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commit 44ef19d058
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "SyntyStudios/SpaceShip_Rim"
{
Properties
{
_Texture("Texture", 2D) = "white" {}
_RimColor("RimColor", Color) = (0,0,0,0)
_Detail("Detail", 2D) = "white" {}
_DetailAmount("DetailAmount", Range( 0 , 1)) = 1
_RimPower("RimPower", Range( 0 , 10)) = 2
_Spec("Spec", Color) = (0,0,0,0)
_Smoothness("Smoothness", Range( 0 , 1)) = 0
_Emissive("Emissive", 2D) = "white" {}
_EmissiveColor("Emissive Color", Color) = (0.4926471,0.4926471,0.4926471,0)
[HideInInspector] _texcoord3( "", 2D ) = "white" {}
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
Cull Back
CGINCLUDE
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
#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;
float2 uv3_texcoord3;
float3 viewDir;
INTERNAL_DATA
};
uniform sampler2D _Texture;
uniform float4 _Texture_ST;
uniform sampler2D _Detail;
uniform float4 _Detail_ST;
uniform float _DetailAmount;
uniform sampler2D Normals;
uniform float4 Normals_ST;
uniform float _RimPower;
uniform float4 _RimColor;
uniform sampler2D _Emissive;
uniform float4 _Emissive_ST;
uniform float4 _EmissiveColor;
uniform float4 _Spec;
uniform float _Smoothness;
void surf( Input i , inout SurfaceOutputStandard o )
{
o.Normal = float3(0,0,1);
float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw;
float4 color53 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
float2 uv3_Detail = i.uv3_texcoord3 * _Detail_ST.xy + _Detail_ST.zw;
float4 lerpResult33 = lerp( color53 , tex2D( _Detail, uv3_Detail, float2( 0,0 ), float2( 0,0 ) ) , _DetailAmount);
o.Albedo = ( tex2D( _Texture, uv_Texture ) * lerpResult33 ).rgb;
float2 uvNormals = i.uv_texcoord * Normals_ST.xy + Normals_ST.zw;
float3 normalizeResult43 = normalize( i.viewDir );
float dotResult44 = dot( UnpackNormal( tex2D( Normals, uvNormals ) ) , normalizeResult43 );
float2 uv_Emissive = i.uv_texcoord * _Emissive_ST.xy + _Emissive_ST.zw;
o.Emission = ( ( pow( ( 1.0 - saturate( dotResult44 ) ) , _RimPower ) * _RimColor ) + ( tex2D( _Emissive, uv_Emissive ) * _EmissiveColor ) ).rgb;
o.Metallic = ( _Spec * float4( 0,0,0,0 ) ).r;
o.Smoothness = _Smoothness;
o.Alpha = 1;
}
ENDCG
CGPROGRAM
#pragma surface surf Standard 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_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;
float4 customPack1 : TEXCOORD1;
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata_full v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_OUTPUT( v2f, 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.customPack1.zw = customInputData.uv3_texcoord3;
o.customPack1.zw = v.texcoord2;
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;
surfIN.uv3_texcoord3 = IN.customPack1.zw;
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.internalSurfaceTtoW0 = IN.tSpace0.xyz;
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
SurfaceOutputStandard o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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fileFormatVersion: 2
guid: 9d2e5af2a60ed6b47b96468f458e7d30
timeCreated: 1549844197
licenseType: Store
ShaderImporter:
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- _Detail: {fileID: 2800000, guid: 84508b93f15f2b64386ec07486afc7a3, type: 3}
- _Emissive: {fileID: 2800000, guid: 84508b93f15f2b64386ec07486afc7a3, type: 3}
userData:
assetBundleName:
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "SyntyStudios/Triplanar"
{
Properties
{
_Overlay("Overlay", 2D) = "white" {}
_FallOff("FallOff", Float) = 0
_Tiling("Tiling", Float) = 0
_Emission("Emission", 2D) = "white" {}
_Texture("Texture", 2D) = "white" {}
_EmissionColor("EmissionColor", Color) = (0,0,0,0)
_DirtAmount("DirtAmount", Range( 0.5 , 1.2)) = 1
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
Cull Back
CGINCLUDE
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
