// 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" } /*ASEBEGIN Version=19200 Node;AmplifyShaderEditor.RangedFloatNode;29;-2227.72,25.63428;Inherit;False;Property;_StoneDirtSharpness;Stone Dirt Sharpness;3;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;30;-2182.728,101.5227;Inherit;False;Property;_StoneDirtBias;Stone Dirt Bias;4;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0 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