| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308 | Shader "NatureManufacture Shaders/Standard Shaders/Standard Specular Snow"{	Properties	{		_MainTex("MainTex", 2D) = "white" {}		_Color("Color", Color) = (1,1,1,1)		_BumpMap("BumpMap", 2D) = "bump" {}		_BumpScale("BumpScale", Range( 0 , 2)) = 1		_SpecularRGBSmoothnesA("Specular (RGB) Smoothnes (A)", 2D) = "white" {}		_SpecularPower("Specular Power", Range( 0 , 2)) = 1		_SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 1		_AmbientOcclusionG("Ambient Occlusion (G)", 2D) = "white" {}		_AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 1		_DetailMask("DetailMask", 2D) = "white" {}		_DetailAlbedoPower("Detail Albedo Power", Range( 0 , 2)) = 0		_DetailMapAlbedoRNyGNxA("Detail Map Albedo(R) Ny(G) Nx(A)", 2D) = "black" {}		_DetailNormalMapScale("DetailNormalMapScale", Range( 0 , 5)) = 0		[Toggle(_USESNOW_ON)] _UseSnow("Use Snow", Float) = 1		[Toggle(_USEDYNAMICSNOWTSTATICMASKF_ON)] _UseDynamicSnowTStaticMaskF("Use Dynamic Snow (T) Static Mask (F)", Float) = 1		_SnowMaskB("Snow Mask (B)", 2D) = "white" {}		_SnowMaskPower("Snow Mask Power", Range( 0 , 10)) = 1		_Snow_Amount("Snow_Amount", Range( 0 , 2)) = 0.13		_Snow_AmountGrowSpeed("Snow_Amount Grow Speed", Range( 1 , 3)) = 2		_TriplanarCoverFalloff("Triplanar Cover Falloff", Range( 1 , 10)) = 8		_SnowAlbedoRGB("Snow Albedo (RGB)", 2D) = "white" {}		_SnowTiling("Snow Tiling", Range( 0.0001 , 100)) = 15		_SnowAlbedoColor("Snow Albedo Color", Color) = (1,1,1,1)		_SnowNormalRGB("Snow Normal (RGB)", 2D) = "white" {}		_SnowNormalScale("Snow Normal Scale", Range( 0 , 2)) = 1		_SnowNormalCoverHardness("Snow Normal Cover Hardness", Range( 0 , 10)) = 1		_Snow_SpecularRGBSmoothnessA("Snow_Specular (RGB) Smoothness (A)", 2D) = "white" {}		_SnowSpecularPower("Snow Specular Power", Range( 0 , 2)) = 0		_SnowSmoothnessPower("Snow Smoothness Power", Range( 0 , 2)) = 1		_SnowAmbientOcclusionG("Snow Ambient Occlusion(G)", 2D) = "white" {}		_SnowAmbientOcclusionPower("Snow Ambient Occlusion Power", Range( 0 , 1)) = 1		_SnowMaxAngle("Snow Max Angle", Range( 0.001 , 90)) = 90		_SnowHardness("Snow Hardness", Range( 1 , 10)) = 5		_Snow_Min_Height("Snow_Min_Height", Range( -1000 , 10000)) = -1000		_SnowHeightG("Snow Height (G)", 2D) = "white" {}		_SnowHeightSharpness("Snow Height Sharpness", Range( 0 , 2)) = 0.3		_Snow_Min_Height_Blending("Snow_Min_Height_Blending", Range( 0 , 500)) = 1		[HideInInspector] _texcoord( "", 2D ) = "white" {}		[HideInInspector] __dirty( "", Int ) = 1	}	SubShader	{		Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" }		Cull Back		ZTest LEqual		CGINCLUDE		#include "UnityStandardUtils.cginc"		#include "UnityPBSLighting.cginc"		#include "Lighting.cginc"		#pragma target 3.0		#pragma shader_feature _USESNOW_ON		#pragma shader_feature _USEDYNAMICSNOWTSTATICMASKF_ON		#define ASE_TEXTURE_PARAMS(textureName) textureName		#include "NM_indirect.cginc"		#pragma multi_compile GPU_FRUSTUM_ON __		#pragma instancing_options procedural:setup		#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 float _BumpScale;		uniform sampler2D _BumpMap;		uniform sampler2D _MainTex;		uniform float4 _MainTex_ST;		uniform sampler2D _DetailMapAlbedoRNyGNxA;		uniform float4 _DetailMapAlbedoRNyGNxA_ST;		uniform float _DetailNormalMapScale;		uniform sampler2D _DetailMask;		uniform float4 _DetailMask_ST;		uniform float _SnowNormalCoverHardness;		uniform sampler2D _SnowNormalRGB;		uniform float _SnowTiling;		uniform float _TriplanarCoverFalloff;		uniform float _SnowNormalScale;		uniform float _Snow_Amount;		uniform float _Snow_AmountGrowSpeed;		uniform float _SnowMaxAngle;		uniform float _SnowHardness;		uniform float _Snow_Min_Height;		uniform float _Snow_Min_Height_Blending;		uniform sampler2D _SnowMaskB;		uniform float4 _SnowMaskB_ST;		uniform float _SnowMaskPower;		uniform sampler2D _SnowHeightG;		uniform float _SnowHeightSharpness;		uniform float4 _Color;		uniform float _DetailAlbedoPower;		uniform sampler2D _SnowAlbedoRGB;		uniform float4 _SnowAlbedoColor;		uniform sampler2D _SpecularRGBSmoothnesA;		uniform float _SpecularPower;		uniform sampler2D _Snow_SpecularRGBSmoothnessA;		uniform float _SnowSpecularPower;		uniform float _SmoothnessPower;		uniform float _SnowSmoothnessPower;		uniform sampler2D _AmbientOcclusionG;		uniform float _AmbientOcclusionPower;		uniform sampler2D _SnowAmbientOcclusionG;		uniform float _SnowAmbientOcclusionPower;		inline float3 TriplanarSamplingSNF( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )		{			float3 projNormal = ( pow( abs( worldNormal ), falloff ) );			projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;			float3 nsign = sign( worldNormal );			half4 xNorm; half4 yNorm; half4 zNorm;			xNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tiling * worldPos.zy * float2( nsign.x, 1.0 ) ) );			yNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tiling * worldPos.xz * float2( nsign.y, 1.0 ) ) );			zNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );			xNorm.xyz = half3( UnpackScaleNormal( xNorm, normalScale.y ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx;			yNorm.xyz = half3( UnpackScaleNormal( yNorm, normalScale.x ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;			zNorm.xyz = half3( UnpackScaleNormal( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz;			return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + zNorm.xyz * projNormal.z );		}		inline float4 TriplanarSamplingSF( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )		{			float3 projNormal = ( pow( abs( worldNormal ), falloff ) );			projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;			float3 nsign = sign( worldNormal );			half4 xNorm; half4 yNorm; half4 zNorm;			xNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tiling * worldPos.zy * float2( nsign.x, 1.0 ) ) );			yNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tiling * worldPos.xz * float2( nsign.y, 1.0 ) ) );			zNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );			return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;		}		void surf( Input i , inout SurfaceOutputStandardSpecular o )		{			float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;			float3 tex2DNode4 = UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale );			float2 uv0_DetailMapAlbedoRNyGNxA = i.uv_texcoord * _DetailMapAlbedoRNyGNxA_ST.xy + _DetailMapAlbedoRNyGNxA_ST.zw;			float4 tex2DNode205 = tex2D( _DetailMapAlbedoRNyGNxA, uv0_DetailMapAlbedoRNyGNxA );			float2 appendResult11_g1 = (float2(tex2DNode205.a , tex2DNode205.g));			float2 temp_output_4_0_g1 = ( ( ( appendResult11_g1 * float2( 2,2 ) ) + float2( -1,-1 ) ) * _DetailNormalMapScale );			float2 break8_g1 = temp_output_4_0_g1;			float dotResult5_g1 = dot( temp_output_4_0_g1 , temp_output_4_0_g1 );			float temp_output_9_0_g1 = sqrt( ( 1.0 - saturate( dotResult5_g1 ) ) );			float3 appendResult10_g1 = (float3(break8_g1.x , break8_g1.y , temp_output_9_0_g1));			float3 temp_output_237_0 = appendResult10_g1;			float3 normalizeResult202 = normalize( BlendNormals( tex2DNode4 , temp_output_237_0 ) );			float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw;			float4 tex2DNode195 = tex2D( _DetailMask, uv_DetailMask );			float3 lerpResult193 = lerp( tex2DNode4 , normalizeResult202 , tex2DNode195.a);			float3 normalizeResult201 = normalize( BlendNormals( UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _SnowNormalCoverHardness ) , temp_output_237_0 ) );			float temp_output_122_0 = ( 1.0 / _SnowTiling );			float3 ase_worldPos = i.worldPos;			float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );			float3 ase_worldTangent = WorldNormalVector( i, float3( 1, 0, 0 ) );			float3 ase_worldBitangent = WorldNormalVector( i, float3( 0, 1, 0 ) );			float3x3 ase_worldToTangent = float3x3( ase_worldTangent, ase_worldBitangent, ase_worldNormal );			float3 triplanar166 = TriplanarSamplingSNF( _SnowNormalRGB, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_122_0, _SnowNormalScale, 0 );			float3 tanTriplanarNormal166 = mul( ase_worldToTangent, triplanar166 );			float temp_output_225_0 = ( 4.0 - _Snow_AmountGrowSpeed );			float clampResult224 = clamp( pow( ( _Snow_Amount / temp_output_225_0 ) , temp_output_225_0 ) , 0.0 , 2.0 );			float clampResult89 = clamp( ase_worldNormal.y , 0.0 , 0.999999 );			float temp_output_88_0 = ( _SnowMaxAngle / 45.0 );			float clampResult98 = clamp( ( clampResult89 - ( 1.0 - temp_output_88_0 ) ) , 0.0 , 2.0 );			float temp_output_83_0 = ( ( 1.0 - _Snow_Min_Height ) + ase_worldPos.y );			float clampResult95 = clamp( ( temp_output_83_0 + 1.0 ) , 0.0 , 1.0 );			float clampResult97 = clamp( ( ( 1.0 - ( ( temp_output_83_0 + _Snow_Min_Height_Blending ) / temp_output_83_0 ) ) + -0.5 ) , 0.0 , 1.0 );			float clampResult103 = clamp( ( clampResult95 + clampResult97 ) , 0.0 , 1.0 );			float temp_output_106_0 = ( pow( ( clampResult98 * ( 1.0 / temp_output_88_0 ) ) , _SnowHardness ) * clampResult103 );			float3 lerpResult115 = lerp( normalizeResult201 , tanTriplanarNormal166 , ( saturate( ( ase_worldNormal.y * clampResult224 ) ) * temp_output_106_0 ));			float2 uv0_SnowMaskB = i.uv_texcoord * _SnowMaskB_ST.xy + _SnowMaskB_ST.zw;			float clampResult236 = clamp( ( tex2D( _SnowMaskB, uv0_SnowMaskB ).b * _SnowMaskPower ) , 0.0 , 1.0 );			float4 triplanar175 = TriplanarSamplingSF( _SnowHeightG, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_122_0, 1.0, 0 );			#ifdef _USEDYNAMICSNOWTSTATICMASKF_ON				float staticSwitch226 = ( clampResult236 * ( saturate( ( ( ( (WorldNormalVector( i , lerpResult115 )).y * clampResult224 ) * ( ( clampResult224 * _SnowHardness ) * temp_output_106_0 ) ) * pow( triplanar175.y , _SnowHeightSharpness ) ) ) * 1.0 ) );			#else				float staticSwitch226 = clampResult236;			#endif			#ifdef _USESNOW_ON				float staticSwitch229 = staticSwitch226;			#else				float staticSwitch229 = 1E-05;			#endif			float SnowCover231 = staticSwitch229;			float3 lerpResult177 = lerp( lerpResult193 , lerpResult115 , SnowCover231);			o.Normal = lerpResult177;			float4 temp_output_44_0 = ( tex2D( _MainTex, uv0_MainTex ) * _Color );			float4 temp_cast_0 = (( _DetailAlbedoPower * tex2DNode205.r )).xxxx;			float4 blendOpSrc189 = temp_output_44_0;			float4 blendOpDest189 = temp_cast_0;			float4 lerpResult192 = lerp( temp_output_44_0 , (( blendOpDest189 > 0.5 ) ? ( 1.0 - ( 1.0 - 2.0 * ( blendOpDest189 - 0.5 ) ) * ( 1.0 - blendOpSrc189 ) ) : ( 2.0 * blendOpDest189 * blendOpSrc189 ) ) , ( _DetailAlbedoPower * tex2DNode195.a ));			float4 triplanar162 = TriplanarSamplingSF( _SnowAlbedoRGB, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_122_0, 1.0, 0 );			float4 lerpResult10 = lerp( lerpResult192 , ( triplanar162 * _SnowAlbedoColor ) , SnowCover231);			o.Albedo = lerpResult10.xyz;			float4 tex2DNode29 = tex2D( _SpecularRGBSmoothnesA, uv0_MainTex );			float4 triplanar165 = TriplanarSamplingSF( _Snow_SpecularRGBSmoothnessA, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_122_0, 1.0, 0 );			float4 break150 = triplanar165;			float3 appendResult151 = (float3(break150.x , break150.y , break150.z));			float4 lerpResult17 = lerp( ( tex2DNode29 * _SpecularPower ) , float4( ( appendResult151 * _SnowSpecularPower ) , 0.0 ) , SnowCover231);			o.Specular = lerpResult17.rgb;			float lerpResult28 = lerp( ( tex2DNode29.a * _SmoothnessPower ) , ( break150.w * _SnowSmoothnessPower ) , SnowCover231);			o.Smoothness = lerpResult28;			float clampResult67 = clamp( tex2D( _AmbientOcclusionG, uv0_MainTex ).g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 );			float4 triplanar170 = TriplanarSamplingSF( _SnowAmbientOcclusionG, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_122_0, 1.0, 0 );			float clampResult69 = clamp( triplanar170.y , ( 1.0 - _SnowAmbientOcclusionPower ) , 1.0 );			float lerpResult27 = lerp( clampResult67 , clampResult69 , SnowCover231);			o.Occlusion = lerpResult27;			o.Alpha = 1;		}		ENDCG		CGPROGRAM		#pragma surface surf StandardSpecular 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"			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;				SurfaceOutputStandardSpecular o;				UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, 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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