restructure
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Unity/Assets/Convai/Demo/Avatars/Convai NPC Amelia.meta
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Unity/Assets/Convai/Demo/Avatars/Convai NPC Amelia.prefab
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Unity/Assets/Convai/Demo/Avatars/Convai NPC Amelia/Avatar Config.asset
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Unity/Assets/Convai/Demo/Avatars/Convai NPC Amelia/Convai_NPC_Amelia.Fbx
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Unity/Assets/Convai/Demo/Avatars/Convai NPC Amelia/Meshes/Camila_Brow_ExtractedHairMesh0.mesh
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Unity/Assets/Convai/Demo/Avatars/Convai NPC Amelia/Meshes/Camila_Brow_Remaining.mesh
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// Made with Amplify Shader Editor v1.9.1.8
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Reallusion/Amplify/RL_CorneaShaderParallax_3D"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_ScleraDiffuseMap("Sclera Diffuse Map", 2D) = "white" {}
|
||||
_ScleraScale("Sclera Scale", Range( 0.25 , 2)) = 1
|
||||
_ScleraHue("Sclera Hue", Range( 0 , 1)) = 0.5
|
||||
_ScleraSaturation("Sclera Saturation", Range( 0 , 2)) = 1
|
||||
_ScleraBrightness("Sclera Brightness", Range( 0 , 2)) = 1
|
||||
_ScleraSubsurfaceScale("Sclera Subsurface Scale", Range( 0 , 1)) = 0.5
|
||||
_SubsurfaceFalloff("Subsurface Falloff", Color) = (1,1,1,0)
|
||||
[Header(Translucency)]
|
||||
_Translucency("Strength", Range( 0 , 50)) = 1
|
||||
_TransNormalDistortion("Normal Distortion", Range( 0 , 1)) = 0.1
|
||||
_TransScattering("Scaterring Falloff", Range( 1 , 50)) = 2
|
||||
_TransDirect("Direct", Range( 0 , 1)) = 1
|
||||
_TransAmbient("Ambient", Range( 0 , 1)) = 0.2
|
||||
_TransShadow("Shadow", Range( 0 , 1)) = 0.9
|
||||
_ShadowRadius("Shadow Radius", Range( 0 , 0.5)) = 0.275
|
||||
_ShadowHardness("Shadow Hardness", Range( 0.01 , 0.99)) = 0.5
|
||||
_CornerShadowColor("Corner Shadow Color", Color) = (1,0.7333333,0.6980392,0)
|
||||
_IOR("Cornea IOR", Range( 1 , 2)) = 1.4
|
||||
_CorneaDiffuseMap("Cornea Diffuse Map", 2D) = "white" {}
|
||||
_IrisScale("Iris Scale", Range( 0 , 2)) = 1
|
||||
_IrisHue("Iris Hue", Range( 0 , 1)) = 0.5
|
||||
_IrisSaturation("Iris Saturation", Range( 0 , 2)) = 1
|
||||
_IrisBrightness("Iris Brightness", Range( 0 , 2)) = 1
|
||||
_IrisRadius("Iris Radius", Range( 0.01 , 0.2)) = 0.15
|
||||
_IrisColor("Iris Color", Color) = (0,0,0,0)
|
||||
_IrisCloudyColor("Iris Cloudy Color", Color) = (0,0,0,0)
|
||||
_IrisSubsurfaceScale("Iris Subsurface Scale", Range( 0 , 1)) = 0
|
||||
_IrisDepth("Iris Depth", Range( 0.1 , 1)) = 0.3
|
||||
_DepthRadius("Pupil Outer Radius", Range( 0 , 1)) = 0.8
|
||||
_PupilScale("Pupil Scale", Range( 0.1 , 2)) = 0.8
|
||||
_PMod("Parrallax Mod", Range( 0 , 10)) = 6.4
|
||||
_ParallaxRadius("Parallax Radius", Range( 0 , 0.16)) = 0.1175
|
||||
_LimbusWidth("Limbus Width", Range( 0.01 , 0.1)) = 0.055
|
||||
_LimbusDarkRadius("Limbus Dark Radius", Range( 0.01 , 0.2)) = 0.1
|
||||
_LimbusDarkWidth("Limbus Dark Width", Range( 0.01 , 0.2)) = 0.025
|
||||
_LimbusColor("Limbus Color", Color) = (0,0,0,0)
|
||||
_ColorBlendMap("Color Blend Map", 2D) = "white" {}
|
||||
_ColorBlendStrength("Color Blend Strength", Range( 0 , 1)) = 0.2
|
||||
_MaskMap("Mask Map", 2D) = "white" {}
|
||||
_AOStrength("Ambient Occlusion Strength", Range( 0 , 1)) = 0.2
|
||||
_ScleraSmoothness("Sclera Smoothness", Range( 0 , 1)) = 0.8
|
||||
_CorneaSmoothness("Cornea Smoothness", Range( 0 , 1)) = 1
|
||||
_ScleraNormalMap("Sclera Normal Map", 2D) = "bump" {}
|
||||
_ScleraNormalStrength("Sclera Normal Strength", Range( 0 , 1)) = 0.1
|
||||
_ScleraNormalTiling("Sclera Normal Tiling", Range( 1 , 10)) = 2
|
||||
_EmissionMap("Emission Map", 2D) = "white" {}
|
||||
_EmissiveColor("Emissive Color", Color) = (0,0,0,0)
|
||||
[Toggle]_IsLeftEye("Is Left Eye", Range( 0 , 1)) = 0
|
||||
[Toggle(BOOLEAN_ISCORNEA_ON)] BOOLEAN_ISCORNEA("IsCornea", Float) = 1
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
|
||||
Cull Back
|
||||
CGINCLUDE
|
||||
#include "UnityStandardUtils.cginc"
|
||||
#include "UnityPBSLighting.cginc"
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||||
#include "Lighting.cginc"
|
||||
#pragma target 3.0
|
||||
#pragma shader_feature_local BOOLEAN_ISCORNEA_ON
|
||||
#define ASE_USING_SAMPLING_MACROS 1
|
||||
#if defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (defined(SHADER_TARGET_SURFACE_ANALYSIS) && !defined(SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER))//ASE Sampler Macros
|
||||
#define SAMPLE_TEXTURE2D(tex,samplerTex,coord) tex.Sample(samplerTex,coord)
|
||||
#else//ASE Sampling Macros
|
||||
#define SAMPLE_TEXTURE2D(tex,samplerTex,coord) tex2D(tex,coord)
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||||
#endif//ASE Sampling Macros
|
||||
|
||||
#ifdef UNITY_PASS_SHADOWCASTER
|
||||
#undef INTERNAL_DATA
|
||||
#undef WorldReflectionVector
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||||
#undef WorldNormalVector
|
||||
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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||||
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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||||
#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
|
||||
#endif
|
||||
struct Input
|
||||
{
|
||||
float2 uv_texcoord;
|
||||
half3 worldNormal;
|
||||
INTERNAL_DATA
|
||||
half3 viewDir;
|
||||
};
|
||||
|
||||
struct SurfaceOutputStandardCustom
|
||||
{
|
||||
half3 Albedo;
|
||||
half3 Normal;
|
||||
half3 Emission;
|
||||
half Metallic;
|
||||
half Smoothness;
|
||||
half Occlusion;
|
||||
half Alpha;
|
||||
half3 Translucency;
|
||||
};
|
||||
|
||||
uniform half _IsLeftEye;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_ScleraNormalMap);
|
||||
uniform half _ScleraNormalTiling;
|
||||
SamplerState sampler_ScleraNormalMap;
|
||||
uniform half _ScleraNormalStrength;
|
||||
uniform half _IrisRadius;
|
||||
uniform half _IrisScale;
|
||||
uniform half _LimbusWidth;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_ColorBlendMap);
|
||||
uniform half4 _ColorBlendMap_ST;
|
||||
SamplerState sampler_ColorBlendMap;
|
||||
uniform half4 _LimbusColor;
|
||||
uniform half4 _IrisCloudyColor;
|
||||
uniform half _IrisHue;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_CorneaDiffuseMap);
|
||||
uniform half _IrisDepth;
|
||||
uniform half _PupilScale;
|
||||
uniform half _DepthRadius;
|
||||
uniform half _IOR;
|
||||
uniform half _PMod;
|
||||
uniform half _ParallaxRadius;
|
||||
SamplerState sampler_CorneaDiffuseMap;
|
||||
uniform half4 _IrisColor;
|
||||
uniform half _IrisSaturation;
|
||||
uniform half _IrisBrightness;
|
||||
uniform half _LimbusDarkRadius;
|
||||
uniform half _LimbusDarkWidth;
|
||||
uniform half4 _CornerShadowColor;
|
||||
uniform half _ScleraHue;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_ScleraDiffuseMap);
|
||||
uniform half _ScleraScale;
|
||||
SamplerState sampler_ScleraDiffuseMap;
|
||||
uniform half _ScleraSaturation;
|
||||
uniform half _ScleraBrightness;
|
||||
uniform half _ShadowHardness;
|
||||
uniform half _ShadowRadius;
|
||||
uniform half _ColorBlendStrength;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_EmissionMap);
|
||||
uniform half4 _EmissionMap_ST;
|
||||
SamplerState sampler_EmissionMap;
|
||||
uniform half4 _EmissiveColor;
|
||||
uniform half _CorneaSmoothness;
|
||||
uniform half _ScleraSmoothness;
|
||||
uniform half _AOStrength;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_MaskMap);
|
||||
uniform half4 _MaskMap_ST;
|
||||
SamplerState sampler_MaskMap;
|
||||
uniform half _Translucency;
|
||||
uniform half _TransNormalDistortion;
|
||||
uniform half _TransScattering;
|
||||
uniform half _TransDirect;
|
||||
uniform half _TransAmbient;
|
||||
uniform half _TransShadow;
|
||||
uniform half _IrisSubsurfaceScale;
|
||||
uniform half _ScleraSubsurfaceScale;
|
||||
uniform half4 _SubsurfaceFalloff;
|
||||
|
||||
|
||||
half3 HSVToRGB( half3 c )
|
||||
{
|
||||
half4 K = half4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
|
||||
half3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
|
||||
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
|
||||
}
|
||||
|
||||
|
||||
half3 RGBToHSV(half3 c)
|
||||
{
|
||||
half4 K = half4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
||||
half4 p = lerp( half4( c.bg, K.wz ), half4( c.gb, K.xy ), step( c.b, c.g ) );
|
||||
half4 q = lerp( half4( p.xyw, c.r ), half4( c.r, p.yzx ), step( p.x, c.r ) );
|
||||
half d = q.x - min( q.w, q.y );
|
||||
half e = 1.0e-10;
|
||||
return half3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
|
||||
}
|
||||
|
||||
inline half4 LightingStandardCustom(SurfaceOutputStandardCustom s, half3 viewDir, UnityGI gi )
|
||||
{
|
||||
#if !defined(DIRECTIONAL)
|
||||
float3 lightAtten = gi.light.color;
|
||||
#else
|
||||
float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, _TransShadow );
|
||||
#endif
|
||||
half3 lightDir = gi.light.dir + s.Normal * _TransNormalDistortion;
|
||||
half transVdotL = pow( saturate( dot( viewDir, -lightDir ) ), _TransScattering );
|
||||
half3 translucency = lightAtten * (transVdotL * _TransDirect + gi.indirect.diffuse * _TransAmbient) * s.Translucency;
|
||||
half4 c = half4( s.Albedo * translucency * _Translucency, 0 );
|
||||
|
||||
SurfaceOutputStandard r;
|
||||
r.Albedo = s.Albedo;
|
||||
r.Normal = s.Normal;
|
||||
r.Emission = s.Emission;
|
||||
r.Metallic = s.Metallic;
|
||||
r.Smoothness = s.Smoothness;
|
||||
r.Occlusion = s.Occlusion;
|
||||
r.Alpha = s.Alpha;
|
||||
return LightingStandard (r, viewDir, gi) + c;
|
||||
}
|
||||
|
||||
inline void LightingStandardCustom_GI(SurfaceOutputStandardCustom s, UnityGIInput data, inout UnityGI gi )
|
||||
{
|
||||
#if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS
|
||||
gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal);
|
||||
#else
|
||||
UNITY_GLOSSY_ENV_FROM_SURFACE( g, s, data );
|
||||
gi = UnityGlobalIllumination( data, s.Occlusion, s.Normal, g );
|
||||
#endif
|
||||
}
|
||||
|
||||
void surf( Input i , inout SurfaceOutputStandardCustom o )
|
||||
{
|
||||
half2 temp_cast_0 = (_ScleraNormalTiling).xx;
|
||||
float2 uv_TexCoord294 = i.uv_texcoord * temp_cast_0;
|
||||
half scaledIrisRadius209 = ( _IrisRadius * _IrisScale );
|
||||
half irisScale208 = _IrisScale;
|
||||
half radial203 = length( ( i.uv_texcoord - float2( 0.5,0.5 ) ) );
|
||||
half smoothstepResult28 = smoothstep( ( scaledIrisRadius209 - ( irisScale208 * _LimbusWidth ) ) , scaledIrisRadius209 , radial203);
|
||||
half irisMask213 = smoothstepResult28;
|
||||
o.Normal = UnpackScaleNormal( SAMPLE_TEXTURE2D( _ScleraNormalMap, sampler_ScleraNormalMap, uv_TexCoord294 ), ( _ScleraNormalStrength * irisMask213 ) );
|
||||
float2 uv_ColorBlendMap = i.uv_texcoord * _ColorBlendMap_ST.xy + _ColorBlendMap_ST.zw;
|
||||
half irisDepth219 = _IrisDepth;
|
||||
half temp_output_1_0_g1 = ( _DepthRadius * scaledIrisRadius209 );
|
||||
half lerpResult83 = lerp( irisScale208 , ( irisScale208 * ( ( 0.333 / ( 0.333 + irisDepth219 ) ) * _PupilScale ) ) , saturate( ( ( radial203 - temp_output_1_0_g1 ) / ( 0.0 - temp_output_1_0_g1 ) ) ));
|
||||
half temp_output_88_0 = ( 1.0 / lerpResult83 );
|
||||
half2 temp_cast_1 = (temp_output_88_0).xx;
|
||||
half2 temp_cast_2 = (( ( 1.0 - temp_output_88_0 ) * 0.5 )).xx;
|
||||
float2 uv_TexCoord93 = i.uv_texcoord * temp_cast_1 + temp_cast_2;
|
||||
half3 ase_worldNormal = WorldNormalVector( i, half3( 0, 0, 1 ) );
|
||||
half3 ase_worldTangent = WorldNormalVector( i, half3( 1, 0, 0 ) );
|
||||
half3 ase_worldBitangent = WorldNormalVector( i, half3( 0, 1, 0 ) );
|
||||
half3x3 ase_worldToTangent = float3x3( ase_worldTangent, ase_worldBitangent, ase_worldNormal );
|
||||
half3 normalizeResult117 = normalize( ( ( mul( ase_worldToTangent, ase_worldNormal ) * ( _IOR - 0.8 ) ) + i.viewDir ) );
|
||||
half temp_output_122_0 = ( 1.0 / ( ( _IrisDepth * _PMod ) + 0.91 ) );
|
||||
half temp_output_152_0 = ( irisScale208 * _ParallaxRadius );
|
||||
half saferPower157 = abs( saturate( ( ( temp_output_152_0 - radial203 ) / temp_output_152_0 ) ) );
|
||||
half2 lerpResult136 = lerp( uv_TexCoord93 , (( uv_TexCoord93 - ( (normalizeResult117).xy * _IrisDepth ) )*temp_output_122_0 + ( ( 1.0 - temp_output_122_0 ) * 0.5 )) , pow( saferPower157 , 0.25 ));
|
||||
half3 hsvTorgb174 = RGBToHSV( ( SAMPLE_TEXTURE2D( _CorneaDiffuseMap, sampler_CorneaDiffuseMap, lerpResult136 ) * _IrisColor ).rgb );
|
||||
half3 hsvTorgb184 = HSVToRGB( half3(( ( _IrisHue - 0.5 ) + hsvTorgb174.x ),( hsvTorgb174.y * _IrisSaturation ),( hsvTorgb174.z * _IrisBrightness )) );
|
||||
half4 blendOpSrc201 = _LimbusColor;
|
||||
half4 blendOpDest201 = ( ( _IrisCloudyColor * float4( 0.5,0.5,0.5,1 ) ) + half4( hsvTorgb184 , 0.0 ) );
|
||||
half temp_output_193_0 = ( _LimbusDarkRadius * irisScale208 );
|
||||
half smoothstepResult196 = smoothstep( temp_output_193_0 , ( temp_output_193_0 + ( irisScale208 * _LimbusDarkWidth ) ) , radial203);
|
||||
half4 lerpBlendMode201 = lerp(blendOpDest201,( blendOpSrc201 * blendOpDest201 ),smoothstepResult196);
|
||||
half temp_output_223_0 = ( 1.0 / _ScleraScale );
|
||||
half2 temp_cast_5 = (temp_output_223_0).xx;
|
||||
half2 temp_cast_6 = (( ( 1.0 - temp_output_223_0 ) * 0.5 )).xx;
|
||||
float2 uv_TexCoord228 = i.uv_texcoord * temp_cast_5 + temp_cast_6;
|
||||
half3 hsvTorgb231 = RGBToHSV( SAMPLE_TEXTURE2D( _ScleraDiffuseMap, sampler_ScleraDiffuseMap, uv_TexCoord228 ).rgb );
|
||||
half3 hsvTorgb232 = HSVToRGB( half3(( ( _ScleraHue - 0.5 ) + hsvTorgb231.x ),( hsvTorgb231.y * _ScleraSaturation ),( hsvTorgb231.z * _ScleraBrightness )) );
|
||||
half4 blendOpSrc23 = _CornerShadowColor;
|
||||
half4 blendOpDest23 = half4( hsvTorgb232 , 0.0 );
|
||||
half temp_output_247_0 = ( _ScleraScale * _ShadowRadius );
|
||||
half temp_output_1_0_g13 = ( ( _ShadowHardness * _ScleraScale ) * temp_output_247_0 );
|
||||
half4 lerpBlendMode23 = lerp(blendOpDest23,( blendOpSrc23 * blendOpDest23 ),saturate( ( ( radial203 - temp_output_1_0_g13 ) / ( temp_output_247_0 - temp_output_1_0_g13 ) ) ));
|
||||
half4 lerpResult261 = lerp( ( saturate( lerpBlendMode201 )) , ( saturate( lerpBlendMode23 )) , irisMask213);
|
||||
half4 blendOpSrc21 = SAMPLE_TEXTURE2D( _ColorBlendMap, sampler_ColorBlendMap, uv_ColorBlendMap );
|
||||
half4 blendOpDest21 = lerpResult261;
|
||||
half4 lerpBlendMode21 = lerp(blendOpDest21,( blendOpSrc21 * blendOpDest21 ),_ColorBlendStrength);
|
||||
half4 temp_output_21_0 = ( saturate( lerpBlendMode21 ));
|
||||
o.Albedo = temp_output_21_0.rgb;
|
||||
float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
|
||||
