// Made with Amplify Shader Editor v1.9.2 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Polyart/Dreamscape/Builtin/Pebbles" { Properties { _ColorMap("Color Map", 2D) = "white" {} [Normal]_NormalMap("Normal Map", 2D) = "bump" {} _NormalIntensity("Normal Intensity", Range( 0 , 2)) = 1 _Roughness("Roughness", Range( -1 , 1)) = 1 _Size("Size", Float) = 10 [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 { float3 worldPos; float3 worldNormal; INTERNAL_DATA }; uniform sampler2D _NormalMap; uniform float _Size; uniform float _NormalIntensity; uniform sampler2D _ColorMap; uniform float _Roughness; inline float4 TriplanarSampling111( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); half4 xNorm; half4 yNorm; half4 zNorm; xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z; } inline float4 TriplanarSampling110( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); half4 xNorm; half4 yNorm; half4 zNorm; xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z; } void surf( Input i , inout SurfaceOutputStandard o ) { float temp_output_114_0 = ( _Size / 10.0 ); float2 temp_cast_0 = (temp_output_114_0).xx; float3 ase_worldPos = i.worldPos; float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); float4 triplanar111 = TriplanarSampling111( _NormalMap, ase_worldPos, ase_worldNormal, 1.0, temp_cast_0, 1.0, 0 ); o.Normal = UnpackScaleNormal( triplanar111, _NormalIntensity ); float2 temp_cast_1 = (temp_output_114_0).xx; float4 triplanar110 = TriplanarSampling110( _ColorMap, ase_worldPos, ase_worldNormal, 1.0, temp_cast_1, 1.0, 0 ); o.Albedo = triplanar110.xyz; o.Smoothness = ( 1.0 - _Roughness ); 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; float4 tSpace0 : TEXCOORD1; float4 tSpace1 : TEXCOORD2; float4 tSpace2 : TEXCOORD3; 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 ); 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" } /*ASEBEGIN Version=19200 Node;AmplifyShaderEditor.RangedFloatNode;115;-4436.926,513.2734;Inherit;False;Property;_Size;Size;4;0;Create;True;0;0;0;False;0;False;10;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleDivideOpNode;114;-4238.189,517.4832;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;10;False;1;FLOAT;0 Node;AmplifyShaderEditor.TexturePropertyNode;96;-4004.405,471.949;Inherit;True;Property;_NormalMap;Normal Map;1;1;[Normal];Create;True;0;0;0;False;0;False;None;None;True;bump;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.RangedFloatNode;105;-3616.886,672.42;Inherit;False;Property;_NormalIntensity;Normal Intensity;2;0;Create;True;0;0;0;False;0;False;1;1;0;2;0;1;FLOAT;0 Node;AmplifyShaderEditor.TriplanarNode;111;-3706.603,477.7478;Inherit;True;Spherical;World;False;Top Texture 1;_TopTexture1;white;-1;None;Mid Texture 1;_MidTexture1;white;0;None;Bot Texture 1;_BotTexture1;white;1;None;Triplanar Sampler;Tangent;10;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;9;FLOAT3;0,0,0;False;8;FLOAT;1;False;3;FLOAT2;1,1;False;4;FLOAT;1;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RangedFloatNode;106;-3623.886,774.42;Inherit;False;Property;_Roughness;Roughness;3;0;Create;True;0;0;0;False;0;False;1;1;-1;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.TexturePropertyNode;55;-3993.295,249.9384;Inherit;True;Property;_ColorMap;Color Map;0;0;Create;True;0;0;0;True;0;False;None;None;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.UnpackScaleNormalNode;97;-3247.33,476.2086;Inherit;False;Tangent;2;0;FLOAT4;0,0,0,0;False;1;FLOAT;1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.TriplanarNode;110;-3693.603,254.7478;Inherit;True;Spherical;World;False;Top Texture 0;_TopTexture0;white;-1;None;Mid Texture 0;_MidTexture0;white;-1;None;Bot Texture 0;_BotTexture0;white;-1;None;Triplanar Sampler;Tangent;10;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;9;FLOAT3;0,0,0;False;8;FLOAT;1;False;3;FLOAT2;1,1;False;4;FLOAT;1;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.OneMinusNode;104;-3317.886,779.42;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;-2756.431,258.9893;Float;False;True;-1;2;;0;0;Standard;Polyart/Dreamscape/Builtin/Pebbles;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;False;;0;False;;False;0;False;;0;False;;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;All;12;all;True;True;True;True;0;False;;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;2;15;10;25;False;0.5;True;0;0;False;;0;False;;0;0;False;;0;False;;0;False;;0;False;;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;True;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;;-1;0;False;;0;0;0;False;0.1;False;;0;False;;False;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;114;0;115;0 WireConnection;111;0;96;0 WireConnection;111;3;114;0 WireConnection;97;0;111;0 WireConnection;97;1;105;0 WireConnection;110;0;55;0 WireConnection;110;3;114;0 WireConnection;104;0;106;0 WireConnection;0;0;110;0 WireConnection;0;1;97;0 WireConnection;0;4;104;0 ASEEND*/ //CHKSM=F9CD28E44313241F146D1B248B3E2A547C0006A0