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author | tylermurphy534 <tylermurphy534@gmail.com> | 2022-11-06 15:12:42 -0500 |
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committer | tylermurphy534 <tylermurphy534@gmail.com> | 2022-11-06 15:12:42 -0500 |
commit | eb84bb298d2b95aec7b2ae12cbf25ac64f25379a (patch) | |
tree | efd616a157df06ab661c6d56651853431ac6b08b /VRCSDK3AvatarsLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Processing.shader | |
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move to self host
Diffstat (limited to 'VRCSDK3AvatarsLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Processing.shader')
-rw-r--r-- | VRCSDK3AvatarsLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Processing.shader | 204 |
1 files changed, 204 insertions, 0 deletions
diff --git a/VRCSDK3AvatarsLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Processing.shader b/VRCSDK3AvatarsLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Processing.shader new file mode 100644 index 00000000..d8eb5a25 --- /dev/null +++ b/VRCSDK3AvatarsLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Processing.shader @@ -0,0 +1,204 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Raliv/Processing" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } + Cull Back + CGINCLUDE + #include "UnityPBSLighting.cginc" + #include "UnityCG.cginc" + #include "UnityShaderVariables.cginc" + #include "Lighting.cginc" + #pragma target 3.0 + struct Input + { + float3 worldPos; + float3 worldNormal; + }; + + struct SurfaceOutputCustomLightingCustom + { + half3 Albedo; + half3 Normal; + half3 Emission; + half Metallic; + half Smoothness; + half Occlusion; + half Alpha; + Input SurfInput; + UnityGIInput GIData; + }; + + uniform sampler2D _MainTex; + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + + inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi ) + { + UnityGIInput data = s.GIData; + Input i = s.SurfInput; + half4 c = 0; + float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) ); + float4 unityObjectToClipPos3 = UnityObjectToClipPos( ase_vertex3Pos ); + float4 computeScreenPos4 = ComputeScreenPos( unityObjectToClipPos3 ); + float3 rotatedValue12 = RotateAroundAxis( float3( 0,0,0 ), float3( ( (( computeScreenPos4 / (computeScreenPos4).w )).xy * float2( 10,10 ) ) , 0.0 ), float3( 0,0,1 ), 45.0 ); + float4 tex2DNode1 = tex2D( _MainTex, rotatedValue12.xy ); + float3 ase_worldNormal = i.worldNormal; + float3 ase_worldPos = i.worldPos; + #if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld + float3 ase_worldlightDir = 0; + #else //aseld + float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) ); + #endif //aseld + float dotResult5_g1 = dot( ase_worldNormal , ase_worldlightDir ); + c.rgb = ( tex2DNode1 * (dotResult5_g1*0.5 + 0.5) ).rgb; + c.a = 1; + return c; + } + + inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi ) + { + s.GIData = data; + } + + void surf( Input i , inout SurfaceOutputCustomLightingCustom o ) + { + o.SurfInput = i; + float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) ); + float4 unityObjectToClipPos3 = UnityObjectToClipPos( ase_vertex3Pos ); + float4 computeScreenPos4 = ComputeScreenPos( unityObjectToClipPos3 ); + float3 rotatedValue12 = RotateAroundAxis( float3( 0,0,0 ), float3( ( (( computeScreenPos4 / (computeScreenPos4).w )).xy * float2( 10,10 ) ) , 0.0 ), float3( 0,0,1 ), 45.0 ); + float4 tex2DNode1 = tex2D( _MainTex, rotatedValue12.xy ); + o.Emission = tex2DNode1.rgb; + } + + ENDCG + CGPROGRAM + #pragma surface surf StandardCustomLighting 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; + float3 worldPos : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + 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 ); + float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; + half3 worldNormal = UnityObjectToWorldNormal( v.normal ); + o.worldNormal = worldNormal; + o.worldPos = worldPos; + 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 ); + float3 worldPos = IN.worldPos; + half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); + surfIN.worldPos = worldPos; + surfIN.worldNormal = IN.worldNormal; + SurfaceOutputCustomLightingCustom o; + UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o ) + surf( surfIN, o ); + #if defined( CAN_SKIP_VPOS ) + float2 vpos = IN.pos; + #endif + SHADOW_CASTER_FRAGMENT( IN ) + } + ENDCG + } + } + Fallback "Diffuse" + CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN +Version=18707 +33;27;1211;1004;2412.812;1140.545;1.660861;True;False +Node;AmplifyShaderEditor.PosVertexDataNode;5;-2560.001,-634.7346;Inherit;False;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.UnityObjToClipPosHlpNode;3;-2289.969,-634.7347;Inherit;False;1;0;FLOAT3;0,0,0;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.ComputeScreenPosHlpNode;4;-2044.049,-637.9496;Inherit;False;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0 +Node;AmplifyShaderEditor.ComponentMaskNode;6;-1714.545,-385.5974;Inherit;False;False;False;False;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT;0 +Node;AmplifyShaderEditor.SimpleDivideOpNode;7;-1491.126,-461.142;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT;0;False;1;FLOAT4;0 +Node;AmplifyShaderEditor.SwizzleNode;9;-1346.465,-474.0009;Inherit;False;FLOAT2;0;1;2;3;1;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0 +Node;AmplifyShaderEditor.SimpleMultiplyOpNode;8;-1164.836,-475.6081;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;10,10;False;1;FLOAT2;0 +Node;AmplifyShaderEditor.RotateAboutAxisNode;12;-910.3022,-665.2658;Inherit;False;False;4;0;FLOAT3;0,0,1;False;1;FLOAT;45;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;1;FLOAT3;0 +Node;AmplifyShaderEditor.SamplerNode;1;-522.2464,-454.3602;Inherit;True;Property;_MainTex;MainTex;0;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.FunctionNode;10;-677.8023,83.01329;Inherit;False;Half Lambert Term;-1;;1;86299dc21373a954aa5772333626c9c1;0;1;3;FLOAT3;0,0,0;False;1;FLOAT;0 +Node;AmplifyShaderEditor.SimpleMultiplyOpNode;11;-307.4708,49.20313;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 +Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;0,0;Float;False;True;-1;2;ASEMaterialInspector;0;0;CustomLighting;Raliv/Processing;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;All;14;all;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;0;0;False;-1;0;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;False;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0 +WireConnection;3;0;5;0 +WireConnection;4;0;3;0 +WireConnection;6;0;4;0 +WireConnection;7;0;4;0 +WireConnection;7;1;6;0 +WireConnection;9;0;7;0 +WireConnection;8;0;9;0 +WireConnection;12;3;8;0 +WireConnection;1;1;12;0 +WireConnection;11;0;1;0 +WireConnection;11;1;10;0 +WireConnection;0;2;1;0 +WireConnection;0;13;11;0 +ASEEND*/ +//CHKSM=4CB46F1DAA3F16148CE3C8BD88AD73ECA90C55B0
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