o.Emission = ( SAMPLE_TEXTURE2D( _EmissionMap, sampler_EmissionMap, uv_EmissionMap ) * _EmissiveColor ).rgb;
|
||||
half lerpResult271 = lerp( _CorneaSmoothness , _ScleraSmoothness , irisMask213);
|
||||
o.Smoothness = lerpResult271;
|
||||
float2 uv_MaskMap = i.uv_texcoord * _MaskMap_ST.xy + _MaskMap_ST.zw;
|
||||
o.Occlusion = ( 1.0 - ( _AOStrength * ( 1.0 - SAMPLE_TEXTURE2D( _MaskMap, sampler_MaskMap, uv_MaskMap ).g ) ) );
|
||||
half lerpResult315 = lerp( _IrisSubsurfaceScale , _ScleraSubsurfaceScale , irisMask213);
|
||||
half4 baseColor370 = temp_output_21_0;
|
||||
o.Translucency = ( lerpResult315 * 0.5 * ( _SubsurfaceFalloff * baseColor370 ) ).rgb;
|
||||
o.Alpha = 1;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
CGPROGRAM
|
||||
#pragma surface surf StandardCustom keepalpha fullforwardshadows exclude_path:deferred
|
||||
|
||||
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;
|
||||
float2 customPack1 : TEXCOORD1;
|
||||
float4 tSpace0 : TEXCOORD2;
|
||||
float4 tSpace1 : TEXCOORD3;
|
||||
float4 tSpace2 : TEXCOORD4;
|
||||
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 );
|
||||
Input customInputData;
|
||||
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
|
||||
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
|
||||
half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
|
||||
half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
|
||||
half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
|
||||
o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
|
||||
o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
|
||||
o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
|
||||
o.customPack1.xy = customInputData.uv_texcoord;
|
||||
o.customPack1.xy = v.texcoord;
|
||||
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 );
|
||||
surfIN.uv_texcoord = IN.customPack1.xy;
|
||||
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
|
||||
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
|
||||
surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z;
|
||||
surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
|
||||
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
|
||||
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
|
||||
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
|
||||
SurfaceOutputStandardCustom o;
|
||||
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardCustom, o )
|
||||
surf( surfIN, o );
|
||||
#if defined( CAN_SKIP_VPOS )
|
||||
float2 vpos = IN.pos;
|
||||
#endif
|
||||
SHADOW_CASTER_FRAGMENT( IN )
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
}
|
||||
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{
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|
||||
_HighlightAColor("Highlight A Color", Color) = (0.9137255,0.7803922,0.6352941,0)
|
||||
_HighlightADistribution("Highlight A Distribution", Vector) = (0.1,0.2,0.3,0)
|
||||
_HighlightAOverlapEnd("Highlight A Overlap End", Range( 0 , 1)) = 1
|
||||
_HighlightAOverlapInvert("Highlight A Overlap Invert", Range( 0 , 1)) = 1
|
||||
_HighlightBStrength("Highlight B Strength", Range( 0 , 1)) = 1
|
||||
_HighlightBColor("Highlight B Color", Color) = (1,1,1,0)
|
||||
_HighlightBDistribution("Highlight B Distribution", Vector) = (0.1,0.2,0.3,0)
|
||||
_HighlightBOverlapEnd("Highlight B Overlap End", Range( 0 , 1)) = 1
|
||||
_HighlightBOverlapInvert("Highlight B Overlap Invert", Range( 0 , 1)) = 1
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "AlphaTest+0" "IgnoreProjector" = "True" }
|
||||
Cull Off
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
CGINCLUDE
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "UnityStandardUtils.cginc"
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#pragma target 3.0
|
||||
#pragma shader_feature_local BOOLEAN_ENABLECOLOR_ON
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
|
||||
#define ASE_USING_SAMPLING_MACROS 1
|
||||
#if defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (defined(SHADER_TARGET_SURFACE_ANALYSIS) && !defined(SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER))//ASE Sampler Macros
|
||||
#define SAMPLE_TEXTURE2D(tex,samplerTex,coord) tex.Sample(samplerTex,coord)
|
||||
#define SAMPLE_TEXTURE2D_LOD(tex,samplerTex,coord,lod) tex.SampleLevel(samplerTex,coord, lod)
|
||||
#define SAMPLE_TEXTURE2D_BIAS(tex,samplerTex,coord,bias) tex.SampleBias(samplerTex,coord,bias)
|
||||
#define SAMPLE_TEXTURE2D_GRAD(tex,samplerTex,coord,ddx,ddy) tex.SampleGrad(samplerTex,coord,ddx,ddy)
|
||||
#else//ASE Sampling Macros
|
||||
#define SAMPLE_TEXTURE2D(tex,samplerTex,coord) tex2D(tex,coord)
|
||||
#define SAMPLE_TEXTURE2D_LOD(tex,samplerTex,coord,lod) tex2Dlod(tex,float4(coord,0,lod))
|
||||
#define SAMPLE_TEXTURE2D_BIAS(tex,samplerTex,coord,bias) tex2Dbias(tex,float4(coord,0,bias))
|
||||
#define SAMPLE_TEXTURE2D_GRAD(tex,samplerTex,coord,ddx,ddy) tex2Dgrad(tex,coord,ddx,ddy)
|
||||
#endif//ASE Sampling Macros
|
||||
|
||||
#ifdef UNITY_PASS_SHADOWCASTER
|
||||
#undef INTERNAL_DATA
|
||||
#undef WorldReflectionVector
|
||||
#undef WorldNormalVector
|
||||
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
|
||||
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
|
||||
#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
|
||||
#endif
|
||||
struct Input
|
||||
{
|
||||
float2 uv_texcoord;
|
||||
half3 worldNormal;
|
||||
INTERNAL_DATA
|
||||
float3 worldPos;
|
||||
float4 vertexColor : COLOR;
|
||||
};
|
||||
|
||||
struct SurfaceOutputCustomLightingCustom
|
||||
{
|
||||
half3 Albedo;
|
||||
half3 Normal;
|
||||
half3 Emission;
|
||||
half Metallic;
|
||||
half Smoothness;
|
||||
half Occlusion;
|
||||
half Alpha;
|
||||
Input SurfInput;
|
||||
UnityGIInput GIData;
|
||||
};
|
||||
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_DiffuseMap);
|
||||
uniform half4 _DiffuseMap_ST;
|
||||
SamplerState sampler_DiffuseMap;
|
||||
uniform half _AlphaRemap;
|
||||
uniform half _AlphaPower;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_FlowMap);
|
||||
uniform half4 _FlowMap_ST;
|
||||
uniform half _FlowMapFlipGreen;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_NormalMap);
|
||||
uniform half4 _NormalMap_ST;
|
||||
uniform half _NormalStrength;
|
||||
uniform half _SpecularShiftMin;
|
||||
uniform half _SpecularShiftMax;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_IDMap);
|
||||
uniform half4 _IDMap_ST;
|
||||
uniform half _SmoothnessMin;
|
||||
uniform half _SmoothnessMax;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_MaskMap);
|
||||
uniform half4 _MaskMap_ST;
|
||||
uniform half _SmoothnessPower;
|
||||
uniform half _SpecularPowerScale;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_SpecularMap);
|
||||
uniform half4 _SpecularMap_ST;
|
||||
uniform half _SpecularMultiplier;
|
||||
uniform half _Translucency;
|
||||
uniform half4 _SpecularTint;
|
||||
uniform half4 _DiffuseColor;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_BlendMap);
|
||||
uniform half4 _BlendMap_ST;
|
||||
uniform half _DiffuseStrength;
|
||||
uniform half _BaseColorStrength;
|
||||
uniform half4 _RootColor;
|
||||
uniform half4 _EndColor;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_RootMap);
|
||||
uniform half4 _RootMap_ST;
|
||||
uniform half _InvertRootMap;
|
||||
uniform half _RootColorStrength;
|
||||
uniform half _EndColorStrength;
|
||||
uniform half _GlobalStrength;
|
||||
uniform half4 _HighlightAColor;
|
||||
uniform half3 _HighlightADistribution;
|
||||
uniform half _HighlightAStrength;
|
||||
uniform half _HighlightAOverlapEnd;
|
||||
uniform half _HighlightAOverlapInvert;
|
||||
uniform half _HighlightBlend;
|
||||
uniform half4 _HighlightBColor;
|
||||
uniform half3 _HighlightBDistribution;
|
||||
uniform half _HighlightBStrength;
|
||||
uniform half _HighlightBOverlapEnd;
|
||||
uniform half _HighlightBOverlapInvert;
|
||||
uniform half _BlendStrength;
|
||||
uniform half4 _VertexBaseColor;
|
||||
uniform half _VertexColorStrength;
|
||||
uniform half _SpecularMix;
|
||||
uniform half _RimPower;
|
||||
uniform half _RimTransmissionIntensity;
|
||||
uniform half _AOStrength;
|
||||
uniform half _AOOccludeAll;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_EmissionMap);
|
||||
uniform half4 _EmissionMap_ST;
|
||||
SamplerState sampler_EmissionMap;
|
||||
uniform half4 _EmissiveColor;
|
||||
uniform half _AlphaClip;
|
||||
|
||||
|
||||
half ThreePointDistribution( half3 From, half ID, half Fac )
|
||||
{
|
||||
float lower = smoothstep(From.x, From.y, ID);
|
||||
float upper = 1.0 - smoothstep(From.y, From.z, ID);
|
||||
return Fac * lerp(lower, upper, step(From.y, ID));
|
||||
}
|
||||
|
||||
|
||||
inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
|
||||
{
|
||||
UnityGIInput data = s.GIData;
|
||||
Input i = s.SurfInput;
|
||||
half4 c = 0;
|
||||
#ifdef UNITY_PASS_FORWARDBASE
|
||||
float ase_lightAtten = data.atten;
|
||||
if( _LightColor0.a == 0)
|
||||
ase_lightAtten = 0;
|
||||
#else
|
||||
float3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 );
|
||||
float ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b );
|
||||
#endif
|
||||
#if defined(HANDLE_SHADOWS_BLENDING_IN_GI)
|
||||
half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos);
|
||||
float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz);
|
||||
float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist);
|
||||
ase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist));
|
||||
#endif
|
||||
float2 uv_DiffuseMap = i.uv_texcoord * _DiffuseMap_ST.xy + _DiffuseMap_ST.zw;
|
||||
half4 tex2DNode19 = SAMPLE_TEXTURE2D( _DiffuseMap, sampler_DiffuseMap, uv_DiffuseMap );
|
||||
half saferPower23 = abs( saturate( ( tex2DNode19.a / _AlphaRemap ) ) );
|
||||
half alpha518 = pow( saferPower23 , _AlphaPower );
|
||||
half temp_output_521_0 = alpha518;
|
||||
float2 uv_FlowMap = i.uv_texcoord * _FlowMap_ST.xy + _FlowMap_ST.zw;
|
||||
half4 break109_g880 = SAMPLE_TEXTURE2D( _FlowMap, sampler_DiffuseMap, uv_FlowMap );
|
||||
half lerpResult123_g880 = lerp( break109_g880.g , ( 1.0 - break109_g880.g ) , _FlowMapFlipGreen);
|
||||
half3 appendResult98_g880 = (half3(break109_g880.r , lerpResult123_g880 , break109_g880.b));
|
||||
half3 flowTangent107_g880 = (WorldNormalVector( i , ( ( appendResult98_g880 * float3( 2,2,2 ) ) - float3( 1,1,1 ) ) ));
|
||||
float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw;
|
||||
half3 normal282 = UnpackScaleNormal( SAMPLE_TEXTURE2D( _NormalMap, sampler_DiffuseMap, uv_NormalMap ), _NormalStrength );
|
||||
half3 worldNormal86_g880 = normalize( (WorldNormalVector( i , normal282 )) );
|
||||
float2 uv_IDMap = i.uv_texcoord * _IDMap_ST.xy + _IDMap_ST.zw;
|
||||
half idMap383 = SAMPLE_TEXTURE2D( _IDMap, sampler_DiffuseMap, uv_IDMap ).r;
|
||||
half lerpResult81_g880 = lerp( _SpecularShiftMin , _SpecularShiftMax , idMap383);
|
||||
half3 normalizeResult10_g883 = normalize( ( flowTangent107_g880 + ( worldNormal86_g880 * lerpResult81_g880 ) ) );
|
||||
half3 shiftedTangent119_g880 = normalizeResult10_g883;
|
||||
float3 ase_worldPos = i.worldPos;
|
||||
half3 ase_worldViewDir = Unity_SafeNormalize( UnityWorldSpaceViewDir( ase_worldPos ) );
|
||||
half3 viewDIr52_g881 = ase_worldViewDir;
|
||||
#if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld
|
||||
half3 ase_worldlightDir = 0;
|
||||
#else //aseld
|
||||
half3 ase_worldlightDir = Unity_SafeNormalize( UnityWorldSpaceLightDir( ase_worldPos ) );
|
||||
#endif //aseld
|
||||
half3 worldLight272_g880 = ase_worldlightDir;
|
||||
half3 lightDIr80_g881 = worldLight272_g880;
|
||||
half3 normalizeResult14_g882 = normalize( ( viewDIr52_g881 + lightDIr80_g881 ) );
|
||||
half dotResult16_g882 = dot( shiftedTangent119_g880 , normalizeResult14_g882 );
|
||||
half smoothstepResult22_g882 = smoothstep( -1.0 , 0.0 , dotResult16_g882);
|
||||
float2 uv_MaskMap = i.uv_texcoord * _MaskMap_ST.xy + _MaskMap_ST.zw;
|
||||
half4 tex2DNode115 = SAMPLE_TEXTURE2D( _MaskMap, sampler_DiffuseMap, uv_MaskMap );
|
||||
half saferPower126 = abs( tex2DNode115.a );
|
||||
half lerpResult128 = lerp( _SmoothnessMin , _SmoothnessMax , pow( saferPower126 , _SmoothnessPower ));
|
||||
half smoothness587 = lerpResult128;
|
||||
half temp_output_233_0_g880 = max( ( 1.0 - smoothness587 ) , 0.001 );
|
||||
half specularPower237_g880 = ( max( ( ( 2.0 / ( temp_output_233_0_g880 * temp_output_233_0_g880 ) ) - 2.0 ) , 0.001 ) * _SpecularPowerScale );
|
||||
float2 uv_SpecularMap = i.uv_texcoord * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
|
||||
half dotResult266_g880 = dot( normalize( (WorldNormalVector( i , normal282 )) ) , worldLight272_g880 );
|
||||
half translucencyWrap283_g880 = _Translucency;
|
||||
half lambertMask290_g880 = saturate( ( ( dotResult266_g880 * ( 1.0 - translucencyWrap283_g880 ) ) + translucencyWrap283_g880 ) );
|
||||
half temp_output_84_0_g881 = lambertMask290_g880;
|
||||
half4 temp_output_13_0_g881 = ( ( smoothstepResult22_g882 * pow( saturate( ( 1.0 - ( dotResult16_g882 * dotResult16_g882 ) ) ) , specularPower237_g880 ) ) * ( SAMPLE_TEXTURE2D( _SpecularMap, sampler_DiffuseMap, uv_SpecularMap ).g * _SpecularMultiplier ) * temp_output_84_0_g881 * _SpecularTint * alpha518 );
|
||||
float2 uv_BlendMap = i.uv_texcoord * _BlendMap_ST.xy + _BlendMap_ST.zw;
|
||||
half4 diffuseMap517 = tex2DNode19;
|
||||
half4 lerpResult41_g773 = lerp( float4( 1,1,1,0 ) , diffuseMap517 , _BaseColorStrength);
|
||||
float2 uv_RootMap = i.uv_texcoord * _RootMap_ST.xy + _RootMap_ST.zw;
|
||||
half root58 = SAMPLE_TEXTURE2D( _RootMap, sampler_DiffuseMap, uv_RootMap ).r;
|
||||
half temp_output_55_0_g773 = root58;
|
||||
half lerpResult50_g773 = lerp( temp_output_55_0_g773 , ( 1.0 - temp_output_55_0_g773 ) , _InvertRootMap);
|
||||
half4 lerpResult44_g773 = lerp( _RootColor , _EndColor , lerpResult50_g773);
|
||||
half lerpResult43_g773 = lerp( _RootColorStrength , _EndColorStrength , lerpResult50_g773);
|
||||
half4 lerpResult53_g773 = lerp( lerpResult41_g773 , lerpResult44_g773 , ( lerpResult43_g773 * _GlobalStrength ));
|
||||
half3 From8_g778 = _HighlightADistribution;
|
||||
half ID8_g778 = idMap383;
|
||||
half Fac8_g778 = _HighlightAStrength;
|
||||
half localThreePointDistribution8_g778 = ThreePointDistribution( From8_g778 , ID8_g778 , Fac8_g778 );
|
||||
half temp_output_24_0_g778 = root58;
|
||||
half lerpResult16_g778 = lerp( temp_output_24_0_g778 , ( 1.0 - temp_output_24_0_g778 ) , _HighlightAOverlapInvert);
|
||||
half4 lerpResult18_g778 = lerp( lerpResult53_g773 , _HighlightAColor , saturate( ( localThreePointDistribution8_g778 * ( 1.0 - ( _HighlightAOverlapEnd * lerpResult16_g778 ) ) * _HighlightBlend ) ));
|
||||
half3 From8_g779 = _HighlightBDistribution;
|
||||
half ID8_g779 = idMap383;
|
||||
half Fac8_g779 = _HighlightBStrength;
|
||||
half localThreePointDistribution8_g779 = ThreePointDistribution( From8_g779 , ID8_g779 , Fac8_g779 );