#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;
float3 worldPos;
float3 worldNormal;
INTERNAL_DATA
};
uniform sampler2D _Texture;
uniform float4 _Texture_ST;
uniform sampler2D _Overlay;
uniform float _Tiling;
uniform float _FallOff;
uniform float _DirtAmount;
uniform sampler2D _Emission;
uniform float4 _Emission_ST;
uniform float4 _EmissionColor;
inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 normalScale, float3 index )
{
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
float3 nsign = sign( worldNormal );
float negProjNormalY = max( 0, projNormal.y * -nsign.y );
projNormal.y = max( 0, projNormal.y * nsign.y );
half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
}
void surf( Input i , inout SurfaceOutputStandard o )
{
o.Normal = float3(0,0,1);
float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw;
float3 ase_worldPos = i.worldPos;
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
float4 triplanar1 = TriplanarSamplingCF( _Overlay, _Overlay, _Overlay, ase_worldPos, ase_worldNormal, _FallOff, _Tiling, float3( 1,1,1 ), float3(0,0,0) );
float4 temp_cast_0 = (_DirtAmount).xxxx;
float4 clampResult17 = clamp( triplanar1 , temp_cast_0 , float4( 1,1,1,0 ) );
o.Albedo = ( tex2D( _Texture, uv_Texture ) * clampResult17 ).rgb;
float2 uv_Emission = i.uv_texcoord * _Emission_ST.xy + _Emission_ST.zw;
o.Emission = ( tex2D( _Emission, uv_Emission ) * _EmissionColor ).rgb;
o.Alpha = 1;
}
ENDCG
CGPROGRAM
#pragma surface surf Standard 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_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
};
v2f vert( appdata_full v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_OUTPUT( v2f, 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.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;
SurfaceOutputStandard o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "SyntyStudios/Asteroid"
{
Properties
{
_RimColor("RimColor", Color) = (0,0,0,0)
_Overlay("Overlay", 2D) = "white" {}
_Normal("Normal", 2D) = "white" {}
_RimPower("RimPower", Range( 0 , 10)) = 0
_Normal_Tiling("Normal_Tiling", Float) = 0
_Cloud_Tiling("Cloud_Tiling", Float) = 0
_Tiling("Tiling", Float) = 0
_Contrast("Contrast", Float) = 0
_Float2("Float 2", Float) = 0
_Cloud_Contrast("Cloud_Contrast", Float) = 0
_Falloff("Falloff", Float) = 0
_Cloud_Falloff("Cloud_Falloff", Float) = 0
_NormalFalloff("NormalFalloff", Float) = 0
_Second_Color("Second_Color", Color) = (0,0,0,0)
_BaseColor("BaseColor", Color) = (0,0,0,0)
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
Cull Back
CGINCLUDE
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 4.6
#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
{
float3 worldPos;
float3 worldNormal;
INTERNAL_DATA
float2 uv_texcoord;
float3 viewDir;
};
uniform float _Float2;
uniform sampler2D _Normal;
uniform float _Normal_Tiling;
uniform float _NormalFalloff;
uniform float4 _BaseColor;
uniform float4 _Second_Color;
uniform float _Contrast;
uniform sampler2D _Overlay;
uniform float _Tiling;
uniform float _Falloff;
uniform float _Cloud_Contrast;
uniform float _Cloud_Tiling;
uniform float _Cloud_Falloff;
uniform sampler2D Normals;
uniform float4 Normals_ST;
uniform float _RimPower;
uniform float4 _RimColor;
inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 normalScale, float3 index )
{
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
float3 nsign = sign( worldNormal );
float negProjNormalY = max( 0, projNormal.y * -nsign.y );
projNormal.y = max( 0, projNormal.y * nsign.y );
half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
}
float4 CalculateContrast( float contrastValue, float4 colorTarget )
{
float t = 0.5 * ( 1.0 - contrastValue );
return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
}
void surf( Input i , inout SurfaceOutputStandard o )
{
float3 ase_worldPos = i.worldPos;
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
