Standard_Metalic_Snow.shader 15 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304
  1. Shader "NatureManufacture Shaders/Standard Shaders/Standard Metalic Snow"
  2. {
  3. Properties
  4. {
  5. _MainTex("MainTex ", 2D) = "white" {}
  6. _Color("Color", Color) = (1,1,1,1)
  7. _BumpMap("BumpMap", 2D) = "bump" {}
  8. _BumpScale("BumpScale", Range( 0 , 5)) = 0
  9. _MetalicRAmbientOcclusionGSmoothnessA("Metalic (R) Ambient Occlusion (G) Smoothness (A)", 2D) = "white" {}
  10. _MetallicPower("Metallic Power", Range( 0 , 2)) = 1
  11. _AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 1
  12. _SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 1
  13. _DetailMask("DetailMask", 2D) = "white" {}
  14. _DetailAlbedoPower("Detail Albedo Power", Range( 0 , 2)) = 0
  15. _DetailMapAlbedoRNyGNxA("Detail Map Albedo(R) Ny(G) Nx(A)", 2D) = "black" {}
  16. _DetailNormalMapScale("DetailNormalMapScale", Range( 0 , 5)) = 0
  17. [Toggle(_USESNOW_ON)] _UseSnow("Use Snow", Float) = 1
  18. [Toggle(_USEDYNAMICSNOWTSTATICMASKF_ON)] _UseDynamicSnowTStaticMaskF("Use Dynamic Snow (T) Static Mask (F)", Float) = 1
  19. _SnowMaskB("Snow Mask (B)", 2D) = "white" {}
  20. _SnowMaskPower("Snow Mask Power", Range( 0 , 10)) = 1
  21. _Snow_Amount("Snow_Amount", Range( 0 , 2)) = 0.13
  22. _Snow_AmountGrowSpeed("Snow_Amount Grow Speed", Range( 1 , 3)) = 3
  23. _TriplanarCoverFalloff("Triplanar Cover Falloff", Range( 1 , 10)) = 8
  24. _SnowAlbedoRGB("Snow Albedo (RGB)", 2D) = "white" {}
  25. _SnowTiling("Snow Tiling", Range( 0.0001 , 100)) = 15
  26. _SnowAlbedoColor("Snow Albedo Color", Color) = (1,1,1,1)
  27. _SnowNormalRGB("Snow Normal (RGB)", 2D) = "white" {}
  28. _SnowMetalicRAmbientOcclusionGSmothnessA("Snow Metalic (R) Ambient Occlusion(G) Smothness (A)", 2D) = "white" {}
  29. _SnowNormalScale("Snow Normal Scale", Range( 0 , 5)) = 0
  30. _SnowNormalCoverHardness("Snow Normal Cover Hardness", Range( 0 , 10)) = 0
  31. _SnowMetallicPower("Snow Metallic Power", Range( 0 , 2)) = 1
  32. _SnowAmbientOcclusionPower("Snow Ambient Occlusion Power", Range( 0 , 1)) = 1
  33. _SnowSmoothnessPower("Snow Smoothness Power", Range( 0 , 2)) = 1
  34. _SnowMaxAngle("Snow Max Angle ", Range( 0.001 , 90)) = 90
  35. _SnowHardness("Snow Hardness", Range( 1 , 10)) = 5
  36. _Snow_Min_Height("Snow_Min_Height", Range( -1000 , 10000)) = -1000
  37. _Snow_Min_Height_Blending("Snow_Min_Height_Blending", Range( 0 , 500)) = 1
  38. _SnowHeightG("Snow Height (G)", 2D) = "white" {}
  39. _SnowHeightSharpness("Snow Height Sharpness", Range( 0 , 2)) = 0.3
  40. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  41. [HideInInspector] __dirty( "", Int ) = 1
  42. }
  43. SubShader
  44. {
  45. Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
  46. Cull Back
  47. ZTest LEqual
  48. CGINCLUDE
  49. #include "UnityStandardUtils.cginc"
  50. #include "UnityPBSLighting.cginc"
  51. #include "Lighting.cginc"
  52. #pragma target 3.0
  53. #pragma multi_compile_instancing
  54. #pragma shader_feature _USESNOW_ON
  55. #pragma shader_feature _USEDYNAMICSNOWTSTATICMASKF_ON
  56. #define ASE_TEXTURE_PARAMS(textureName) textureName
  57. #include "NM_indirect.cginc"
  58. #pragma multi_compile GPU_FRUSTUM_ON __
  59. #pragma instancing_options procedural:setup
  60. #ifdef UNITY_PASS_SHADOWCASTER
  61. #undef INTERNAL_DATA
  62. #undef WorldReflectionVector
  63. #undef WorldNormalVector
  64. #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
  65. #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
  66. #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
  67. #endif
  68. struct Input
  69. {
  70. float2 uv_texcoord;
  71. float3 worldPos;
  72. float3 worldNormal;
  73. INTERNAL_DATA
  74. };
  75. uniform float _BumpScale;
  76. uniform sampler2D _BumpMap;
  77. uniform sampler2D _MainTex;
  78. uniform float4 _MainTex_ST;
  79. uniform sampler2D _DetailMapAlbedoRNyGNxA;
