( Input i , inout SurfaceOutputStandardSpecular o )
|
||||
{
|
||||
o.Normal = float3(0,0,1);
|
||||
float3 ase_worldPos = i.worldPos;
|
||||
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
|
||||
float3 localPos = mul( unity_WorldToObject, float4( ase_worldPos, 1 ) );
|
||||
float3 localNormal = mul( unity_WorldToObject, float4( ase_worldNormal, 0 ) );
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||||
float4 triplanar6 = TriplanarSamplingCF( _Grid, _Grid, _Grid, localPos, localNormal, _Falloff, _GridScale, float3( 1,1,1 ), float3(0,0,0) );
|
||||
float4 blendOpSrc24 = ( 1.0 - triplanar6 );
|
||||
float4 blendOpDest24 = float4( 0,0,0,0 );
|
||||
o.Albedo = ( ( saturate( ( 1.0 - ( 1.0 - blendOpSrc24 ) * ( 1.0 - blendOpDest24 ) ) )) + _BaseColor ).xyz;
|
||||
float3 temp_cast_2 = (_Specular).xxx;
|
||||
o.Specular = temp_cast_2;
|
||||
o.Smoothness = _Smoothness;
|
||||
float4 lerpResult15 = lerp( _Opacity , triplanar6 , _OverlayAmount);
|
||||
o.Alpha = ( 1.0 - lerpResult15 ).x;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
CGPROGRAM
|
||||
#pragma surface surf StandardSpecular alpha:fade keepalpha fullforwardshadows
|
||||
|
||||
ENDCG
|
||||
Pass
|
||||
{
|
||||
Name "ShadowCaster"
|
||||
Tags{ "LightMode" = "ShadowCaster" }
|
||||
ZWrite On
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 3.0
|
||||
#pragma multi_compile_shadowcaster
|
||||
#pragma multi_compile UNITY_PASS_SHADOWCASTER
|
||||
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
|
||||
#include "HLSLSupport.cginc"
|
||||
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
|
||||
#define CAN_SKIP_VPOS
|
||||
#endif
|
||||
#include "UnityCG.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
sampler3D _DitherMaskLOD;
|
||||
struct v2f
|
||||
{
|
||||
V2F_SHADOW_CASTER;
|
||||
float4 tSpace0 : TEXCOORD1;
|
||||
float4 tSpace1 : TEXCOORD2;
|
||||
float4 tSpace2 : TEXCOORD3;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
v2f vert( appdata_full v )
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID( v );
|
||||
UNITY_INITIALIZE_OUTPUT( v2f, o );
|
||||
UNITY_TRANSFER_INSTANCE_ID( v, o );
|
||||
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
|
||||
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
|
||||
half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
|
||||
half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
|
||||
half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
|
||||
o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
|
||||
o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
|
||||
o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
|
||||
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
|
||||
return o;
|
||||
}
|
||||
half4 frag( v2f IN
|
||||
#if !defined( CAN_SKIP_VPOS )
|
||||
, UNITY_VPOS_TYPE vpos : VPOS
|
||||
#endif
|
||||
) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
Input surfIN;
|
||||
UNITY_INITIALIZE_OUTPUT( Input, surfIN );
|
||||
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
|
||||
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
|
||||
surfIN.worldPos = worldPos;
|
||||
surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
|
||||
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
|
||||
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
|
||||
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
|
||||
SurfaceOutputStandardSpecular o;
|
||||
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o )
|
||||
surf( surfIN, o );
|
||||
#if defined( CAN_SKIP_VPOS )
|
||||
float2 vpos = IN.pos;
|
||||
#endif
|
||||
half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
|
||||
clip( alphaRef - 0.01 );
|
||||
SHADOW_CASTER_FRAGMENT( IN )
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
CustomEditor "ASEMaterialInspector"
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=15900
|
||||
2567;29;2510;1385;1057.618;574.5319;1.005;True;False
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||||