float3 localPos = mul( unity_WorldToObject, float4( ase_worldPos, 1 ) );
float3 localNormal = mul( unity_WorldToObject, float4( ase_worldNormal, 0 ) );
float4 triplanar64 = TriplanarSamplingCF( _Normal, _Normal, _Normal, localPos, localNormal, _NormalFalloff, _Normal_Tiling, float3( 1,1,1 ), float3(0,0,0) );
o.Normal = CalculateContrast(_Float2,triplanar64).rgb;
float4 triplanar14 = TriplanarSamplingCF( _Overlay, _Overlay, _Overlay, localPos, localNormal, _Falloff, _Tiling, float3( 1,1,1 ), float3(0,0,0) );
float4 lerpResult24 = lerp( _BaseColor , _Second_Color , CalculateContrast(_Contrast,triplanar14));
float4 triplanar36 = TriplanarSamplingCF( _Overlay, _Overlay, _Overlay, localPos, localNormal, _Cloud_Falloff, _Cloud_Tiling, float3( 1,1,1 ), float3(0,0,0) );
float4 lerpResult56 = lerp( _BaseColor , _Second_Color , CalculateContrast(_Cloud_Contrast,triplanar36));
float4 clampResult34 = clamp( ( lerpResult24 + lerpResult56 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
o.Albedo = clampResult34.rgb;
float2 uvNormals = i.uv_texcoord * Normals_ST.xy + Normals_ST.zw;
float3 normalizeResult52 = normalize( i.viewDir );
float dotResult53 = dot( UnpackNormal( tex2D( Normals, uvNormals ) ) , normalizeResult52 );
o.Emission = ( pow( ( 1.0 - saturate( dotResult53 ) ) , _RimPower ) * _RimColor ).rgb;
o.Alpha = 1;
}
ENDCG
CGPROGRAM
#pragma surface surf Standard keepalpha fullforwardshadows exclude_path:deferred
ENDCG
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 4.6
#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_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
};
v2f vert( appdata_full v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_OUTPUT( v2f, 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.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;
SurfaceOutputStandard o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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guid: b01549df096303345b44bd2d188a2265
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "SyntyStudios/Planets"
{
Properties
{
_ASEOutlineColor( "Outline Color", Color ) = (0.5181034,0.4426903,0.6764706,0)
_ASEOutlineWidth( "Outline Width", Float ) = 0.01
_RimColor("Rim Color", Color) = (0,0,0,0)
_RimPower("Rim Power", Range( 0 , 10)) = 0
_PlanetOverlayMiddle("Planet Overlay Middle", 2D) = "white" {}
_PlanetOverlayTop("Planet Overlay Top", 2D) = "white" {}
_PlanetSurfaceContrast("PlanetSurfaceContrast", Float) = 0
_Planet_Tiling("Planet_Tiling", Float) = 0
_Color0("Color 0", Color) = (0,0,0,0)
_Second_Color("Second_Color", Color) = (0,0,0,0)
_Planet_Falloff("Planet_Falloff", Float) = 0
_Cloud_Contrast("Cloud_Contrast", Float) = 0
_Clouds("Clouds", 2D) = "white" {}
_CloudPower("Cloud Power", Float) = 0
_CloudColor("Cloud Color", Color) = (0,0,0,0)
_CloudCoverage("Cloud Coverage", Float) = 0
_CloudSpeed("Cloud Speed", Float) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ }
Cull Front
CGPROGRAM
#pragma target 3.0
#pragma surface outlineSurf Outline keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nometa noforwardadd vertex:outlineVertexDataFunc
uniform half4 _ASEOutlineColor;
uniform half _ASEOutlineWidth;
void outlineVertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
v.vertex.xyz *= ( 1 + _ASEOutlineWidth);
}
inline half4 LightingOutline( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0,0,0, s.Alpha); }
void outlineSurf( Input i, inout SurfaceOutput o )
{
o.Emission = _ASEOutlineColor.rgb;
o.Alpha = 1;
}
ENDCG
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
Cull Back
CGINCLUDE
#include "UnityShaderVariables.cginc"
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
#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;
float4 vertexColor : COLOR;
float3 worldPos;
float3 worldNormal;
INTERNAL_DATA
float3 viewDir;
};
uniform float _CloudCoverage;
uniform float4 _CloudColor;
