Standard_Metalic_Snow CutOut.shader 15 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309
  1. Shader "NatureManufacture Shaders/Standard Shaders/Standard Metalic Snow CutOut"
  2. {
  3. Properties
  4. {
  5. _Cutoff( "Mask Clip Value", Float ) = 0.5
  6. _MainTex("MainTex ", 2D) = "white" {}
  7. _Color("Color", Color) = (1,1,1,1)
  8. _BumpMap("BumpMap", 2D) = "bump" {}
  9. _BumpScale("BumpScale", Range( 0 , 5)) = 0
  10. _MetalicRAmbientOcclusionGSmoothnessA("Metalic (R) Ambient Occlusion (G) Smoothness (A)", 2D) = "white" {}
  11. _MetallicPower("Metallic Power", Range( 0 , 2)) = 1
  12. _AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 1
  13. _SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 1
  14. _DetailMask("DetailMask", 2D) = "white" {}
  15. _DetailAlbedoPower("Detail Albedo Power", Range( 0 , 2)) = 0
  16. _DetailMapAlbedoRNyGNxA("Detail Map Albedo(R) Ny(G) Nx(A)", 2D) = "black" {}
  17. _DetailNormalMapScale("DetailNormalMapScale", Range( 0 , 5)) = 0
  18. [Toggle(_USESNOW_ON)] _UseSnow("Use Snow", Float) = 1
  19. [Toggle(_USEDYNAMICSNOWTSTATICMASKF_ON)] _UseDynamicSnowTStaticMaskF("Use Dynamic Snow (T) Static Mask (F)", Float) = 1
  20. _SnowMaskB("Snow Mask (B)", 2D) = "white" {}
  21. _SnowMaskPower("Snow Mask Power", Range( 0 , 10)) = 1
  22. _Snow_Amount("Snow_Amount", Range( 0 , 2)) = 0.13
  23. _Snow_AmountGrowSpeed("Snow_Amount Grow Speed", Range( 1 , 3)) = 2
  24. _TriplanarCoverFalloff("Triplanar Cover Falloff", Range( 1 , 10)) = 8
  25. _SnowAlbedoRGB("Snow Albedo (RGB)", 2D) = "white" {}
  26. _SnowTiling("Snow Tiling", Range( 0.0001 , 100)) = 15
  27. _SnowAlbedoColor("Snow Albedo Color", Color) = (1,1,1,1)
  28. _SnowNormalRGB("Snow Normal (RGB)", 2D) = "white" {}
  29. _SnowMetalicRAmbientOcclusionGSmothnessA("Snow Metalic (R) Ambient Occlusion(G) Smothness (A)", 2D) = "white" {}
  30. _SnowNormalScale("Snow Normal Scale", Range( 0 , 5)) = 0
  31. _SnowNormalCoverHardness("Snow Normal Cover Hardness", Range( 0 , 10)) = 0
  32. _SnowMetallicPower("Snow Metallic Power", Range( 0 , 2)) = 1
  33. _SnowAmbientOcclusionPower("Snow Ambient Occlusion Power", Range( 0 , 1)) = 1
  34. _SnowSmoothnessPower("Snow Smoothness Power", Range( 0 , 2)) = 1
  35. _SnowMaxAngle("Snow Max Angle ", Range( 0.001 , 90)) = 90
  36. _SnowHardness("Snow Hardness", Range( 1 , 10)) = 5
  37. _Snow_Min_Height("Snow_Min_Height", Range( -1000 , 10000)) = -1000
  38. _Snow_Min_Height_Blending("Snow_Min_Height_Blending", Range( 0 , 500)) = 1
  39. _SnowHeightG("Snow Height (G)", 2D) = "white" {}
  40. _SnowHeightSharpness("Snow Height Sharpness", Range( 0 , 2)) = 0.3
  41. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  42. [HideInInspector] __dirty( "", Int ) = 1
  43. }
  44. SubShader
  45. {
  46. Tags{ "RenderType" = "TransparentCutout" "Queue" = "Geometry+0" }
  47. Cull Back
  48. ZTest LEqual
  49. CGINCLUDE
  50. #include "UnityStandardUtils.cginc"
  51. #include "UnityPBSLighting.cginc"
  52. #include "Lighting.cginc"
  53. #pragma target 3.0
  54. #pragma multi_compile_instancing
  55. #pragma shader_feature _USESNOW_ON
  56. #pragma shader_feature _USEDYNAMICSNOWTSTATICMASKF_ON
  57. #define ASE_TEXTURE_PARAMS(textureName) textureName
  58. #include "NM_indirect.cginc"
  59. #pragma multi_compile GPU_FRUSTUM_ON __
  60. #pragma instancing_options procedural:setup
  61. #ifdef UNITY_PASS_SHADOWCASTER
  62. #undef INTERNAL_DATA
  63. #undef WorldReflectionVector
  64. #undef WorldNormalVector
  65. #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
  66. #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
  67. #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
  68. #endif
  69. struct Input
  70. {
  71. float2 uv_texcoord;
  72. float3 worldPos;
  73. float3 worldNormal;
  74. INTERNAL_DATA
  75. };
  76. uniform float _BumpScale;
  77. uniform sampler2D _BumpMap;
  78. uniform sampler2D _MainTex;
  79. uniform float4 _MainTex_ST;
  80. uniform sampler2D _DetailMapAlbedoRNyGNxA;
  81. uniform float4 _DetailMapAlbedoRNyGNxA_ST;
