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2025-08-09 17:43:37 +04:00
// Made with Amplify Shader Editor v1.9.2
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Dreamscape_WorldAlignedBlend"
{
Properties
{
_StoneTexture("Stone Texture", 2D) = "white" {}
_DirtTexture("Dirt Texture", 2D) = "white" {}
_GrassTexture("Grass Texture", 2D) = "white" {}
_StoneDirtSharpness("Stone Dirt Sharpness", Float) = 0
_StoneDirtBias("Stone Dirt Bias", Float) = 0
_GrassSharpness("Grass Sharpness", Float) = 0
_GrassBias("Grass Bias", Float) = 0
_NormalTexture("Normal Texture", 2D) = "bump" {}
_Normal("Normal", Range( 0 , 1)) = 1
_SmoothnessTexture("Smoothness Texture", 2D) = "white" {}
_SmoothnessMultiplier("Smoothness Multiplier", Range( -2 , 2)) = 1
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
Cull Back
CGINCLUDE
#include "UnityStandardUtils.cginc"
#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
{
float2 uv_texcoord;
float3 worldNormal;
INTERNAL_DATA
};
uniform sampler2D _NormalTexture;
uniform float4 _NormalTexture_ST;
uniform float _Normal;
uniform sampler2D _StoneTexture;
uniform float4 _StoneTexture_ST;
uniform sampler2D _DirtTexture;
uniform float4 _DirtTexture_ST;
uniform float _StoneDirtSharpness;
uniform float _StoneDirtBias;
uniform sampler2D _GrassTexture;
uniform float4 _GrassTexture_ST;
uniform float _GrassSharpness;
uniform float _GrassBias;
uniform sampler2D _SmoothnessTexture;
uniform float4 _SmoothnessTexture_ST;
uniform float _SmoothnessMultiplier;
void surf( Input i , inout SurfaceOutputStandard o )
{
float2 uv_NormalTexture = i.uv_texcoord * _NormalTexture_ST.xy + _NormalTexture_ST.zw;
o.Normal = UnpackScaleNormal( tex2D( _NormalTexture, uv_NormalTexture ), _Normal );
float2 uv_StoneTexture = i.uv_texcoord * _StoneTexture_ST.xy + _StoneTexture_ST.zw;
float2 uv_DirtTexture = i.uv_texcoord * _DirtTexture_ST.xy + _DirtTexture_ST.zw;
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
float3 ase_normWorldNormal = normalize( ase_worldNormal );
float3 normalizeResult44_g3 = normalize( float3(0,1,0) );
float dotResult45_g3 = dot( ase_normWorldNormal , normalizeResult44_g3 );
float temp_output_67_0_g3 = _StoneDirtSharpness;
float temp_output_68_0_g3 = _StoneDirtBias;
float clampResult41_g3 = clamp( ( ( ( ( dotResult45_g3 * 0.5 ) + 0.5 ) * temp_output_67_0_g3 ) + ( temp_output_68_0_g3 - ( temp_output_67_0_g3 * 0.5 ) ) ) , 0.0 , 1.0 );
float4 lerpResult13 = lerp( tex2D( _StoneTexture, uv_StoneTexture ) , tex2D( _DirtTexture, uv_DirtTexture ) , clampResult41_g3);
float2 uv_GrassTexture = i.uv_texcoord * _GrassTexture_ST.xy + _GrassTexture_ST.zw;
float3 normalizeResult44_g4 = normalize( float3(0,1,0) );
float dotResult45_g4 = dot( ase_normWorldNormal , normalizeResult44_g4 );
float temp_output_67_0_g4 = _GrassSharpness;
float temp_output_68_0_g4 = _GrassBias;
float clampResult41_g4 = clamp( ( ( ( ( dotResult45_g4 * 0.5 ) + 0.5 ) * temp_output_67_0_g4 ) + ( temp_output_68_0_g4 - ( temp_output_67_0_g4 * 0.5 ) ) ) , 0.0 , 1.0 );
float4 lerpResult34 = lerp( lerpResult13 , tex2D( _GrassTexture, uv_GrassTexture ) , clampResult41_g4);
o.Albedo = lerpResult34.rgb;
float2 uv_SmoothnessTexture = i.uv_texcoord * _SmoothnessTexture_ST.xy + _SmoothnessTexture_ST.zw;
o.Smoothness = ( ( 1.0 - tex2D( _SmoothnessTexture, uv_SmoothnessTexture ) ) * _SmoothnessMultiplier ).r;
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_GLES || 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
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_OUTPUT( v2f, o );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
UNITY_TRANSFER_INSTANCE_ID( v, o );
Input customInputData;
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 );
o.customPack1.xy = customInputData.uv_texcoord;
o.customPack1.xy = v.texcoord;
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 );
surfIN.uv_texcoord = IN.customPack1.xy;
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( 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"
}
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