uniform float _CloudPower;
uniform sampler2D _Clouds;
uniform float _CloudSpeed;
uniform float4 _Color0;
uniform float4 _Second_Color;
uniform float _PlanetSurfaceContrast;
uniform sampler2D _PlanetOverlayTop;
uniform sampler2D _PlanetOverlayMiddle;
uniform float _Planet_Tiling;
uniform float _Planet_Falloff;
uniform float _Cloud_Contrast;
uniform sampler2D Normals;
uniform float4 Normals_ST;
uniform float _RimPower;
uniform float4 _RimColor;
float4 CalculateContrast( float contrastValue, float4 colorTarget )
{
float t = 0.5 * ( 1.0 - contrastValue );
return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
}
inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 normalScale, float3 index )
{
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
float3 nsign = sign( worldNormal );
float negProjNormalY = max( 0, projNormal.y * -nsign.y );
projNormal.y = max( 0, projNormal.y * nsign.y );
half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
}
void surf( Input i , inout SurfaceOutputStandard o )
{
o.Normal = float3(0,0,1);
float4 appendResult91 = (float4(_CloudSpeed , 0.0 , 0.0 , 0.0));
float4 appendResult89 = (float4((float)1 , (float)1 , 0.0 , 0.0));
float2 uv_TexCoord74 = i.uv_texcoord * appendResult89.xy + float2( 1,0 );
float2 panner72 = ( 1.0 * _Time.y * appendResult91.xy + uv_TexCoord74);
float div81=256.0/float((int)_CloudPower);
float4 posterize81 = ( floor( tex2D( _Clouds, panner72 ) * div81 ) / div81 );
float4 lerpResult85 = lerp( _CloudColor , float4( 0,0,0,0 ) , posterize81);
float4 lerpResult99 = lerp( lerpResult85 , float4( 0,0,0,0 ) , i.vertexColor.r);
float3 desaturateInitialColor86 = CalculateContrast(_CloudCoverage,lerpResult99).rgb;
float desaturateDot86 = dot( desaturateInitialColor86, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar86 = lerp( desaturateInitialColor86, desaturateDot86.xxx, 0.0 );
float3 ase_worldPos = i.worldPos;
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
float3 localPos = mul( unity_WorldToObject, float4( ase_worldPos, 1 ) );
float3 localNormal = mul( unity_WorldToObject, float4( ase_worldNormal, 0 ) );
float4 triplanar14 = TriplanarSamplingCF( _PlanetOverlayTop, _PlanetOverlayMiddle, _PlanetOverlayTop, localPos, localNormal, _Planet_Falloff, _Planet_Tiling, float3( 1,1,1 ), float3(0,0,0) );
float4 lerpResult127 = lerp( _Color0 , _Second_Color , CalculateContrast(_PlanetSurfaceContrast,triplanar14));
float4 triplanar36 = TriplanarSamplingCF( _PlanetOverlayTop, _PlanetOverlayMiddle, _PlanetOverlayTop, localPos, localNormal, _Planet_Falloff, _Planet_Tiling, float3( 1,1,1 ), float3(0,0,0) );
float4 lerpResult132 = lerp( _Color0 , _Second_Color , ( CalculateContrast(_Cloud_Contrast,triplanar36) * -1.0 ));
float4 clampResult129 = clamp( ( lerpResult127 + lerpResult132 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
float4 blendOpSrc76 = float4( desaturateVar86 , 0.0 );
float4 blendOpDest76 = clampResult129;
o.Albedo = ( saturate( ( 1.0 - ( 1.0 - blendOpSrc76 ) * ( 1.0 - blendOpDest76 ) ) )).rgb;
float2 uvNormals = i.uv_texcoord * Normals_ST.xy + Normals_ST.zw;
float3 normalizeResult52 = normalize( i.viewDir );
float dotResult53 = dot( UnpackNormal( tex2D( Normals, uvNormals ) ) , normalizeResult52 );
o.Emission = ( pow( ( 1.0 - saturate( dotResult53 ) ) , _RimPower ) * _RimColor ).rgb;
o.Alpha = 1;
}
ENDCG
CGPROGRAM
#pragma surface surf Standard 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_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;
half4 color : COLOR0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata_full v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_OUTPUT( v2f, 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.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z;
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;
SurfaceOutputStandard o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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guid: eaaf78c712eddcb47a6a599d04aea29b
