Prototype_Global.shader 8.6 KB

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  1. // Made with Amplify Shader Editor
  2. // Available at the Unity Asset Store - http://u3d.as/y3X
  3. Shader "SyntyStudios/Prototype_Global"
  4. {
  5. Properties
  6. {
  7. _BaseColor("BaseColor", Color) = (0.06228374,0.8320726,0.9411765,0)
  8. _Grid("Grid", 2D) = "white" {}
  9. _GridScale("GridScale", Float) = 5
  10. _Falloff("Falloff", Float) = 50
  11. _OverlayAmount("OverlayAmount", Range( 0 , 1)) = 1
  12. [HideInInspector] __dirty( "", Int ) = 1
  13. }
  14. SubShader
  15. {
  16. Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
  17. Cull Back
  18. CGINCLUDE
  19. #include "UnityPBSLighting.cginc"
  20. #include "Lighting.cginc"
  21. #pragma target 3.0
  22. #ifdef UNITY_PASS_SHADOWCASTER
  23. #undef INTERNAL_DATA
  24. #undef WorldReflectionVector
  25. #undef WorldNormalVector
  26. #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
  27. #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
  28. #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
  29. #endif
  30. struct Input
  31. {
  32. float3 worldPos;
  33. float3 worldNormal;
  34. INTERNAL_DATA
  35. };
  36. uniform float4 _BaseColor;
  37. uniform sampler2D _Grid;
  38. uniform float _GridScale;
  39. uniform float _Falloff;
  40. uniform float _OverlayAmount;
  41. inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 normalScale, float3 index )
  42. {
  43. float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
  44. projNormal /= projNormal.x + projNormal.y + projNormal.z;
  45. float3 nsign = sign( worldNormal );
  46. float negProjNormalY = max( 0, projNormal.y * -nsign.y );
  47. projNormal.y = max( 0, projNormal.y * nsign.y );
  48. half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
  49. xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
  50. yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
  51. yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
  52. zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
  53. return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
  54. }
  55. void surf( Input i , inout SurfaceOutputStandard o )
  56. {
  57. o.Normal = float3(0,0,1);
  58. float3 ase_worldPos = i.worldPos;
  59. float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
  60. float4 triplanar6 = TriplanarSamplingCF( _Grid, _Grid, _Grid, ase_worldPos, ase_worldNormal, _Falloff, _GridScale, float3( 1,1,1 ), float3(0,0,0) );
  61. float4 lerpResult15 = lerp( float4(1,1,1,0) , triplanar6 , _OverlayAmount);
  62. o.Albedo = ( _BaseColor * lerpResult15 ).rgb;
  63. o.Alpha = 1;
  64. }
  65. ENDCG
  66. CGPROGRAM
  67. #pragma surface surf Standard keepalpha fullforwardshadows
  68. ENDCG
  69. Pass
  70. {
  71. Name "ShadowCaster"
  72. Tags{ "LightMode" = "ShadowCaster" }
  73. ZWrite On
  74. CGPROGRAM
  75. #pragma vertex vert
  76. #pragma fragment frag
  77. #pragma target 3.0
  78. #pragma multi_compile_shadowcaster
  79. #pragma multi_compile UNITY_PASS_SHADOWCASTER
  80. #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
  81. #include "HLSLSupport.cginc"
  82. #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
  83. #define CAN_SKIP_VPOS
  84. #endif
  85. #include "UnityCG.cginc"
  86. #include "Lighting.cginc"
  87. #include "UnityPBSLighting.cginc"
  88. struct v2f
  89. {
  90. V2F_SHADOW_CASTER;
  91. float4 tSpace0 : TEXCOORD1;
  92. float4 tSpace1 : TEXCOORD2;
  93. float4 tSpace2 : TEXCOORD3;
  94. UNITY_VERTEX_INPUT_INSTANCE_ID
  95. };
  96. v2f vert( appdata_full v )
  97. {
  98. v2f o;
  99. UNITY_SETUP_INSTANCE_ID( v );
  100. UNITY_INITIALIZE_OUTPUT( v2f, o );
  101. UNITY_TRANSFER_INSTANCE_ID( v, o );
  102. float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
  103. half3 worldNormal = UnityObjectToWorldNormal( v.normal );
  104. half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
  105. half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
  106. half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
  107. o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
  108. o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
  109. o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
  110. TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
  111. return o;
  112. }
  113. half4 frag( v2f IN
  114. #if !defined( CAN_SKIP_VPOS )
  115. , UNITY_VPOS_TYPE vpos : VPOS
  116. #endif
  117. ) : SV_Target
  118. {
  119. UNITY_SETUP_INSTANCE_ID( IN );
  120. Input surfIN;
  121. UNITY_INITIALIZE_OUTPUT( Input, surfIN );
  122. float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
  123. half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
  124. surfIN.worldPos = worldPos;
  125. surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
  126. surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
  127. surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
  128. surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
  129. SurfaceOutputStandard o;
  130. UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
  131. surf( surfIN, o );
  132. #if defined( CAN_SKIP_VPOS )
  133. float2 vpos = IN.pos;
  134. #endif
  135. SHADOW_CASTER_FRAGMENT( IN )
  136. }
  137. ENDCG
  138. }
  139. }
  140. Fallback "Diffuse"
  141. CustomEditor "ASEMaterialInspector"
  142. }
  143. /*ASEBEGIN
  144. Version=15900
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  148. Node;AmplifyShaderEditor.RangedFloatNode;3;-296.328,224.2742;Float;False;Property;_GridScale;GridScale;2;0;Create;True;0;0;False;0;5;1.36;0;0;0;1;FLOAT;0
  149. Node;AmplifyShaderEditor.TriplanarNode;6;-75.25891,158.6845;Float;True;Cylindrical;World;False;Top Texture 0;_TopTexture0;white;2;None;Mid Texture 0;_MidTexture0;white;1;None;Bot Texture 0;_BotTexture0;white;2;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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  153. Node;AmplifyShaderEditor.LerpOp;15;514,126.5;Float;False;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0
  154. Node;AmplifyShaderEditor.SimpleMultiplyOpNode;10;701,-52.5;Float;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT4;0.2627451,0.7960785,0.572549,0;False;1;COLOR;0
  155. Node;AmplifyShaderEditor.StandardSurfaceOutputNode;1;921,11;Float;False;True;2;Float;ASEMaterialInspector;0;0;Standard;SyntyStudios/Prototype_Global;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;All;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;0,0,0,0;VertexOffset;True;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
  156. WireConnection;6;0;4;0
  157. WireConnection;6;1;4;0
  158. WireConnection;6;2;4;0
  159. WireConnection;6;3;3;0
  160. WireConnection;6;4;2;0
  161. WireConnection;15;0;16;0
  162. WireConnection;15;1;6;0
  163. WireConnection;15;2;5;0
  164. WireConnection;10;0;9;0
  165. WireConnection;10;1;15;0
  166. WireConnection;1;0;10;0
  167. ASEEND*/
  168. //CHKSM=7EEB3FD505F6952CCF8CFC59E7E1EF4DB75955EA