216 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			216 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | // 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 | ||
|  | Node;AmplifyShaderEditor.TexturePropertyNode;41;-1779.408,776.223;Inherit;True;Property;_SmoothnessTexture;Smoothness Texture;9;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 | ||
|  | Node;AmplifyShaderEditor.RangedFloatNode;36;-1903.741,286.7571;Inherit;False;Property;_GrassSharpness;Grass Sharpness;5;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0 | ||
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|  | Node;AmplifyShaderEditor.RangedFloatNode;43;-1506.477,974.5735;Inherit;False;Property;_SmoothnessMultiplier;Smoothness Multiplier;10;0;Create;True;0;0;0;False;0;False;1;0;-2;2;0;1;FLOAT;0 | ||
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|  | ASEEND*/ | ||
|  | //CHKSM=C09682359693B70C07340402D96C1C3261F64E97 |