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authortylermurphy534 <tylermurphy534@gmail.com>2022-11-06 15:12:42 -0500
committertylermurphy534 <tylermurphy534@gmail.com>2022-11-06 15:12:42 -0500
commiteb84bb298d2b95aec7b2ae12cbf25ac64f25379a (patch)
treeefd616a157df06ab661c6d56651853431ac6b08b /VRCSDK3AvatarsLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Processing.shader
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Diffstat (limited to 'VRCSDK3AvatarsLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Processing.shader')
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diff --git a/VRCSDK3AvatarsLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Processing.shader b/VRCSDK3AvatarsLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Processing.shader
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+// 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
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+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
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+WireConnection;11;0;1;0
+WireConnection;11;1;10;0
+WireConnection;0;2;1;0
+WireConnection;0;13;11;0
+ASEEND*/
+//CHKSM=4CB46F1DAA3F16148CE3C8BD88AD73ECA90C55B0 \ No newline at end of file