197 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			197 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|   | // Made with Amplify Shader Editor | ||
|  | // Available at the Unity Asset Store - http://u3d.as/y3X  | ||
|  | Shader "SyntyStudios/Triplanar" | ||
|  | { | ||
|  | 	Properties | ||
|  | 	{ | ||
|  | 		_Overlay("Overlay", 2D) = "white" {} | ||
|  | 		_FallOff("FallOff", Float) = 0 | ||
|  | 		_Tiling("Tiling", Float) = 0 | ||
|  | 		_Emission("Emission", 2D) = "white" {} | ||
|  | 		_Texture("Texture", 2D) = "white" {} | ||
|  | 		_EmissionColor("EmissionColor", Color) = (0,0,0,0) | ||
|  | 		_DirtAmount("DirtAmount", Range( 0.5 , 1.2)) = 1 | ||
|  | 		[HideInInspector] _texcoord( "", 2D ) = "white" {} | ||
|  | 		[HideInInspector] __dirty( "", Int ) = 1 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	SubShader | ||
|  | 	{ | ||
|  | 		Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" "IsEmissive" = "true"  } | ||
|  | 		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) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) | ||
|  | 		#endif | ||
|  | 		struct Input | ||
|  | 		{ | ||
|  | 			float2 uv_texcoord; | ||
|  | 			float3 worldPos; | ||
|  | 			float3 worldNormal; | ||
|  | 			INTERNAL_DATA | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		uniform sampler2D _Texture; | ||
|  | 		uniform float4 _Texture_ST; | ||
|  | 		uniform sampler2D _Overlay; | ||
|  | 		uniform float _Tiling; | ||
|  | 		uniform float _FallOff; | ||
|  | 		uniform float _DirtAmount; | ||
|  | 		uniform sampler2D _Emission; | ||
|  | 		uniform float4 _Emission_ST; | ||
|  | 		uniform float4 _EmissionColor; | ||
|  | 
 | ||
|  | 
 | ||
|  | 		inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, 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); | ||
|  | 			float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw; | ||
|  | 			float3 ase_worldPos = i.worldPos; | ||
|  | 			float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); | ||
|  | 			float4 triplanar1 = TriplanarSamplingCF( _Overlay, _Overlay, _Overlay, ase_worldPos, ase_worldNormal, _FallOff, _Tiling, float3(0,0,0) ); | ||
|  | 			float4 temp_cast_0 = (_DirtAmount).xxxx; | ||
|  | 			float4 clampResult17 = clamp( triplanar1 , temp_cast_0 , float4( 1,1,1,0 ) ); | ||
|  | 			o.Albedo = ( tex2D( _Texture, uv_Texture ) * clampResult17 ).rgb; | ||
|  | 			float2 uv_Emission = i.uv_texcoord * _Emission_ST.xy + _Emission_ST.zw; | ||
|  | 			o.Emission = ( tex2D( _Emission, uv_Emission ) * _EmissionColor ).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; | ||
|  | 				float2 customPack1 : TEXCOORD1; | ||
|  | 				float4 tSpace0 : TEXCOORD2; | ||
|  | 				float4 tSpace1 : TEXCOORD3; | ||
|  | 				float4 tSpace2 : TEXCOORD4; | ||
|  | 				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 ); | ||
|  | 				Input customInputData; | ||
|  | 				float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; | ||
|  | 				fixed3 worldNormal = UnityObjectToWorldNormal( v.normal ); | ||
|  | 				fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); | ||
|  | 				fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; | ||
|  | 				fixed3 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 ); | ||
|  | 				o.customPack1.xy = customInputData.uv_texcoord; | ||
|  | 				o.customPack1.xy = v.texcoord; | ||
|  | 				TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) | ||
|  | 				return o; | ||
|  | 			} | ||