  82. uniform float _DetailNormalMapScale;
  83. uniform sampler2D _DetailMask;
  84. uniform float4 _DetailMask_ST;
  85. uniform sampler2D _SnowNormalRGB;
  86. uniform float _SnowTiling;
  87. uniform float _TriplanarCoverFalloff;
  88. uniform float _SnowNormalScale;
  89. uniform float _SnowNormalCoverHardness;
  90. uniform float _Snow_Amount;
  91. uniform float _Snow_AmountGrowSpeed;
  92. uniform float _SnowMaxAngle;
  93. uniform float _SnowHardness;
  94. uniform float _Snow_Min_Height;
  95. uniform float _Snow_Min_Height_Blending;
  96. uniform sampler2D _SnowHeightG;
  97. uniform float _SnowHeightSharpness;
  98. uniform float4 _Color;
  99. uniform float _DetailAlbedoPower;
  100. uniform sampler2D _SnowAlbedoRGB;
  101. uniform float4 _SnowAlbedoColor;
  102. uniform sampler2D _MetalicRAmbientOcclusionGSmoothnessA;
  103. uniform float _MetallicPower;
  104. uniform sampler2D _SnowMetalicRAmbientOcclusionGSmothnessA;
  105. uniform float _SnowMetallicPower;
  106. uniform sampler2D _SnowMaskB;
  107. uniform float4 _SnowMaskB_ST;
  108. uniform float _SnowMaskPower;
  109. uniform float _SmoothnessPower;
  110. uniform float _SnowSmoothnessPower;
  111. uniform float _AmbientOcclusionPower;
  112. uniform float _SnowAmbientOcclusionPower;
  113. uniform float _Cutoff = 0.5;
  114. inline float3 TriplanarSamplingSNF( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
  115. {
  116. float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
  117. projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
  118. float3 nsign = sign( worldNormal );
  119. half4 xNorm; half4 yNorm; half4 zNorm;
  120. xNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tiling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
  121. yNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tiling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
  122. zNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
  123. xNorm.xyz = half3( UnpackNormal( xNorm ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx;
  124. yNorm.xyz = half3( UnpackNormal( yNorm ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
  125. zNorm.xyz = half3( UnpackNormal( zNorm ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz;
  126. return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + zNorm.xyz * projNormal.z );
  127. }
  128. inline float4 TriplanarSamplingSF( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
  129. {
  130. float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
  131. projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
  132. float3 nsign = sign( worldNormal );
  133. half4 xNorm; half4 yNorm; half4 zNorm;
  134. xNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tiling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
  135. yNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tiling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
  136. zNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
  137. return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
  138. }
  139. void surf( Input i , inout SurfaceOutputStandard o )
  140. {
  141. float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
  142. float3 tex2DNode4 = UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale );
  143. float2 uv0_DetailMapAlbedoRNyGNxA = i.uv_texcoord * _DetailMapAlbedoRNyGNxA_ST.xy + _DetailMapAlbedoRNyGNxA_ST.zw;
  144. float4 tex2DNode486 = tex2D( _DetailMapAlbedoRNyGNxA, uv0_DetailMapAlbedoRNyGNxA );
  145. float2 appendResult11_g1 = (float2(tex2DNode486.a , tex2DNode486.g));
  146. float2 temp_output_4_0_g1 = ( ( ( appendResult11_g1 * float2( 2,2 ) ) + float2( -1,-1 ) ) * _DetailNormalMapScale );
  147. float2 break8_g1 = temp_output_4_0_g1;
  148. float dotResult5_g1 = dot( temp_output_4_0_g1 , temp_output_4_0_g1 );
  149. float temp_output_9_0_g1 = sqrt( ( 1.0 - saturate( dotResult5_g1 ) ) );
  150. float3 appendResult10_g1 = (float3(break8_g1.x , break8_g1.y , temp_output_9_0_g1));
  151. float3 temp_output_504_0 = appendResult10_g1;