|
||||
half temp_output_24_0_g779 = root58;
|
||||
half lerpResult16_g779 = lerp( temp_output_24_0_g779 , ( 1.0 - temp_output_24_0_g779 ) , _HighlightBOverlapInvert);
|
||||
half4 lerpResult18_g779 = lerp( lerpResult18_g778 , _HighlightBColor , saturate( ( localThreePointDistribution8_g779 * ( 1.0 - ( _HighlightBOverlapEnd * lerpResult16_g779 ) ) * _HighlightBlend ) ));
|
||||
#ifdef BOOLEAN_ENABLECOLOR_ON
|
||||
half4 staticSwitch95 = lerpResult18_g779;
|
||||
#else
|
||||
half4 staticSwitch95 = diffuseMap517;
|
||||
#endif
|
||||
half4 blendOpSrc101 = SAMPLE_TEXTURE2D( _BlendMap, sampler_DiffuseMap, uv_BlendMap );
|
||||
half4 blendOpDest101 = ( _DiffuseStrength * staticSwitch95 );
|
||||
half4 lerpBlendMode101 = lerp(blendOpDest101,( blendOpSrc101 * blendOpDest101 ),_BlendStrength);
|
||||
half4 lerpResult112 = lerp( ( saturate( lerpBlendMode101 )) , _VertexBaseColor , ( ( 1.0 - i.vertexColor.r ) * _VertexColorStrength ));
|
||||
half4 baseColor331 = ( _DiffuseColor * lerpResult112 );
|
||||
half4 temp_output_42_0_g880 = baseColor331;
|
||||
half4 temp_output_32_0_g881 = temp_output_42_0_g880;
|
||||
half4 lerpResult36_g881 = lerp( temp_output_13_0_g881 , ( temp_output_13_0_g881 * temp_output_32_0_g881 ) , _SpecularMix);
|
||||
half3 temp_output_24_0_g881 = worldNormal86_g880;
|
||||
half dotResult82_g881 = dot( lightDIr80_g881 , temp_output_24_0_g881 );
|
||||
half temp_output_40_0_g881 = translucencyWrap283_g880;
|
||||
half dotResult54_g881 = dot( temp_output_24_0_g881 , viewDIr52_g881 );
|
||||
half dotResult57_g881 = dot( viewDIr52_g881 , lightDIr80_g881 );
|
||||
#if defined(LIGHTMAP_ON) && ( UNITY_VERSION < 560 || ( defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN) ) )//aselc
|
||||
half4 ase_lightColor = 0;
|
||||
#else //aselc
|
||||
half4 ase_lightColor = _LightColor0;
|
||||
#endif //aselc
|
||||
half lerpResult608 = lerp( 1.0 , tex2DNode115.g , _AOStrength);
|
||||
half ambientOcclusion570 = lerpResult608;
|
||||
half temp_output_161_0_g880 = ambientOcclusion570;
|
||||
half lerpResult183_g880 = lerp( 1.0 , temp_output_161_0_g880 , _AOOccludeAll);
|
||||
half4 temp_output_182_0_g880 = ( ( ( lerpResult36_g881 + ( ( saturate( ( ( dotResult82_g881 * ( 1.0 - temp_output_40_0_g881 ) ) + temp_output_40_0_g881 ) ) + ( pow( ( max( ( 1.0 - abs( dotResult54_g881 ) ) , 0.0 ) * max( ( 0.0 - dotResult57_g881 ) , 0.0 ) ) , _RimPower ) * _RimTransmissionIntensity * temp_output_84_0_g881 ) ) * temp_output_32_0_g881 ) ) * ase_lightColor * ase_lightAtten ) * lerpResult183_g880 );
|
||||
UnityGI gi53_g880 = gi;
|
||||
float3 diffNorm53_g880 = worldNormal86_g880;
|
||||
gi53_g880 = UnityGI_Base( data, 1, diffNorm53_g880 );
|
||||
half3 indirectDiffuse53_g880 = gi53_g880.indirect.diffuse + diffNorm53_g880 * 0.0001;
|
||||
#ifdef UNITY_PASS_FORWARDBASE
|
||||
half4 staticSwitch250_g880 = ( temp_output_182_0_g880 + ( half4( indirectDiffuse53_g880 , 0.0 ) * temp_output_42_0_g880 * temp_output_161_0_g880 ) );
|
||||
#else
|
||||
half4 staticSwitch250_g880 = temp_output_182_0_g880;
|
||||
#endif
|
||||
float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
|
||||
clip( alpha518 - _AlphaClip);
|
||||
c.rgb = ( staticSwitch250_g880 + ( SAMPLE_TEXTURE2D( _EmissionMap, sampler_EmissionMap, uv_EmissionMap ) * _EmissiveColor ) ).rgb;
|
||||
c.a = temp_output_521_0;
|
||||
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);
|
||||
}
|
||||
|
||||
ENDCG
|
||||
CGPROGRAM
|
||||
#pragma surface surf StandardCustomLighting keepalpha fullforwardshadows nometa
|
||||
|
||||
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"
|
||||
sampler3D _DitherMaskLOD;
|
||||
struct v2f
|
||||
{
|
||||
V2F_SHADOW_CASTER;
|
||||
float2 customPack1 : TEXCOORD1;
|
||||
float4 tSpace0 : TEXCOORD2;
|
||||
float4 tSpace1 : TEXCOORD3;
|
||||
float4 tSpace2 : TEXCOORD4;
|
||||
half4 color : COLOR0;
|
||||
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 );
|
||||
Input customInputData;
|
||||
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
|
||||
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
|
||||
half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
|
||||
half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
|
||||
half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
|
||||
o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
|
||||
o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
|
||||
o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
|
||||
o.customPack1.xy = customInputData.uv_texcoord;
|
||||
o.customPack1.xy = v.texcoord;
|
||||
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
|
||||
o.color = v.color;
|
||||
return o;
|
||||
}
|
||||
half4 frag( v2f IN
|
||||
#if !defined( CAN_SKIP_VPOS )
|
||||
, UNITY_VPOS_TYPE vpos : VPOS
|
||||
#endif
|
||||
) : SV_Target
|
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{
|
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UNITY_SETUP_INSTANCE_ID( IN );
|
||||
Input surfIN;
|
||||
UNITY_INITIALIZE_OUTPUT( Input, surfIN );
|
||||
surfIN.uv_texcoord = IN.customPack1.xy;
|
||||
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
|
||||
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
|
||||
surfIN.worldPos = worldPos;
|
||||
surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
|
||||
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
|
||||
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
|
||||
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
|
||||
surfIN.vertexColor = IN.color;
|
||||
SurfaceOutputCustomLightingCustom o;
|
||||
UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o )
|
||||
surf( surfIN, o );
|
||||
UnityGI gi;
|
||||
UNITY_INITIALIZE_OUTPUT( UnityGI, gi );
|
||||
o.Alpha = LightingStandardCustomLighting( o, worldViewDir, gi ).a;
|
||||
#if defined( CAN_SKIP_VPOS )
|
||||
float2 vpos = IN.pos;
|
||||
#endif
|
||||
half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
|
||||
clip( alphaRef - 0.01 );
|
||||
SHADOW_CASTER_FRAGMENT( IN )
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
}
|
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Reallusion/Amplify/RL_HairShader_2nd_Pass_Variants_3D"
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{
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Properties
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{
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_DiffuseMap("Diffuse Map", 2D) = "white" {}
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_HighlightBlend("Highlight Blend", Range( 0 , 1)) = 1
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|
||||
_HighlightAColor("Highlight A Color", Color) = (0.9137255,0.7803922,0.6352941,0)
|
||||
_HighlightADistribution("Highlight A Distribution", Vector) = (0.1,0.2,0.3,0)
|
||||
_HighlightAOverlapEnd("Highlight A Overlap End", Range( 0 , 1)) = 1
|
||||
_HighlightAOverlapInvert("Highlight A Overlap Invert", Range( 0 , 1)) = 1
|
||||
_HighlightBStrength("Highlight B Strength", Range( 0 , 1)) = 1
|
||||
_HighlightBColor("Highlight B Color", Color) = (1,1,1,0)
|
||||
_HighlightBDistribution("Highlight B Distribution", Vector) = (0.1,0.2,0.3,0)
|
||||
_HighlightBOverlapEnd("Highlight B Overlap End", Range( 0 , 1)) = 1
|
||||
_HighlightBOverlapInvert("Highlight B Overlap Invert", Range( 0 , 1)) = 1
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" }
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
ZTest Less
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
CGPROGRAM
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "UnityStandardUtils.cginc"
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#pragma target 3.0
|
||||
#pragma shader_feature_local BOOLEAN_ENABLECOLOR_ON
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
|
||||
#define ASE_USING_SAMPLING_MACROS 1
|
||||
#if defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (defined(SHADER_TARGET_SURFACE_ANALYSIS) && !defined(SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER))//ASE Sampler Macros
|
||||
#define SAMPLE_TEXTURE2D(tex,samplerTex,coord) tex.Sample(samplerTex,coord)
|
||||
#define SAMPLE_TEXTURE2D_LOD(tex,samplerTex,coord,lod) tex.SampleLevel(samplerTex,coord, lod)
|
||||
#define SAMPLE_TEXTURE2D_BIAS(tex,samplerTex,coord,bias) tex.SampleBias(samplerTex,coord,bias)
|
||||
#define SAMPLE_TEXTURE2D_GRAD(tex,samplerTex,coord,ddx,ddy) tex.SampleGrad(samplerTex,coord,ddx,ddy)
|
||||
#else//ASE Sampling Macros
|
||||
#define SAMPLE_TEXTURE2D(tex,samplerTex,coord) tex2D(tex,coord)
|
||||
#define SAMPLE_TEXTURE2D_LOD(tex,samplerTex,coord,lod) tex2Dlod(tex,float4(coord,0,lod))
|
||||
#define SAMPLE_TEXTURE2D_BIAS(tex,samplerTex,coord,bias) tex2Dbias(tex,float4(coord,0,bias))
|
||||
#define SAMPLE_TEXTURE2D_GRAD(tex,samplerTex,coord,ddx,ddy) tex2Dgrad(tex,coord,ddx,ddy)
|
||||
#endif//ASE Sampling Macros
|
||||
|
||||
#pragma surface surf StandardCustomLighting keepalpha noshadow nometa alpha:fade
|
||||
struct Input
|
||||
{
|
||||
float2 uv_texcoord;
|
||||
half3 worldNormal;
|
||||
INTERNAL_DATA
|
||||
float3 worldPos;
|
||||
float4 vertexColor : COLOR;
|
||||
};
|
||||
|
||||
struct SurfaceOutputCustomLightingCustom
|
||||
{
|
||||
half3 Albedo;
|
||||
half3 Normal;
|
||||
half3 Emission;
|
||||
half Metallic;
|
||||
half Smoothness;
|
||||
half Occlusion;
|
||||
half Alpha;
|
||||
Input SurfInput;
|
||||
UnityGIInput GIData;
|
||||
};
|
||||
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_DiffuseMap);
|
||||
uniform half4 _DiffuseMap_ST;
|
||||
SamplerState sampler_DiffuseMap;
|
||||
uniform half _AlphaRemap;
|
||||
uniform half _AlphaPower;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_FlowMap);
|
||||
uniform half4 _FlowMap_ST;
|
||||
uniform half _FlowMapFlipGreen;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_NormalMap);
|
||||
uniform half4 _NormalMap_ST;
|
||||
uniform half _NormalStrength;
|
||||
uniform half _SpecularShiftMin;
|
||||
uniform half _SpecularShiftMax;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_IDMap);
|
||||
uniform half4 _IDMap_ST;
|
||||
uniform half _SmoothnessMin;
|
||||
uniform half _SmoothnessMax;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_MaskMap);
|
||||
uniform half4 _MaskMap_ST;
|
||||
uniform half _SmoothnessPower;
|
||||
uniform half _SpecularPower;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_SpecularMap);
|
||||
uniform half4 _SpecularMap_ST;
|
||||
uniform half _SpecularMultiplier;
|
||||
uniform half _Translucency;
|
||||
uniform half4 _SpecularTint;
|
||||
uniform half4 _DiffuseColor;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_BlendMap);
|
||||
uniform half4 _BlendMap_ST;
|
||||
uniform half _DiffuseStrength;
|
||||
uniform half _BaseColorStrength;
|
||||
uniform half4 _RootColor;
|
||||
uniform half4 _EndColor;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_RootMap);
|
||||
uniform half4 _RootMap_ST;
|
||||
uniform half _InvertRootMap;
|
||||
uniform half _RootColorStrength;
|
||||
uniform half _EndColorStrength;
|
||||
uniform half _GlobalStrength;
|
||||
uniform half4 _HighlightAColor;
|
||||
uniform half3 _HighlightADistribution;
|
||||
uniform half _HighlightAStrength;
|
||||
uniform half _HighlightAOverlapEnd;
|
||||
uniform half _HighlightAOverlapInvert;
|
||||
uniform half _HighlightBlend;
|
||||
uniform half4 _HighlightBColor;
|
||||
uniform half3 _HighlightBDistribution;
|
||||
uniform half _HighlightBStrength;
|
||||
uniform half _HighlightBOverlapEnd;
|
||||
uniform half _HighlightBOverlapInvert;
|
||||
uniform half _BlendStrength;
|
||||
uniform half4 _VertexBaseColor;
|
||||
uniform half _VertexColorStrength;
|
||||
uniform half _SpecularMix;
|
||||
uniform half _RimPower;
|
||||
uniform half _RimTransmissionIntensity;
|
||||
uniform half _AOStrength;
|
||||
uniform half _AOOccludeAll;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_EmissionMap);
|
||||
uniform half4 _EmissionMap_ST;
|
||||
SamplerState sampler_EmissionMap;
|
||||
uniform half4 _EmissiveColor;
|
||||
|
||||
|
||||
half ThreePointDistribution( half3 From, half ID, half Fac )
|
||||
{
|
||||
float lower = smoothstep(From.x, From.y, ID);
|
||||
float upper = 1.0 - smoothstep(From.y, From.z, ID);
|
||||
return Fac * lerp(lower, upper, step(From.y, ID));
|
||||
}
|
||||
|
||||
|
||||
inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
|
||||
{
|
||||
UnityGIInput data = s.GIData;
|
||||
Input i = s.SurfInput;
|
||||
half4 c = 0;
|
||||
#ifdef UNITY_PASS_FORWARDBASE
|
||||
float ase_lightAtten = data.atten;
|
||||
if( _LightColor0.a == 0)
|
||||
ase_lightAtten = 0;
|
||||
#else
|
||||
float3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 );
|
||||
float ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b );
|
||||
#endif
|
||||
#if defined(HANDLE_SHADOWS_BLENDING_IN_GI)
|
||||
half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos);
|
||||
float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz);
|
||||
float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist);
|
||||
ase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist));
|
||||
#endif
|
||||
float2 uv_DiffuseMap = i.uv_texcoord * _DiffuseMap_ST.xy + _DiffuseMap_ST.zw;
|
||||
half4 tex2DNode19 = SAMPLE_TEXTURE2D( _DiffuseMap, sampler_DiffuseMap, uv_DiffuseMap );
|
||||
half saferPower23 = abs( saturate( ( tex2DNode19.a / _AlphaRemap ) ) );
|
||||
half alpha518 = pow( saferPower23 , _AlphaPower );
|
||||
half temp_output_521_0 = alpha518;
|
||||
float2 uv_FlowMap = i.uv_texcoord * _FlowMap_ST.xy + _FlowMap_ST.zw;
|
||||
half4 break109_g958 = SAMPLE_TEXTURE2D( _FlowMap, sampler_DiffuseMap, uv_FlowMap );
|
||||
half lerpResult123_g958 = lerp( break109_g958.g , ( 1.0 - break109_g958.g ) , _FlowMapFlipGreen);
|
||||
half3 appendResult98_g958 = (half3(break109_g958.r , lerpResult123_g958 , break109_g958.b));
|
||||
half3 flowTangent107_g958 = (WorldNormalVector( i , ( ( appendResult98_g958 * float3( 2,2,2 ) ) - float3( 1,1,1 ) ) ));
|
||||
float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw;
|
||||
half3 normal282 = UnpackScaleNormal( SAMPLE_TEXTURE2D( _NormalMap, sampler_DiffuseMap, uv_NormalMap ), _NormalStrength );
|
||||
half3 worldNormal86_g958 = normalize( (WorldNormalVector( i , normal282 )) );
|
||||
float2 uv_IDMap = i.uv_texcoord * _IDMap_ST.xy + _IDMap_ST.zw;
|
||||
half idMap383 = SAMPLE_TEXTURE2D( _IDMap, sampler_DiffuseMap, uv_IDMap ).r;
|
||||
half lerpResult81_g958 = lerp( _SpecularShiftMin , _SpecularShiftMax , idMap383);
|
||||
half3 normalizeResult10_g961 = normalize( ( flowTangent107_g958 + ( worldNormal86_g958 * lerpResult81_g958 ) ) );
|
||||
half3 shiftedTangent119_g958 = normalizeResult10_g961;
|
||||
float3 ase_worldPos = i.worldPos;
|
||||
half3 ase_worldViewDir = Unity_SafeNormalize( UnityWorldSpaceViewDir( ase_worldPos ) );
|
||||
