// Shader created with Shader Forge v1.38 // Shader Forge (c) Freya Holmer - http://www.acegikmo.com/shaderforge/ // Note: Manually altering this data may prevent you from opening it in Shader Forge /*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:3,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:True,hqlp:False,rprd:True,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:2,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:False,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,atwp: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,fsmp:False;n:type:ShaderForge.SFN_Final,id:2865,x:34437,y:33631,varname:node_2865,prsc:2|diff-6720-OUT,spec-3402-OUT,gloss-7143-OUT,normal-6706-RGB,emission-1328-OUT,clip-8768-A;n:type:ShaderForge.SFN_Slider,id:3402,x:33373,y:33440,ptovrint:False,ptlb:Metallic,ptin:_Metallic,varname:_Metallic,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.5,max:1;n:type:ShaderForge.SFN_Slider,id:7143,x:33373,y:33525,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:0.9,max:1;n:type:ShaderForge.SFN_Dot,id:4262,x:31839,y:33715,varname:node_4262,prsc:2,dt:0|A-9459-OUT,B-2781-OUT;n:type:ShaderForge.SFN_Vector3,id:2781,x:31660,y:33772,varname:node_2781,prsc:2,v1:-0.5,v2:1,v3:0;n:type:ShaderForge.SFN_Multiply,id:7498,x:32027,y:33715,varname:node_7498,prsc:2|A-4262-OUT,B-1353-OUT;n:type:ShaderForge.SFN_Slider,id:1353,x:31631,y:33920,ptovrint:False,ptlb:Repetition,ptin:_Repetition,varname:_Repetition,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:1,cur:10,max:20;n:type:ShaderForge.SFN_Sin,id:1516,x:32180,y:33715,varname:node_1516,prsc:2|IN-7498-OUT;n:type:ShaderForge.SFN_Step,id:7509,x:32497,y:33715,varname:node_7509,prsc:2|A-9253-OUT,B-5698-OUT;n:type:ShaderForge.SFN_Slider,id:5698,x:32024,y:33923,ptovrint:False,ptlb:Width,ptin:_Width,varname:_Width,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.5,max:1;n:type:ShaderForge.SFN_Dot,id:1156,x:31839,y:33511,varname:node_1156,prsc:2,dt:0|A-9459-OUT,B-8432-OUT;n:type:ShaderForge.SFN_Vector3,id:8432,x:31660,y:33577,varname:node_8432,prsc:2,v1:0.5,v2:1,v3:0.5;n:type:ShaderForge.SFN_Multiply,id:3477,x:32027,y:33511,varname:node_3477,prsc:2|A-1156-OUT,B-1353-OUT;n:type:ShaderForge.SFN_Sin,id:9620,x:32180,y:33511,varname:node_9620,prsc:2|IN-3477-OUT;n:type:ShaderForge.SFN_Step,id:9474,x:32497,y:33511,varname:node_9474,prsc:2|A-9310-OUT,B-5698-OUT;n:type:ShaderForge.SFN_Multiply,id:8465,x:32793,y:33694,varname:node_8465,prsc:2|A-9474-OUT,B-7509-OUT,C-8122-OUT;n:type:ShaderForge.SFN_ViewReflectionVector,id:9459,x:31522,y:33512,varname:node_9459,prsc:2;n:type:ShaderForge.SFN_Hue,id:4709,x:32497,y:33361,varname:node_4709,prsc:2|IN-6451-OUT;n:type:ShaderForge.SFN_Dot,id:7214,x:31840,y:34249,varname:node_7214,prsc:2,dt:0|A-3092-OUT,B-38-OUT;n:type:ShaderForge.SFN_Vector3,id:38,x:31661,y:34306,varname:node_38,prsc:2,v1:0,v2:1,v3:1;n:type:ShaderForge.SFN_Multiply,id:6270,x:32028,y:34249,varname:node_6270,prsc:2|A-7214-OUT,B-1353-OUT;n:type:ShaderForge.SFN_Sin,id:733,x:32181,y:34249,varname:node_733,prsc:2|IN-6270-OUT;n:type:ShaderForge.SFN_Step,id:3714,x:32498,y:34249,varname:node_3714,prsc:2|A-2679-OUT,B-5698-OUT;n:type:ShaderForge.SFN_Dot,id:4060,x:31840,y:34045,varname:node_4060,prsc:2,dt:0|A-2697-OUT,B-2175-OUT;n:type:ShaderForge.SFN_Vector3,id:2175,x:31661,y:34125,varname:node_2175,prsc:2,v1:1,v2:0.5,v3:0.5;n:type:ShaderForge.SFN_Multiply,id:9405,x:32028,y:34045,varname:node_9405,prsc:2|A-4060-OUT,B-1353-OUT;n:type:ShaderForge.SFN_Sin,id:1982,x:32181,y:34045,varname:node_1982,prsc:2|IN-9405-OUT;n:type:ShaderForge.SFN_Step,id:8122,x:32498,y:34045,varname:node_8122,prsc:2|A-476-OUT,B-5698