Node;AmplifyShaderEditor.TexturePropertyNode;4;-444.7379,-57.00558;Float;True;Property;_Grid;Grid;1;0;Create;True;0;0;False;0;None;93e718fcc411432439749387d41fa07a;False;white;Auto;Texture2D;0;1;SAMPLER2D;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;3;-370.328,165.2742;Float;False;Property;_GridScale;GridScale;2;0;Create;True;0;0;False;0;5;1.36;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;2;-365.939,248.7368;Float;False;Property;_Falloff;Falloff;3;0;Create;True;0;0;False;0;50;1;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.TriplanarNode;6;-91.2589,129.6845;Float;True;Cylindrical;Object;False;Top Texture 0;_TopTexture0;white;2;None;Mid Texture 0;_MidTexture0;white;1;None;Bot Texture 0;_BotTexture0;white;2;None;Triplanar Sampler;False;9;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;8;FLOAT3;1,1,1;False;3;FLOAT;1;False;4;FLOAT;100;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.OneMinusNode;22;472.9952,426.4481;Float;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;5;15.27,378.4728;Float;False;Property;_OverlayAmount;OverlayAmount;5;0;Create;True;0;0;False;0;1;3.52;0;1;0;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.ColorNode;16;267.61,-43.59;Float;False;Property;_Opacity;Opacity;4;0;Create;True;0;0;False;0;0.5661765,0.5661765,0.5661765,0;0.5661765,0.5661765,0.5661765,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.LerpOp;15;557.0811,116.89;Float;False;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0
|
||||
Node;AmplifyShaderEditor.BlendOpsNode;24;718.2164,420.4175;Float;False;Screen;True;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0
|
||||
Node;AmplifyShaderEditor.ColorNode;9;317.2801,621.8003;Float;False;Property;_BaseColor;BaseColor;0;0;Create;True;0;0;False;0;0.06228374,0.8320726,0.9411765,0;0,0,0,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode;25;935.2972,552.073;Float;False;2;2;0;FLOAT4;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;FLOAT4;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;20;690.642,-246.502;Float;False;Property;_Specular;Specular;7;0;Create;True;0;0;False;0;0.1;1;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.OneMinusNode;19;800.3583,148.8228;Float;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;21;694.642,-161.502;Float;False;Property;_Smoothness;Smoothness;6;0;Create;True;0;0;False;0;1;1;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;18;1096,0;Float;False;True;2;Float;ASEMaterialInspector;0;0;StandardSpecular;SyntyStudios/Prototype_Glass_Object;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Transparent;0.5;True;True;0;False;Transparent;;Transparent;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;2;5;False;-1;10;False;-1;2;5;False;-1;10;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
|
||||
WireConnection;6;0;4;0
|
||||
WireConnection;6;1;4;0
|
||||
WireConnection;6;2;4;0
|
||||
WireConnection;6;3;3;0
|
||||
WireConnection;6;4;2;0
|
||||
WireConnection;22;0;6;0
|
||||
WireConnection;15;0;16;0
|
||||
WireConnection;15;1;6;0
|
||||
WireConnection;15;2;5;0
|
||||
WireConnection;24;0;22;0
|
||||
WireConnection;25;0;24;0
|
||||
WireConnection;25;1;9;0
|
||||
WireConnection;19;0;15;0
|
||||
WireConnection;18;0;25;0
|
||||
WireConnection;18;3;20;0
|
||||
WireConnection;18;4;21;0
|
||||
WireConnection;18;9;19;0
|
||||
ASEEND*/
|
||||
//CHKSM=3949BCB5B391F1A1441DCFF0FCA10CD9A960D1CC
|
||||
176
Assets/PolygonPrototype/Shaders/Prototype_Global.shader
Normal file
176
Assets/PolygonPrototype/Shaders/Prototype_Global.shader
Normal file
@@ -0,0 +1,176 @@
|
||||
// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "SyntyStudios/Prototype_Global"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_BaseColor("BaseColor", Color) = (0.06228374,0.8320726,0.9411765,0)
|
||||
_Grid("Grid", 2D) = "white" {}
|
||||
_GridScale("GridScale", Float) = 5
|
||||
_Falloff("Falloff", Float) = 50
|
||||
_OverlayAmount("OverlayAmount", Range( 0 , 1)) = 1
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
|
||||
Cull Back
|
||||
CGINCLUDE
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#pragma target 3.0
|
||||
#ifdef UNITY_PASS_SHADOWCASTER
|
||||
#undef INTERNAL_DATA
|
||||
#undef WorldReflectionVector
|
||||
#undef WorldNormalVector
|
||||
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
|
||||
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
|
||||
#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
|
||||
#endif
|
||||
struct Input
|
||||
{
|
||||
float3 worldPos;
|
||||
float3 worldNormal;
|
||||
INTERNAL_DATA
|
||||
};
|
||||
|
||||
uniform float4 _BaseColor;
|
||||
uniform sampler2D _Grid;
|
||||
uniform float _GridScale;
|
||||
uniform float _Falloff;
|
||||
uniform float _OverlayAmount;
|
||||
|
||||
|
||||
inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 normalScale, float3 index )
|
||||
{
|
||||
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
||||
projNormal /= projNormal.x + projNormal.y + projNormal.z;
|
||||
float3 nsign = sign( worldNormal );
|
||||
