diff options
Diffstat (limited to 'VRCSDK3AvatarsLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Penetrator.shader')
-rw-r--r-- | VRCSDK3AvatarsLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Penetrator.shader | 249 |
1 files changed, 249 insertions, 0 deletions
diff --git a/VRCSDK3AvatarsLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Penetrator.shader b/VRCSDK3AvatarsLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Penetrator.shader new file mode 100644 index 00000000..64d73662 --- /dev/null +++ b/VRCSDK3AvatarsLegacy/Assets/Resources/RalivDynamicPenetrationSystem/Includes/Penetrator.shader @@ -0,0 +1,249 @@ +Shader "Raliv/Penetrator" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + _Color("Color", Color) = (0,0,0,0) + _Metallic("Metallic", 2D) = "black" {} + _Smoothness("Smoothness", Range( 0 , 1)) = 1 + _BumpMap("Normal Map", 2D) = "bump" {} + _Emission("Emission", 2D) = "black" {} + _EmissionPower("EmissionPower", Range( 0 , 3)) = 1 + _Occlusion("Occlusion", 2D) = "white" {} + [Header(Penetration Entry Deformation)]_Squeeze("Squeeze Minimum Size", Range( 0 , 0.2)) = 0 + _SqueezeDist("Squeeze Smoothness", Range( 0 , 0.1)) = 0 + _BulgePower("Bulge Amount", Range( 0 , 1)) = 0 + _BulgeOffset("Bulge Length", Range( 0 , 0.3)) = 0 + _Length("Length of Penetrator Model", Range( 0 , 3)) = 0 + [Header(Alignment Adjustment)]_EntranceStiffness("Entrance Stiffness", Range( 0.01 , 1)) = 0.01 + [Header(Resting Curvature)]_Curvature("Curvature", Range( -1 , 1)) = 0 + _ReCurvature("ReCurvature", Range( -1 , 1)) = 0 + [Header(Movement)]_Wriggle("Wriggle Amount", Range( 0 , 1)) = 0 + _WriggleSpeed("Wriggle Speed", Range( 0.1 , 30)) = 0.28 + [Header(Toon Shading (Check to activate))]_CellShadingSharpness("Cell Shading Sharpness", Range( 0 , 1)) = 0 + _ToonSpecularSize("ToonSpecularSize", Range( 0 , 1)) = 0 + _ToonSpecularIntensity("ToonSpecularIntensity", Range( 0 , 1)) = 0 + [Toggle(_TOONSHADING_ON)] _ToonShading("Toon Shading", Float) = 0 + [Header(Advanced)]_OrificeChannel("OrificeChannel Please Use 0", Float) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "Geometry" } + Cull Back + CGPROGRAM + #include "UnityPBSLighting.cginc" + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #pragma target 3.0 + #pragma multi_compile __ _TOONSHADING_ON + #pragma surface surf StandardCustomLighting keepalpha noshadow vertex:vertexDataFunc + + + struct Input + { + float2 uv_texcoord; + float3 worldNormal; + INTERNAL_DATA + float3 worldPos; + }; + + struct SurfaceOutputCustomLightingCustom + { + half3 Albedo; + half3 Normal; + half3 Emission; + half Metallic; + half Smoothness; + half Occlusion; + half Alpha; + Input SurfInput; + UnityGIInput GIData; + }; + + uniform sampler2D _MainTex; + uniform float4 _MainTex_ST; + uniform float4 _Color; + uniform sampler2D _BumpMap; + uniform float4 _BumpMap_ST; + uniform sampler2D _Emission; + uniform float4 _Emission_ST; + uniform float _EmissionPower; + uniform sampler2D _Metallic; + uniform float4 _Metallic_ST; + uniform float _Smoothness; + uniform sampler2D _Occlusion; + uniform float4 _Occlusion_ST; + uniform float _CellShadingSharpness; + uniform float _ToonSpecularSize; + uniform float _ToonSpecularIntensity; + + #define RALIV_PENETRATOR; + + #include "../Plugins/RalivDPS_Defines.cginc" + #include "../Plugins/RalivDPS_Functions.cginc" + + + void vertexDataFunc( inout appdata_full v, out Input o ) + { + UNITY_INITIALIZE_OUTPUT( Input, o ); + PenetratorReshape(v.vertex, v.normal); + /*float orificeType = 0; + float3 orificePositionTracker = float3(0,0,100); + float3 orificeNormalTracker = float3(0,0,99); + float3 penetratorPositionTracker = float3(0,0,1); + float pl=0; + GetBestLights(_OrificeChannel, orificeType, orificePositionTracker, orificeNormalTracker, penetratorPositionTracker, pl); + float3 orificeNormal = normalize( lerp( ( orificePositionTracker - orificeNormalTracker ) , orificePositionTracker , max( _EntranceStiffness , 0.01 )) ); + float3 PhysicsNormal = normalize(penetratorPositionTracker.xyz) * _Length * 0.3; + float wriggleTime = _Time.y * _WriggleSpeed; + float temp_output_257_0 = ( _Length * ( ( cos( wriggleTime ) * _Wriggle ) + _Curvature ) ); + float wiggleTime = _Time.y * ( _WriggleSpeed * 0.39 ); + float distanceToOrifice = length( orificePositionTracker ); + float enterFactor = smoothstep( ( _Length + -0.05 ) , _Length , distanceToOrifice); + float3 finalOrificeNormal = normalize( lerp( orificeNormal , ( PhysicsNormal + ( ( float3(0,1,0) * ( temp_output_257_0 + ( _Length * ( _ReCurvature + ( ( sin( wriggleTime ) * 0.3 ) * _Wriggle ) ) * 2.0 ) ) ) + ( float3(0.5,0,0) * ( cos( wiggleTime ) * _Wriggle ) ) ) ) , enterFactor) ); + float smoothstepResult186 = smoothstep( _Length , ( _Length + 0.05 ) , distanceToOrifice); + float3 finalOrificePosition = lerp( orificePositionTracker , ( ( normalize(penetratorPositionTracker) * _Length ) + ( float3(0,0.2,0) * ( sin( ( wriggleTime + UNITY_PI ) ) * _Wriggle ) * _Length ) + ( float3(0.2,0,0) * _Length * ( sin( ( wiggleTime + UNITY_PI ) ) * _Wriggle ) ) ) , smoothstepResult186); + float finalOrificeDistance = length( finalOrificePosition ); + float3 bezierBasePosition = float3(0,0,0); + float temp_output_59_0 = ( finalOrificeDistance / 3.0 ); + float3 lerpResult274 = lerp( float3( 0,0,0 ) , ( float3(0,1,0) * ( temp_output_257_0 * -0.2 ) ) , saturate( ( distanceToOrifice / _Length ) )); + float3 temp_output_267_0 = ( ( temp_output_59_0 * float3(0,0,1) ) + lerpResult274 ); + float3 bezierBaseNormal = temp_output_267_0; + float3 temp_output_63_0 = ( finalOrificePosition - ( temp_output_59_0 * finalOrificeNormal ) ); + float3 bezierOrificeNormal = temp_output_63_0; + float3 bezierOrificePosition = finalOrificePosition; + float vertexBaseTipPosition = ( v.vertex.z / finalOrificeDistance ); + float t = saturate(vertexBaseTipPosition); + float oneMinusT = 1 - t; + float3 bezierPoint = oneMinusT * oneMinusT * oneMinusT * bezierBasePosition + 3 * oneMinusT * oneMinusT * t * bezierBaseNormal + 3 * oneMinusT * t * t * bezierOrificeNormal + t * t * t * bezierOrificePosition; + float3 straightLine = (float3(0.0 , 0.0 , v.vertex.z)); + float baseFactor = smoothstep( 0.05 , -0.05 , v.vertex.z); + bezierPoint = lerp( bezierPoint , straightLine , baseFactor); + bezierPoint = lerp( ( ( finalOrificeNormal * ( v.vertex.z - finalOrificeDistance ) ) + finalOrificePosition ) , bezierPoint , step( vertexBaseTipPosition , 1.0 )); + float3 bezierDerivitive = 3 * oneMinusT * oneMinusT * (bezierBaseNormal - bezierBasePosition) + 6 * oneMinusT * t * (bezierOrificeNormal - bezierBaseNormal) + 3 * t * t * (bezierOrificePosition - bezierOrificeNormal); + bezierDerivitive = normalize( lerp( bezierDerivitive , float3(0,0,1) , baseFactor) ); + float bezierUpness = dot( bezierDerivitive , float3( 0,1,0 ) ); + float3 bezierUp = lerp( float3(0,1,0) , float3( 0,0,-1 ) , saturate( bezierUpness )); + float bezierDownness = dot( bezierDerivitive , float3( 0,-1,0 ) ); + bezierUp = normalize( lerp( bezierUp , float3( 0,0,1 ) , saturate( bezierDownness )) ); + float3 bezierSpaceX = normalize( cross( bezierDerivitive , bezierUp ) ); + float3 bezierSpaceY = normalize( cross( bezierDerivitive , -bezierSpaceX ) ); + float3 bezierSpaceVertexOffset = ( ( v.vertex.y * bezierSpaceY ) + ( v.vertex.x * -bezierSpaceX ) ); + float3 bezierSpaceVertexOffsetNormal = normalize( bezierSpaceVertexOffset ); + float distanceFromTip = ( finalOrificeDistance - v.vertex.z ); + float squeezeFactor = smoothstep( 0.0 , _SqueezeDist , -distanceFromTip); + squeezeFactor = max( squeezeFactor , smoothstep( 0.0 , _SqueezeDist , distanceFromTip)); + float3 bezierSpaceVertexOffsetSqueezed = lerp( ( bezierSpaceVertexOffsetNormal * min( length( bezierSpaceVertexOffset ) , _squeeze ) ) , bezierSpaceVertexOffset , squeezeFactor); + float bulgeFactor = smoothstep( 0.0 , _BulgeOffset , abs( ( finalOrificeDistance - v.vertex.z ) )); + float bulgeFactorBaseClip = smoothstep( 0.0 , 0.05 , v.vertex.z); + float bezierSpaceVertexOffsetBulged = lerp( 1.0 , ( 1.0 + _BulgePower ) , ( ( 1.0 - bulgeFactor ) * 100.0 * bulgeFactorBaseClip )); + float3 bezierSpaceVertexOffsetFinal = lerp( ( bezierSpaceVertexOffsetSqueezed * bezierSpaceVertexOffsetBulged ) , bezierSpaceVertexOffset , enterFactor); + float3 bezierConstructedVertex = ( bezierPoint + bezierSpaceVertexOffsetFinal ); + float3 sphereifyDistance = ( bezierConstructedVertex - finalOrificePosition ); + float3 sphereifyNormal = normalize( sphereifyDistance ); + float sphereifyFactor = smoothstep( 0.05 , -0.05 , distanceFromTip); + float killSphereifyForRing = lerp( sphereifyFactor , 0.0 , orificeType); + bezierConstructedVertex = lerp( bezierConstructedVertex , ( ( min( length( sphereifyDistance ) , _squeeze ) * sphereifyNormal ) + finalOrificePosition ) , killSphereifyForRing); + float3 ase_worldPos = mul( unity_ObjectToWorld, v.vertex ); + float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); + bezierConstructedVertex = lerp( bezierConstructedVertex , ( -ase_worldViewDir * float3( 10000,10000,10000 ) ) , _WorldSpaceLightPos0.w); + */ + //v.normal = normalize( ( ( -bezierSpaceX * v.normal.x ) + ( bezierSpaceY * v.normal.y ) + ( bezierDerivitive * v.normal.z ) ) ); + //v.vertex.xyz = bezierConstructedVertex; + //v.vertex.w = 1; + } + + inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi ) + { + UnityGIInput data = s.GIData; + Input i = s.SurfInput; + half4 c = 0; + SurfaceOutputStandard s393 = (SurfaceOutputStandard ) 0; + float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; + float4 tex2DNode145 = tex2D( _MainTex, uv_MainTex ); + float4 temp_output_146_0 = ( tex2DNode145 * _Color ); + s393.Albedo = temp_output_146_0.rgb; + float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw; + float3 