278 lines
16 KiB
Plaintext
278 lines
16 KiB
Plaintext
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "SyntyStudios/Asteroid"
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{
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Properties
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{
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_RimColor("RimColor", Color) = (0,0,0,0)
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_Overlay("Overlay", 2D) = "white" {}
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_Normal("Normal", 2D) = "white" {}
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_RimPower("RimPower", Range( 0 , 10)) = 0
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_Normal_Tiling("Normal_Tiling", Float) = 0
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_Cloud_Tiling("Cloud_Tiling", Float) = 0
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_Tiling("Tiling", Float) = 0
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_Contrast("Contrast", Float) = 0
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_Float2("Float 2", Float) = 0
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_Cloud_Contrast("Cloud_Contrast", Float) = 0
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_Falloff("Falloff", Float) = 0
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_Cloud_Falloff("Cloud_Falloff", Float) = 0
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_NormalFalloff("NormalFalloff", Float) = 0
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_Second_Color("Second_Color", Color) = (0,0,0,0)
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_BaseColor("BaseColor", Color) = (0,0,0,0)
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
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Cull Back
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CGINCLUDE
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 4.6
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#ifdef UNITY_PASS_SHADOWCASTER
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#undef INTERNAL_DATA
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#undef WorldReflectionVector
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#undef WorldNormalVector
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#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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#endif
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struct Input
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{
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float3 worldPos;
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float3 worldNormal;
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INTERNAL_DATA
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float2 uv_texcoord;
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float3 viewDir;
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};
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uniform float _Float2;
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uniform sampler2D _Normal;
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uniform float _Normal_Tiling;
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uniform float _NormalFalloff;
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uniform float4 _BaseColor;
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uniform float4 _Second_Color;
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uniform float _Contrast;
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uniform sampler2D _Overlay;
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uniform float _Tiling;
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uniform float _Falloff;
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uniform float _Cloud_Contrast;
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uniform float _Cloud_Tiling;
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uniform float _Cloud_Falloff;
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uniform sampler2D Normals;
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uniform float4 Normals_ST;
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uniform float _RimPower;
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uniform float4 _RimColor;
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inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 normalScale, float3 index )
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{
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float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
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projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
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float3 nsign = sign( worldNormal );
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float negProjNormalY = max( 0, projNormal.y * -nsign.y );
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projNormal.y = max( 0, projNormal.y * nsign.y );
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half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
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xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
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yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
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yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
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zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
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return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
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}
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float4 CalculateContrast( float contrastValue, float4 colorTarget )
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{
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float t = 0.5 * ( 1.0 - contrastValue );
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return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
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}
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float3 ase_worldPos = i.worldPos;
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float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
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float3 localPos = mul( unity_WorldToObject, float4( ase_worldPos, 1 ) );
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float3 localNormal = mul( unity_WorldToObject, float4( ase_worldNormal, 0 ) );
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float4 triplanar64 = TriplanarSamplingCF( _Normal, _Normal, _Normal, localPos, localNormal, _NormalFalloff, _Normal_Tiling, float3( 1,1,1 ), float3(0,0,0) );
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o.Normal = CalculateContrast(_Float2,triplanar64).rgb;
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float4 triplanar14 = TriplanarSamplingCF( _Overlay, _Overlay, _Overlay, localPos, localNormal, _Falloff, _Tiling, float3( 1,1,1 ), float3(0,0,0) );