float negProjNormalY = max( 0, projNormal.y * -nsign.y );
|
||||
projNormal.y = max( 0, projNormal.y * nsign.y );
|
||||
half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
|
||||
xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
|
||||
yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
|
||||
yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
|
||||
zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
|
||||
return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
|
||||
}
|
||||
|
||||
|
||||
void surf( Input i , inout SurfaceOutputStandard o )
|
||||
{
|
||||
o.Normal = float3(0,0,1);
|
||||
float3 ase_worldPos = i.worldPos;
|
||||
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
|
||||
float4 triplanar6 = TriplanarSamplingCF( _Grid, _Grid, _Grid, ase_worldPos, ase_worldNormal, _Falloff, _GridScale, float3( 1,1,1 ), float3(0,0,0) );
|
||||
float4 lerpResult15 = lerp( float4(1,1,1,0) , triplanar6 , _OverlayAmount);
|
||||
o.Albedo = ( _BaseColor * lerpResult15 ).rgb;
|
||||
o.Alpha = 1;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
CGPROGRAM
|
||||
#pragma surface surf Standard keepalpha fullforwardshadows
|
||||
|
||||
ENDCG
|
||||
Pass
|
||||
{
|
||||
Name "ShadowCaster"
|
||||
Tags{ "LightMode" = "ShadowCaster" }
|
||||
ZWrite On
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 3.0
|
||||
#pragma multi_compile_shadowcaster
|
||||
#pragma multi_compile UNITY_PASS_SHADOWCASTER
|
||||
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
|
||||
#include "HLSLSupport.cginc"
|
||||
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
|
||||
#define CAN_SKIP_VPOS
|
||||
#endif
|
||||
#include "UnityCG.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
struct v2f
|
||||
{
|
||||
V2F_SHADOW_CASTER;
|
||||
float4 tSpace0 : TEXCOORD1;
|
||||
float4 tSpace1 : TEXCOORD2;
|
||||
float4 tSpace2 : TEXCOORD3;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
v2f vert( appdata_full v )
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID( v );
|
||||
UNITY_INITIALIZE_OUTPUT( v2f, o );
|
||||
UNITY_TRANSFER_INSTANCE_ID( v, o );
|
||||
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
|
||||
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
|
||||
half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
|
||||
half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
|
||||
half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
|
||||
o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
|
||||
o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
|
||||
o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
|
||||
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
|
||||
return o;
|
||||
}
|
||||
half4 frag( v2f IN
|
||||
#if !defined( CAN_SKIP_VPOS )
|
||||
, UNITY_VPOS_TYPE vpos : VPOS
|
||||
#endif
|
||||
) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
Input surfIN;
|
||||
UNITY_INITIALIZE_OUTPUT( Input, surfIN );
|
||||
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
|
||||
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
|
||||
surfIN.worldPos = worldPos;
|
||||
surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
|
||||
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
|
||||
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
|
||||
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
|
||||
SurfaceOutputStandard o;
|
||||
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
|
||||
surf( surfIN, o );
|
||||
#if defined( CAN_SKIP_VPOS )
|
||||
float2 vpos = IN.pos;
|
||||
#endif
|
||||
SHADOW_CASTER_FRAGMENT( IN )
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
CustomEditor "ASEMaterialInspector"
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=15900
|
||||
2567;29;2510;1385;1033.358;572.502;1;True;False
|
||||
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|
||||
Node;AmplifyShaderEditor.RangedFloatNode;2;-300.939,312.7368;Float;False;Property;_Falloff;Falloff;3;0;Create;True;0;0;False;0;50;1;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;3;-296.328,224.2742;Float;False;Property;_GridScale;GridScale;2;0;Create;True;0;0;False;0;5;1.36;0;0;0;1;FLOAT;0
|
||||
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|
||||