  80. uniform float4 _DetailMapAlbedoRNyGNxA_ST;
  81. uniform float _DetailNormalMapScale;
  82. uniform sampler2D _DetailMask;
  83. uniform float4 _DetailMask_ST;
  84. uniform sampler2D _SnowNormalRGB;
  85. uniform float _SnowTiling;
  86. uniform float _TriplanarCoverFalloff;
  87. uniform float _SnowNormalScale;
  88. uniform sampler2D _SnowMaskB;
  89. uniform float4 _SnowMaskB_ST;
  90. uniform float _SnowMaskPower;
  91. uniform float _SnowNormalCoverHardness;
  92. uniform float _Snow_Amount;
  93. uniform float _Snow_AmountGrowSpeed;
  94. uniform float _SnowMaxAngle;
  95. uniform float _SnowHardness;
  96. uniform float _Snow_Min_Height;
  97. uniform float _Snow_Min_Height_Blending;
  98. uniform sampler2D _SnowHeightG;
  99. uniform float _SnowHeightSharpness;
  100. uniform float4 _Color;
  101. uniform float _DetailAlbedoPower;
  102. uniform sampler2D _SnowAlbedoRGB;
  103. uniform float4 _SnowAlbedoColor;
  104. uniform sampler2D _MetalicRAmbientOcclusionGSmoothnessA;
  105. uniform float _MetallicPower;
  106. uniform sampler2D _SnowMetalicRAmbientOcclusionGSmothnessA;
  107. uniform float _SnowMetallicPower;
  108. uniform float _SmoothnessPower;
  109. uniform float _SnowSmoothnessPower;
  110. uniform float _AmbientOcclusionPower;
  111. uniform float _SnowAmbientOcclusionPower;
  112. inline float3 TriplanarSamplingSNF( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
  113. {
  114. float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
  115. projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
  116. float3 nsign = sign( worldNormal );
  117. half4 xNorm; half4 yNorm; half4 zNorm;
  118. xNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tiling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
  119. yNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tiling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
  120. zNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
  121. xNorm.xyz = half3( UnpackNormal( xNorm ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx;
  122. yNorm.xyz = half3( UnpackNormal( yNorm ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
  123. zNorm.xyz = half3( UnpackNormal( zNorm ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz;
  124. return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + zNorm.xyz * projNormal.z );
  125. }
  126. inline float4 TriplanarSamplingSF( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
  127. {
  128. float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
  129. projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
  130. float3 nsign = sign( worldNormal );
  131. half4 xNorm; half4 yNorm; half4 zNorm;
  132. xNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tiling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
  133. yNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tiling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
  134. zNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
  135. return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
  136. }
  137. void surf( Input i , inout SurfaceOutputStandard o )
  138. {
  139. float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
  140. float3 tex2DNode4 = UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale );
  141. float2 uv0_DetailMapAlbedoRNyGNxA = i.uv_texcoord * _DetailMapAlbedoRNyGNxA_ST.xy + _DetailMapAlbedoRNyGNxA_ST.zw;
  142. float4 tex2DNode486 = tex2D( _DetailMapAlbedoRNyGNxA, uv0_DetailMapAlbedoRNyGNxA );
  143. float2 appendResult11_g1 = (float2(tex2DNode486.a , tex2DNode486.g));
  144. float2 temp_output_4_0_g1 = ( ( ( appendResult11_g1 * float2( 2,2 ) ) + float2( -1,-1 ) ) * _DetailNormalMapScale );
  145. float2 break8_g1 = temp_output_4_0_g1;
  146. float dotResult5_g1 = dot( temp_output_4_0_g1 , temp_output_4_0_g1 );
  147. float temp_output_9_0_g1 = sqrt( ( 1.0 - saturate( dotResult5_g1 ) ) );