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float4 lerpResult24 = lerp( _BaseColor , _Second_Color , CalculateContrast(_Contrast,triplanar14));
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float4 triplanar36 = TriplanarSamplingCF( _Overlay, _Overlay, _Overlay, localPos, localNormal, _Cloud_Falloff, _Cloud_Tiling, float3( 1,1,1 ), float3(0,0,0) );
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float4 lerpResult56 = lerp( _BaseColor , _Second_Color , CalculateContrast(_Cloud_Contrast,triplanar36));
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float4 clampResult34 = clamp( ( lerpResult24 + lerpResult56 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
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o.Albedo = clampResult34.rgb;
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float2 uvNormals = i.uv_texcoord * Normals_ST.xy + Normals_ST.zw;
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float3 normalizeResult52 = normalize( i.viewDir );
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float dotResult53 = dot( UnpackNormal( tex2D( Normals, uvNormals ) ) , normalizeResult52 );
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o.Emission = ( pow( ( 1.0 - saturate( dotResult53 ) ) , _RimPower ) * _RimColor ).rgb;
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o.Alpha = 1;
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf Standard keepalpha fullforwardshadows exclude_path:deferred
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ENDCG
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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ZWrite On
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 4.6
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#pragma multi_compile_shadowcaster
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#pragma multi_compile UNITY_PASS_SHADOWCASTER
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#include "HLSLSupport.cginc"
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#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
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#define CAN_SKIP_VPOS
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#endif
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float2 customPack1 : TEXCOORD1;
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float4 tSpace0 : TEXCOORD2;
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float4 tSpace1 : TEXCOORD3;
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float4 tSpace2 : TEXCOORD4;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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v2f vert( appdata_full v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_INITIALIZE_OUTPUT( v2f, o );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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Input customInputData;
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float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
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half3 worldNormal = UnityObjectToWorldNormal( v.normal );
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half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
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half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
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o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
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o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
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o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
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o.customPack1.xy = customInputData.uv_texcoord;
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o.customPack1.xy = v.texcoord;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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return o;
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}
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half4 frag( v2f IN
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#if !defined( CAN_SKIP_VPOS )
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, UNITY_VPOS_TYPE vpos : VPOS
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#endif
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) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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Input surfIN;
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UNITY_INITIALIZE_OUTPUT( Input, surfIN );
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surfIN.uv_texcoord = IN.customPack1.xy;
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float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
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half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z;
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surfIN.worldPos = worldPos;
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surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
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surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
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surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
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surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
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SurfaceOutputStandard o;
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UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
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surf( surfIN, o );
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#if defined( CAN_SKIP_VPOS )
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float2 vpos = IN.pos;
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#endif
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SHADOW_CASTER_FRAGMENT( IN )
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}
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ENDCG
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}
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}
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Fallback "Diffuse"
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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=16200
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2567;32;2546;1397;2970.427;1404.474;1.9;True;False
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Node;AmplifyShaderEditor.ViewDirInputsCoordNode;51;-1449.361,-971.3867;Float;False;Tangent;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.RangedFloatNode;13;-1394.566,105.6121;Float;False;Property;_Falloff;Falloff;11;0;Create;True;0;0;False;0;0;10;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;54;-1449.361,-1243.387;Float;True;Global;Normals;Normals;8;0;Create;True;0;0;False;0;None;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;1,0;False;2;FLOAT;1;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.NormalizeNode;52;-1226.664,-974.4866;Float;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.RangedFloatNode;12;-1397.955,29.14948;Float;False;Property;_Tiling;Tiling;6;0;Create;True;0;0;False;0;0;1.28;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.TexturePropertyNode;11;-1445.385,-164.1653;Float;True;Property;_Overlay;Overlay;1;0;Create;True;0;0;False;0;None;None;False;white;Auto;Texture2D;0;1;SAMPLER2D;0