Node;AmplifyShaderEditor.ColorNode;16;262,-23.5;Float;False;Constant;_White;White;5;0;Create;True;0;0;False;0;1,1,1,0;0,0,0,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;5;17.57001,360.4728;Float;False;Property;_OverlayAmount;OverlayAmount;4;0;Create;True;0;0;False;0;1;3.52;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.ColorNode;9;265,-214.5;Float;False;Property;_BaseColor;BaseColor;0;0;Create;True;0;0;False;0;0.06228374,0.8320726,0.9411765,0;0,0,0,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.LerpOp;15;514,126.5;Float;False;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;10;701,-52.5;Float;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT4;0.2627451,0.7960785,0.572549,0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;1;921,11;Float;False;True;2;Float;ASEMaterialInspector;0;0;Standard;SyntyStudios/Prototype_Global;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;0;0;False;-1;0;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
|
||||
WireConnection;6;0;4;0
|
||||
WireConnection;6;1;4;0
|
||||
WireConnection;6;2;4;0
|
||||
WireConnection;6;3;3;0
|
||||
WireConnection;6;4;2;0
|
||||
WireConnection;15;0;16;0
|
||||
WireConnection;15;1;6;0
|
||||
WireConnection;15;2;5;0
|
||||
WireConnection;10;0;9;0
|
||||
WireConnection;10;1;15;0
|
||||
WireConnection;1;0;10;0
|
||||
ASEEND*/
|
||||
//CHKSM=7EEB3FD505F6952CCF8CFC59E7E1EF4DB75955EA
|
||||
178
Assets/PolygonPrototype/Shaders/Prototype_Object.shader
Normal file
178
Assets/PolygonPrototype/Shaders/Prototype_Object.shader
Normal file
@@ -0,0 +1,178 @@
|
||||
// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "SyntyStudios/Prototype_Object"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_BaseColor("BaseColor", Color) = (0.06228374,0.8320726,0.9411765,0)
|
||||
_Grid("Grid", 2D) = "white" {}
|
||||
_GridScale("GridScale", Float) = 5
|
||||
_Falloff("Falloff", Float) = 50
|
||||
_OverlayAmount("OverlayAmount", Range( 0 , 1)) = 1
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
|
||||
Cull Back
|
||||
CGINCLUDE
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#pragma target 3.0
|
||||
#ifdef UNITY_PASS_SHADOWCASTER
|
||||
#undef INTERNAL_DATA
|
||||
#undef WorldReflectionVector
|
||||
#undef WorldNormalVector
|
||||
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
|
||||
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
|
||||
#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
|
||||
#endif
|
||||
struct Input
|
||||
{
|
||||
float3 worldPos;
|
||||
float3 worldNormal;
|
||||
INTERNAL_DATA
|
||||
};
|
||||
|
||||
uniform float4 _BaseColor;
|
||||
uniform sampler2D _Grid;
|
||||
uniform float _GridScale;
|
||||
uniform float _Falloff;
|
||||
uniform float _OverlayAmount;
|
||||
|
||||
|
||||
inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 normalScale, float3 index )
|
||||
{
|
||||
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
||||
projNormal /= projNormal.x + projNormal.y + projNormal.z;
|
||||
float3 nsign = sign( worldNormal );
|
||||
float negProjNormalY = max( 0, projNormal.y * -nsign.y );
|
||||
projNormal.y = max( 0, projNormal.y * nsign.y );
|
||||
half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
|
||||
xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
|
||||
yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
|
||||
yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
|
||||
zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
|
||||
return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
|
||||
}
|
||||
|
||||
|
||||
void surf( Input i , inout SurfaceOutputStandard o )
|
||||
{
|
||||
o.Normal = float3(0,0,1);
|
||||
float3 ase_worldPos = i.worldPos;
|
||||
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
|
||||
float3 localPos = mul( unity_WorldToObject, float4( ase_worldPos, 1 ) );
|
||||
float3 localNormal = mul( unity_WorldToObject, float4( ase_worldNormal, 0 ) );
|
||||
float4 triplanar6 = TriplanarSamplingCF( _Grid, _Grid, _Grid, localPos, localNormal, _Falloff, _GridScale, float3( 1,1,1 ), float3(0,0,0) );
|
||||
float4 lerpResult15 = lerp( float4(1,1,1,0) , triplanar6 , _OverlayAmount);
|
||||
o.Albedo = ( _BaseColor * lerpResult15 ).rgb;
|
||||
o.Alpha = 1;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
CGPROGRAM
|
||||
#pragma surface surf Standard keepalpha fullforwardshadows
|
||||
|
||||
ENDCG
|
||||
Pass
|
||||
{
|
||||
Name "ShadowCaster"
|
||||
Tags{ "LightMode" = "ShadowCaster" }
|
||||
ZWrite On
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 3.0
|
||||
#pragma multi_compile_shadowcaster
|
||||
#pragma multi_compile UNITY_PASS_SHADOWCASTER
|
||||
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
|
||||
#include "HLSLSupport.cginc"
|
||||
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
|
||||
#define CAN_SKIP_VPOS
|
||||
