// Shader created with Shader Forge v1.38 // Shader Forge (c) Freya Holmer - http://www.acegikmo.com/shaderforge/ Shader "Polybrush/Standard Texture Blend Bump" { Properties { _Metallic ("Metallic", Range(0, 1)) = 0.25 _Gloss ("Gloss", Range(0, 1)) = 0.5 _MainTex ("Base Color", 2D) = "white" {} _BaseBump ("Base Bump", 2D) = "bump" {} _Texture1 ("Texture 1", 2D) = "white" {} _Texture1Bump ("Texture 1 Bump", 2D) = "bump" {} _Texture2 ("Texture 2", 2D) = "white" {} _Texture2Bump ("Texture 2 Bump", 2D) = "bump" {} _Texture3 ("Texture 3", 2D) = "white" {} _Texture3Bump ("Texture 3 Bump", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma multi_compile_fwdbase_fullshadows #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile_fog #pragma target 3.0 uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _Metallic; uniform float _Gloss; uniform sampler2D _Texture1; uniform float4 _Texture1_ST; uniform sampler2D _Texture2; uniform float4 _Texture2_ST; uniform sampler2D _Texture3; uniform float4 _Texture3_ST; uniform sampler2D _BaseBump; uniform float4 _BaseBump_ST; uniform sampler2D _Texture1Bump; uniform float4 _Texture1Bump_ST; uniform sampler2D _Texture2Bump; uniform float4 _Texture2Bump_ST; uniform sampler2D _Texture3Bump; uniform float4 _Texture3Bump_ST; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; float3 normalDir : TEXCOORD4; float3 tangentDir : TEXCOORD5; float3 bitangentDir : TEXCOORD6; float4 vertexColor : COLOR; LIGHTING_COORDS(7,8) UNITY_FOG_COORDS(9) #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) float4 ambientOrLightmapUV : TEXCOORD10; #endif }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.vertexColor = v.vertexColor; #ifdef LIGHTMAP_ON o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.ambientOrLightmapUV.zw = 0; #elif UNITY_SHOULD_SAMPLE_SH #endif #ifdef DYNAMICLIGHTMAP_ON o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif o.normalDir = UnityObjectToWorldNormal(v.normal); o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos( v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i) : COLOR { i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float4 node_6660 = normalize(float4(i.vertexColor.r,i.vertexColor.g,i.vertexColor.b,i.vertexColor.a)); float3 _BaseBump_var = UnpackNormal(tex2D(_BaseBump,TRANSFORM_TEX(i.uv0, _BaseBump))); float3 _Texture1Bump_var = UnpackNormal(tex2D(_Texture1Bump,TRANSFORM_TEX(i.uv0, _Texture1Bump))); float3 _Texture2Bump_var = UnpackNormal(tex2D(_Texture2Bump,TRANSFORM_TEX(i.uv0, _Texture2Bump))); float3 _Texture3Bump_var = UnpackNormal(tex2D(_Texture3Bump,TRANSFORM_TEX(i.uv0, _Texture3Bump))); float3 normalLocal = (lerp( lerp( lerp( lerp( _BaseBump_var.rgb, _BaseBump_var.rgb, node_6660.r ), _Texture1Bump_var.rgb, node_6660.g ), _Texture2Bump_var.rgb, node_6660.b ), _Texture3Bump_var.rgb, node_6660.a )); float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals 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 gloss = _Gloss; float perceptualRoughness = 1.0 - _Gloss; 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; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) d.ambient = 0; d.lightmapUV = i.ambientOrLightmapUV; #else d.ambient = i.ambientOrLightmapUV; #endif 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 = _Metallic; float specularMonochrome; float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float4 _Texture1_var = tex2D(_Texture1,TRANSFORM_TEX(i.uv0, _Texture1)); float4 _Texture2_var = tex2D(_Texture2,TRANSFORM_TEX(i.uv0, _Texture2)); float4 _Texture3_var = tex2D(_Texture3,TRANSFORM_TEX(i.uv0, _Texture3)); float3 diffuseColor = (lerp( lerp( lerp( lerp( _MainTex_var.rgb, _MainTex_var.rgb, node_6660.r ), _Texture1_var.rgb, node_6660.g ), _Texture2_var.rgb, node_6660.b ), _Texture3_var.rgb, node_6660.a )); // 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 specularPBL *= any(specularColor) ? 1.0 : 0.0; float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH); float3 specular = directSpecular; /////// 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 += gi.indirect.diffuse; float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; /// Final Color: float3 finalColor = diffuse + specular; fixed4 finalRGBA = fixed4(finalColor,1); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode"="ForwardAdd" } Blend One One CGPROGRAM #pragma vertex vert #pragma fragment frag #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma multi_compile_fwdadd_fullshadows #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile_fog #pragma target 3.0 uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _Metallic; uniform float _Gloss; uniform sampler2D _Texture1; uniform float4 _Texture1_ST; uniform sampler2D _Texture2; uniform float4 _Texture2_ST; uniform sampler2D _Texture3; uniform