half3 viewDIr52_g959 = ase_worldViewDir;
|
||||
#if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld
|
||||
half3 ase_worldlightDir = 0;
|
||||
#else //aseld
|
||||
half3 ase_worldlightDir = Unity_SafeNormalize( UnityWorldSpaceLightDir( ase_worldPos ) );
|
||||
#endif //aseld
|
||||
half3 worldLight272_g958 = ase_worldlightDir;
|
||||
half3 lightDIr80_g959 = worldLight272_g958;
|
||||
half3 normalizeResult14_g960 = normalize( ( viewDIr52_g959 + lightDIr80_g959 ) );
|
||||
half dotResult16_g960 = dot( shiftedTangent119_g958 , normalizeResult14_g960 );
|
||||
half smoothstepResult22_g960 = smoothstep( -1.0 , 0.0 , dotResult16_g960);
|
||||
float2 uv_MaskMap = i.uv_texcoord * _MaskMap_ST.xy + _MaskMap_ST.zw;
|
||||
half4 tex2DNode115 = SAMPLE_TEXTURE2D( _MaskMap, sampler_DiffuseMap, uv_MaskMap );
|
||||
half saferPower126 = abs( tex2DNode115.a );
|
||||
half lerpResult128 = lerp( _SmoothnessMin , _SmoothnessMax , pow( saferPower126 , _SmoothnessPower ));
|
||||
half smoothness601 = lerpResult128;
|
||||
half temp_output_233_0_g958 = max( ( 1.0 - smoothness601 ) , 0.001 );
|
||||
half specularPower237_g958 = ( max( ( ( 2.0 / ( temp_output_233_0_g958 * temp_output_233_0_g958 ) ) - 2.0 ) , 0.001 ) * _SpecularPower );
|
||||
float2 uv_SpecularMap = i.uv_texcoord * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
|
||||
half dotResult266_g958 = dot( normalize( (WorldNormalVector( i , normal282 )) ) , worldLight272_g958 );
|
||||
half translucencyWrap283_g958 = _Translucency;
|
||||
half lambertMask290_g958 = saturate( ( ( dotResult266_g958 * ( 1.0 - translucencyWrap283_g958 ) ) + translucencyWrap283_g958 ) );
|
||||
half temp_output_84_0_g959 = lambertMask290_g958;
|
||||
half4 temp_output_13_0_g959 = ( ( smoothstepResult22_g960 * pow( saturate( ( 1.0 - ( dotResult16_g960 * dotResult16_g960 ) ) ) , specularPower237_g958 ) ) * ( SAMPLE_TEXTURE2D( _SpecularMap, sampler_DiffuseMap, uv_SpecularMap ).g * _SpecularMultiplier ) * temp_output_84_0_g959 * _SpecularTint * alpha518 );
|
||||
float2 uv_BlendMap = i.uv_texcoord * _BlendMap_ST.xy + _BlendMap_ST.zw;
|
||||
half4 diffuseMap517 = tex2DNode19;
|
||||
half4 lerpResult41_g842 = lerp( float4( 1,1,1,0 ) , diffuseMap517 , _BaseColorStrength);
|
||||
float2 uv_RootMap = i.uv_texcoord * _RootMap_ST.xy + _RootMap_ST.zw;
|
||||
half root58 = SAMPLE_TEXTURE2D( _RootMap, sampler_DiffuseMap, uv_RootMap ).r;
|
||||
half temp_output_55_0_g842 = root58;
|
||||
half lerpResult50_g842 = lerp( temp_output_55_0_g842 , ( 1.0 - temp_output_55_0_g842 ) , _InvertRootMap);
|
||||
half4 lerpResult44_g842 = lerp( _RootColor , _EndColor , lerpResult50_g842);
|
||||
half lerpResult43_g842 = lerp( _RootColorStrength , _EndColorStrength , lerpResult50_g842);
|
||||
half4 lerpResult53_g842 = lerp( lerpResult41_g842 , lerpResult44_g842 , ( lerpResult43_g842 * _GlobalStrength ));
|
||||
half3 From8_g844 = _HighlightADistribution;
|
||||
half ID8_g844 = idMap383;
|
||||
half Fac8_g844 = _HighlightAStrength;
|
||||
half localThreePointDistribution8_g844 = ThreePointDistribution( From8_g844 , ID8_g844 , Fac8_g844 );
|
||||
half temp_output_24_0_g844 = root58;
|
||||
half lerpResult16_g844 = lerp( temp_output_24_0_g844 , ( 1.0 - temp_output_24_0_g844 ) , _HighlightAOverlapInvert);
|
||||
half4 lerpResult18_g844 = lerp( lerpResult53_g842 , _HighlightAColor , saturate( ( localThreePointDistribution8_g844 * ( 1.0 - ( _HighlightAOverlapEnd * lerpResult16_g844 ) ) * _HighlightBlend ) ));
|
||||
half3 From8_g845 = _HighlightBDistribution;
|
||||
half ID8_g845 = idMap383;
|
||||
half Fac8_g845 = _HighlightBStrength;
|
||||
half localThreePointDistribution8_g845 = ThreePointDistribution( From8_g845 , ID8_g845 , Fac8_g845 );
|
||||
half temp_output_24_0_g845 = root58;
|
||||
half lerpResult16_g845 = lerp( temp_output_24_0_g845 , ( 1.0 - temp_output_24_0_g845 ) , _HighlightBOverlapInvert);
|
||||
half4 lerpResult18_g845 = lerp( lerpResult18_g844 , _HighlightBColor , saturate( ( localThreePointDistribution8_g845 * ( 1.0 - ( _HighlightBOverlapEnd * lerpResult16_g845 ) ) * _HighlightBlend ) ));
|
||||
#ifdef BOOLEAN_ENABLECOLOR_ON
|
||||
half4 staticSwitch95 = lerpResult18_g845;
|
||||
#else
|
||||
half4 staticSwitch95 = diffuseMap517;
|
||||
#endif
|
||||
half4 blendOpSrc101 = SAMPLE_TEXTURE2D( _BlendMap, sampler_DiffuseMap, uv_BlendMap );
|
||||
half4 blendOpDest101 = ( _DiffuseStrength * staticSwitch95 );
|
||||
half4 lerpBlendMode101 = lerp(blendOpDest101,( blendOpSrc101 * blendOpDest101 ),_BlendStrength);
|
||||
half4 lerpResult112 = lerp( ( saturate( lerpBlendMode101 )) , _VertexBaseColor , ( ( 1.0 - i.vertexColor.r ) * _VertexColorStrength ));
|
||||
half4 baseColor331 = ( _DiffuseColor * lerpResult112 );
|
||||
half4 temp_output_42_0_g958 = baseColor331;
|
||||
half4 temp_output_32_0_g959 = temp_output_42_0_g958;
|
||||
half4 lerpResult36_g959 = lerp( temp_output_13_0_g959 , ( temp_output_13_0_g959 * temp_output_32_0_g959 ) , _SpecularMix);
|
||||
half3 temp_output_24_0_g959 = worldNormal86_g958;
|
||||
half dotResult82_g959 = dot( lightDIr80_g959 , temp_output_24_0_g959 );
|
||||
half temp_output_40_0_g959 = translucencyWrap283_g958;
|
||||
half dotResult54_g959 = dot( temp_output_24_0_g959 , viewDIr52_g959 );
|
||||
half dotResult57_g959 = dot( viewDIr52_g959 , lightDIr80_g959 );
|
||||
#if defined(LIGHTMAP_ON) && ( UNITY_VERSION < 560 || ( defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN) ) )//aselc
|
||||
half4 ase_lightColor = 0;
|
||||
#else //aselc
|
||||
half4 ase_lightColor = _LightColor0;
|
||||
#endif //aselc
|
||||
half lerpResult629 = lerp( 1.0 , tex2DNode115.g , _AOStrength);
|
||||
half ambientOcclusion570 = lerpResult629;
|
||||
half temp_output_161_0_g958 = ambientOcclusion570;
|
||||
half lerpResult183_g958 = lerp( 1.0 , temp_output_161_0_g958 , _AOOccludeAll);
|
||||
half4 temp_output_182_0_g958 = ( ( ( lerpResult36_g959 + ( ( saturate( ( ( dotResult82_g959 * ( 1.0 - temp_output_40_0_g959 ) ) + temp_output_40_0_g959 ) ) + ( pow( ( max( ( 1.0 - abs( dotResult54_g959 ) ) , 0.0 ) * max( ( 0.0 - dotResult57_g959 ) , 0.0 ) ) , _RimPower ) * _RimTransmissionIntensity * temp_output_84_0_g959 ) ) * temp_output_32_0_g959 ) ) * ase_lightColor * ase_lightAtten ) * lerpResult183_g958 );
|
||||
UnityGI gi53_g958 = gi;
|
||||
float3 diffNorm53_g958 = worldNormal86_g958;
|
||||
gi53_g958 = UnityGI_Base( data, 1, diffNorm53_g958 );
|
||||
half3 indirectDiffuse53_g958 = gi53_g958.indirect.diffuse + diffNorm53_g958 * 0.0001;
|
||||
#ifdef UNITY_PASS_FORWARDBASE
|
||||
half4 staticSwitch250_g958 = ( temp_output_182_0_g958 + ( half4( indirectDiffuse53_g958 , 0.0 ) * temp_output_42_0_g958 * temp_output_161_0_g958 ) );
|
||||
#else
|
||||
half4 staticSwitch250_g958 = temp_output_182_0_g958;
|
||||
#endif
|
||||
float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
|
||||
clip( alpha518 - 0.05882353);
|
||||
c.rgb = ( staticSwitch250_g958 + ( SAMPLE_TEXTURE2D( _EmissionMap, sampler_EmissionMap, uv_EmissionMap ) * _EmissiveColor ) ).rgb;
|
||||
c.a = temp_output_521_0;
|
||||
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);
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=19108
|
||||
Node;AmplifyShaderEditor.CommentaryNode;512;-5718.366,1661.348;Inherit;False;696.6748;494.7862;;4;26;58;383;50;Maps;0.504717,0.9903985,1,1;0;0
|
||||
Node;AmplifyShaderEditor.CommentaryNode;25;-5721.536,873.5989;Inherit;False;1176.518;561.6434;;8;518;517;23;22;24;21;20;19;Diffuse & Alpha;0.5235849,1,0.631946,1;0;0
|
||||
Node;AmplifyShaderEditor.SamplerNode;26;-5664.931,1926.134;Inherit;True;Property;_RootMap;Root Map;33;0;Create;True;0;0;0;False;0;False;19;None;None;True;0;False;gray;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.SamplerNode;19;-5671.535,923.5991;Inherit;True;Property;_DiffuseMap;Diffuse Map;1;0;Create;True;0;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
|
||||
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WireConnection;523;47;28;0
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WireConnection;522;26;502;0
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WireConnection;522;24;59;0
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WireConnection;522;27;503;0
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WireConnection;522;25;69;0
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WireConnection;522;21;53;0
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WireConnection;522;20;52;0
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WireConnection;522;22;54;0
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WireConnection;522;23;55;0
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WireConnection;522;28;628;0
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WireConnection;510;0;522;0
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WireConnection;524;27;508;0
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WireConnection;126;0;154;0
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WireConnection;126;1;123;0
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WireConnection;21;0;19;4
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WireConnection;612;2;578;0
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WireConnection;611;13;612;0
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ASEEND*/
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//CHKSM=8671DBF9AA15F16C4FB2B11E1EC61BFC3224646F
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fileFormatVersion: 2
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guid: 677b609780cf6b64498c973ec1e963fa
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,647 @@
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// Made with Amplify Shader Editor v1.9.1.8
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Reallusion/Amplify/RL_HairShader_Coverage_3D"
|
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{
|
||||
Properties
|
||||
{
|
||||
_DiffuseMap("Diffuse Map", 2D) = "white" {}
|
||||
_DiffuseColor("Diffuse Color", Color) = (1,1,1,0)
|
||||
_DiffuseStrength("Diffuse Strength", Range( 0 , 2)) = 1
|
||||
_VertexBaseColor("Vertex Base Color", Color) = (0,0,0,0)
|
||||
_VertexColorStrength("Vertex Color Strength", Range( 0 , 1)) = 0.5
|
||||
_AlphaPower("Alpha Power", Range( 0.01 , 2)) = 1
|
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_AlphaRemap("Alpha Remap", Range( 0.5 , 1)) = 0.5
|
||||
_MaskMap("Mask Map", 2D) = "white" {}
|
||||
_AOStrength("Ambient Occlusion Strength", Range( 0 , 1)) = 1
|
||||
_AOOccludeAll("AO Occlude All", Range( 0 , 1)) = 0
|
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_AlphaClip("Alpha Clip", Range( 0 , 1)) = 0.25
|
||||
_SmoothnessPower("Smoothness Power", Range( 0.5 , 2)) = 1.25
|
||||
_SmoothnessMin("Smoothness Min", Range( 0 , 1)) = 0
|
||||
_SmoothnessMax("Smoothness Max", Range( 0 , 1)) = 1
|
||||
_NormalMap("Normal Map", 2D) = "bump" {}
|
||||
_NormalStrength("Normal Strength", Range( 0 , 2)) = 1
|
||||
_BlendMap("Blend Map", 2D) = "white" {}
|
||||
_BlendStrength("Blend Strength", Range( 0 , 1)) = 1
|
||||
_FlowMap("Flow Map", 2D) = "gray" {}
|
||||
[Toggle]_FlowMapFlipGreen("Flow Map Flip Green", Float) = 0
|
||||
_SpecularMap("Specular Map", 2D) = "white" {}
|
||||
_SpecularTint("Specular Tint", Color) = (1,1,1,0)
|
||||
_SpecularMultiplier("Specular Strength", Range( 0 , 2)) = 1
|
||||
_SpecularPowerScale("Specular Smoothness", Range( 0 , 10)) = 2
|
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_SpecularMix("Specular Mix", Range( 0.5 , 1)) = 1
|
||||
_SpecularShiftMin("Specular Shift Min", Range( -1 , 1)) = -0.25
|
||||
_SpecularShiftMax("Specular Shift Max", Range( -1 , 1)) = 0.25
|
||||
_Translucency("Translucency", Range( 0 , 1)) = 0
|
||||
_RimPower("Rim Hardness", Range( 1 , 10)) = 4
|
||||
_RimTransmissionIntensity("Rim Transmission Intensity", Range( 0 , 75)) = 10
|
||||
_EmissionMap("Emission Map", 2D) = "white" {}
|
||||
_EmissiveColor("Emissive Color", Color) = (0,0,0,0)
|
||||
[Toggle(BOOLEAN_ENABLECOLOR_ON)] BOOLEAN_ENABLECOLOR("Enable Color", Float) = 0
|
||||
_RootMap("Root Map", 2D) = "gray" {}
|
||||
_BaseColorStrength("Base Color Strength", Range( 0 , 1)) = 1
|
||||
_GlobalStrength("Global Strength", Range( 0 , 1)) = 1
|
||||
_RootColorStrength("Root Color Strength", Range( 0 , 1)) = 1
|
||||
_EndColorStrength("End Color Strength", Range( 0 , 1)) = 1
|
||||
_InvertRootMap("Invert Root Map", Range( 0 , 1)) = 0
|
||||
_RootColor("Root Color", Color) = (0.3294118,0.1411765,0.05098039,0)
|
||||
_EndColor("End Color", Color) = (0.6039216,0.454902,0.2862745,0)
|
||||
_IDMap("ID Map", 2D) = "gray" {}
|
||||
_HighlightBlend("Highlight Blend", Range( 0 , 1)) = 1
|
||||
_HighlightAStrength("Highlight A Strength", Range( 0 , 1)) = 1
|
||||
_HighlightAColor("Highlight A Color", Color) = (0.9137255,0.7803922,0.6352941,0)
|
||||
_HighlightADistribution("Highlight A Distribution", Vector) = (0.1,0.2,0.3,0)
|
||||
_HighlightAOverlapEnd("Highlight A Overlap End", Range( 0 , 1)) = 1
|
||||
_HighlightAOverlapInvert("Highlight A Overlap Invert", Range( 0 , 1)) = 1
|
||||
_HighlightBStrength("Highlight B Strength", Range( 0 , 1)) = 1
|
||||
_HighlightBColor("Highlight B Color", Color) = (1,1,1,0)
|
||||
_HighlightBDistribution("Highlight B Distribution", Vector) = (0.1,0.2,0.3,0)
|
||||
_HighlightBOverlapEnd("Highlight B Overlap End", Range( 0 , 1)) = 1
|
||||
_HighlightBOverlapInvert("Highlight B Overlap Invert", Range( 0 , 1)) = 1
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "AlphaTest+0" "IgnoreProjector" = "True" }
|
||||
Cull Off
|
||||
AlphaToMask On
|
||||
CGINCLUDE
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "UnityStandardUtils.cginc"
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#pragma target 3.0
|
||||
#pragma shader_feature_local BOOLEAN_ENABLECOLOR_ON
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
|
||||
#define ASE_USING_SAMPLING_MACROS 1
|
||||
#if defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (defined(SHADER_TARGET_SURFACE_ANALYSIS) && !defined(SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER))//ASE Sampler Macros
|
||||
#define SAMPLE_TEXTURE2D(tex,samplerTex,coord) tex.Sample(samplerTex,coord)
|
||||
#define SAMPLE_TEXTURE2D_LOD(tex,samplerTex,coord,lod) tex.SampleLevel(samplerTex,coord, lod)
|
||||
#define SAMPLE_TEXTURE2D_BIAS(tex,samplerTex,coord,bias) tex.SampleBias(samplerTex,coord,bias)
|
||||
#define SAMPLE_TEXTURE2D_GRAD(tex,samplerTex,coord,ddx,ddy) tex.SampleGrad(samplerTex,coord,ddx,ddy)
|
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#else//ASE Sampling Macros
|
||||
#define SAMPLE_TEXTURE2D(tex,samplerTex,coord) tex2D(tex,coord)
|
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#define SAMPLE_TEXTURE2D_LOD(tex,samplerTex,coord,lod) tex2Dlod(tex,float4(coord,0,lod))
|
||||
