// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Shader created with Shader Forge v1.36 // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ // Note: Manually altering this data may prevent you from opening it in Shader Forge /*SF_DATA;ver:1.36;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:0,lgpr:1,limd:3,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:1,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:3138,x:34105,y:32457,varname:node_3138,prsc:2|diff-7613-OUT,spec-7613-OUT,gloss-7613-OUT,emission-384-OUT,amdfl-7613-OUT,amspl-7613-OUT;n:type:ShaderForge.SFN_Color,id:7241,x:33567,y:32828,ptovrint:False,ptlb:Color,ptin:_Color,varname:_Color,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.9926471,c2:0.9926471,c3:0.9926471,c4:1;n:type:ShaderForge.SFN_TexCoord,id:2328,x:31371,y:32234,varname:node_2328,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Sin,id:9794,x:32360,y:32434,varname:node_9794,prsc:2|IN-4565-OUT;n:type:ShaderForge.SFN_RemapRange,id:6394,x:32672,y:32364,varname:node_6394,prsc:2,frmn:-1,frmx:1,tomn:0,tomx:1|IN-9794-OUT;n:type:ShaderForge.SFN_Multiply,id:4565,x:32071,y:32503,varname:node_4565,prsc:2|A-2328-V,B-7598-OUT;n:type:ShaderForge.SFN_Slider,id:7598,x:31701,y:32632,ptovrint:False,ptlb:Tubes,ptin:_Tubes,varname:_Tubes,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:1,cur:39.11111,max:50;n:type:ShaderForge.SFN_Multiply,id:6194,x:33018,y:32555,varname:node_6194,prsc:2|A-143-OUT,B-7231-OUT;n:type:ShaderForge.SFN_Multiply,id:6399,x:32530,y:32074,varname:node_6399,prsc:2|A-2328-U,B-2328-V,C-5481-OUT,D-5315-OUT;n:type:ShaderForge.SFN_OneMinus,id:5315,x:31814,y:32233,varname:node_5315,prsc:2|IN-2328-U;n:type:ShaderForge.SFN_OneMinus,id:5481,x:31858,y:32366,varname:node_5481,prsc:2|IN-2328-V;n:type:ShaderForge.SFN_Slider,id:7231,x:32534,y:32941,ptovrint:False,ptlb:Intensity,ptin:_Intensity,varname:_Intensity,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:182.0513,max:300;n:type:ShaderForge.SFN_SwitchProperty,id:9813,x:33471,y:32384,ptovrint:False,ptlb:Darken Borders,ptin:_DarkenBorders,varname:_DarkenBorders,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,on:False|A-6194-OUT,B-6305-OUT;n:type:ShaderForge.SFN_Multiply,id:6305,x:33186,y:32430,varname:node_6305,prsc:2|A-9877-OUT,B-6194-OUT;n:type:ShaderForge.SFN_Lerp,id:9877,x:32905,y:32129,varname:node_9877,prsc:2|A-4855-OUT,B-6399-OUT,T-6846-OUT;n:type:ShaderForge.SFN_Slider,id:6846,x:32531,y:32227,ptovrint:False,ptlb:Border darkness,ptin:_Borderdarkness,varname:_Borderdarkness,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;n:type:ShaderForge.SFN_Vector1,id:4855,x:32660,y:32050,varname:node_4855,prsc:2,v1:1;n:type:ShaderForge.SFN_RemapRangeAdvanced,id:143,x:32659,y:32532,varname:node_143,prsc:2|IN-9794-OUT,IMIN-3560-OUT,IMAX-9619-OUT,OMIN-1593-OUT,OMAX-9619-OUT;n:type:ShaderForge.SFN_Vector1,id:3560,x:32257,y:32599,varname:node_3560,prsc:2,v1:-1;n:type:ShaderForge.SFN_Vector1,id:9619,x:32232,y:32676,varname:node_9619,prsc:2,v1:1;n:type:ShaderForge.SFN_Slider,id:1593,x:32213,y:32795,ptovrint:False,ptlb:Tube shadow,ptin:_Tubeshadow,varname:_Tubeshadow,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.5470086,max:1;n:type:ShaderForge.SFN_Lerp,id:384,x:33823,y:32578,varname:node_384,prsc:2|A-7459-RGB,B-7241-RGB,T-9813-OUT;n:type:ShaderForge.SFN_Color,id:7459,x:33604,y:32595,ptovrint:False,ptlb:Shadow Color,ptin:_ShadowColor,varname:_ShadowColor,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Vector1,id:7613,x:33884,y:32313,varname:node_7613,prsc:2,v1:0;proporder:7241-7598-7231-9813-6846-1593-7459;pass:END;sub:END;*/ Shader "Fog Volume/LightPanel" { Properties { _Color ("Color", Color) = (0.9926471,0.9926471,0.9926471,1) _Tubes ("Tubes", Range(1, 50)) = 39.11111 _Intensity ("Intensity", Range(0, 300)) = 182.0513 [MaterialToggle] _DarkenBorders ("Darken Borders", Float ) = 140.8175 _Borderdarkness ("Border darkness", Range(0, 1)) = 1 _Tubeshadow ("Tube shadow", Range(0, 1)) = 0.5470086 _ShadowColor ("Shadow Color", Color) = (0.5,0.5,0.5,1) } SubShader { Tags { "RenderType"="Opaque" } Pass { Name "DEFERRED" Tags { "LightMode"="Deferred" } CGPROGRAM #pragma vertex vert #pragma fragment frag //#define UNITY_PASS_DEFERRED #include "UnityCG.