Tree_Bark_Metalic.shader 3.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596
  1. Shader "NatureManufacture Shaders/Trees/Tree Bark Metalic"
  2. {
  3. Properties
  4. {
  5. _Color("Color", Color) = (1,1,1,0)
  6. _MainTex("MainTex", 2D) = "white" {}
  7. [NoScaleOffset]_BumpMap("BumpMap", 2D) = "bump" {}
  8. _BumpScale("BumpScale", Range( 0 , 5)) = 1
  9. [NoScaleOffset]_MetalicRAOGSmothnessA("Metalic (R) AO (G) Smothness (A)", 2D) = "white" {}
  10. _MetallicPower("Metallic Power", Range( 0 , 2)) = 0
  11. _AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 1
  12. _SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 0
  13. _DetailMask("DetailMask", 2D) = "black" {}
  14. _DetailAlbedoMap("DetailAlbedoMap", 2D) = "white" {}
  15. [Toggle(_DETALUSEUV3_ON)] _DetalUseUV3("Detal Use UV3", Float) = 0
  16. [NoScaleOffset]_DetailNormalMap("DetailNormalMap", 2D) = "bump" {}
  17. _DetailNormalMapScale("DetailNormalMapScale", Range( 0 , 5)) = 1
  18. [NoScaleOffset]_DetailMetalicRAOGSmothnessA("Detail Metalic (R) AO (G) Smothness (A) ", 2D) = "white" {}
  19. _InitialBend("Wind Initial Bend", Float) = 1
  20. _Stiffness("Wind Stiffness", Float) = 1
  21. _Drag("Wind Drag", Float) = 1
  22. [Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive("TouchReactActive", Float) = 0
  23. [HideInInspector] _texcoord3( "", 2D ) = "white" {}
  24. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  25. [HideInInspector] __dirty( "", Int ) = 1
  26. }
  27. SubShader
  28. {
  29. Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
  30. Cull Back
  31. CGPROGRAM
  32. #include "UnityStandardUtils.cginc"
  33. #pragma target 3.0
  34. #pragma multi_compile_instancing
  35. #pragma shader_feature _TOUCHREACTACTIVE_ON
  36. #pragma shader_feature _DETALUSEUV3_ON
  37. #include "NMWindNoShiver.cginc"
  38. #include "NM_indirect.cginc"
  39. #pragma vertex vert
  40. #pragma instancing_options procedural:setup
  41. #pragma multi_compile GPU_FRUSTUM_ON __
  42. #pragma surface surf Standard keepalpha addshadow fullforwardshadows dithercrossfade
  43. struct Input
  44. {
  45. float2 uv_texcoord;
  46. float2 uv3_texcoord3;
  47. };
  48. uniform float _BumpScale;
  49. uniform sampler2D _BumpMap;
  50. uniform sampler2D _MainTex;
  51. uniform float4 _MainTex_ST;
  52. uniform float _DetailNormalMapScale;
  53. uniform sampler2D _DetailNormalMap;
  54. uniform sampler2D _DetailAlbedoMap;
  55. uniform float4 _DetailAlbedoMap_ST;
  56. uniform float4 _DetailNormalMap_ST;
  57. uniform sampler2D _DetailMask;
  58. uniform float4 _DetailMask_ST;
  59. uniform float4 _Color;
  60. uniform sampler2D _MetalicRAOGSmothnessA;
  61. uniform sampler2D _DetailMetalicRAOGSmothnessA;
  62. uniform float _MetallicPower;
  63. uniform float _SmoothnessPower;
  64. uniform float _AmbientOcclusionPower;
  65. void surf( Input i , inout SurfaceOutputStandard o )
  66. {
  67. float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
  68. float2 uv0_DetailAlbedoMap = i.uv_texcoord * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
  69. float2 uv2_DetailNormalMap = i.uv3_texcoord3 * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
  70. #ifdef _DETALUSEUV3_ON
  71. float2 staticSwitch280 = uv2_DetailNormalMap;
  72. #else
  73. float2 staticSwitch280 = uv0_DetailAlbedoMap;
  74. #endif
  75. float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw;
  76. float4 tex2DNode25 = tex2D( _DetailMask, uv_DetailMask );
  77. float3 lerpResult19 = lerp( UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale ) , UnpackScaleNormal( tex2D( _DetailNormalMap, staticSwitch280 ), _DetailNormalMapScale ) , tex2DNode25.a);
  78. o.Normal = lerpResult19;
  79. float4 lerpResult16 = lerp( tex2D( _MainTex, uv0_MainTex ) , tex2D( _DetailAlbedoMap, staticSwitch280 ) , tex2DNode25.a);
  80. o.Albedo = ( lerpResult16 * _Color ).rgb;
  81. float4 lerpResult18 = lerp( tex2D( _MetalicRAOGSmothnessA, uv0_MainTex ) , tex2D( _DetailMetalicRAOGSmothnessA, staticSwitch280 ) , tex2DNode25.a);
  82. float4 break22 = lerpResult18;
  83. o.Metallic = ( break22.r * _MetallicPower );
  84. o.Smoothness = ( break22.a * _SmoothnessPower );
  85. float clampResult31 = clamp( break22.g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 );
  86. o.Occlusion = clampResult31;
  87. o.Alpha = 1;
  88. }
  89. ENDCG
  90. }
  91. Fallback "Diffuse"
  92. }