161 lines
8.8 KiB
Plaintext
161 lines
8.8 KiB
Plaintext
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Custom/ASE_MixerShader"
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{
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Properties
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{
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[Header(Translucency)]
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_Translucency("Strength", Range( 0 , 50)) = 1
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_TransNormalDistortion("Normal Distortion", Range( 0 , 1)) = 0.1
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_TransScattering("Scaterring Falloff", Range( 1 , 50)) = 2
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_TransDirect("Direct", Range( 0 , 1)) = 1
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_TransAmbient("Ambient", Range( 0 , 1)) = 0.2
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_Diffuse1("Diffuse1", 2D) = "white" {}
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_TransShadow("Shadow", Range( 0 , 1)) = 0.9
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_SpecGloss1("SpecGloss1", 2D) = "white" {}
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_Diffuse2("Diffuse2", 2D) = "white" {}
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_SpecGloss2("SpecGloss2", 2D) = "white" {}
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_NormalMap("NormalMap", 2D) = "bump" {}
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_MixAmount("MixAmount", Range( 0 , 1)) = 0
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_TranslucencyPower("TranslucencyPower", Range( 0 , 1)) = 0.5
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
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Cull Back
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CGPROGRAM
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#include "UnityPBSLighting.cginc"
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#pragma target 3.0
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#pragma surface surf StandardSpecularCustom keepalpha addshadow fullforwardshadows exclude_path:deferred
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struct Input
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{
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float2 uv_texcoord;
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};
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struct SurfaceOutputStandardSpecularCustom
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{
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half3 Albedo;
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half3 Normal;
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half3 Emission;
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half3 Specular;
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half Smoothness;
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half Occlusion;
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half Alpha;
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half3 Translucency;
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};
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uniform sampler2D _NormalMap;
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uniform float4 _NormalMap_ST;
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uniform sampler2D _Diffuse1;
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uniform float4 _Diffuse1_ST;
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uniform sampler2D _Diffuse2;
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uniform float4 _Diffuse2_ST;
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uniform float _MixAmount;
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uniform sampler2D _SpecGloss1;
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uniform float4 _SpecGloss1_ST;
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uniform sampler2D _SpecGloss2;
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uniform float4 _SpecGloss2_ST;
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uniform half _Translucency;
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uniform half _TransNormalDistortion;
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uniform half _TransScattering;
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uniform half _TransDirect;
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uniform half _TransAmbient;
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uniform half _TransShadow;
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uniform float _TranslucencyPower;
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inline half4 LightingStandardSpecularCustom(SurfaceOutputStandardSpecularCustom s, half3 viewDir, UnityGI gi )
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{
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#if !DIRECTIONAL
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float3 lightAtten = gi.light.color;
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#else
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float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, _TransShadow );
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#endif
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half3 lightDir = gi.light.dir + s.Normal * _TransNormalDistortion;
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half transVdotL = pow( saturate( dot( viewDir, -lightDir ) ), _TransScattering );
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half3 translucency = lightAtten * (transVdotL * _TransDirect + gi.indirect.diffuse * _TransAmbient) * s.Translucency;
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half4 c = half4( s.Albedo * translucency * _Translucency, 0 );
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SurfaceOutputStandardSpecular r;
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r.Albedo = s.Albedo;
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r.Normal = s.Normal;
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r.Emission = s.Emission;
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r.Specular = s.Specular;
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r.Smoothness = s.Smoothness;
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r.Occlusion = s.Occlusion;
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r.Alpha = s.Alpha;
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return LightingStandardSpecular (r, viewDir, gi) + c;
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}
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inline void LightingStandardSpecularCustom_GI(SurfaceOutputStandardSpecularCustom s, UnityGIInput data, inout UnityGI gi )
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{
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#if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS
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gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal);