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_shadowcaster #pragma multi_compile ___ UNITY_HDR_ON #pragma only_renderers d3d9 d3d11 glcore gles gles3 #pragma target 3.0 uniform float4 _Color; uniform float _Tubes; uniform float _Intensity; uniform fixed _DarkenBorders; uniform float _Borderdarkness; uniform float _Tubeshadow; uniform float4 _ShadowColor; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 posWorld : TEXCOORD1; float3 normalDir : TEXCOORD2; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.normalDir = UnityObjectToWorldNormal(v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityObjectToClipPos(v.vertex ); return o; } void frag( VertexOutput i, out half4 outDiffuse : SV_Target0, out half4 outSpecSmoothness : SV_Target1, out half4 outNormal : SV_Target2, out half4 outEmission : SV_Target3 ) { i.normalDir = normalize(i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); ////// Lighting: float Pi = 3.141592654; float InvPi = 0.31830988618; ///////// Gloss: float node_7613 = 0.0; float gloss = node_7613; float perceptualRoughness = 1.0 - node_7613; float roughness = perceptualRoughness * perceptualRoughness; /////// GI Data: UnityLight light; // Dummy light light.color = 0; light.dir = half3(0,1,0); light.ndotl = max(0,dot(normalDirection,light.dir)); UnityGIInput d; d.light = light; d.worldPos = i.posWorld.xyz; d.worldViewDir = viewDirection; d.atten = 1; Unity_GlossyEnvironmentData ugls_en_data; ugls_en_data.roughness = 1.0 - gloss; ugls_en_data.reflUVW = viewReflectDirection; UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); ////// Specular: float3 specularColor = node_7613; float specularMonochrome; float3 diffuseColor = float3(node_7613,node_7613,node_7613); // Need this for specular when using metallic diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome ); specularMonochrome = 1.0-specularMonochrome; float NdotV = max(0.0,dot( normalDirection, viewDirection )); half grazingTerm = saturate( gloss + specularMonochrome ); float3 indirectSpecular = (0 + float3(node_7613,node_7613,node_7613)); indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); /////// Diffuse: float3 indirectDiffuse = float3(0,0,0); indirectDiffuse += float3(node_7613,node_7613,node_7613); // Diffuse Ambient Light ////// Emissive: float node_9794 = sin((i.uv0.g*_Tubes)); float node_3560 = (-1.0); float node_9619 = 1.0; float node_6194 = ((_Tubeshadow + ( (node_9794 - node_3560) * (node_9619 - _Tubeshadow) ) / (node_9619 - node_3560))*_Intensity); float3 emissive = lerp(_ShadowColor.rgb,_Color.rgb,lerp( node_6194, (lerp(1.0,(i.uv0.r*i.uv0.g*(1.0 - i.uv0.g)*(1.0 - i.uv0.r)),_Borderdarkness)*node_6194), _DarkenBorders )); /// Final Color: outDiffuse = half4( diffuseColor, 1 ); outSpecSmoothness = half4( specularColor, gloss ); outNormal = half4( normalDirection * 0.5 + 0.5, 1 ); outEmission = half4( lerp(_ShadowColor.rgb,_Color.rgb,lerp( node_6194, (lerp(1.0,(i.uv0.r*i.uv0.g*(1.0 - i.uv0.g)*(1.0 - i.uv0.r)),_Borderdarkness)*node_6194), _DarkenBorders )), 1 ); outEmission.rgb += indirectSpecular; outEmission.rgb += indirectDiffuse * diffuseColor; #ifndef UNITY_HDR_ON outEmission.rgb = exp2(-outEmission.rgb); #endif } ENDCG } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag //#define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #include "AutoLight.