  148. float3 appendResult10_g1 = (float3(break8_g1.x , break8_g1.y , temp_output_9_0_g1));
  149. float3 temp_output_503_0 = appendResult10_g1;
  150. float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw;
  151. float4 tex2DNode481 = tex2D( _DetailMask, uv_DetailMask );
  152. float3 lerpResult479 = lerp( tex2DNode4 , BlendNormals( tex2DNode4 , temp_output_503_0 ) , tex2DNode481.a);
  153. float temp_output_265_0 = ( 1.0 / _SnowTiling );
  154. float3 ase_worldPos = i.worldPos;
  155. float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
  156. float3 ase_worldTangent = WorldNormalVector( i, float3( 1, 0, 0 ) );
  157. float3 ase_worldBitangent = WorldNormalVector( i, float3( 0, 1, 0 ) );
  158. float3x3 ase_worldToTangent = float3x3( ase_worldTangent, ase_worldBitangent, ase_worldNormal );
  159. float3 triplanar457 = TriplanarSamplingSNF( _SnowNormalRGB, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_265_0, 1.0, 0 );
  160. float3 tanTriplanarNormal457 = mul( ase_worldToTangent, triplanar457 );
  161. float3 appendResult458 = (float3(_SnowNormalScale , _SnowNormalScale , 1.0));
  162. float2 uv0_SnowMaskB = i.uv_texcoord * _SnowMaskB_ST.xy + _SnowMaskB_ST.zw;
  163. float4 tex2DNode494 = tex2D( _SnowMaskB, uv0_SnowMaskB );
  164. float clampResult501 = clamp( ( tex2DNode494.b * _SnowMaskPower ) , 0.0 , 1.0 );
  165. float3 normalizeResult483 = normalize( BlendNormals( UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _SnowNormalCoverHardness ) , temp_output_503_0 ) );
  166. float temp_output_489_0 = ( 4.0 - _Snow_AmountGrowSpeed );
  167. float clampResult492 = clamp( pow( ( _Snow_Amount / temp_output_489_0 ) , temp_output_489_0 ) , 0.0 , 2.0 );
  168. float clampResult87 = clamp( ase_worldNormal.y , 0.0 , 0.999999 );
  169. float temp_output_85_0 = ( _SnowMaxAngle / 45.0 );
  170. float clampResult83 = clamp( ( clampResult87 - ( 1.0 - temp_output_85_0 ) ) , 0.0 , 2.0 );
  171. float temp_output_329_0 = ( ( 1.0 - _Snow_Min_Height ) + ase_worldPos.y );
  172. float clampResult336 = clamp( ( temp_output_329_0 + 1.0 ) , 0.0 , 1.0 );
  173. float clampResult335 = clamp( ( ( 1.0 - ( ( temp_output_329_0 + _Snow_Min_Height_Blending ) / temp_output_329_0 ) ) + -0.5 ) , 0.0 , 1.0 );
  174. float clampResult338 = clamp( ( clampResult336 + clampResult335 ) , 0.0 , 1.0 );
  175. float temp_output_349_0 = ( pow( ( clampResult83 * ( 1.0 / temp_output_85_0 ) ) , _SnowHardness ) * clampResult338 );
  176. float3 lerpResult15 = lerp( normalizeResult483 , tanTriplanarNormal457 , ( saturate( ( ase_worldNormal.y * clampResult492 ) ) * temp_output_349_0 ));
  177. float clampResult368 = clamp( ( ( (WorldNormalVector( i , lerpResult15 )).y * clampResult492 ) * ( ( clampResult492 * _SnowHardness ) * temp_output_349_0 ) ) , 0.0 , 1.0 );
  178. float4 triplanar460 = TriplanarSamplingSF( _SnowHeightG, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_265_0, 1.0, 0 );
  179. #ifdef _USEDYNAMICSNOWTSTATICMASKF_ON
  180. float staticSwitch493 = ( clampResult501 * saturate( ( clampResult368 * pow( triplanar460.y , _SnowHeightSharpness ) ) ) );
  181. #else
  182. float staticSwitch493 = clampResult501;
  183. #endif
  184. #ifdef _USESNOW_ON
  185. float staticSwitch497 = staticSwitch493;
  186. #else
  187. float staticSwitch497 = 1E-07;
  188. #endif
  189. float3 lerpResult369 = lerp( lerpResult479 , ( tanTriplanarNormal457 * appendResult458 ) , staticSwitch497);
  190. o.Normal = lerpResult369;
  191. float4 temp_output_77_0 = ( tex2D( _MainTex, uv0_MainTex ) * _Color );
  192. float4 temp_cast_0 = (( _DetailAlbedoPower * tex2DNode486.r )).xxxx;
  193. float4 blendOpSrc474 = temp_output_77_0;
  194. float4 blendOpDest474 = temp_cast_0;
  195. 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 ));
  196. float4 triplanar455 = TriplanarSamplingSF( _SnowAlbedoRGB, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_265_0, 1.0, 0 );
  197. float4 lerpResult10 = lerp( lerpResult480 , ( triplanar455 * _SnowAlbedoColor ) , staticSwitch497);
