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2025-07-25 15:29:14 +05:00
// 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"
}
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