#endif
|
||||
#include "UnityCG.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
struct v2f
|
||||
{
|
||||
V2F_SHADOW_CASTER;
|
||||
float4 tSpace0 : TEXCOORD1;
|
||||
float4 tSpace1 : TEXCOORD2;
|
||||
float4 tSpace2 : TEXCOORD3;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
v2f vert( appdata_full v )
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID( v );
|
||||
UNITY_INITIALIZE_OUTPUT( v2f, o );
|
||||
UNITY_TRANSFER_INSTANCE_ID( v, o );
|
||||
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
|
||||
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
|
||||
half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
|
||||
half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
|
||||
half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
|
||||
o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
|
||||
o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
|
||||
o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
|
||||
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
|
||||
return o;
|
||||
}
|
||||
half4 frag( v2f IN
|
||||
#if !defined( CAN_SKIP_VPOS )
|
||||
, UNITY_VPOS_TYPE vpos : VPOS
|
||||
#endif
|
||||
) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
Input surfIN;
|
||||
UNITY_INITIALIZE_OUTPUT( Input, surfIN );
|
||||
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
|
||||
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
|
||||
surfIN.worldPos = worldPos;
|
||||
surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
|
||||
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
|
||||
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
|
||||
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
|
||||
SurfaceOutputStandard o;
|
||||
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
|
||||
surf( surfIN, o );
|
||||
#if defined( CAN_SKIP_VPOS )
|
||||
float2 vpos = IN.pos;
|
||||
#endif
|
||||
SHADOW_CASTER_FRAGMENT( IN )
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
CustomEditor "ASEMaterialInspector"
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=15900
|
||||
0;92;2040;787;798.358;273.502;1;True;False
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;2;-365.939,248.7368;Float;False;Property;_Falloff;Falloff;3;0;Create;True;0;0;False;0;50;1;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.TexturePropertyNode;4;-430.7379,-43.00558;Float;True;Property;_Grid;Grid;1;0;Create;True;0;0;False;0;None;93e718fcc411432439749387d41fa07a;False;white;Auto;Texture2D;0;1;SAMPLER2D;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;3;-370.328,165.2742;Float;False;Property;_GridScale;GridScale;2;0;Create;True;0;0;False;0;5;1.36;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.TriplanarNode;6;-128.2589,26.68451;Float;True;Cylindrical;Object;False;Top Texture 0;_TopTexture0;white;2;None;Mid Texture 0;_MidTexture0;white;1;None;Bot Texture 0;_BotTexture0;white;2;None;Triplanar Sampler;False;9;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;8;FLOAT3;1,1,1;False;3;FLOAT;1;False;4;FLOAT;100;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;5;24.57001,259.4728;Float;False;Property;_OverlayAmount;OverlayAmount;4;0;Create;True;0;0;False;0;1;3.52;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.ColorNode;16;262,-23.5;Float;False;Constant;_White;White;5;0;Create;True;0;0;False;0;1,1,1,0;0,0,0,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.ColorNode;9;265,-214.5;Float;False;Property;_BaseColor;BaseColor;0;0;Create;True;0;0;False;0;0.06228374,0.8320726,0.9411765,0;0,0,0,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.LerpOp;15;514,126.5;Float;False;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;10;701,-52.5;Float;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT4;0.2627451,0.7960785,0.572549,0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;1;921,11;Float;False;True;2;Float;ASEMaterialInspector;0;0;Standard;SyntyStudios/Prototype_Object;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;0;0;False;-1;0;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
|
||||
WireConnection;6;0;4;0
|
||||
WireConnection;6;1;4;0
|
||||
WireConnection;6;2;4;0
|
||||
WireConnection;6;3;3;0
|
||||
WireConnection;6;4;2;0
|
||||
WireConnection;15;0;16;0
|
||||
WireConnection;15;1;6;0
|
||||
WireConnection;15;2;5;0
|
||||
WireConnection;10;0;9;0
|
||||
WireConnection;10;1;15;0
|
||||
WireConnection;1;0;10;0
|
||||
ASEEND*/
|
||||
//CHKSM=9DFBB57FBFD631EA24E55184E1F6D105DDEB889F
|
||||
Reference in New Issue
Block a user