float4 _Texture3_ST; uniform sampler2D _BaseBump; uniform float4 _BaseBump_ST; uniform sampler2D _Texture1Bump; uniform float4 _Texture1Bump_ST; uniform sampler2D _Texture2Bump; uniform float4 _Texture2Bump_ST; uniform sampler2D _Texture3Bump; uniform float4 _Texture3Bump_ST; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; float3 normalDir : TEXCOORD4; float3 tangentDir : TEXCOORD5; float3 bitangentDir : TEXCOORD6; float4 vertexColor : COLOR; LIGHTING_COORDS(7,8) UNITY_FOG_COORDS(9) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.vertexColor = v.vertexColor; o.normalDir = UnityObjectToWorldNormal(v.normal); o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos( v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i) : COLOR { i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float4 node_6660 = normalize(float4(i.vertexColor.r,i.vertexColor.g,i.vertexColor.b,i.vertexColor.a)); float3 _BaseBump_var = UnpackNormal(tex2D(_BaseBump,TRANSFORM_TEX(i.uv0, _BaseBump))); float3 _Texture1Bump_var = UnpackNormal(tex2D(_Texture1Bump,TRANSFORM_TEX(i.uv0, _Texture1Bump))); float3 _Texture2Bump_var = UnpackNormal(tex2D(_Texture2Bump,TRANSFORM_TEX(i.uv0, _Texture2Bump))); float3 _Texture3Bump_var = UnpackNormal(tex2D(_Texture3Bump,TRANSFORM_TEX(i.uv0, _Texture3Bump))); float3 normalLocal = (lerp( lerp( lerp( lerp( _BaseBump_var.rgb, _BaseBump_var.rgb, node_6660.r ), _Texture1Bump_var.rgb, node_6660.g ), _Texture2Bump_var.rgb, node_6660.b ), _Texture3Bump_var.rgb, node_6660.a )); float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); 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 gloss = _Gloss; float perceptualRoughness = 1.0 - _Gloss; float roughness = perceptualRoughness * perceptualRoughness; float specPow = exp2( gloss * 10.0 + 1.0 ); ////// Specular: float NdotL = saturate(dot( normalDirection, lightDirection )); float LdotH = saturate(dot(lightDirection, halfDirection)); float3 specularColor = _Metallic; float specularMonochrome; float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float4 _Texture1_var = tex2D(_Texture1,TRANSFORM_TEX(i.uv0, _Texture1)); float4 _Texture2_var = tex2D(_Texture2,TRANSFORM_TEX(i.uv0, _Texture2)); float4 _Texture3_var = tex2D(_Texture3,TRANSFORM_TEX(i.uv0, _Texture3)); float3 diffuseColor = (lerp( lerp( lerp( lerp( _MainTex_var.rgb, _MainTex_var.rgb, node_6660.r ), _Texture1_var.rgb, node_6660.g ), _Texture2_var.rgb, node_6660.b ), _Texture3_var.rgb, node_6660.a )); // 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 specularPBL *= any(specularColor) ? 1.0 : 0.0; float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH); float3 specular = directSpecular; /////// 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 diffuse = directDiffuse * diffuseColor; /// Final Color: float3 finalColor = diffuse + specular; fixed4 finalRGBA = fixed4(finalColor * 1,0); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "Meta" Tags { "LightMode"="Meta" } Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_META 1 #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #include "UnityMetaPass.cginc" #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_shadowcaster #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile_fog #pragma target 3.0 uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _Metallic; uniform float _Gloss; uniform sampler2D _Texture1; uniform float4 _Texture1_ST; uniform sampler2D _Texture2; uniform float4 _Texture2_ST; uniform sampler2D _Texture3; uniform float4 _Texture3_ST; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; float4 vertexColor : COLOR; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.vertexColor = v.vertexColor; o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); return o; } float4 frag(VertexOutput i) : SV_Target { float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); UnityMetaInput o; UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); o.Emission = 0; float4 node_6660 = normalize(float4(i.vertexColor.r,i.vertexColor.g,i.vertexColor.b,i.vertexColor.a)); float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float4 _Texture1_var = tex2D(_Texture1,TRANSFORM_TEX(i.uv0, _Texture1)); float4 _Texture2_var = tex2D(_Texture2,TRANSFORM_TEX(i.uv0, _Texture2)); float4 _Texture3_var = tex2D(_Texture3,TRANSFORM_TEX(i.uv0, _Texture3)); float3 diffColor = (lerp( lerp( lerp( lerp( _MainTex_var.rgb, _MainTex_var.rgb, node_6660.r ), _Texture1_var.rgb, node_6660.g ), _Texture2_var.rgb, node_6660.b ), _Texture3_var.rgb, node_6660.a )); float specularMonochrome; float3 specColor; diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); float roughness = 1.0 - _Gloss; o.Albedo = diffColor + specColor * roughness * roughness * 0.5; return UnityMetaFragment( o ); } ENDCG } } FallBack "Standard" }