#define SAMPLE_TEXTURE2D_BIAS(tex,samplerTex,coord,bias) tex2Dbias(tex,float4(coord,0,bias))
|
||||
#define SAMPLE_TEXTURE2D_GRAD(tex,samplerTex,coord,ddx,ddy) tex2Dgrad(tex,coord,ddx,ddy)
|
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#endif//ASE Sampling Macros
|
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|
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#ifdef UNITY_PASS_SHADOWCASTER
|
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#undef INTERNAL_DATA
|
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#undef WorldReflectionVector
|
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#undef WorldNormalVector
|
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#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
|
||||
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
|
||||
#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
|
||||
#endif
|
||||
struct Input
|
||||
{
|
||||
float2 uv_texcoord;
|
||||
half3 worldNormal;
|
||||
INTERNAL_DATA
|
||||
float3 worldPos;
|
||||
float4 vertexColor : COLOR;
|
||||
};
|
||||
|
||||
struct SurfaceOutputCustomLightingCustom
|
||||
{
|
||||
half3 Albedo;
|
||||
half3 Normal;
|
||||
half3 Emission;
|
||||
half Metallic;
|
||||
half Smoothness;
|
||||
half Occlusion;
|
||||
half Alpha;
|
||||
Input SurfInput;
|
||||
UnityGIInput GIData;
|
||||
};
|
||||
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_DiffuseMap);
|
||||
uniform half4 _DiffuseMap_ST;
|
||||
SamplerState sampler_DiffuseMap;
|
||||
uniform half _AlphaRemap;
|
||||
uniform half _AlphaPower;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_FlowMap);
|
||||
uniform half4 _FlowMap_ST;
|
||||
uniform half _FlowMapFlipGreen;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_NormalMap);
|
||||
uniform half4 _NormalMap_ST;
|
||||
uniform half _NormalStrength;
|
||||
uniform half _SpecularShiftMin;
|
||||
uniform half _SpecularShiftMax;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_IDMap);
|
||||
uniform half4 _IDMap_ST;
|
||||
uniform half _SmoothnessMin;
|
||||
uniform half _SmoothnessMax;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_MaskMap);
|
||||
uniform half4 _MaskMap_ST;
|
||||
uniform half _SmoothnessPower;
|
||||
uniform half _SpecularPowerScale;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_SpecularMap);
|
||||
uniform half4 _SpecularMap_ST;
|
||||
uniform half _SpecularMultiplier;
|
||||
uniform half _Translucency;
|
||||
uniform half4 _SpecularTint;
|
||||
uniform half4 _DiffuseColor;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_BlendMap);
|
||||
uniform half4 _BlendMap_ST;
|
||||
uniform half _DiffuseStrength;
|
||||
uniform half _BaseColorStrength;
|
||||
uniform half4 _RootColor;
|
||||
uniform half4 _EndColor;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_RootMap);
|
||||
uniform half4 _RootMap_ST;
|
||||
uniform half _InvertRootMap;
|
||||
uniform half _RootColorStrength;
|
||||
uniform half _EndColorStrength;
|
||||
uniform half _GlobalStrength;
|
||||
uniform half4 _HighlightAColor;
|
||||
uniform half3 _HighlightADistribution;
|
||||
uniform half _HighlightAStrength;
|
||||
uniform half _HighlightAOverlapEnd;
|
||||
uniform half _HighlightAOverlapInvert;
|
||||
uniform half _HighlightBlend;
|
||||
uniform half4 _HighlightBColor;
|
||||
uniform half3 _HighlightBDistribution;
|
||||
uniform half _HighlightBStrength;
|
||||
uniform half _HighlightBOverlapEnd;
|
||||
uniform half _HighlightBOverlapInvert;
|
||||
uniform half _BlendStrength;
|
||||
uniform half4 _VertexBaseColor;
|
||||
uniform half _VertexColorStrength;
|
||||
uniform half _SpecularMix;
|
||||
uniform half _RimPower;
|
||||
uniform half _RimTransmissionIntensity;
|
||||
uniform half _AOStrength;
|
||||
uniform half _AOOccludeAll;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_EmissionMap);
|
||||
uniform half4 _EmissionMap_ST;
|
||||
SamplerState sampler_EmissionMap;
|
||||
uniform half4 _EmissiveColor;
|
||||
uniform half _AlphaClip;
|
||||
|
||||
|
||||
half ThreePointDistribution( half3 From, half ID, half Fac )
|
||||
{
|
||||
float lower = smoothstep(From.x, From.y, ID);
|
||||
float upper = 1.0 - smoothstep(From.y, From.z, ID);
|
||||
return Fac * lerp(lower, upper, step(From.y, ID));
|
||||
}
|
||||
|
||||
|
||||
inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
|
||||
{
|
||||
UnityGIInput data = s.GIData;
|
||||
Input i = s.SurfInput;
|
||||
half4 c = 0;
|
||||
#ifdef UNITY_PASS_FORWARDBASE
|
||||
float ase_lightAtten = data.atten;
|
||||
if( _LightColor0.a == 0)
|
||||
ase_lightAtten = 0;
|
||||
#else
|
||||
float3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 );
|
||||
float ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b );
|
||||
#endif
|
||||
#if defined(HANDLE_SHADOWS_BLENDING_IN_GI)
|
||||
half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos);
|
||||
float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz);
|
||||
float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist);
|
||||
ase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist));
|
||||
#endif
|
||||
float2 uv_DiffuseMap = i.uv_texcoord * _DiffuseMap_ST.xy + _DiffuseMap_ST.zw;
|
||||
half4 tex2DNode19 = SAMPLE_TEXTURE2D( _DiffuseMap, sampler_DiffuseMap, uv_DiffuseMap );
|
||||
half saferPower23 = abs( saturate( ( tex2DNode19.a / _AlphaRemap ) ) );
|
||||
half alpha518 = pow( saferPower23 , _AlphaPower );
|
||||
float2 uv_FlowMap = i.uv_texcoord * _FlowMap_ST.xy + _FlowMap_ST.zw;
|
||||
half4 break109_g847 = SAMPLE_TEXTURE2D( _FlowMap, sampler_DiffuseMap, uv_FlowMap );
|
||||
half lerpResult123_g847 = lerp( break109_g847.g , ( 1.0 - break109_g847.g ) , _FlowMapFlipGreen);
|
||||
half3 appendResult98_g847 = (half3(break109_g847.r , lerpResult123_g847 , break109_g847.b));
|
||||
half3 flowTangent107_g847 = (WorldNormalVector( i , ( ( appendResult98_g847 * float3( 2,2,2 ) ) - float3( 1,1,1 ) ) ));
|
||||
float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw;
|
||||
half3 normal282 = UnpackScaleNormal( SAMPLE_TEXTURE2D( _NormalMap, sampler_DiffuseMap, uv_NormalMap ), _NormalStrength );
|
||||
half3 worldNormal86_g847 = normalize( (WorldNormalVector( i , normal282 )) );
|
||||
float2 uv_IDMap = i.uv_texcoord * _IDMap_ST.xy + _IDMap_ST.zw;
|
||||
half idMap383 = SAMPLE_TEXTURE2D( _IDMap, sampler_DiffuseMap, uv_IDMap ).r;
|
||||
half lerpResult81_g847 = lerp( _SpecularShiftMin , _SpecularShiftMax , idMap383);
|
||||
half3 normalizeResult10_g850 = normalize( ( flowTangent107_g847 + ( worldNormal86_g847 * lerpResult81_g847 ) ) );
|
||||
half3 shiftedTangent119_g847 = normalizeResult10_g850;
|
||||
float3 ase_worldPos = i.worldPos;
|
||||
half3 ase_worldViewDir = Unity_SafeNormalize( UnityWorldSpaceViewDir( ase_worldPos ) );
|
||||
half3 viewDIr52_g848 = ase_worldViewDir;
|
||||
#if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld
|
||||
half3 ase_worldlightDir = 0;
|
||||
#else //aseld
|
||||
half3 ase_worldlightDir = Unity_SafeNormalize( UnityWorldSpaceLightDir( ase_worldPos ) );
|
||||
#endif //aseld
|
||||
half3 worldLight272_g847 = ase_worldlightDir;
|
||||
half3 lightDIr80_g848 = worldLight272_g847;
|
||||
half3 normalizeResult14_g849 = normalize( ( viewDIr52_g848 + lightDIr80_g848 ) );
|
||||
half dotResult16_g849 = dot( shiftedTangent119_g847 , normalizeResult14_g849 );
|
||||
half smoothstepResult22_g849 = smoothstep( -1.0 , 0.0 , dotResult16_g849);
|
||||
float2 uv_MaskMap = i.uv_texcoord * _MaskMap_ST.xy + _MaskMap_ST.zw;
|
||||
half4 tex2DNode115 = SAMPLE_TEXTURE2D( _MaskMap, sampler_DiffuseMap, uv_MaskMap );
|
||||
half saferPower126 = abs( tex2DNode115.a );
|
||||
half lerpResult128 = lerp( _SmoothnessMin , _SmoothnessMax , pow( saferPower126 , _SmoothnessPower ));
|
||||
half smoothness594 = lerpResult128;
|
||||
half temp_output_233_0_g847 = max( ( 1.0 - smoothness594 ) , 0.001 );
|
||||
half specularPower237_g847 = ( max( ( ( 2.0 / ( temp_output_233_0_g847 * temp_output_233_0_g847 ) ) - 2.0 ) , 0.001 ) * _SpecularPowerScale );
|
||||
float2 uv_SpecularMap = i.uv_texcoord * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
|
||||
half dotResult266_g847 = dot( normalize( (WorldNormalVector( i , normal282 )) ) , worldLight272_g847 );
|
||||
half translucencyWrap283_g847 = _Translucency;
|
||||
half lambertMask290_g847 = saturate( ( ( dotResult266_g847 * ( 1.0 - translucencyWrap283_g847 ) ) + translucencyWrap283_g847 ) );
|
||||
half temp_output_84_0_g848 = lambertMask290_g847;
|
||||
half4 temp_output_13_0_g848 = ( ( smoothstepResult22_g849 * pow( saturate( ( 1.0 - ( dotResult16_g849 * dotResult16_g849 ) ) ) , specularPower237_g847 ) ) * ( SAMPLE_TEXTURE2D( _SpecularMap, sampler_DiffuseMap, uv_SpecularMap ).g * _SpecularMultiplier ) * temp_output_84_0_g848 * _SpecularTint * alpha518 );
|
||||
float2 uv_BlendMap = i.uv_texcoord * _BlendMap_ST.xy + _BlendMap_ST.zw;
|
||||
half4 diffuseMap517 = tex2DNode19;
|
||||
half4 lerpResult41_g786 = lerp( float4( 1,1,1,0 ) , diffuseMap517 , _BaseColorStrength);
|
||||
float2 uv_RootMap = i.uv_texcoord * _RootMap_ST.xy + _RootMap_ST.zw;
|
||||
half root58 = SAMPLE_TEXTURE2D( _RootMap, sampler_DiffuseMap, uv_RootMap ).r;
|
||||
half temp_output_55_0_g786 = root58;
|
||||
half lerpResult50_g786 = lerp( temp_output_55_0_g786 , ( 1.0 - temp_output_55_0_g786 ) , _InvertRootMap);
|
||||
half4 lerpResult44_g786 = lerp( _RootColor , _EndColor , lerpResult50_g786);
|
||||
half lerpResult43_g786 = lerp( _RootColorStrength , _EndColorStrength , lerpResult50_g786);
|
||||
half4 lerpResult53_g786 = lerp( lerpResult41_g786 , lerpResult44_g786 , ( lerpResult43_g786 * _GlobalStrength ));
|
||||
half3 From8_g837 = _HighlightADistribution;
|
||||
half ID8_g837 = idMap383;
|
||||
half Fac8_g837 = _HighlightAStrength;
|
||||
half localThreePointDistribution8_g837 = ThreePointDistribution( From8_g837 , ID8_g837 , Fac8_g837 );
|
||||
half temp_output_24_0_g837 = root58;
|
||||
half lerpResult16_g837 = lerp( temp_output_24_0_g837 , ( 1.0 - temp_output_24_0_g837 ) , _HighlightAOverlapInvert);
|
||||
half4 lerpResult18_g837 = lerp( lerpResult53_g786 , _HighlightAColor , saturate( ( localThreePointDistribution8_g837 * ( 1.0 - ( _HighlightAOverlapEnd * lerpResult16_g837 ) ) * _HighlightBlend ) ));
|
||||
half3 From8_g838 = _HighlightBDistribution;
|
||||
half ID8_g838 = idMap383;
|
||||
half Fac8_g838 = _HighlightBStrength;
|
||||
half localThreePointDistribution8_g838 = ThreePointDistribution( From8_g838 , ID8_g838 , Fac8_g838 );
|
||||
half temp_output_24_0_g838 = root58;
|
||||
half lerpResult16_g838 = lerp( temp_output_24_0_g838 , ( 1.0 - temp_output_24_0_g838 ) , _HighlightBOverlapInvert);
|
||||
half4 lerpResult18_g838 = lerp( lerpResult18_g837 , _HighlightBColor , saturate( ( localThreePointDistribution8_g838 * ( 1.0 - ( _HighlightBOverlapEnd * lerpResult16_g838 ) ) * _HighlightBlend ) ));
|
||||
#ifdef BOOLEAN_ENABLECOLOR_ON
|
||||
half4 staticSwitch95 = lerpResult18_g838;
|
||||
#else
|
||||
half4 staticSwitch95 = diffuseMap517;
|
||||
#endif
|
||||
half4 blendOpSrc101 = SAMPLE_TEXTURE2D( _BlendMap, sampler_DiffuseMap, uv_BlendMap );
|
||||
half4 blendOpDest101 = ( _DiffuseStrength * staticSwitch95 );
|
||||
half4 lerpBlendMode101 = lerp(blendOpDest101,( blendOpSrc101 * blendOpDest101 ),_BlendStrength);
|
||||
half4 lerpResult112 = lerp( ( saturate( lerpBlendMode101 )) , _VertexBaseColor , ( ( 1.0 - i.vertexColor.r ) * _VertexColorStrength ));
|
||||
half4 baseColor331 = ( _DiffuseColor * lerpResult112 );
|
||||
half4 temp_output_42_0_g847 = baseColor331;
|
||||
half4 temp_output_32_0_g848 = temp_output_42_0_g847;
|
||||
half4 lerpResult36_g848 = lerp( temp_output_13_0_g848 , ( temp_output_13_0_g848 * temp_output_32_0_g848 ) , _SpecularMix);
|
||||
half3 temp_output_24_0_g848 = worldNormal86_g847;
|
||||
half dotResult82_g848 = dot( lightDIr80_g848 , temp_output_24_0_g848 );
|
||||
half temp_output_40_0_g848 = translucencyWrap283_g847;
|
||||
half dotResult54_g848 = dot( temp_output_24_0_g848 , viewDIr52_g848 );
|
||||
half dotResult57_g848 = dot( viewDIr52_g848 , lightDIr80_g848 );
|
||||
#if defined(LIGHTMAP_ON) && ( UNITY_VERSION < 560 || ( defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN) ) )//aselc
|
||||
half4 ase_lightColor = 0;
|
||||
#else //aselc
|
||||
half4 ase_lightColor = _LightColor0;
|
||||
#endif //aselc
|
||||
half lerpResult630 = lerp( 1.0 , tex2DNode115.g , _AOStrength);
|
||||
half ambientOcclusion570 = lerpResult630;
|
||||
half temp_output_161_0_g847 = ambientOcclusion570;
|
||||
half lerpResult183_g847 = lerp( 1.0 , temp_output_161_0_g847 , _AOOccludeAll);
|
||||
half4 temp_output_182_0_g847 = ( ( ( lerpResult36_g848 + ( ( saturate( ( ( dotResult82_g848 * ( 1.0 - temp_output_40_0_g848 ) ) + temp_output_40_0_g848 ) ) + ( pow( ( max( ( 1.0 - abs( dotResult54_g848 ) ) , 0.0 ) * max( ( 0.0 - dotResult57_g848 ) , 0.0 ) ) , _RimPower ) * _RimTransmissionIntensity * temp_output_84_0_g848 ) ) * temp_output_32_0_g848 ) ) * ase_lightColor * ase_lightAtten ) * lerpResult183_g847 );
|
||||
UnityGI gi53_g847 = gi;
|
||||
float3 diffNorm53_g847 = worldNormal86_g847;
|
||||
gi53_g847 = UnityGI_Base( data, 1, diffNorm53_g847 );
|
||||
half3 indirectDiffuse53_g847 = gi53_g847.indirect.diffuse + diffNorm53_g847 * 0.0001;
|
||||
#ifdef UNITY_PASS_FORWARDBASE
|
||||
half4 staticSwitch250_g847 = ( temp_output_182_0_g847 + ( half4( indirectDiffuse53_g847 , 0.0 ) * temp_output_42_0_g847 * temp_output_161_0_g847 ) );
|
||||
#else
|
||||
half4 staticSwitch250_g847 = temp_output_182_0_g847;
|
||||
#endif
|
||||
float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
|
||||
clip( alpha518 - _AlphaClip);
|
||||
c.rgb = ( staticSwitch250_g847 + ( SAMPLE_TEXTURE2D( _EmissionMap, sampler_EmissionMap, uv_EmissionMap ) * _EmissiveColor ) ).rgb;
|
||||
c.a = alpha518;
|
||||
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);
|
||||
}
|
||||
|
||||
ENDCG
|
||||
CGPROGRAM
|
||||
#pragma surface surf StandardCustomLighting keepalpha fullforwardshadows nometa
|
||||
|
||||
ENDCG
|
||||
Pass
|
||||
{
|
||||
Name "ShadowCaster"
|
||||
Tags{ "LightMode" = "ShadowCaster" }
|
||||
ZWrite On
|
||||
AlphaToMask Off
|
||||
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"
|
||||
sampler3D _DitherMaskLOD;
|
||||
struct v2f
|
||||
{
|
||||
V2F_SHADOW_CASTER;
|
||||
float2 customPack1 : TEXCOORD1;
|
||||
float4 tSpace0 : TEXCOORD2;
|
||||
float4 tSpace1 : TEXCOORD3;
|
||||
float4 tSpace2 : TEXCOORD4;
|
||||
half4 color : COLOR0;
|
||||
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 );
|
||||
Input customInputData;
|
||||
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
|
||||
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
|
||||
half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
|
||||
half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
|
||||
