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210 lines
11 KiB
Plaintext
210 lines
11 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Shader created with Shader Forge v1.33
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// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
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// Note: Manually altering this data may prevent you from opening it in Shader Forge
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/*SF_DATA;ver:1.33;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:2,spmd:1,trmd:1,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:True,rprd:True,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:0,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,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;n:type:ShaderForge.SFN_Final,id:3138,x:33092,y:32650,varname:node_3138,prsc:2|diff-5326-OUT,spec-2014-OUT,gloss-9583-OUT,alpha-7241-A;n:type:ShaderForge.SFN_Color,id:7241,x:31892,y:32636,ptovrint:False,ptlb:Specular,ptin:_Specular,varname:_Specular,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:2014,x:32273,y:32850,varname:node_2014,prsc:2|A-7241-RGB,B-9893-RGB;n:type:ShaderForge.SFN_Tex2d,id:9893,x:31960,y:32931,ptovrint:False,ptlb:Mask,ptin:_Mask,varname:_Mask,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Slider,id:9583,x:32087,y:32585,ptovrint:False,ptlb:Gloss,ptin:_Gloss,varname:_Gloss,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.8888889,max:1;n:type:ShaderForge.SFN_Vector1,id:5326,x:32447,y:32512,varname:node_5326,prsc:2,v1:0;proporder:7241-9893-9583;pass:END;sub:END;*/
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Shader "Fog Volume/Room Floor Reflection" {
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Properties {
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_Specular ("Specular", Color) = (1,1,1,1)
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_Mask ("Mask", 2D) = "white" {}
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_Gloss ("Gloss", Range(0, 1)) = 0.8888889
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[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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}
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SubShader {
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Tags {
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"IgnoreProjector"="True"
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"Queue"="Transparent"
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"RenderType"="Transparent"
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}
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Pass {
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Name "FORWARD"
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Tags {
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"LightMode"="ForwardBase"
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}
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Blend One One
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// #define UNITY_PASS_FORWARDBASE
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#define _GLOSSYENV 1
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#include "UnityCG.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#pragma multi_compile_fwdbase
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#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal
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#pragma target 3.0
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uniform float4 _Specular;
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uniform sampler2D _Mask; uniform float4 _Mask_ST;
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uniform float _Gloss;
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float2 texcoord0 : TEXCOORD0;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float4 posWorld : TEXCOORD1;
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float3 normalDir : TEXCOORD2;
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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float3 lightColor = _LightColor0.rgb;
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o.pos = UnityObjectToClipPos(v.vertex );
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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i.normalDir = normalize(i.normalDir);
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float3 normalDirection = i.normalDir;
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float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
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float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
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float3 lightColor = _LightColor0.rgb;
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////// Lighting:
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float attenuation = 1;
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float3 attenColor = attenuation * _LightColor0.xyz;
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///////// Gloss:
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float gloss = _Gloss;
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float specPow = exp2( gloss * 10.0+1.0);
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/////// GI Data:
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UnityLight light;
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#ifdef LIGHTMAP_OFF
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light.color = lightColor;
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light.dir = lightDirection;
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light.ndotl = LambertTerm (normalDirection, light.dir);
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#else
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light.color = half3(0.f, 0.f, 0.f);
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light.ndotl = 0.0f;
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light.dir = half3(0.f, 0.f, 0.f);
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#endif
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UnityGIInput d;
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d.light = light;
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d.worldPos = i.posWorld.xyz;
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d.worldViewDir = viewDirection;
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d.atten = attenuation;
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#if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
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d.boxMin[0] = unity_SpecCube0_BoxMin;
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d.boxMin[1] = unity_SpecCube1_BoxMin;
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#endif
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#if UNITY_SPECCUBE_BOX_PROJECTION
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d.boxMax[0] = unity_SpecCube0_BoxMax;
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d.boxMax[1] = unity_SpecCube1_BoxMax;
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d.probePosition[0] = unity_SpecCube0_ProbePosition;
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d.probePosition[1] = unity_SpecCube1_ProbePosition;
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#endif
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d.probeHDR[0] = unity_SpecCube0_HDR;
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d.probeHDR[1] = unity_SpecCube1_HDR;
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Unity_GlossyEnvironmentData ugls_en_data;
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ugls_en_data.roughness = 1.0 - gloss;
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ugls_en_data.reflUVW = viewReflectDirection;
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UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
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lightDirection = gi.light.dir;
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lightColor = gi.light.color;
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////// Specular:
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float NdotL = saturate(dot( normalDirection, lightDirection ));
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float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(i.uv0, _Mask));
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float3 specularColor = (_Specular.rgb*_Mask_var.rgb);
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float3 directSpecular = (floor(attenuation) * _LightColor0.xyz) * pow(max(0,dot(reflect(-lightDirection, normalDirection),viewDirection)),specPow)*specularColor;
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float3 indirectSpecular = (gi.indirect.specular)*specularColor;
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float3 specular = (directSpecular + indirectSpecular);
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/////// Diffuse:
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NdotL = max(0.0,dot( normalDirection, lightDirection ));
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float3 directDiffuse = max( 0.0, NdotL) * attenColor;
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float3 indirectDiffuse = float3(0,0,0);
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indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
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float node_5326 = 0.0;
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float3 diffuseColor = float3(node_5326,node_5326,node_5326);
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float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
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/// Final Color:
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float3 finalColor = diffuse * _Specular.a + specular;
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return fixed4(finalColor,_Specular.a);
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}
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ENDCG
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}
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Pass {
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Name "FORWARD_DELTA"
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Tags {
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"LightMode"="ForwardAdd"
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}
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Blend One One
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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//#define UNITY_PASS_FORWARDADD
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#define _GLOSSYENV 1
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#pragma multi_compile_fwdadd
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#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal
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#pragma target 3.0
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uniform float4 _Specular;
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uniform sampler2D _Mask; uniform float4 _Mask_ST;
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uniform float _Gloss;
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float2 texcoord0 : TEXCOORD0;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float4 posWorld : TEXCOORD1;
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float3 normalDir : TEXCOORD2;
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LIGHTING_COORDS(3,4)
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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float3 lightColor = _LightColor0.rgb;
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o.pos = UnityObjectToClipPos(v.vertex );
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TRANSFER_VERTEX_TO_FRAGMENT(o)
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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i.normalDir = normalize(i.normalDir);
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float3 normalDirection = i.normalDir;
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float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
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float3 lightColor = _LightColor0.rgb;
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////// Lighting:
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float attenuation = LIGHT_ATTENUATION(i);
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float3 attenColor = attenuation * _LightColor0.xyz;
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///////// Gloss:
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float gloss = _Gloss;
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float specPow = exp2( gloss * 10.0+1.0);
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////// Specular:
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float NdotL = saturate(dot( normalDirection, lightDirection ));
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float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(i.uv0, _Mask));
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float3 specularColor = (_Specular.rgb*_Mask_var.rgb);
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float3 directSpecular = attenColor * pow(max(0,dot(reflect(-lightDirection, normalDirection),viewDirection)),specPow)*specularColor;
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float3 specular = directSpecular;
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/////// Diffuse:
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NdotL = max(0.0,dot( normalDirection, lightDirection ));
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float3 directDiffuse = max( 0.0, NdotL) * attenColor;
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float node_5326 = 0.0;
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float3 diffuseColor = float3(node_5326,node_5326,node_5326);
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float3 diffuse = directDiffuse * diffuseColor;
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/// Final Color:
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float3 finalColor = diffuse * _Specular.a + specular;
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return fixed4(finalColor,0);
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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CustomEditor "ShaderForgeMaterialInspector"
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}
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