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Node;AmplifyShaderEditor.RangedFloatNode;38;-1567.476,391.4465;Float;False;Property;_Cloud_Tiling;Cloud_Tiling;5;0;Create;True;0;0;False;0;0;1.28;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;39;-1564.087,467.9091;Float;False;Property;_Cloud_Falloff;Cloud_Falloff;12;0;Create;True;0;0;False;0;0;10;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.TriplanarNode;36;-1150.284,216.6518;Float;True;Cylindrical;Object;False;Top Texture 1;_TopTexture1;white;2;None;Mid Texture 1;_MidTexture1;white;3;None;Bot Texture 1;_BotTexture1;white;5;None;Triplanar Sampler;False;9;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;8;FLOAT3;1,1,1;False;3;FLOAT;1;False;4;FLOAT;100;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;41;-969.606,498.4164;Float;False;Property;_Cloud_Contrast;Cloud_Contrast;10;0;Create;True;0;0;False;0;0;10;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.TriplanarNode;14;-1147.765,-156.7452;Float;True;Cylindrical;Object;False;Top Texture 0;_TopTexture0;white;2;None;Mid Texture 0;_MidTexture0;white;1;None;Bot Texture 0;_BotTexture0;white;3;None;Triplanar Sampler;False;9;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;8;FLOAT3;1,1,1;False;3;FLOAT;1;False;4;FLOAT;100;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.DotProductOpNode;53;-1034.964,-1052.887;Float;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;33;-947.6887,43.25977;Float;False;Property;_Contrast;Contrast;7;0;Create;True;0;0;False;0;0;10;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.ColorNode;22;-1036.213,-532.3901;Float;False;Property;_BaseColor;BaseColor;15;0;Create;True;0;0;False;0;0,0,0,0;0,0,0,0;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleContrastOpNode;32;-719.0522,-140.2551;Float;False;2;1;COLOR;0,0,0,0;False;0;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.ColorNode;25;-1036.413,-351.4901;Float;False;Property;_Second_Color;Second_Color;14;0;Create;True;0;0;False;0;0,0,0,0;0,0,0,0;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SaturateNode;50;-859.7645,-1077.387;Float;False;1;0;FLOAT;1.23;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleContrastOpNode;40;-657.9718,183.1023;Float;False;2;1;COLOR;0,0,0,0;False;0;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.OneMinusNode;49;-690.7615,-1035.088;Float;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;61;-1301.226,945.2168;Float;False;Property;_NormalFalloff;NormalFalloff;13;0;Create;True;0;0;False;0;0;10;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;62;-1304.615,868.7543;Float;False;Property;_Normal_Tiling;Normal_Tiling;4;0;Create;True;0;0;False;0;0;1.28;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;47;-787.3632,-919.6873;Float;False;Property;_RimPower;RimPower;3;0;Create;True;0;0;False;0;0;0;0;10;0;1;FLOAT;0
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Node;AmplifyShaderEditor.LerpOp;56;-412.8538,12.16079;Float;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.LerpOp;24;-460.3137,-340.9896;Float;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.TexturePropertyNode;66;-1312.625,627.2128;Float;True;Property;_Normal;Normal;2;0;Create;True;0;0;False;0;None;None;False;white;Auto;Texture2D;0;1;SAMPLER2D;0
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Node;AmplifyShaderEditor.PowerNode;48;-497.9637,-1011.687;Float;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ColorNode;46;-504.1632,-831.8879;Float;False;Property;_RimColor;RimColor;0;0;Create;True;0;0;False;0;0,0,0,0;0,0,0,0;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;63;-706.746,975.7241;Float;False;Property;_Float2;Float 2;9;0;Create;True;0;0;False;0;0;10;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;55;-234.7532,-190.6395;Float;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.TriplanarNode;64;-887.4242,693.9595;Float;True;Cylindrical;Object;False;Top Texture 2;_TopTexture2;white;2;None;Mid Texture 2;_MidTexture2;white;3;None;Bot Texture 2;_BotTexture2;white;5;None;Triplanar Sampler;False;9;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;8;FLOAT3;1,1,1;False;3;FLOAT;1;False;4;FLOAT;100;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.ClampOpNode;34;-60.48365,-334.0549;Float;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;1,1,1,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleContrastOpNode;65;-395.113,660.41;Float;False;2;1;COLOR;0,0,0,0;False;0;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;131.4001,-345;Float;False;True;6;Float;ASEMaterialInspector;0;0;Standard;SyntyStudios/Asteroid;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;ForwardOnly;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;0;0;False;-1;0;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0.09;1,0,0,0;VertexScale;False;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
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WireConnection;52;0;51;0
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WireConnection;36;0;11;0
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WireConnection;36;1;11;0
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WireConnection;36;2;11;0
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WireConnection;36;3;38;0
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WireConnection;36;4;39;0
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WireConnection;14;0;11;0
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WireConnection;14;1;11;0
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WireConnection;14;2;11;0
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WireConnection;14;3;12;0
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WireConnection;14;4;13;0
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WireConnection;53;0;54;0
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WireConnection;53;1;52;0
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WireConnection;32;1;14;0
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WireConnection;32;0;33;0
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WireConnection;50;0;53;0
|
|
WireConnection;40;1;36;0
|
|
WireConnection;40;0;41;0
|
|
WireConnection;49;0;50;0
|
|
WireConnection;56;0;22;0
|
|
WireConnection;56;1;25;0
|
|
WireConnection;56;2;40;0
|
|
WireConnection;24;0;22;0
|
|
WireConnection;24;1;25;0
|
|
WireConnection;24;2;32;0
|
|
WireConnection;48;0;49;0
|
|
WireConnection;48;1;47;0
|
|
WireConnection;55;0;24;0
|
|
WireConnection;55;1;56;0
|
|
WireConnection;64;0;66;0
|
|
WireConnection;64;1;66;0
|
|
WireConnection;64;2;66;0
|
|
WireConnection;64;3;62;0
|
|
WireConnection;64;4;61;0
|
|
WireConnection;45;0;48;0
|
|
WireConnection;45;1;46;0
|
|
WireConnection;34;0;55;0
|
|
WireConnection;65;1;64;0
|
|
WireConnection;65;0;63;0
|
|
WireConnection;0;0;34;0
|
|
WireConnection;0;1;65;0
|
|
WireConnection;0;2;45;0
|
|
ASEEND*/
|
|
//CHKSM=DCA5F7842357D615D66AD8F8E2CD1BF5F836CDC3 |