half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
|
||||
o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
|
||||
o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
|
||||
o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
|
||||
o.customPack1.xy = customInputData.uv_texcoord;
|
||||
o.customPack1.xy = v.texcoord;
|
||||
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
|
||||
o.color = v.color;
|
||||
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 );
|
||||
surfIN.uv_texcoord = IN.customPack1.xy;
|
||||
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
|
||||
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
|
||||
surfIN.worldPos = worldPos;
|
||||
surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
|
||||
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
|
||||
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
|
||||
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
|
||||
surfIN.vertexColor = IN.color;
|
||||
SurfaceOutputCustomLightingCustom o;
|
||||
UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o )
|
||||
surf( surfIN, o );
|
||||
UnityGI gi;
|
||||
UNITY_INITIALIZE_OUTPUT( UnityGI, gi );
|
||||
o.Alpha = LightingStandardCustomLighting( o, worldViewDir, gi ).a;
|
||||
#if defined( CAN_SKIP_VPOS )
|
||||
float2 vpos = IN.pos;
|
||||
#endif
|
||||
half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
|
||||
clip( alphaRef - 0.01 );
|
||||
SHADOW_CASTER_FRAGMENT( IN )
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=19108
|
||||
Node;AmplifyShaderEditor.CommentaryNode;25;-5721.536,873.5989;Inherit;False;1176.518;561.6434;;8;518;517;23;22;24;21;20;19;Diffuse & Alpha;0.5235849,1,0.631946,1;0;0
|
||||
Node;AmplifyShaderEditor.CommentaryNode;512;-5718.366,1661.348;Inherit;False;696.6748;494.7862;;4;26;58;383;50;Maps;0.504717,0.9903985,1,1;0;0
|
||||
Node;AmplifyShaderEditor.SamplerNode;19;-5671.535,923.5991;Inherit;True;Property;_DiffuseMap;Diffuse Map;1;0;Create;True;0;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
|
||||
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WireConnection;635;24;509;0
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WireConnection;635;25;92;0
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WireConnection;619;0;521;0
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WireConnection;597;13;621;0
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ASEEND*/
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//CHKSM=A0F7A756DC3B813C2C6FFBE8B3A0706A63EBB1EE
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@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: 85db663ae4bdff24f83f07a8e3d9af48
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,266 @@
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// Made with Amplify Shader Editor v1.9.1.8
|
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Reallusion/Amplify/Amplify Lit AlphaBlend DblSided 3D"
|
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{
|
||||
Properties
|
||||
{
|
||||
_MainTex("Main Tex", 2D) = "white" {}
|
||||
_Color("Color", Color) = (1,1,1,0)
|
||||
_MetallicGlossMap("Metallic Gloss Map", 2D) = "white" {}
|
||||
_Metallic("Metallic", Range( 0 , 1)) = 0
|
||||
_GlossMapScale("Gloss Map Scale", Range( 0 , 1)) = 1
|
||||
_BumpMap("Bump Map", 2D) = "bump" {}
|
||||
_BumpScale("Bump Scale", Range( 0 , 2)) = 1
|
||||
_OcclusionMap("Occlusion Map", 2D) = "white" {}
|
||||
_OcclusionStrength("Occlusion Strength", Range( 0 , 1)) = 1
|
||||
_EmissionMap("Emission Map", 2D) = "black" {}
|
||||
[HDR]_EmissionColor("Emission Color", Color) = (0,0,0,0)
|
||||
_DetailMask("Detail Mask", 2D) = "white" {}
|
||||
_DetailNormalMap("Detail Normal Map", 2D) = "bump" {}
|
||||
_DetailNormalMapScale("Detail Normal Map Scale", Range( 0 , 2)) = 1
|
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
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[Header(Forward Rendering Options)]
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[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
|
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[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0
|
||||
}
|
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|
||||
SubShader
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{
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||||
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
|
||||
Cull Off
|
||||
CGINCLUDE
|
||||
#include "UnityStandardUtils.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#pragma target 3.0
|
||||
#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature _GLOSSYREFLECTIONS_OFF
|
||||
#define ASE_USING_SAMPLING_MACROS 1
|
||||
#if defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (defined(SHADER_TARGET_SURFACE_ANALYSIS) && !defined(SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER))//ASE Sampler Macros
|
||||
#define SAMPLE_TEXTURE2D(tex,samplerTex,coord) tex.Sample(samplerTex,coord)
|
||||
#else//ASE Sampling Macros
|
||||
#define SAMPLE_TEXTURE2D(tex,samplerTex,coord) tex2D(tex,coord)
|
||||
#endif//ASE Sampling Macros
|
||||
|
||||
struct Input
|
||||
{
|
||||
float2 uv_texcoord;
|
||||
};
|
||||
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_BumpMap);
|
||||
uniform half4 _BumpMap_ST;
|
||||
SamplerState sampler_BumpMap;
|
||||
uniform half _BumpScale;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_DetailNormalMap);
|
||||
uniform half4 _DetailNormalMap_ST;
|
||||
SamplerState sampler_DetailNormalMap;
|
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uniform half _DetailNormalMapScale;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_DetailMask);
|
||||
uniform half4 _DetailMask_ST;
|
||||
SamplerState sampler_DetailMask;
|
||||
uniform half4 _Color;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_MainTex);
|
||||
uniform half4 _MainTex_ST;
|
||||
SamplerState sampler_MainTex;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_EmissionMap);
|
||||
uniform half4 _EmissionMap_ST;
|
||||
SamplerState sampler_EmissionMap;
|
||||
uniform half4 _EmissionColor;
|
||||
uniform half _Metallic;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_MetallicGlossMap);
|
||||
uniform half4 _MetallicGlossMap_ST;
|
||||
SamplerState sampler_MetallicGlossMap;
|
||||
uniform half _GlossMapScale;
|
||||
uniform half _OcclusionStrength;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_OcclusionMap);
|
||||
uniform half4 _OcclusionMap_ST;
|
||||
SamplerState sampler_OcclusionMap;
|
||||
|
||||
void surf( Input i , inout SurfaceOutputStandard o )
|
||||
{
|
||||
float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw;
|
||||
float2 uv_DetailNormalMap = i.uv_texcoord * _DetailNormalMap_ST.xy + _DetailNormalMap_ST.zw;
|
||||
float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw;
|
||||
o.Normal = BlendNormals( UnpackScaleNormal( SAMPLE_TEXTURE2D( _BumpMap, sampler_BumpMap, uv_BumpMap ), _BumpScale ) , UnpackScaleNormal( SAMPLE_TEXTURE2D( _DetailNormalMap, sampler_DetailNormalMap, uv_DetailNormalMap ), ( _DetailNormalMapScale * SAMPLE_TEXTURE2D( _DetailMask, sampler_DetailMask, uv_DetailMask ).g ) ) );
|
||||
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
half4 tex2DNode145 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, uv_MainTex );
|
||||
half4 baseColor200 = ( _Color * tex2DNode145 );
|
||||
o.Albedo = baseColor200.rgb;
|
||||
float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
|
||||
o.Emission = ( SAMPLE_TEXTURE2D( _EmissionMap, sampler_EmissionMap, uv_EmissionMap ) * _EmissionColor ).rgb;
|
||||
float2 uv_MetallicGlossMap = i.uv_texcoord * _MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw;
|
||||
half4 tex2DNode150 = SAMPLE_TEXTURE2D( _MetallicGlossMap, sampler_MetallicGlossMap, uv_MetallicGlossMap );
|
||||
o.Metallic = ( _Metallic * tex2DNode150.g );
|
||||
o.Smoothness = ( tex2DNode150.a * _GlossMapScale );
|
||||
float2 uv_OcclusionMap = i.uv_texcoord * _OcclusionMap_ST.xy + _OcclusionMap_ST.zw;
|
||||
o.Occlusion = ( 1.0 - ( _OcclusionStrength * ( 1.0 - SAMPLE_TEXTURE2D( _OcclusionMap, sampler_OcclusionMap, uv_OcclusionMap ).g ) ) );
|
||||
o.Alpha = ( _Color.a * tex2DNode145.a );
|
||||
}
|
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|
||||
ENDCG
|
||||
CGPROGRAM
|
||||
#pragma surface surf Standard alpha:fade keepalpha fullforwardshadows
|
||||
|
||||
ENDCG
|
||||
Pass
|
||||
{
|
||||
Name "ShadowCaster"
|
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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"
|
||||
sampler3D _DitherMaskLOD;
|
||||
struct v2f
|
||||
{
|
||||
V2F_SHADOW_CASTER;
|
||||
float2 customPack1 : TEXCOORD1;
|
||||
float3 worldPos : TEXCOORD2;
|
||||
float4 tSpace0 : TEXCOORD3;
|
||||
float4 tSpace1 : TEXCOORD4;
|
||||
float4 tSpace2 : TEXCOORD5;
|
||||
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 );
|
||||
Input customInputData;
|
||||
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
|
||||
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
|
||||
half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
|
||||
half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
|
||||
half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
|
||||
o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
|
||||
o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
|
||||
o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
|
||||
o.customPack1.xy = customInputData.uv_texcoord;
|
||||
o.customPack1.xy = v.texcoord;
|
||||
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 );
|
||||
surfIN.uv_texcoord = IN.customPack1.xy;
|
||||
float3 worldPos = IN.worldPos;
|
||||
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
|
||||
SurfaceOutputStandard o;
|
||||
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
|
||||
surf( surfIN, o );
|
||||
#if defined( CAN_SKIP_VPOS )
|
||||
float2 vpos = IN.pos;
|
||||
#endif
|
||||
half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
|
||||
clip( alphaRef - 0.01 );
|
||||
SHADOW_CASTER_FRAGMENT( IN )
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
}
|
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ASEEND*/
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// Made with Amplify Shader Editor v1.9.1.8
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "Reallusion/Amplify/RL_TeethShader_3D"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_DiffuseMap("Diffuse Map", 2D) = "white" {}
|
||||
_GumsSaturation("Gums Saturation", Range( 0 , 2)) = 0.88
|
||||
_GumsBrightness("Gums Brightness", Range( 0 , 2)) = 1
|
||||
_TeethSaturation("Teeth Saturation", Range( 0 , 2)) = 0.88
|
||||
_TeethBrightness("Teeth Brightness", Range( 0 , 2)) = 1
|
||||
_GumsSSS("Gums Subsurface Scatter", Range( 0 , 1)) = 1
|
||||
_TeethSSS("Teeth Subsurface Scatter", Range( 0 , 1)) = 0.5
|
||||
_SubsurfaceFalloff("Subsurface Falloff", Color) = (0.6509804,0.4823529,0.3960784,0)
|
||||
[Header(Translucency)]
|
||||
_Translucency("Strength", Range( 0 , 50)) = 1
|
||||
_TransNormalDistortion("Normal Distortion", Range( 0 , 1)) = 0.1
|
||||
_TransScattering("Scaterring Falloff", Range( 1 , 50)) = 2
|
||||
_TransDirect("Direct", Range( 0 , 1)) = 1
|
||||
_TransAmbient("Ambient", Range( 0 , 1)) = 0.2
|
||||
_TransShadow("Shadow", Range( 0 , 1)) = 0.9
|
||||
_GumsThickness("Gums Thickness", Range( 0 , 1)) = 0.75
|
||||
_TeethThickness("Teeth Thickness", Range( 0 , 1)) = 0.75
|
||||
_MaskMap("Mask Map", 2D) = "black" {}
|
||||
_AOStrength("Ambient Occlusion Strength", Range( 0 , 1)) = 1
|
||||
_SmoothnessPower("Smoothness Power", Range( 0.25 , 2)) = 0.5
|
||||
_SmoothnessFront("Smoothness Front", Range( 0 , 1)) = 0
|
||||
_SmoothnessRear("Smoothness Rear", Range( 0 , 1)) = 0
|
||||
_SmoothnessMax("Smoothness Max", Range( 0 , 1)) = 0.88
|
||||
_NormalMap("Normal Map", 2D) = "bump" {}
|
||||
_NormalStrength("Normal Strength", Range( 0 , 2)) = 1
|
||||
_MicroNormalMap("Micro Normal Map", 2D) = "bump" {}
|
||||
_MicroNormalStrength("Micro Normal Strength", Range( 0 , 1)) = 0.5
|
||||
_MicroNormalTiling("Micro Normal Tiling", Range( 0 , 10)) = 4
|
||||
_EmissionMap("Emission Map", 2D) = "white" {}
|
||||
_EmissiveColor("Emissive Color", Color) = (0,0,0,0)
|
||||
[Toggle]_IsUpperTeeth("Is Upper Teeth", Range( 0 , 1)) = 1
|
||||
_GumsMaskMap("Gums Mask Map", 2D) = "white" {}
|
||||
_GradientAOMap("Gradient AO Map", 2D) = "white" {}
|
||||
_FrontAO("Front AO", Range( 0 , 1.5)) = 1
|
||||
_RearAO("Rear AO", Range( 0 , 1.5)) = 0
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
|
||||
Cull Back
|
||||
CGPROGRAM
|
||||
#include "UnityStandardUtils.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#pragma target 3.0
|
||||
#pragma surface surf StandardCustom keepalpha addshadow fullforwardshadows exclude_path:deferred
|
||||
struct Input
|
||||
{
|
||||
float2 uv_texcoord;
|
||||
};
|
||||
|
||||
struct SurfaceOutputStandardCustom
|
||||
{
|
||||
half3 Albedo;
|
||||
half3 Normal;
|
||||
half3 Emission;
|
||||
half Metallic;
|
||||
half Smoothness;
|
||||
half Occlusion;
|
||||
half Alpha;
|
||||
half3 Transmission;
|
||||
half3 Translucency;
|
||||
};
|
||||
|
||||
uniform sampler2D _NormalMap;
|
||||
uniform half4 _NormalMap_ST;
|
||||
uniform half _NormalStrength;
|
||||
uniform sampler2D _MicroNormalMap;
|
||||
uniform half _MicroNormalTiling;
|
||||
uniform half _MicroNormalStrength;
|
||||
uniform half _RearAO;
|
||||
uniform sampler2D _DiffuseMap;
|
||||
uniform half4 _DiffuseMap_ST;
|
||||
uniform half _GumsSaturation;
|
||||
uniform half _GumsBrightness;
|
||||
uniform half _TeethSaturation;
|
||||
uniform half _TeethBrightness;
|
||||
uniform sampler2D _GumsMaskMap;
|
||||
uniform half4 _GumsMaskMap_ST;
|
||||
uniform half _FrontAO;
|
||||
uniform sampler2D _GradientAOMap;
|
||||
uniform half4 _GradientAOMap_ST;
|
||||
uniform half _IsUpperTeeth;
|
||||
uniform sampler2D _EmissionMap;
|
||||
uniform half4 _EmissionMap_ST;
|
||||
uniform half4 _EmissiveColor;
|
||||
uniform sampler2D _MaskMap;
|
||||
uniform half4 _MaskMap_ST;
|
||||
uniform half _SmoothnessRear;
|
||||
uniform half _SmoothnessFront;
|
||||
uniform half _SmoothnessMax;
|
||||
uniform half _SmoothnessPower;
|
||||
uniform half _AOStrength;
|
||||
uniform half _GumsThickness;
|
||||
uniform half _TeethThickness;
|
||||
uniform half4 _SubsurfaceFalloff;
|
||||
uniform half _Translucency;
|
||||
uniform half _TransNormalDistortion;
|
||||
uniform half _TransScattering;
|
||||
uniform half _TransDirect;
|
||||
uniform half _TransAmbient;
|
||||
uniform half _TransShadow;
|
||||
uniform half _GumsSSS;
|
||||
uniform half _TeethSSS;
|
||||
|
||||
|
||||
half3 HSVToRGB( half3 c )
|
||||
{
|
||||
half4 K = half4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
|
||||
half3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
|
||||
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
|
||||
}
|
||||
|
||||
|
||||
half3 RGBToHSV(half3 c)
|
||||
{
|
||||
half4 K = half4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
||||
half4 p = lerp( half4( c.bg, K.wz ), half4( c.gb, K.xy ), step( c.b, c.g ) );
|
||||
half4 q = lerp( half4( p.xyw, c.r ), half4( c.r, p.yzx ), step( p.x, c.r ) );
|
||||
half d = q.x - min( q.w, q.y );
|
||||
half e = 1.0e-10;
|
||||
return half3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
|
||||
}
|
||||
|
||||
inline half4 LightingStandardCustom(SurfaceOutputStandardCustom s, half3 viewDir, UnityGI gi )
|
||||
{
|
||||
#if !defined(DIRECTIONAL)
|
||||
float3 lightAtten = gi.light.color;
|
||||
#else
|
||||
float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, _TransShadow );
|
||||
#endif
|
||||
half3 lightDir = gi.light.dir + s.Normal * _TransNormalDistortion;
|
||||
half transVdotL = pow( saturate( dot( viewDir, -lightDir ) ), _TransScattering );
|
||||
half3 translucency = lightAtten * (transVdotL * _TransDirect + gi.indirect.diffuse * _TransAmbient) * s.Translucency;
|
||||
half4 c = half4( s.Albedo * translucency * _Translucency, 0 );
|
||||
|
||||
half3 transmission = max(0 , -dot(s.Normal, gi.light.dir)) * gi.light.color * s.Transmission;
|
||||
half4 d = half4(s.Albedo * transmission , 0);
|
||||
|
||||
SurfaceOutputStandard r;
|
||||
r.Albedo = s.Albedo;
|
||||
r.Normal = s.Normal;
|
||||
r.Emission = s.Emission;
|
||||
r.Metallic = s.Metallic;
|
||||
r.Smoothness = s.Smoothness;
|
||||
r.Occlusion = s.Occlusion;
|
||||
r.Alpha = s.Alpha;
|
||||
return LightingStandard (r, viewDir, gi) + c + d;
|
||||
}
|
||||
|
||||
inline void LightingStandardCustom_GI(SurfaceOutputStandardCustom s, UnityGIInput data, inout UnityGI gi )
|
||||
{
|
||||
#if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS
|
||||
gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal);
|
||||
#else
|
||||
UNITY_GLOSSY_ENV_FROM_SURFACE( g, s, data );
|
||||
gi = UnityGlobalIllumination( data, s.Occlusion, s.Normal, g );
|
||||
#endif
|
||||
}
|
||||
|
||||
void surf( Input i , inout SurfaceOutputStandardCustom o )
|
||||
{
|
||||
float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw;
|
||||
half2 temp_cast_0 = (_MicroNormalTiling).xx;
|
||||
float2 uv_TexCoord77 = i.uv_texcoord * temp_cast_0;
|
||||
o.Normal = BlendNormals( UnpackScaleNormal( tex2D( _NormalMap, uv_NormalMap ), _NormalStrength ) , UnpackScaleNormal( tex2D( _MicroNormalMap, uv_TexCoord77 ), _MicroNormalStrength ) );
|
||||
float2 uv_DiffuseMap = i.uv_texcoord * _DiffuseMap_ST.xy + _DiffuseMap_ST.zw;
|
||||
half4 tex2DNode32 = tex2D( _DiffuseMap, uv_DiffuseMap );
|
||||
half3 hsvTorgb33 = RGBToHSV( tex2DNode32.rgb );
|
||||
half3 hsvTorgb36 = HSVToRGB( half3(hsvTorgb33.x,( _GumsSaturation * hsvTorgb33.y ),( hsvTorgb33.z * _GumsBrightness )) );
|
||||
half3 hsvTorgb96 = RGBToHSV( tex2DNode32.rgb );
|
||||
half3 hsvTorgb99 = HSVToRGB( half3(hsvTorgb96.x,( _TeethSaturation * hsvTorgb96.y ),( hsvTorgb96.z * _TeethBrightness )) );
|
||||
float2 uv_GumsMaskMap = i.uv_texcoord * _GumsMaskMap_ST.xy + _GumsMaskMap_ST.zw;
|
||||
half4 tex2DNode103 = tex2D( _GumsMaskMap, uv_GumsMaskMap );
|
||||
half3 lerpResult101 = lerp( hsvTorgb36 , hsvTorgb99 , tex2DNode103.g);
|
||||
float2 uv_GradientAOMap = i.uv_texcoord * _GradientAOMap_ST.xy + _GradientAOMap_ST.zw;
|
||||
half4 tex2DNode31 = tex2D( _GradientAOMap, uv_GradientAOMap );
|
||||
half lerpResult132 = lerp( tex2DNode31.r , tex2DNode31.g , _IsUpperTeeth);
|
||||
half3 lerpResult40 = lerp( ( _RearAO * lerpResult101 ) , ( lerpResult101 * _FrontAO ) , lerpResult132);
|
||||
o.Albedo = lerpResult40;
|
||||
float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
|
||||
o.Emission = ( tex2D( _EmissionMap, uv_EmissionMap ) * _EmissiveColor ).rgb;
|
||||
float2 uv_MaskMap = i.uv_texcoord * _MaskMap_ST.xy + _MaskMap_ST.zw;
|
||||
half4 tex2DNode52 = tex2D( _MaskMap, uv_MaskMap );
|
||||
o.Metallic = tex2DNode52.r;
|
||||
half lerpResult58 = lerp( _SmoothnessFront , _SmoothnessMax , tex2DNode52.a);
|
||||
half lerpResult60 = lerp( _SmoothnessRear , lerpResult58 , lerpResult132);
|
||||
o.Smoothness = pow( saturate( lerpResult60 ) , _SmoothnessPower );
|
||||
o.Occlusion = ( 1.0 - ( _AOStrength * ( 1.0 - tex2DNode52.g ) ) );
|
||||
half lerpResult112 = lerp( _GumsThickness , _TeethThickness , tex2DNode103.g);
|
||||
half3 baseColor155 = lerpResult40;
|
||||
half4 temp_output_156_0 = ( _SubsurfaceFalloff * half4( baseColor155 , 0.0 ) );
|
||||
o.Transmission = ( lerpResult112 * temp_output_156_0 ).rgb;
|
||||
half lerpResult113 = lerp( _GumsSSS , _TeethSSS , tex2DNode103.g);
|
||||
o.Translucency = ( lerpResult113 * 0.5 * temp_output_156_0 ).rgb;
|
||||
o.Alpha = 1;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
}
|
||||
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ASEEND*/
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//CHKSM=399CA6A33F6547EBE203C5964E7A0766901168A7
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@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: ec7182a4faee9c3458df8c89ebf9859c
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,363 @@
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// Made with Amplify Shader Editor v1.9.1.8
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Reallusion/Amplify/RL_TongueShader_3D"
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{
|
||||
Properties
|
||||
{
|
||||
_DiffuseMap("Diffuse Map", 2D) = "white" {}
|
||||
_TongueSaturation("Tongue Saturation", Range( 0 , 2)) = 0.88
|
||||
_TongueBrightness("Tongue Brightness", Range( 0 , 2)) = 1
|
||||
_TongueSSS("Tongue Subsurface Scatter", Range( 0 , 1)) = 1
|
||||
_TongueThickness("Tongue Thickness", Range( 0 , 1)) = 0.75
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_SubsurfaceFalloff("Subsurface Falloff", Color) = (1,0.6163554,0.4858491,0)
|
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[Header(Translucency)]
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_Translucency("Strength", Range( 0 , 50)) = 1
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_TransNormalDistortion("Normal Distortion", Range( 0 , 1)) = 0.1
|
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_TransScattering("Scaterring Falloff", Range( 1 , 50)) = 2
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_TransDirect("Direct", Range( 0 , 1)) = 1
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_TransAmbient("Ambient", Range( 0 , 1)) = 0.2
|
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_TransShadow("Shadow", Range( 0 , 1)) = 0.9
|
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_MaskMap("Mask Map", 2D) = "black" {}
|
||||
_AOStrength("Ambient Occlusion Strength", Range( 0 , 1)) = 1
|
||||
_SmoothnessPower("Smoothness Power", Range( 0.25 , 2)) = 0.5
|
||||
_SmoothnessFront("Smoothness Front", Range( 0 , 1)) = 0
|
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_SmoothnessRear("Smoothness Rear", Range( 0 , 1)) = 0
|
||||
_SmoothnessMax("Smoothness Max", Range( 0 , 1)) = 0.88
|
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_NormalMap("Normal Map", 2D) = "bump" {}
|
||||
_NormalStrength("Normal Strength", Range( 0 , 2)) = 1
|
||||
_MicroNormalMap("Micro Normal Map", 2D) = "bump" {}
|
||||
_MicroNormalStrength("Micro Normal Strength", Range( 0 , 1)) = 0.5
|
||||
_MicroNormalTiling("Micro Normal Tiling", Range( 0 , 10)) = 4
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_EmissionMap("Emission Map", 2D) = "white" {}
|
||||
_EmissiveColor("Emissive Color", Color) = (0,0,0,0)
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_GradientAOMap("Gradient AO Map", 2D) = "white" {}
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_FrontAO("Front AO", Range( 0 , 1.5)) = 1
|
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_RearAO("Rear AO", Range( 0 , 1.5)) = 0
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
|
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
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Cull Back
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CGPROGRAM
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#include "UnityStandardUtils.cginc"
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#include "UnityPBSLighting.cginc"
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#pragma target 3.0
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#define ASE_USING_SAMPLING_MACROS 1
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#if defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (defined(SHADER_TARGET_SURFACE_ANALYSIS) && !defined(SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER))//ASE Sampler Macros
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#define SAMPLE_TEXTURE2D(tex,samplerTex,coord) tex.Sample(samplerTex,coord)
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#else//ASE Sampling Macros
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||||
#define SAMPLE_TEXTURE2D(tex,samplerTex,coord) tex2D(tex,coord)
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#endif//ASE Sampling Macros
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|
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#pragma surface surf StandardCustom keepalpha addshadow fullforwardshadows exclude_path:deferred
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struct Input
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{
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float2 uv_texcoord;
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};
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|
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struct SurfaceOutputStandardCustom
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{
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half3 Albedo;
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half3 Normal;
|
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half3 Emission;
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half Metallic;
|
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half Smoothness;
|
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half Occlusion;
|
||||
half Alpha;
|
||||
half3 Transmission;
|
||||
half3 Translucency;
|
||||
};
|
||||
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_NormalMap);
|
||||
uniform half4 _NormalMap_ST;
|
||||
SamplerState sampler_NormalMap;
|
||||
uniform half _NormalStrength;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_MicroNormalMap);
|
||||
uniform half _MicroNormalTiling;
|
||||
SamplerState sampler_MicroNormalMap;
|
||||
uniform half _MicroNormalStrength;
|
||||
uniform half _RearAO;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_DiffuseMap);
|
||||
uniform half4 _DiffuseMap_ST;
|
||||
SamplerState sampler_DiffuseMap;
|
||||
uniform half _TongueSaturation;
|
||||
uniform half _TongueBrightness;
|
||||
uniform half _FrontAO;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_GradientAOMap);
|
||||
uniform half4 _GradientAOMap_ST;
|
||||
SamplerState sampler_GradientAOMap;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_EmissionMap);
|
||||
uniform half4 _EmissionMap_ST;
|
||||
SamplerState sampler_EmissionMap;
|
||||
uniform half4 _EmissiveColor;
|
||||
UNITY_DECLARE_TEX2D_NOSAMPLER(_MaskMap);
|
||||
uniform half4 _MaskMap_ST;
|
||||
SamplerState sampler_MaskMap;
|
||||
uniform half _SmoothnessRear;
|
||||
uniform half _SmoothnessFront;
|
||||
uniform half _SmoothnessMax;
|
||||
uniform half _SmoothnessPower;
|
||||
uniform half _AOStrength;
|
||||
uniform half _TongueThickness;
|
||||
uniform half4 _SubsurfaceFalloff;
|
||||
uniform half _Translucency;
|
||||
uniform half _TransNormalDistortion;
|
||||
uniform half _TransScattering;
|
||||
uniform half _TransDirect;
|
||||
uniform half _TransAmbient;
|
||||
uniform half _TransShadow;
|
||||
uniform half _TongueSSS;
|
||||
|
||||
|
||||
half3 HSVToRGB( half3 c )
|
||||
{
|
||||
half4 K = half4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
|
||||
half3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
|
||||
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
|
||||
}
|
||||
|
||||
|
||||
half3 RGBToHSV(half3 c)
|
||||
{
|
||||
half4 K = half4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
||||
half4 p = lerp( half4( c.bg, K.wz ), half4( c.gb, K.xy ), step( c.b, c.g ) );
|
||||
half4 q = lerp( half4( p.xyw, c.r ), half4( c.r, p.yzx ), step( p.x, c.r ) );
|
||||
half d = q.x - min( q.w, q.y );
|
||||
half e = 1.0e-10;
|
||||
return half3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
|
||||
}
|
||||
|
||||
inline half4 LightingStandardCustom(SurfaceOutputStandardCustom s, half3 viewDir, UnityGI gi )
|
||||
{
|
||||
#if !defined(DIRECTIONAL)
|
||||
float3 lightAtten = gi.light.color;
|
||||
#else
|
||||
float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, _TransShadow );
|
||||
#endif
|
||||
half3 lightDir = gi.light.dir + s.Normal * _TransNormalDistortion;
|
||||
half transVdotL = pow( saturate( dot( viewDir, -lightDir ) ), _TransScattering );
|
||||
half3 translucency = lightAtten * (transVdotL * _TransDirect + gi.indirect.diffuse * _TransAmbient) * s.Translucency;
|
||||
half4 c = half4( s.Albedo * translucency * _Translucency, 0 );
|
||||
|
||||
half3 transmission = max(0 , -dot(s.Normal, gi.light.dir)) * gi.light.color * s.Transmission;
|
||||
half4 d = half4(s.Albedo * transmission , 0);
|
||||
|
||||
SurfaceOutputStandard r;
|
||||
r.Albedo = s.Albedo;
|
||||
r.Normal = s.Normal;
|
||||
r.Emission = s.Emission;
|
||||
r.Metallic = s.Metallic;
|
||||
r.Smoothness = s.Smoothness;
|
||||
r.Occlusion = s.Occlusion;
|
||||
r.Alpha = s.Alpha;
|
||||
return LightingStandard (r, viewDir, gi) + c + d;
|
||||
}
|
||||
|
||||
inline void LightingStandardCustom_GI(SurfaceOutputStandardCustom s, UnityGIInput data, inout UnityGI gi )
|
||||
{
|
||||
#if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS
|
||||
gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal);
|
||||
#else
|
||||
UNITY_GLOSSY_ENV_FROM_SURFACE( g, s, data );
|
||||
gi = UnityGlobalIllumination( data, s.Occlusion, s.Normal, g );
|
||||
#endif
|
||||
}
|
||||
|
||||
void surf( Input i , inout SurfaceOutputStandardCustom o )
|
||||
{
|
||||
float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw;
|
||||
half2 temp_cast_0 = (_MicroNormalTiling).xx;
|
||||
float2 uv_TexCoord77 = i.uv_texcoord * temp_cast_0;
|
||||
o.Normal = BlendNormals( UnpackScaleNormal( SAMPLE_TEXTURE2D( _NormalMap, sampler_NormalMap, uv_NormalMap ), _NormalStrength ) , UnpackScaleNormal( SAMPLE_TEXTURE2D( _MicroNormalMap, sampler_MicroNormalMap, uv_TexCoord77 ), _MicroNormalStrength ) );
|
||||
float2 uv_DiffuseMap = i.uv_texcoord * _DiffuseMap_ST.xy + _DiffuseMap_ST.zw;
|
||||
half3 hsvTorgb33 = RGBToHSV( SAMPLE_TEXTURE2D( _DiffuseMap, sampler_DiffuseMap, uv_DiffuseMap ).rgb );
|
||||
half3 hsvTorgb36 = HSVToRGB( half3(hsvTorgb33.x,( _TongueSaturation * hsvTorgb33.y ),( hsvTorgb33.z * _TongueBrightness )) );
|
||||
float2 uv_GradientAOMap = i.uv_texcoord * _GradientAOMap_ST.xy + _GradientAOMap_ST.zw;
|
||||
half4 tex2DNode31 = SAMPLE_TEXTURE2D( _GradientAOMap, sampler_GradientAOMap, uv_GradientAOMap );
|
||||
half3 lerpResult40 = lerp( ( _RearAO * hsvTorgb36 ) , ( hsvTorgb36 * _FrontAO ) , tex2DNode31.b);
|
||||
o.Albedo = lerpResult40;
|
||||
float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
|
||||
o.Emission = ( SAMPLE_TEXTURE2D( _EmissionMap, sampler_EmissionMap, uv_EmissionMap ) * _EmissiveColor ).rgb;
|
||||
float2 uv_MaskMap = i.uv_texcoord * _MaskMap_ST.xy + _MaskMap_ST.zw;
|
||||
half4 tex2DNode52 = SAMPLE_TEXTURE2D( _MaskMap, sampler_MaskMap, uv_MaskMap );
|
||||
o.Metallic = tex2DNode52.r;
|
||||
half lerpResult58 = lerp( _SmoothnessFront , _SmoothnessMax , tex2DNode52.a);
|
||||
half lerpResult60 = lerp( _SmoothnessRear , lerpResult58 , tex2DNode31.b);
|
||||
o.Smoothness = pow( saturate( lerpResult60 ) , _SmoothnessPower );
|
||||
o.Occlusion = ( 1.0 - ( _AOStrength * ( 1.0 - tex2DNode52.g ) ) );
|
||||
half3 baseColor101 = lerpResult40;
|
||||
half4 temp_output_103_0 = ( _SubsurfaceFalloff * half4( baseColor101 , 0.0 ) );
|
||||
o.Transmission = ( _TongueThickness * temp_output_103_0 ).rgb;
|
||||
o.Translucency = ( _TongueSSS * 0.5 * temp_output_103_0 ).rgb;
|
||||
o.Alpha = 1;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
}
|
||||
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WireConnection;33;0;32;0
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WireConnection;31;0;12;0
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WireConnection;34;1;33;2
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WireConnection;37;0;33;1
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WireConnection;35;0;33;3
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WireConnection;35;1;22;0
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WireConnection;52;0;9;0
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WireConnection;42;0;31;3
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WireConnection;36;0;37;0
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WireConnection;36;1;34;0
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WireConnection;36;2;35;0
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WireConnection;38;0;24;0
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WireConnection;38;1;36;0
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WireConnection;41;0;42;0
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WireConnection;39;0;36;0
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WireConnection;39;1;23;0
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WireConnection;95;0;52;4
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WireConnection;62;0;31;3
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WireConnection;40;0;38;0
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WireConnection;40;1;39;0
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WireConnection;40;2;41;0
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WireConnection;71;0;62;0
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WireConnection;81;0;95;0
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WireConnection;80;0;52;2
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WireConnection;61;0;71;0
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WireConnection;64;0;80;0
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WireConnection;58;0;19;0
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WireConnection;58;1;20;0
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WireConnection;58;2;81;0
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WireConnection;101;0;40;0
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WireConnection;77;0;15;0
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WireConnection;53;0;64;0
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WireConnection;60;0;18;0
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WireConnection;60;1;58;0
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WireConnection;60;2;61;0
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WireConnection;54;0;16;0
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WireConnection;54;1;53;0
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WireConnection;103;0;30;0
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WireConnection;103;1;102;0
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WireConnection;96;0;60;0
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WireConnection;76;0;11;0
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WireConnection;76;1;77;0
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WireConnection;76;5;14;0
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WireConnection;48;0;28;0
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WireConnection;75;0;10;0
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WireConnection;75;5;13;0
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WireConnection;99;0;52;1
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WireConnection;78;0;75;0
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WireConnection;78;1;76;0
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WireConnection;55;0;54;0
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WireConnection;63;0;96;0
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WireConnection;63;1;17;0
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WireConnection;49;0;48;0
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WireConnection;49;1;29;0
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WireConnection;98;0;99;0
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WireConnection;47;0;25;0
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WireConnection;47;1;105;0
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WireConnection;47;2;103;0
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WireConnection;104;0;26;0
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WireConnection;104;1;103;0
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WireConnection;108;0;40;0
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WireConnection;113;0;104;0
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WireConnection;112;0;55;0
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WireConnection;111;0;63;0
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WireConnection;109;0;98;0
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WireConnection;114;0;47;0
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WireConnection;106;0;49;0
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WireConnection;107;0;78;0
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WireConnection;97;0;108;0
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WireConnection;97;1;107;0
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WireConnection;97;2;106;0
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WireConnection;97;3;109;0
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WireConnection;97;4;111;0
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WireConnection;97;5;112;0
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WireConnection;97;6;113;0
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WireConnection;97;7;114;0
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ASEEND*/
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//CHKSM=812D4B6D8CD3A5BE4ED41ADAEC9E8A94DEDE968C
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fileFormatVersion: 2
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guid: d66c1dff24a0084489f8404ed98a6823
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,131 @@
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Shader "Reallusion/RL_EyeOcclusionShader_3D"
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||||
{
|
||||
Properties
|
||||
{
|
||||
_OcclusionColor("Occlusion Color", Color) = (0.3294118,0.09411765,0.05490196,1)
|
||||
_OcclusionStrength("Occlusion Strength", Range(0,2)) = 0.2
|
||||
_OcclusionPower("Occlusion Power", Range(0.1,4)) = 1.5
|
||||
_TopMin("Top Min", Range(0,1)) = 0.1
|
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_TopMax("Top Max", Range(0,1)) = 1
|
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_TopCurve("Top Curve", Range(0,2)) = 1.287
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_BottomMin("Bottom Min", Range(0,1)) = 0.05
|
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_BottomMax("Bottom Max", Range(0,1)) = 0.3
|
||||
_BottomCurve("Bottom Curve", Range(0,2)) = 2
|
||||
_InnerMin("Inner Min", Range(0,1)) = 0.25
|
||||
_InnerMax("Inner Max", Range(0,1)) = 0.5
|
||||
_OuterMin("Outer Min", Range(0,1)) = 0.2
|
||||
_OuterMax("Outer Max", Range(0,1)) = 0.5
|
||||
_OcclusionStrength2("Occlusion Strenth 2", Range(0,2)) = 0.45
|
||||
_Top2Min("Top 2 Min", Range(0,1)) = 0.15
|
||||
_Top2Max("Top 2 Max", Range(0,1)) = 1
|
||||
_TearDuctPosition("Tear Duct Position", Range(0,1)) = 0.8
|
||||
_TearDuctWidth("Tear Duct Width", Range(0,1)) = 0.5
|
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// vertex properties
|
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_ExpandOut("Expand Outward", Range(-0.001,0.001)) = 0 //0.0001
|
||||
_ExpandUpper("Expand Upper", Range(-0.001,0.001)) = 0
|
||||
_ExpandLower("Expand Lower", Range(-0.001,0.001)) = 0
|
||||
_ExpandInner("Expand Inner", Range(-0.001,0.001)) = 0
|
||||
_ExpandOuter("Expand Outer", Range(-0.001,0.001)) = 0
|
||||
_ExpandScale("Expand Scale", Range(1,100)) = 1.0
|
||||
}
|
||||
SubShader
|
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{
|
||||
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
|
||||
LOD 100
|
||||
|
||||
ZWrite Off
|
||||
Blend DstColor OneMinusSrcAlpha
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
// make fog work
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
fixed4 _OcclusionColor;
|
||||
half _OcclusionStrength;
|
||||
half _OcclusionPower;
|
||||
half _TopMin;
|
||||
half _TopMax;
|
||||
half _TopCurve;
|
||||
half _BottomMin;
|
||||
half _BottomMax;
|
||||
half _BottomCurve;
|
||||
half _InnerMin;
|
||||
half _InnerMax;
|
||||
half _OuterMin;
|
||||
half _OuterMax;
|
||||
half _OcclusionStrength2;
|
||||
half _Top2Min;
|
||||
half _Top2Max;
|
||||
half _TearDuctPosition;
|
||||
half _TearDuctWidth;
|
||||
// vertex properties
|
||||
float _ExpandOut;
|
||||
float _ExpandUpper;
|
||||
float _ExpandLower;
|
||||
float _ExpandInner;
|
||||
float _ExpandOuter;
|
||||
float _ExpandScale;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
float inner = v.uv.x * _ExpandInner;
|
||||
float outer = (1 - v.uv.x) * _ExpandOuter;
|
||||
float upper = v.uv.y * _ExpandUpper;
|
||||
float lower = (1 - v.uv.y) * _ExpandLower;
|
||||
float expand = (inner + outer + upper + lower + _ExpandOut) * _ExpandScale;
|
||||
|
||||
o.vertex = UnityObjectToClipPos(v.vertex + (v.normal * expand));
|
||||
o.uv = v.uv;
|
||||
UNITY_TRANSFER_FOG(o,o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
half EyeOcclusionGradient(float2 uv)
|
||||
{
|
||||
half x = uv.x;
|
||||
half y = uv.y;
|
||||
half right = smoothstep(_InnerMin, _InnerMax, 1 - x);
|
||||
half left = smoothstep(_OuterMin, _OuterMax, x);
|
||||
half top = pow(smoothstep(_TopMin, _TopMax, 1 - y), _TopCurve);
|
||||
half bottom = pow(smoothstep(_BottomMin, _BottomMax, y), _BottomCurve);
|
||||
half alpha1 = saturate((1.0 - saturate(8.0 * right * left * top * bottom)) * _OcclusionStrength);
|
||||
half alpha2 = saturate(smoothstep(_Top2Min, _Top2Max, y) * _OcclusionStrength2);
|
||||
half edge2 = ((1.0 - _TearDuctPosition) * _TearDuctWidth) + _TearDuctPosition;
|
||||
half tearDuctMask = (1.0 - smoothstep(_TearDuctPosition, edge2, x));
|
||||
return pow(max(alpha1, alpha2) * tearDuctMask, _OcclusionPower);
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
// sample the texture
|
||||
half a = EyeOcclusionGradient(i.uv);
|
||||
fixed4 col = _OcclusionColor * a;
|
||||
// apply fog
|
||||
UNITY_APPLY_FOG(i.fogCoord, col);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
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}
|
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}
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@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: fdde08729eb1ca0439001938b9ab8118
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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||||
userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,58 @@
|
||||
Shader "Reallusion/RL_EyeShaderParallax_Dummy_3D"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Texture", 2D) = "white" {}
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 100
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
// make fog work
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
UNITY_TRANSFER_FOG(o,o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
// sample the texture
|
||||
fixed4 col = tex2D(_MainTex, i.uv);
|
||||
// apply fog
|
||||
UNITY_APPLY_FOG(i.fogCoord, col);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,10 @@
|
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fileFormatVersion: 2
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guid: 0e7ad2d870136a34682b7cbe9d416235
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,74 @@
|
||||
Shader "Reallusion/RL_TearlineShader_3D"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
// Occlusion alpha
|
||||
_Color("Color", Color) = (1,1,1,1)
|
||||
_Alpha ("Alpha", Range(0,1)) = 0
|
||||
_Smoothness ("Smoothness", Range(0,1)) = 0.88
|
||||
_Metallic("Metallic", Range(0,1)) = 0
|
||||
// Vertex Adjust
|
||||
_DepthOffset("Depth Offset", Range(-0.001,0.001)) = 0
|
||||
_InnerOffset("Inner Offset", Range(-0.001,0.001)) = 0.0005
|
||||
// Keywords
|
||||
[Toggle]BOOLEAN_ZUP("Z Up", Float) = 0
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
|
||||
LOD 200
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
// Physically based Standard lighting model, and enable shadows on all light types
|
||||
#pragma surface surf Standard alpha:premul vertex:vert finalcolor:NoFogColor
|
||||
#pragma multi_compile _ BOOLEAN_ZUP_ON
|
||||
// Use shader model 3.0 target, to get nicer looking lighting
|
||||
#pragma target 3.0
|
||||
|
||||
struct Input
|
||||
{
|
||||
float2 uv_MainTex;
|
||||
};
|
||||
|
||||
half _Alpha;
|
||||
half _Smoothness;
|
||||
half _Metallic;
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Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user