tex2DNode147 = UnpackNormal( tex2D( _BumpMap, uv_BumpMap ) ); + s393.Normal = WorldNormalVector( i , tex2DNode147 ); + float2 uv_Emission = i.uv_texcoord * _Emission_ST.xy + _Emission_ST.zw; + float4 tex2DNode283 = tex2D( _Emission, uv_Emission ); + s393.Emission = ( tex2DNode283 * _EmissionPower ).rgb; + float2 uv_Metallic = i.uv_texcoord * _Metallic_ST.xy + _Metallic_ST.zw; + float4 tex2DNode148 = tex2D( _Metallic, uv_Metallic ); + s393.Metallic = tex2DNode148.r; + s393.Smoothness = ( tex2DNode148.a * _Smoothness ); + float2 uv_Occlusion = i.uv_texcoord * _Occlusion_ST.xy + _Occlusion_ST.zw; + s393.Occlusion = tex2D( _Occlusion, uv_Occlusion ).r; + + data.light = gi.light; + + UnityGI gi393 = gi; + #ifdef UNITY_PASS_FORWARDBASE + Unity_GlossyEnvironmentData g393 = UnityGlossyEnvironmentSetup( s393.Smoothness, data.worldViewDir, s393.Normal, float3(0,0,0)); + gi393 = UnityGlobalIllumination( data, s393.Occlusion, s393.Normal, g393 ); + #endif + + float3 surfResult393 = LightingStandard ( s393, viewDir, gi393 ).rgb; + surfResult393 += s393.Emission; + + #ifdef UNITY_PASS_FORWARDADD//393 + surfResult393 -= s393.Emission; + #endif//393 + #if defined(LIGHTMAP_ON) && ( UNITY_VERSION < 560 || ( defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN) ) )//aselc + float4 ase_lightColor = 0; + #else //aselc + float4 ase_lightColor = _LightColor0; + #endif //aselc + float3 newWorldNormal396 = (WorldNormalVector( i , tex2DNode147 )); + 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( newWorldNormal396 , ase_worldlightDir ); + float temp_output_402_0 = ( _CellShadingSharpness * 10.0 ); + UnityGI gi411 = gi; + float3 diffNorm411 = WorldNormalVector( i , tex2DNode147 ); + gi411 = UnityGI_Base( data, 1, diffNorm411 ); + float3 indirectDiffuse411 = gi411.indirect.diffuse + diffNorm411 * 0.0001; + float temp_output_470_0 = ( 1.0 - _ToonSpecularSize ); + float temp_output_457_0 = ( temp_output_470_0 * temp_output_470_0 ); + float3 normalizeResult446 = normalize( reflect( -ase_worldlightDir , newWorldNormal396 ) ); + float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); + float dotResult418 = dot( normalizeResult446 , ase_worldViewDir ); + float saferPower437 = max( dotResult418 , 0.0001 ); + float temp_output_437_0 = pow( saferPower437 , 20.0 ); + float smoothstepResult449 = smoothstep( temp_output_457_0 , ( temp_output_457_0 + ( ( 1.1 - temp_output_457_0 ) * 0.5 ) ) , temp_output_437_0); + #ifdef _TOONSHADING_ON + float4 staticSwitch436 = ( ( ase_lightColor * max( saturate( (-temp_output_402_0 + ((dotResult5_g1*0.5 + 0.5) - 0.0) * (( temp_output_402_0 + 1.0 ) - -temp_output_402_0) / (1.0 - 0.0)) ) , 0.1 ) * temp_output_146_0 ) + ( float4( indirectDiffuse411 , 0.0 ) * temp_output_146_0 ) + ( ase_lightColor * saturate( smoothstepResult449 ) * _ToonSpecularIntensity ) ); + #else + float4 staticSwitch436 = float4( surfResult393 , 0.0 ); + #endif + c.rgb = staticSwitch436.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; + o.Normal = float3(0,0,1); + float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; + float4 tex2DNode145 = tex2D( _MainTex, uv_MainTex ); + float4 temp_output_146_0 = ( tex2DNode145 * _Color ); + o.Albedo = temp_output_146_0.rgb; + } + + ENDCG + } +} |