-OUT;n:type:ShaderForge.SFN_ViewReflectionVector,id:2697,x:31525,y:34045,varname:node_2697,prsc:2;n:type:ShaderForge.SFN_Multiply,id:5582,x:32799,y:34044,varname:node_5582,prsc:2|A-8122-OUT,B-3714-OUT,C-7509-OUT;n:type:ShaderForge.SFN_Hue,id:7521,x:32498,y:34400,varname:node_7521,prsc:2|IN-2252-OUT;n:type:ShaderForge.SFN_Add,id:5104,x:33332,y:33694,varname:node_5104,prsc:2|A-6182-OUT,B-2552-OUT;n:type:ShaderForge.SFN_NormalVector,id:3092,x:31525,y:34248,prsc:2,pt:False;n:type:ShaderForge.SFN_Tex2d,id:6706,x:33530,y:33608,ptovrint:False,ptlb:Normal,ptin:_Normal,varname:_Normal,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Color,id:1767,x:33316,y:33273,ptovrint:False,ptlb:Surface 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Color tex,ptin:_BaseColortex,varname:_BaseColoe,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:667,x:33316,y:33107,ptovrint:False,ptlb:Surface Clolr tex,ptin:_SurfaceClolrtex,varname:_SurfaceClolr,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:6720,x:33530,y:33253,varname:node_6720,prsc:2|A-667-RGB,B-1767-RGB;n:type:ShaderForge.SFN_Tex2d,id:8768,x:34054,y:34103,ptovrint:False,ptlb:alpha,ptin:_alpha,varname:_alpha,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:6451,x:32336,y:33362,varname:node_6451,prsc:2|A-6872-OUT,B-6084-OUT;n:type:ShaderForge.SFN_Multiply,id:2252,x:32338,y:34400,varname:node_2252,prsc:2|A-6783-OUT,B-6084-OUT;n:type:ShaderForge.SFN_Slider,id:6084,x:31290,y:33918,ptovrint:False,ptlb:ColorLoop,ptin:_ColorLoop,varname:_ColorLoop,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:1,cur:1,max:5;n:type:ShaderForge.SFN_Vector1,id:731,x:33003,y:34348,varname:node_731,prsc:2,v1:0;n:type:ShaderForge.SFN_SwitchProperty,id:4172,x:33502,y:34186,ptovrint:False,ptlb:Light Completion,ptin:_LightCompletion,varname:node_4172,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,on:True|A-2995-RGB,B-7429-OUT;proporder:5395-1723-667-1767-6706-8768-3402-7143-1353-6084-5698-1887-7640-7604-9515-4172;pass:END;sub:END;*/ Shader "Shader Forge/Crystal Shader" { Properties { _BaseColortex ("Base Color tex", 2D) = "white" {} _BasaColor ("Basa Color", Color) = (1,1,1,1) _SurfaceClolrtex ("Surface Clolr tex", 2D) = "white" {} _SurfaceClolr ("Surface Clolr", Color) = (0,0,0,1) _Normal ("Normal", 2D) = "bump" {} _alpha ("alpha", 2D) = "white" {} _Metallic ("Metallic", Range(0, 1)) = 0.5 _Gloss ("Gloss", Range(0, 1)) = 0.9 _Repetition ("Repetition", Range(1, 20)) = 10 _ColorLoop ("ColorLoop", Range(1, 5)) = 1 _Width ("Width", Range(0, 1)) = 0.5 _ColoeLevel ("Coloe Level", Range(0, 1)) = 0.5 _PasutelColor ("Pasutel Color", Range(0, 1)) = 0.3 _Distortion ("Distortion", Range(0, 10)) = 5 _ChromaticAberration ("Chromatic Aberration", Range(-1, 1)) = 0 [MaterialToggle] _LightCompletion ("Light Completion", Float ) = 1 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } GrabPass{ } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #define _GLOSSYENV 1 #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma multi_compile_fwdbase #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 only_renderers d3d9 d3d11 glcore gles #pragma target 3.0 uniform sampler2D _GrabTexture; uniform float _Metallic; uniform float _Gloss; uniform float _Repetition; uniform float _Width; uniform sampler2D _Normal; uniform float4 _Normal_ST; uniform float4 _SurfaceClolr; uniform float _PasutelColor; uniform float _Distortion; uniform float4 _BasaColor; uniform float _ColoeLevel; uniform float _ChromaticAberration; uniform sampler2D _BaseColortex; uniform float4 _BaseColortex_ST; uniform sampler2D _SurfaceClolrtex; uniform float4 _SurfaceClolrtex_ST; uniform