|  | 			fixed4 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 ); | ||
|  | 				surfIN.uv_texcoord = IN.customPack1.xy; | ||
|  | 				float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); | ||
|  | 				fixed3 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=14501 | ||
|  | 2567;34;2546;1524;1501.224;883.9599;1.07;True;True | ||
|  | Node;AmplifyShaderEditor.TexturePropertyNode;2;-514,-296;Float;True;Property;_Overlay;Overlay;0;0;Create;True;0;None;9e88b336bd16b1e4b99de75f486126c1;False;white;Auto;0;1;SAMPLER2D;0 | ||
|  | Node;AmplifyShaderEditor.RangedFloatNode;4;-485,63;Float;False;Property;_FallOff;FallOff;1;0;Create;True;0;0;5.01;0;0;0;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.RangedFloatNode;3;-489.21,-60.51;Float;False;Property;_Tiling;Tiling;2;0;Create;True;0;0;6.24;0;0;0;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.TriplanarNode;1;-163.14,-299.8202;Float;True;Cylindrical;World;False;Top Texture 0;_TopTexture0;white;1;None;Mid Texture 0;_MidTexture0;white;-1;None;Bot Texture 0;_BotTexture0;white;0;None;Triplanar Sampler;False;8;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;3;FLOAT;1;False;4;FLOAT;1;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 | ||
|  | Node;AmplifyShaderEditor.RangedFloatNode;15;-8.573858,-73.96994;Float;False;Property;_DirtAmount;DirtAmount;6;0;Create;True;0;1;0;0.5;1.2;0;1;FLOAT;0 | ||
|  | Node;AmplifyShaderEditor.ClampOpNode;17;283.535,-264.4308;Float;False;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT4;1,1,1,0;False;1;FLOAT4;0 | ||
|  | Node;AmplifyShaderEditor.ColorNode;11;68.00011,303;Float;False;Property;_EmissionColor;EmissionColor;5;0;Create;True;0;0,0,0,0;0.1878804,0.6724138,0.6296608,1;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 | ||
|  | Node;AmplifyShaderEditor.SamplerNode;9;-282.9999,207;Float;True;Property;_Emission;Emission;3;0;Create;True;0;84508b93f15f2b64386ec07486afc7a3;80ee511a5808d8d499a8ca850b8a2129;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 | ||
|  | Node;AmplifyShaderEditor.SamplerNode;7;-535.8401,-519.7598;Float;True;Property;_Texture;Texture;4;0;Create;True;0;84508b93f15f2b64386ec07486afc7a3;2f94f6bda2ac07743b44aa2ea4b791e1;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 | ||
|  | Node;AmplifyShaderEditor.SimpleMultiplyOpNode;8;636.5526,-465.2808;Float;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;COLOR;0 | ||
|  | Node;AmplifyShaderEditor.SimpleMultiplyOpNode;10;237.0001,114;Float;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 | ||
|  | Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;716.0014,-25.1995;Float;False;True;2;Float;ASEMaterialInspector;0;0;Standard;SyntyStudios/Triplanar;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;0;False;0;0;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;False;0;255;255;0;0;0;0;0;0;0;0;False;2;15;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;OFF;OFF;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;0;0;False;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;1;0;2;0 | ||
|  | WireConnection;1;1;2;0 | ||
|  | WireConnection;1;2;2;0 | ||
|  | WireConnection;1;3;3;0 | ||
|  | WireConnection;1;4;4;0 | ||
|  | WireConnection;17;0;1;0 | ||
|  | WireConnection;17;1;15;0 | ||
|  | WireConnection;8;0;7;0 | ||
|  | WireConnection;8;1;17;0 | ||
|  | WireConnection;10;0;9;0 | ||
|  | WireConnection;10;1;11;0 | ||
|  | WireConnection;0;0;8;0 | ||
|  | WireConnection;0;2;10;0 | ||
|  | ASEEND*/ | ||
|  | //CHKSM=B6B6556774C96287EE64A207A6CFB5D9DF4AB90F |