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#else
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UNITY_GLOSSY_ENV_FROM_SURFACE( g, s, data );
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gi = UnityGlobalIllumination( data, s.Occlusion, s.Normal, g );
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#endif
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}
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void surf( Input i , inout SurfaceOutputStandardSpecularCustom o )
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{
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float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw;
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o.Normal = UnpackNormal( tex2D( _NormalMap, uv_NormalMap ) );
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float2 uv_Diffuse1 = i.uv_texcoord * _Diffuse1_ST.xy + _Diffuse1_ST.zw;
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float4 tex2DNode1 = tex2D( _Diffuse1, uv_Diffuse1 );
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float2 uv_Diffuse2 = i.uv_texcoord * _Diffuse2_ST.xy + _Diffuse2_ST.zw;
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float4 lerpResult7 = lerp( tex2DNode1 , tex2D( _Diffuse2, uv_Diffuse2 ) , _MixAmount);
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o.Albedo = lerpResult7.rgb;
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float2 uv_SpecGloss1 = i.uv_texcoord * _SpecGloss1_ST.xy + _SpecGloss1_ST.zw;
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float2 uv_SpecGloss2 = i.uv_texcoord * _SpecGloss2_ST.xy + _SpecGloss2_ST.zw;
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float4 lerpResult8 = lerp( tex2D( _SpecGloss1, uv_SpecGloss1 ) , tex2D( _SpecGloss2, uv_SpecGloss2 ) , _MixAmount);
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float4 break9 = lerpResult8;
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float4 appendResult10 = (float4(break9.r , break9.g , break9.b , 0.0));
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o.Specular = appendResult10.xyz;
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o.Smoothness = break9.a;
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o.Translucency = ( tex2DNode1 * _TranslucencyPower ).rgb;
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o.Alpha = 1;
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}
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ENDCG
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}
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Fallback "Diffuse"
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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=16100
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447;732;996;636;459.3148;291.8404;1.408453;True;False
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Node;AmplifyShaderEditor.RangedFloatNode;6;-736.7779,4.195162;Float;False;Property;_MixAmount;MixAmount;11;0;Create;True;0;0;False;0;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;4;-418.6291,341.1088;Float;True;Property;_SpecGloss2;SpecGloss2;9;0;Create;True;0;0;False;0;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;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
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Node;AmplifyShaderEditor.SamplerNode;2;-385.9171,-103.6721;Float;True;Property;_SpecGloss1;SpecGloss1;7;0;Create;True;0;0;False;0;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;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
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Node;AmplifyShaderEditor.LerpOp;8;76.76295,-1.253525;Float;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RangedFloatNode;11;113.8752,264.3283;Float;False;Property;_TranslucencyPower;TranslucencyPower;12;0;Create;True;0;0;False;0;0.5;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;1;-398.5434,-302.2025;Float;True;Property;_Diffuse1;Diffuse1;6;0;Create;True;0;0;False;0;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;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
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Node;AmplifyShaderEditor.SamplerNode;3;-381.9138,131.6544;Float;True;Property;_Diffuse2;Diffuse2;8;0;Create;True;0;0;False;0;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;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
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Node;AmplifyShaderEditor.BreakToComponentsNode;9;260.247,-33.35107;Float;False;COLOR;1;0;COLOR;0,0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
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Node;AmplifyShaderEditor.LerpOp;7;77.12698,-185.5135;Float;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SamplerNode;5;252.9559,-211.9071;Float;True;Property;_NormalMap;NormalMap;10;0;Create;True;0;0;False;0;None;None;True;0;False;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;12;519.7376,161.581;Float;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.DynamicAppendNode;10;552.5161,-44.18039;Float;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;838.6375,-130.3303;Float;False;True;2;Float;ASEMaterialInspector;0;0;StandardSpecular;Custom/ASE_MixerShader;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;ForwardOnly;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;0;0;False;-1;0;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;0;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;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
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WireConnection;8;0;2;0
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WireConnection;8;1;4;0
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WireConnection;8;2;6;0
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WireConnection;9;0;8;0
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WireConnection;7;0;1;0
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WireConnection;7;1;3;0
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WireConnection;7;2;6;0
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WireConnection;12;0;1;0
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WireConnection;12;1;11;0
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WireConnection;10;0;9;0
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WireConnection;10;1;9;1
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WireConnection;10;2;9;2
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WireConnection;0;0;7;0
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WireConnection;0;1;5;0
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WireConnection;0;3;10;0
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WireConnection;0;4;9;3
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WireConnection;0;7;12;0
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ASEEND*/
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//CHKSM=DE38DDE08AA6C93B1AC67444F933D9BF65A3ACFD |