  152. float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw;
  153. float4 tex2DNode481 = tex2D( _DetailMask, uv_DetailMask );
  154. float3 lerpResult479 = lerp( tex2DNode4 , BlendNormals( tex2DNode4 , temp_output_504_0 ) , tex2DNode481.a);
  155. float temp_output_265_0 = ( 1.0 / _SnowTiling );
  156. float3 ase_worldPos = i.worldPos;
  157. float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
  158. float3 ase_worldTangent = WorldNormalVector( i, float3( 1, 0, 0 ) );
  159. float3 ase_worldBitangent = WorldNormalVector( i, float3( 0, 1, 0 ) );
  160. float3x3 ase_worldToTangent = float3x3( ase_worldTangent, ase_worldBitangent, ase_worldNormal );
  161. float3 triplanar457 = TriplanarSamplingSNF( _SnowNormalRGB, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_265_0, 1.0, 0 );
  162. float3 tanTriplanarNormal457 = mul( ase_worldToTangent, triplanar457 );
  163. float3 appendResult458 = (float3(_SnowNormalScale , _SnowNormalScale , 1.0));
  164. float3 normalizeResult483 = normalize( BlendNormals( UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _SnowNormalCoverHardness ) , temp_output_504_0 ) );
  165. float temp_output_489_0 = ( 4.0 - _Snow_AmountGrowSpeed );
  166. float clampResult492 = clamp( pow( ( _Snow_Amount / temp_output_489_0 ) , temp_output_489_0 ) , 0.0 , 2.0 );
  167. float clampResult87 = clamp( ase_worldNormal.y , 0.0 , 0.999999 );
  168. float temp_output_85_0 = ( _SnowMaxAngle / 45.0 );
  169. float clampResult83 = clamp( ( clampResult87 - ( 1.0 - temp_output_85_0 ) ) , 0.0 , 2.0 );
  170. float temp_output_329_0 = ( ( 1.0 - _Snow_Min_Height ) + ase_worldPos.y );
  171. float clampResult336 = clamp( ( temp_output_329_0 + 1.0 ) , 0.0 , 1.0 );
  172. float clampResult335 = clamp( ( ( 1.0 - ( ( temp_output_329_0 + _Snow_Min_Height_Blending ) / temp_output_329_0 ) ) + -0.5 ) , 0.0 , 1.0 );
  173. float clampResult338 = clamp( ( clampResult336 + clampResult335 ) , 0.0 , 1.0 );
  174. float temp_output_349_0 = ( pow( ( clampResult83 * ( 1.0 / temp_output_85_0 ) ) , _SnowHardness ) * clampResult338 );
  175. float3 lerpResult15 = lerp( normalizeResult483 , tanTriplanarNormal457 , ( saturate( ( ase_worldNormal.y * clampResult492 ) ) * temp_output_349_0 ));
  176. float clampResult368 = clamp( ( ( (WorldNormalVector( i , lerpResult15 )).y * clampResult492 ) * ( ( clampResult492 * _SnowHardness ) * temp_output_349_0 ) ) , 0.0 , 1.0 );
  177. float4 triplanar460 = TriplanarSamplingSF( _SnowHeightG, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_265_0, 1.0, 0 );
  178. float temp_output_18_0 = saturate( ( clampResult368 * pow( triplanar460.y , _SnowHeightSharpness ) ) );
  179. float3 lerpResult369 = lerp( lerpResult479 , ( tanTriplanarNormal457 * appendResult458 ) , temp_output_18_0);
  180. o.Normal = lerpResult369;
  181. float4 tex2DNode1 = tex2D( _MainTex, uv0_MainTex );
  182. float4 temp_output_77_0 = ( tex2DNode1 * _Color );
  183. float4 temp_cast_0 = (( _DetailAlbedoPower * tex2DNode486.r )).xxxx;
  184. float4 blendOpSrc474 = temp_output_77_0;
  185. float4 blendOpDest474 = temp_cast_0;
  186. float4 lerpResult480 = lerp( temp_output_77_0 , (( blendOpDest474 > 0.5 ) ? ( 1.0 - ( 1.0 - 2.0 * ( blendOpDest474 - 0.5 ) ) * ( 1.0 - blendOpSrc474 ) ) : ( 2.0 * blendOpDest474 * blendOpSrc474 ) ) , ( _DetailAlbedoPower * tex2DNode481.a ));
  187. float4 triplanar455 = TriplanarSamplingSF( _SnowAlbedoRGB, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_265_0, 1.0, 0 );
  188. float4 lerpResult10 = lerp( lerpResult480 , ( triplanar455 * _SnowAlbedoColor ) , temp_output_18_0);
  189. o.Albedo = lerpResult10.xyz;
  190. float4 tex2DNode2 = tex2D( _MetalicRAmbientOcclusionGSmoothnessA, uv0_MainTex );
  191. float4 triplanar459 = TriplanarSamplingSF( _SnowMetalicRAmbientOcclusionGSmothnessA, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_265_0, 1.0, 0 );
  192. float4 break323 = triplanar459;
  193. float2 uv0_SnowMaskB = i.uv_texcoord * _SnowMaskB_ST.xy + _SnowMaskB_ST.zw;