timeCreated: 1549500293
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "SyntyStudios/PlanetsLines"
{
Properties
{
_ASEOutlineColor( "Outline Color", Color ) = (0.5181034,0.4426903,0.6764706,0)
_ASEOutlineWidth( "Outline Width", Float ) = 0.01
_RimColor("RimColor", Color) = (0,0,0,0)
_RimPower("RimPower", Range( 0 , 10)) = 0
_PlanetSurfaceColor("PlanetSurfaceColor", 2D) = "white" {}
_PlanetSurfaceTiling("PlanetSurfaceTiling", Float) = 0
_PlanetSurfaceContrast("PlanetSurfaceContrast", Float) = 0
_BaseColor("BaseColor", Color) = (0,0,0,0)
_Second_Color("Second_Color", Color) = (0,0,0,0)
_Clouds("Clouds", 2D) = "white" {}
_Cloud_Falloff("Cloud_Falloff", Float) = 0
_Cloud_Tiling("Cloud_Tiling", Float) = 0
_Cloud_Contrast("Cloud_Contrast", Float) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ }
Cull Front
CGPROGRAM
#pragma target 3.0
#pragma surface outlineSurf Outline keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nometa noforwardadd vertex:outlineVertexDataFunc
uniform half4 _ASEOutlineColor;
uniform half _ASEOutlineWidth;
void outlineVertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
v.vertex.xyz *= ( 1 + _ASEOutlineWidth);
}
inline half4 LightingOutline( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0,0,0, s.Alpha); }
void outlineSurf( Input i, inout SurfaceOutput o )
{
o.Emission = _ASEOutlineColor.rgb;
o.Alpha = 1;
}
ENDCG
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
Cull Back
CGINCLUDE
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 4.6
#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;
float3 worldPos;
float3 worldNormal;
INTERNAL_DATA
float3 viewDir;
};
uniform float4 _BaseColor;
uniform float4 _Second_Color;
uniform float _PlanetSurfaceContrast;
uniform sampler2D _PlanetSurfaceColor;
uniform float _PlanetSurfaceTiling;
uniform float _Cloud_Contrast;
uniform sampler2D _Clouds;
uniform float _Cloud_Tiling;
uniform float _Cloud_Falloff;
uniform sampler2D Normals;
uniform float4 Normals_ST;
uniform float _RimPower;
uniform float4 _RimColor;
float4 CalculateContrast( float contrastValue, float4 colorTarget )
{
float t = 0.5 * ( 1.0 - contrastValue );
return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
}
inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 normalScale, float3 index )
{
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
float3 nsign = sign( worldNormal );
float negProjNormalY = max( 0, projNormal.y * -nsign.y );
projNormal.y = max( 0, projNormal.y * nsign.y );
half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
}
void surf( Input i , inout SurfaceOutputStandard o )
{
o.Normal = float3(0,0,1);
float2 temp_cast_0 = (_PlanetSurfaceTiling).xx;
float2 uv_TexCoord78 = i.uv_texcoord * temp_cast_0;
float4 lerpResult24 = lerp( _BaseColor , _Second_Color , CalculateContrast(_PlanetSurfaceContrast,tex2D( _PlanetSurfaceColor, uv_TexCoord78 )));
float3 ase_worldPos = i.worldPos;
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
float3 localPos = mul( unity_WorldToObject, float4( ase_worldPos, 1 ) );
float3 localNormal = mul( unity_WorldToObject, float4( ase_worldNormal, 0 ) );
float4 triplanar36 = TriplanarSamplingCF( _Clouds, _Clouds, _Clouds, localPos, localNormal, _Cloud_Falloff, _Cloud_Tiling, float3( 1,1,1 ), float3(0,0,0) );
float4 lerpResult56 = lerp( _BaseColor , _Second_Color , ( CalculateContrast(_Cloud_Contrast,triplanar36) * -1.0 ));
float4 clampResult34 = clamp( ( lerpResult24 + lerpResult56 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
o.Albedo = clampResult34.rgb;
float2 uvNormals = i.uv_texcoord * Normals_ST.xy + Normals_ST.zw;
float3 normalizeResult52 = normalize( i.viewDir );
float dotResult53 = dot( UnpackNormal( tex2D( Normals, uvNormals ) ) , normalizeResult52 );
o.Emission = ( pow( ( 1.0 - saturate( dotResult53 ) ) , _RimPower ) * _RimColor ).rgb;