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma multi_compile_fwdbase_fullshadows #pragma only_renderers d3d9 d3d11 glcore gles gles3 #pragma target 3.0 uniform float4 _Color; uniform float _Tubes; uniform float _Intensity; uniform fixed _DarkenBorders; uniform float _Borderdarkness; uniform float _Tubeshadow; uniform float4 _ShadowColor; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 posWorld : TEXCOORD1; float3 normalDir : TEXCOORD2; LIGHTING_COORDS(3,4) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.normalDir = UnityObjectToWorldNormal(v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos(v.vertex ); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i) : COLOR { i.normalDir = normalize(i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; float3 halfDirection = normalize(viewDirection+lightDirection); ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); float3 attenColor = attenuation * _LightColor0.xyz; float Pi = 3.141592654; float InvPi = 0.31830988618; ///////// Gloss: float node_7613 = 0.0; float gloss = node_7613; float perceptualRoughness = 1.0 - node_7613; float roughness = perceptualRoughness * perceptualRoughness; float specPow = exp2( gloss * 10.0 + 1.0 ); /////// GI Data: UnityLight light; #ifdef LIGHTMAP_OFF light.color = lightColor; light.dir = lightDirection; light.ndotl = LambertTerm (normalDirection, light.dir); #else light.color = half3(0.f, 0.f, 0.f); light.ndotl = 0.0f; light.dir = half3(0.f, 0.f, 0.f); #endif UnityGIInput d; d.light = light; d.worldPos = i.posWorld.xyz; d.worldViewDir = viewDirection; d.atten = attenuation; Unity_GlossyEnvironmentData ugls_en_data; ugls_en_data.roughness = 1.0 - gloss; ugls_en_data.reflUVW = viewReflectDirection; UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); lightDirection = gi.light.dir; lightColor = gi.light.color; ////// Specular: float NdotL = saturate(dot( normalDirection, lightDirection )); float LdotH = saturate(dot(lightDirection, halfDirection)); float3 specularColor = node_7613; float specularMonochrome; float3 diffuseColor = float3(node_7613,node_7613,node_7613); // Need this for specular when using metallic diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome ); specularMonochrome = 1.0-specularMonochrome; float NdotV = abs(dot( normalDirection, viewDirection )); float NdotH = saturate(dot( normalDirection, halfDirection )); float VdotH = saturate(dot( viewDirection, halfDirection )); float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness ); float normTerm = GGXTerm(NdotH, roughness); float specularPBL = (visTerm*normTerm) * UNITY_PI; #ifdef UNITY_COLORSPACE_GAMMA specularPBL = sqrt(max(1e-4h, specularPBL)); #endif specularPBL = max(0, specularPBL * NdotL); #if defined(_SPECULARHIGHLIGHTS_OFF) specularPBL = 0.0; #endif half surfaceReduction; #ifdef UNITY_COLORSPACE_GAMMA surfaceReduction = 1.0-0.28*roughness*perceptualRoughness; #else surfaceReduction = 1.0/(roughness*roughness + 1.0); #endif specularPBL *= any(specularColor) ? 1.0 : 0.0; float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH); half grazingTerm = saturate( gloss + specularMonochrome ); float3 indirectSpecular = (0 + float3(node_7613,node_7613,node_7613)); indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); indirectSpecular *= surfaceReduction; float3 specular = (directSpecular + indirectSpecular); /////// Diffuse: NdotL = max(0.0,dot( normalDirection, lightDirection )); half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); float nlPow5 = Pow5(1-NdotL); float nvPow5 = Pow5(1-NdotV); float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor; float3 indirectDiffuse = float3(0,0,0); indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light indirectDiffuse += float3(node_7613,node_7613,node_7613); // Diffuse Ambient Light float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; ////// Emissive: float node_9794 = sin((i.uv0.g*_Tubes)); float node_3560 = (-1.0); float node_9619 = 1.0; float node_6194 = ((_Tubeshadow + ( (node_9794 - node_3560) * (node_9619 - _Tubeshadow) ) / (node_9619 - node_3560))*_Intensity); float3 emissive = lerp(_ShadowColor.rgb,_Color.rgb,lerp( node_6194, (lerp(1.0,(i.uv0.r*i.uv0.g*(1.0 - i.uv0.g)*(1.0 - i.uv0.r)),_Borderdarkness)*node_6194), _DarkenBorders )); /// Final Color: float3 finalColor = diffuse + specular + emissive; return fixed4(finalColor,1); } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }