restructure

This commit is contained in:
tom.hempel
2025-09-30 18:03:19 +02:00
parent 69b0c79692
commit 78e5dcd53e
4821 changed files with 762 additions and 417 deletions

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Unity/Assets/Convai/Demo/Avatars/Convai NPC Amelia.prefab (Stored with Git LFS) Normal file

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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_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"
#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)
#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
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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WireConnection;281;0;280;0
WireConnection;376;0;271;0
WireConnection;373;0;21;0
WireConnection;374;0;289;0
WireConnection;375;0;322;0
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WireConnection;378;0;339;0
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WireConnection;369;1;374;0
WireConnection;369;2;375;0
WireConnection;369;4;376;0
WireConnection;369;5;377;0
WireConnection;369;7;378;0
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_HairShader_1st_Pass_Variants_3D"
{
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
_AlphaRemap("Alpha Remap", Range( 0.5 , 1)) = 0.5
_AlphaClip("Alpha Clip", Range( 0 , 1)) = 0.15
_MaskMap("Mask Map", 2D) = "white" {}
_AOStrength("Ambient Occlusion Strength", Range( 0 , 1)) = 1
_AOOccludeAll("AO Occlude All", Range( 0 , 1)) = 0
_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
_SpecularShiftMin("Specular Shift Min", Range( -1 , 1)) = -0.25
_SpecularShiftMax("Specular Shift Max", Range( -1 , 1)) = 0.25
_SpecularMix("Specular Mix", Range( 0.5 , 1)) = 1
_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
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
{
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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// Made with Amplify Shader Editor v1.9.1.8
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Reallusion/Amplify/RL_HairShader_2nd_Pass_Variants_3D"
{
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
_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
_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
_SpecularPower("Specular Smoothness", Range( 0 , 10)) = 2
_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" = "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
}
}
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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_HairShader_Coverage_3D"
{
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
_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
_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
_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)
#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 );
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"
}
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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/Amplify Lit AlphaBlend DblSided 3D"
{
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
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
[Header(Forward Rendering Options)]
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0
}
SubShader
{
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;
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 );
}
ENDCG
CGPROGRAM
#pragma surface surf Standard alpha:fade keepalpha fullforwardshadows
ENDCG
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_shadowcaster
#pragma multi_compile UNITY_PASS_SHADOWCASTER
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#include "HLSLSupport.cginc"
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
#define CAN_SKIP_VPOS
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
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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// 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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// Made with Amplify Shader Editor v1.9.1.8
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Reallusion/Amplify/RL_TongueShader_3D"
{
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
_SubsurfaceFalloff("Subsurface Falloff", Color) = (1,0.6163554,0.4858491,0)
[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
_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)
_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
#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
#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;
};
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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Shader "Reallusion/RL_EyeOcclusionShader_3D"
{
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
_TopMax("Top Max", Range(0,1)) = 1
_TopCurve("Top Curve", Range(0,2)) = 1.287
_BottomMin("Bottom Min", Range(0,1)) = 0.05
_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
// vertex properties
_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
{
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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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
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float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
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float2 uv : TEXCOORD0;
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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
}
}
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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;
half _DepthOffset;
half _InnerOffset;
fixed4 _Color;
half BOOLEAN_ZUP;
void vert(inout appdata_full v)
{
float inner = (1 - smoothstep(0, 0.05, abs(v.texcoord.x - 0.5))) * _InnerOffset;
float offset = (inner + _DepthOffset);
#if BOOLEAN_ZUP_ON
v.vertex.y -= offset;
#else
v.vertex.z += offset;
#endif
}
void NoFogColor(Input IN, SurfaceOutputStandard o, inout fixed4 color)
{
// Prevent fog from adding colour to the entirely transparent tearline material:
// (otherwise the tearline becomes very visible through fog.)
// by doing nothing here...
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = _Color * _Alpha;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Smoothness;
o.Alpha = _Alpha;
}
ENDCG
}
FallBack "Diffuse"
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