sampler2D _alpha; uniform float4 _alpha_ST; uniform float _ColorLoop; uniform fixed _LightCompletion; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; }; 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 projPos : TEXCOORD7; UNITY_FOG_COORDS(8) #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) float4 ambientOrLightmapUV : TEXCOORD9; #endif }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; #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); o.projPos = ComputeScreenPos (o.pos); COMPUTE_EYEDEPTH(o.projPos.z); return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); i.normalDir = normalize(i.normalDir); i.normalDir *= faceSign; float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 _Normal_var = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal))); float3 normalLocal = _Normal_var.rgb; float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); float2 sceneUVs = (i.projPos.xy / i.projPos.w); float4 sceneColor = tex2D(_GrabTexture, sceneUVs); float4 _alpha_var = tex2D(_alpha,TRANSFORM_TEX(i.uv0, _alpha)); clip(_alpha_var.a - 0.5); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; float3 halfDirection = normalize(viewDirection+lightDirection); ////// Lighting: float attenuation = 1; 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 #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION d.boxMin[0] = unity_SpecCube0_BoxMin; d.boxMin[1] = unity_SpecCube1_BoxMin; #endif #if UNITY_SPECCUBE_BOX_PROJECTION d.boxMax[0] = unity_SpecCube0_BoxMax; d.boxMax[1] = unity_SpecCube1_BoxMax; d.probePosition[0] = unity_SpecCube0_ProbePosition; d.probePosition[1] = unity_SpecCube1_ProbePosition; #endif d.probeHDR[0] = unity_SpecCube0_HDR; d.probeHDR[1] = unity_SpecCube1_HDR; 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 _SurfaceClolrtex_var = tex2D(_SurfaceClolrtex,TRANSFORM_TEX(i.uv0, _SurfaceClolrtex)); float3 diffuseColor = (_SurfaceClolrtex_var.rgb*_SurfaceClolr.rgb); // 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 half surfaceReduction; #ifdef UNITY_COLORSPACE_GAMMA surfaceReduction = 1.0-0.28*roughness*perceptualRoughness; #else surfaceReduction = 1.0/(roughness*roughness + 1.0); #endif specularPBL *= any(specularColor) ? 1.0 : 0.0; float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH); half grazingTerm = saturate( gloss + specularMonochrome ); float3 indirectSpecular = (gi.indirect.specular); indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); indirectSpecular *= surfaceReduction; float3 specular = (directSpecular + indirectSpecular); /////// 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; ////// Emissive: float node_1156 = dot(viewReflectDirection,float3(0.5,1,0.5)); float node_7509 = step((sin((dot(viewReflectDirection,float3(-0.5,1,0))*_Repetition))*0.5+0.5),_Width); float node_8122 = step((sin((dot(viewReflectDirection,float3(1,0.5,0.5))*_Repetition))*0.5+0.5),_Width); float node_8465 = (step((sin((node_1156*_Repetition))*0.5+0.5),_Width)*node_7509*node_8122); float node_7214 = dot(i.normalDir,float3(0,1,1)); float node_5582 = (node_8122*step((sin((node_7214*_Repetition))*0.5+0.5),_Width)*node_7509); float node_3443 = saturate(sign((node_8465+node_5582))); float node_4434 = 1.0; float2 node_4873 = mul( UNITY_MATRIX_V, float4((-1*normalDirection),0) ).xyz.rgb.rg; float4 _BaseColortex_var = tex2D(_BaseColortex,TRANSFORM_TEX(i.uv0, _BaseColortex)); float3 emissive = saturate(((lerp(((saturate(3.0*abs(1.0-2.0*frac(((0.5+node_1156)*_ColorLoop)+float3(0.0,-1.0/3.0,1.0/3.0)))-1)*node_8465)+(node_5582*saturate(3.0*abs(1.0-2.0*frac((node_7214*_ColorLoop)+float3(0.0,-1.0/3.0,1.0/3.0)))-1))),float3(node_3443,node_3443,node_3443),_PasutelColor)*_ColoeLevel*lerp( _LightColor0.rgb, lerp(_LightColor0.rgb,float3(node_4434,node_4434,node_4434),step(_LightColor0.r,0.0)), _LightCompletion ))+(float3(tex2D( _GrabTexture, ((node_4873*pow(1.0-max(0,dot(normalDirection, viewDirection)),(_Distortion-_ChromaticAberration)))+sceneUVs.rg)).r,tex2D( _GrabTexture, ((node_4873*pow(1.0-max(0,dot(normalDirection, viewDirection)),_Distortion))+sceneUVs.rg)).g,tex2D( _GrabTexture, ((node_4873*pow(1.0-max(0,dot(normalDirection, viewDirection)),(_Distortion+_ChromaticAberration)))+sceneUVs.rg)).b)*_BasaColor.rgb*_BaseColortex_var.rgb))); /// Final Color: float3 finalColor = diffuse + specular + emissive; fixed4 finalRGBA = fixed4(finalColor,1); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode"="ForwardAdd" } Blend One One Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDADD #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #define _GLOSSYENV 1 #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #pragma multi_compile_fwdadd #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 only_renderers d3d9 d3d11 glcore gles #pragma target 3.0 uniform sampler2D _GrabTexture; uniform float _Metallic; uniform float _Gloss; uniform float _Repetition; uniform float _Width; uniform sampler2D _Normal; uniform float4 _Normal_ST; uniform float4 _SurfaceClolr; uniform float _PasutelColor; uniform float _Distortion; uniform float4 _BasaColor; uniform float _ColoeLevel; uniform float _ChromaticAberration; uniform sampler2D _BaseColortex; uniform float4 _BaseColortex_ST; uniform sampler2D _SurfaceClolrtex; uniform float4 _SurfaceClolrtex_ST; uniform sampler2D _alpha; uniform float4 _alpha_ST; uniform float _ColorLoop; uniform fixed _LightCompletion; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; }; 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 projPos : TEXCOORD7; LIGHTING_COORDS(8,9) UNITY_FOG_COORDS(10) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; 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); o.projPos = ComputeScreenPos (o.pos); COMPUTE_EYEDEPTH(o.projPos.z); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); i.normalDir = normalize(i.normalDir); i.normalDir *= faceSign; float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 _Normal_var = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal))); float3 normalLocal = _Normal_var.rgb; float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); float2 sceneUVs = (i.projPos.xy / i.projPos.w); float4 sceneColor = tex2D(_GrabTexture, sceneUVs); float4 _alpha_var = tex2D(_alpha,TRANSFORM_TEX(i.uv0, _alpha)); clip(_alpha_var.a - 0.5); 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 _SurfaceClolrtex_var = tex2D(_SurfaceClolrtex,TRANSFORM_TEX(i.uv0, _SurfaceClolrtex)); float3 diffuseColor = (_SurfaceClolrtex_var.rgb*_SurfaceClolr.rgb); // 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 "ShadowCaster" Tags { "LightMode"="ShadowCaster" } Offset 1, 1 Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_SHADOWCASTER #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #define _GLOSSYENV 1 #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.