You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

419 lines
22 KiB
Plaintext

// 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"
}