  198. o.Albedo = lerpResult10.xyz;
  199. float4 tex2DNode2 = tex2D( _MetalicRAmbientOcclusionGSmoothnessA, uv0_MainTex );
  200. float4 triplanar459 = TriplanarSamplingSF( _SnowMetalicRAmbientOcclusionGSmothnessA, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_265_0, 1.0, 0 );
  201. float4 break323 = triplanar459;
  202. float lerpResult17 = lerp( ( tex2DNode2.r * _MetallicPower ) , ( break323.x * _SnowMetallicPower ) , staticSwitch497);
  203. o.Metallic = lerpResult17;
  204. float lerpResult27 = lerp( ( tex2DNode2.a * _SmoothnessPower ) , ( break323.w * _SnowSmoothnessPower ) , staticSwitch497);
  205. o.Smoothness = lerpResult27;
  206. float clampResult96 = clamp( tex2DNode2.g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 );
  207. float clampResult94 = clamp( break323.y , ( 1.0 - _SnowAmbientOcclusionPower ) , 1.0 );
  208. float lerpResult28 = lerp( clampResult96 , clampResult94 , staticSwitch497);
  209. o.Occlusion = lerpResult28;
  210. o.Alpha = 1;
  211. }
  212. ENDCG
  213. CGPROGRAM
  214. #pragma surface surf Standard keepalpha fullforwardshadows
  215. ENDCG
  216. Pass
  217. {
  218. Name "ShadowCaster"
  219. Tags{ "LightMode" = "ShadowCaster" }
  220. ZWrite On
  221. CGPROGRAM
  222. #pragma vertex vert
  223. #pragma fragment frag
  224. #pragma target 3.0
  225. #pragma multi_compile_shadowcaster
  226. #pragma multi_compile UNITY_PASS_SHADOWCASTER
  227. #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
  228. #include "HLSLSupport.cginc"
  229. #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
  230. #define CAN_SKIP_VPOS
  231. #endif
  232. #include "UnityCG.cginc"
  233. #include "Lighting.cginc"
  234. #include "UnityPBSLighting.cginc"
  235. struct v2f
  236. {
  237. V2F_SHADOW_CASTER;
  238. float2 customPack1 : TEXCOORD1;
  239. float4 tSpace0 : TEXCOORD2;
  240. float4 tSpace1 : TEXCOORD3;
  241. float4 tSpace2 : TEXCOORD4;
  242. UNITY_VERTEX_INPUT_INSTANCE_ID
  243. };
  244. v2f vert( appdata_full v )
  245. {
  246. v2f o;
  247. UNITY_SETUP_INSTANCE_ID( v );
  248. UNITY_INITIALIZE_OUTPUT( v2f, o );
  249. UNITY_TRANSFER_INSTANCE_ID( v, o );
  250. Input customInputData;
  251. float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
  252. half3 worldNormal = UnityObjectToWorldNormal( v.normal );
  253. half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
  254. half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
  255. half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
  256. o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
  257. o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
  258. o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
  259. o.customPack1.xy = customInputData.uv_texcoord;
  260. o.customPack1.xy = v.texcoord;
  261. TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
  262. return o;
  263. }
  264. half4 frag( v2f IN
  265. #if !defined( CAN_SKIP_VPOS )
  266. , UNITY_VPOS_TYPE vpos : VPOS
  267. #endif
  268. ) : SV_Target
  269. {
  270. UNITY_SETUP_INSTANCE_ID( IN );
  271. Input surfIN;
  272. UNITY_INITIALIZE_OUTPUT( Input, surfIN );
  273. surfIN.uv_texcoord = IN.customPack1.xy;
  274. float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
  275. half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
  276. surfIN.worldPos = worldPos;
  277. surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
  278. surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
  279. surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
  280. surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
  281. SurfaceOutputStandard o;
  282. UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
  283. surf( surfIN, o );
  284. #if defined( CAN_SKIP_VPOS )
  285. float2 vpos = IN.pos;
  286. #endif
  287. SHADOW_CASTER_FRAGMENT( IN )
  288. }
  289. ENDCG
  290. }
  291. }
  292. Fallback "Diffuse"
  293. }