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 only_renderers d3d9 d3d11 glcore gles #pragma target 3.0 uniform sampler2D _alpha; uniform float4 _alpha_ST; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; }; struct VertexOutput { V2F_SHADOW_CASTER; float2 uv0 : TEXCOORD1; float2 uv1 : TEXCOORD2; float2 uv2 : TEXCOORD3; float4 posWorld : TEXCOORD4; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityObjectToClipPos( v.vertex ); TRANSFER_SHADOW_CASTER(o) return o; } float4 frag(VertexOutput i, float facing : VFACE) : COLOR { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float4 _alpha_var = tex2D(_alpha,TRANSFORM_TEX(i.uv0, _alpha)); clip(_alpha_var.a - 0.5); SHADOW_CASTER_FRAGMENT(i) } 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) ) #define _GLOSSYENV 1 #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 only_renderers d3d9 d3d11 glcore gles #pragma target 3.0 uniform sampler2D _GrabTexture; uniform float _Metallic; uniform float _Gloss; uniform float _Repetition; uniform float _Width; uniform float4 _SurfaceClolr; uniform float _PasutelColor; uniform float _Distortion; uniform float4 _BasaColor; uniform float _ColoeLevel; uniform float _ChromaticAberration; uniform sampler2D _BaseColortex; uniform float4 _BaseColortex_ST; uniform sampler2D _SurfaceClolrtex; uniform float4 _SurfaceClolrtex_ST; uniform float _ColorLoop; uniform fixed _LightCompletion; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; float3 normalDir : TEXCOORD4; float4 projPos : TEXCOORD5; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.normalDir = UnityObjectToWorldNormal(v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); o.projPos = ComputeScreenPos (o.pos); COMPUTE_EYEDEPTH(o.projPos.z); return o; } float4 frag(VertexOutput i, float facing : VFACE) : SV_Target { float isFrontFace = ( facing >= 0 ? 1 : 0 ); float faceSign = ( facing >= 0 ? 1 : -1 ); i.normalDir = normalize(i.normalDir); i.normalDir *= faceSign; float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); float2 sceneUVs = (i.projPos.xy / i.projPos.w); float4 sceneColor = tex2D(_GrabTexture, sceneUVs); float3 lightColor = _LightColor0.rgb; UnityMetaInput o; UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); float node_1156 = dot(viewReflectDirection,float3(0.5,1,0.5)); float node_7509 = step((sin((dot(viewReflectDirection,float3(-0.5,1,0))*_Repetition))*0.5+0.5),_Width); float node_8122 = step((sin((dot(viewReflectDirection,float3(1,0.5,0.5))*_Repetition))*0.5+0.5),_Width); float node_8465 = (step((sin((node_1156*_Repetition))*0.5+0.5),_Width)*node_7509*node_8122); float node_7214 = dot(i.normalDir,float3(0,1,1)); float node_5582 = (node_8122*step((sin((node_7214*_Repetition))*0.5+0.5),_Width)*node_7509); float node_3443 = saturate(sign((node_8465+node_5582))); float node_4434 = 1.0; float2 node_4873 = mul( UNITY_MATRIX_V, float4((-1*normalDirection),0) ).xyz.rgb.rg; float4 _BaseColortex_var = tex2D(_BaseColortex,TRANSFORM_TEX(i.uv0, _BaseColortex)); o.Emission = saturate(((lerp(((saturate(3.0*abs(1.0-2.0*frac(((0.5+node_1156)*_ColorLoop)+float3(0.0,-1.0/3.0,1.0/3.0)))-1)*node_8465)+(node_5582*saturate(3.0*abs(1.0-2.0*frac((node_7214*_ColorLoop)+float3(0.0,-1.0/3.0,1.0/3.0)))-1))),float3(node_3443,node_3443,node_3443),_PasutelColor)*_ColoeLevel*lerp( _LightColor0.rgb, lerp(_LightColor0.rgb,float3(node_4434,node_4434,node_4434),step(_LightColor0.r,0.0)), _LightCompletion ))+(float3(tex2D( _GrabTexture, ((node_4873*pow(1.0-max(0,dot(normalDirection, viewDirection)),(_Distortion-_ChromaticAberration)))+sceneUVs.rg)).r,tex2D( _GrabTexture, ((node_4873*pow(1.0-max(0,dot(normalDirection, viewDirection)),_Distortion))+sceneUVs.rg)).g,tex2D( _GrabTexture, ((node_4873*pow(1.0-max(0,dot(normalDirection, viewDirection)),(_Distortion+_ChromaticAberration)))+sceneUVs.rg)).b)*_BasaColor.rgb*_BaseColortex_var.rgb))); float4 _SurfaceClolrtex_var = tex2D(_SurfaceClolrtex,TRANSFORM_TEX(i.uv0, _SurfaceClolrtex)); float3 diffColor = (_SurfaceClolrtex_var.rgb*_SurfaceClolr.rgb); 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 "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }