// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Polyart/Dreamscape Stones Detail" { Properties { _TilingAlbedo("Tiling Albedo", 2D) = "white" {} _TilingSmoothness("Tiling Smoothness", 2D) = "white" {} _TilingNormal("Tiling Normal", 2D) = "bump" {} _TilingNormalIntensity("Tiling Normal Intensity", Range( 0 , 2)) = 1 [Header(MAIN)]_AlbedoTint("Albedo Tint", Color) = (1,1,1,0) _AlbedoTexture("Albedo Texture", 2D) = "white" {} _NormalTexture("Normal Texture", 2D) = "bump" {} _NormalIntensity("Normal Intensity", Range( 0 , 2)) = 1 _SmoothnessTexture("Smoothness Texture", 2D) = "white" {} _SmoothnessMultiplier("Smoothness Multiplier", Range( 0 , 2)) = 1 _EmissiveTexture("Emissive Texture", 2D) = "black" {} _EmissiveMultiplier("Emissive Multiplier", Range( 0 , 20)) = 0 _EmissiveTint("Emissive Tint", Color) = (1,1,1,0) _DetailColorIntensity("Detail Color Intensity", Range( 0 , 1)) = 1 _DetailSmoothIntensity("Detail Smooth Intensity", Range( 0 , 1)) = 1 _Tiling("Tiling", Float) = 1 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } 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 float2 uv_texcoord; }; uniform sampler2D _TilingNormal; uniform float _Tiling; uniform float _TilingNormalIntensity; uniform sampler2D _NormalTexture; uniform float4 _NormalTexture_ST; uniform float _NormalIntensity; uniform sampler2D _TilingAlbedo; uniform float4 _AlbedoTint; uniform sampler2D _AlbedoTexture; uniform float4 _AlbedoTexture_ST; uniform float _DetailColorIntensity; uniform sampler2D _EmissiveTexture; uniform float4 _EmissiveTexture_ST; uniform float4 _EmissiveTint; uniform float _EmissiveMultiplier; uniform sampler2D _TilingSmoothness; uniform sampler2D _SmoothnessTexture; uniform float4 _SmoothnessTexture_ST; uniform float _SmoothnessMultiplier; uniform float _DetailSmoothIntensity; inline float4 TriplanarSampling72( 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 TriplanarSampling71( 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 TriplanarSampling73( 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 ) { float2 temp_cast_0 = (_Tiling).xx; float3 ase_worldPos = i.worldPos; float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); float4 triplanar72 = TriplanarSampling72( _TilingNormal, ase_worldPos, ase_worldNormal, 1.0, temp_cast_0, 1.0, 0 ); float3 vTilingNormal45 = UnpackScaleNormal( triplanar72, _TilingNormalIntensity ); float2 uv_NormalTexture = i.uv_texcoord * _NormalTexture_ST.xy + _NormalTexture_ST.zw; float3 vNormal13 = UnpackScaleNormal( tex2D( _NormalTexture, uv_NormalTexture ), _NormalIntensity ); o.Normal = BlendNormals( vTilingNormal45 , vNormal13 ); float2 temp_cast_2 = (_Tiling).xx; float4 triplanar71 = TriplanarSampling71( _TilingAlbedo, ase_worldPos, ase_worldNormal, 1.0, temp_cast_2, 1.0, 0 ); float4 vTilingColor41 = triplanar71; float2 uv_AlbedoTexture = i.uv_texcoord * _AlbedoTexture_ST.xy + _AlbedoTexture_ST.zw; float4 vColor12 = ( _AlbedoTint * tex2D( _AlbedoTexture, uv_AlbedoTexture ) ); float4 lerpResult57 = lerp( vTilingColor41 , vColor12 , _DetailColorIntensity); o.Albedo = lerpResult57.rgb; float2 uv_EmissiveTexture = i.uv_texcoord * _EmissiveTexture_ST.xy + _EmissiveTexture_ST.zw; float4 vEmissive31 = ( ( tex2D( _EmissiveTexture, uv_EmissiveTexture ) * _EmissiveTint ) * _EmissiveMultiplier ); o.Emission = vEmissive31.rgb; o.Metallic = 0.0; float2 temp_cast_6 = (_Tiling).xx; float4 triplanar73 = TriplanarSampling73( _TilingSmoothness, ase_worldPos, ase_worldNormal, 1.0, temp_cast_6, 1.0, 0 ); float4 vTilingSmooth52 = ( 1.0 - triplanar73 ); float2 uv_SmoothnessTexture = i.uv_texcoord * _SmoothnessTexture_ST.xy + _SmoothnessTexture_ST.zw; float4 vSmoothness24 = ( ( 1.0 - tex2D( _SmoothnessTexture, uv_SmoothnessTexture ) ) * _SmoothnessMultiplier ); float4 lerpResult64 = lerp( vTilingSmooth52 , vSmoothness24 , _DetailSmoothIntensity); o.Smoothness = lerpResult64.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.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=18912 1038;114;2305;1679;2437.862;2179.91;1.3;True;True Node;AmplifyShaderEditor.CommentaryNode;25;-1561.519,512.3214;Inherit;False;1230.501;368.35;;6;24;23;22;38;21;20;Smooth;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode;11;-1557.127,103.3116;Inherit;False;1123.488;335.8192;;3;7;8;10;Normal;1,1,1,1;0;0 Node;AmplifyShaderEditor.TexturePropertyNode;20;-1549.519,571.3214;Inherit;True;Property;_SmoothnessTexture;Smoothness Texture;8;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.CommentaryNode;51;-1514.76,-948.0509;Inherit;False;1119.636;285;Comment;3;52;55;53;;1,1,1,1;0;0 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