  194. float clampResult502 = clamp( ( tex2D( _SnowMaskB, uv0_SnowMaskB ).b * _SnowMaskPower ) , 0.0 , 1.0 );
  195. #ifdef _USEDYNAMICSNOWTSTATICMASKF_ON
  196. float staticSwitch493 = ( clampResult502 * temp_output_18_0 );
  197. #else
  198. float staticSwitch493 = clampResult502;
  199. #endif
  200. #ifdef _USESNOW_ON
  201. float staticSwitch496 = staticSwitch493;
  202. #else
  203. float staticSwitch496 = 1E-05;
  204. #endif
  205. float SnowCover498 = staticSwitch496;
  206. float lerpResult17 = lerp( ( tex2DNode2.r * _MetallicPower ) , ( break323.x * _SnowMetallicPower ) , SnowCover498);
  207. o.Metallic = lerpResult17;
  208. float lerpResult27 = lerp( ( tex2DNode2.a * _SmoothnessPower ) , ( break323.w * _SnowSmoothnessPower ) , SnowCover498);
  209. o.Smoothness = lerpResult27;
  210. float clampResult96 = clamp( tex2DNode2.g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 );
  211. float clampResult94 = clamp( break323.y , ( 1.0 - _SnowAmbientOcclusionPower ) , 1.0 );
  212. float lerpResult28 = lerp( clampResult96 , clampResult94 , SnowCover498);
  213. o.Occlusion = lerpResult28;
  214. o.Alpha = 1;
  215. clip( tex2DNode1.a - _Cutoff );
  216. }
  217. ENDCG
  218. CGPROGRAM
  219. #pragma surface surf Standard keepalpha fullforwardshadows
  220. ENDCG
  221. Pass
  222. {
  223. Name "ShadowCaster"
  224. Tags{ "LightMode" = "ShadowCaster" }
  225. ZWrite On
  226. CGPROGRAM
  227. #pragma vertex vert
  228. #pragma fragment frag
  229. #pragma target 3.0
  230. #pragma multi_compile_shadowcaster
  231. #pragma multi_compile UNITY_PASS_SHADOWCASTER
  232. #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
  233. #include "HLSLSupport.cginc"
  234. #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
  235. #define CAN_SKIP_VPOS
  236. #endif
  237. #include "UnityCG.cginc"
  238. #include "Lighting.cginc"
  239. #include "UnityPBSLighting.cginc"
  240. struct v2f
  241. {
  242. V2F_SHADOW_CASTER;
  243. float2 customPack1 : TEXCOORD1;
  244. float4 tSpace0 : TEXCOORD2;
  245. float4 tSpace1 : TEXCOORD3;
  246. float4 tSpace2 : TEXCOORD4;
  247. UNITY_VERTEX_INPUT_INSTANCE_ID
  248. };
  249. v2f vert( appdata_full v )
  250. {
  251. v2f o;
  252. UNITY_SETUP_INSTANCE_ID( v );
  253. UNITY_INITIALIZE_OUTPUT( v2f, o );
  254. UNITY_TRANSFER_INSTANCE_ID( v, o );
  255. Input customInputData;
  256. float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
  257. half3 worldNormal = UnityObjectToWorldNormal( v.normal );
  258. half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
  259. half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
  260. half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
  261. o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
  262. o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
  263. o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
  264. o.customPack1.xy = customInputData.uv_texcoord;
  265. o.customPack1.xy = v.texcoord;
  266. TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
  267. return o;
  268. }
  269. half4 frag( v2f IN
  270. #if !defined( CAN_SKIP_VPOS )
  271. , UNITY_VPOS_TYPE vpos : VPOS
  272. #endif
  273. ) : SV_Target
  274. {
  275. UNITY_SETUP_INSTANCE_ID( IN );
  276. Input surfIN;
  277. UNITY_INITIALIZE_OUTPUT( Input, surfIN );
  278. surfIN.uv_texcoord = IN.customPack1.xy;
  279. float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
  280. half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
  281. surfIN.worldPos = worldPos;
  282. surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
  283. surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
  284. surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
  285. surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
  286. SurfaceOutputStandard o;
  287. UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
  288. surf( surfIN, o );
  289. #if defined( CAN_SKIP_VPOS )
  290. float2 vpos = IN.pos;
  291. #endif
  292. SHADOW_CASTER_FRAGMENT( IN )
  293. }
  294. ENDCG
  295. }
  296. }
  297. Fallback "Diffuse"
  298. }