o.Alpha = 1;
}
ENDCG
CGPROGRAM
#pragma surface surf Standard keepalpha fullforwardshadows exclude_path:deferred
ENDCG
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 4.6
#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_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
};
v2f vert( appdata_full v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_OUTPUT( v2f, 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.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;
SurfaceOutputStandard o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "SyntyStudios/Triplanar_ObjectSpace"
{
Properties
{
_Texture("Texture", 2D) = "white" {}
_Decal("Decal", 2D) = "white" {}
_Emiss("Emiss", 2D) = "white" {}
_Spec("Spec", 2D) = "white" {}
_Overlay("Overlay", 2D) = "white" {}
_Tiling("Tiling", Float) = 0
_Falloff("Falloff", Float) = 0
_OverlayAmount("OverlayAmount", Float) = 0
_Smoothness("Smoothness", Color) = (0,0,0,0)
[HideInInspector] _texcoord2( "", 2D ) = "white" {}
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
Cull Back
CGINCLUDE
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
#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 uv2_texcoord2;
float2 uv_texcoord;
float3 worldPos;
float3 worldNormal;
INTERNAL_DATA
};
uniform sampler2D _Decal;
uniform float4 _Decal_ST;
uniform sampler2D _Texture;
uniform float4 _Texture_ST;
uniform sampler2D _Overlay;
uniform float _Tiling;
uniform float _Falloff;
uniform float _OverlayAmount;
uniform sampler2D _Emiss;
uniform float4 _Emiss_ST;
uniform sampler2D _Spec;
uniform float4 _Spec_ST;
uniform float4 _Smoothness;
inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 normalScale, float3 index )
{
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
float3 nsign = sign( worldNormal );
float negProjNormalY = max( 0, projNormal.y * -nsign.y );
projNormal.y = max( 0, projNormal.y * nsign.y );
half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
}
void surf( Input i , inout SurfaceOutputStandard o )
{
o.Normal = float3(0,0,1);
float2 uv2_Decal = i.uv2_texcoord2 * _Decal_ST.xy + _Decal_ST.zw;
float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw;
float4 blendOpSrc28 = tex2D( _Decal, uv2_Decal );
float4 blendOpDest28 = tex2D( _Texture, uv_Texture );
float3 ase_worldPos = i.worldPos;
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
float3 localPos = mul( unity_WorldToObject, float4( ase_worldPos, 1 ) );
float3 localNormal = mul( unity_WorldToObject, float4( ase_worldNormal, 0 ) );
float4 triplanar5 = TriplanarSamplingCF( _Overlay, _Overlay, _Overlay, localPos, localNormal, _Falloff, _Tiling, float3( 1,1,1 ), float3(0,0,0) );
o.Albedo = ( ( saturate( ( blendOpSrc28 * blendOpDest28 ) )) * ( triplanar5 * _OverlayAmount ) ).rgb;
float2 uv_Emiss = i.uv_texcoord * _Emiss_ST.xy + _Emiss_ST.zw;
float4 tex2DNode25 = tex2D( _Emiss, uv_Emiss );
o.Emission = tex2DNode25.rgb;
float2 uv_Spec = i.uv_texcoord * _Spec_ST.xy + _Spec_ST.zw;
float4 tex2DNode39 = tex2D( _Spec, uv_Spec );
o.Metallic = tex2DNode39.r;
o.Smoothness = _Smoothness.r;
o.Alpha = 1;
}
ENDCG
CGPROGRAM
#pragma surface surf Standard 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_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;
float4 customPack1 : TEXCOORD1;
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata_full v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_OUTPUT( v2f, 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.uv2_texcoord2;
o.customPack1.xy = v.texcoord1;
o.customPack1.zw = customInputData.uv_texcoord;
o.customPack1.zw = 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.uv2_texcoord2 = IN.customPack1.xy;
surfIN.uv_texcoord = IN.customPack1.zw;
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;
SurfaceOutputStandard o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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