贺州市江滨华府电子沙盘,内附合成文档。暂定为合成模板
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.28
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
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Intensity,ptin:_GlowIntensity,varname:_GlowIntensity,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1.2;n:type:ShaderForge.SFN_TexCoord,id:5169,x:31218,y:32238,varname:node_5169,prsc:2,uv:0;n:type:ShaderForge.SFN_Multiply,id:1217,x:33162,y:32802,varname:node_1217,prsc:2|A-151-R,B-1916-OUT,C-1680-A,D-2921-OUT;n:type:ShaderForge.SFN_Slider,id:1916,x:32211,y:32738,ptovrint:False,ptlb:alpha,ptin:_alpha,varname:_alpha,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.24,max:1;n:type:ShaderForge.SFN_Multiply,id:5968,x:31602,y:32368,varname:node_5968,prsc:2|A-23-UVOUT,B-5450-OUT;n:type:ShaderForge.SFN_Slider,id:5450,x:31174,y:32488,ptovrint:False,ptlb:speed,ptin:_speed,varname:_speed,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0.5,cur:1.615385,max:3;n:type:ShaderForge.SFN_Color,id:3665,x:32201,y:32084,ptovrint:False,ptlb:color,ptin:_color,varname:_color,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:4592,x:32386,y:32003,varname:node_4592,prsc:2|A-151-RGB,B-3665-RGB;n:type:ShaderForge.SFN_Slider,id:2711,x:32762,y:32243,ptovrint:False,ptlb:node_2711,ptin:_node_2711,varname:_node_2711,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;n:type:ShaderForge.SFN_Multiply,id:1319,x:33124,y:32223,varname:node_1319,prsc:2|A-4921-OUT,B-2711-OUT;n:type:ShaderForge.SFN_VertexColor,id:1680,x:32629,y:32779,varname:node_1680,prsc:2;n:type:ShaderForge.SFN_Tex2d,id:4372,x:32086,y:32945,ptovrint:False,ptlb:node_4372,ptin:_node_4372,varname:_node_4372,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:d77caf51aa7b7f144b725d692f634814,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Subtract,id:2921,x:32576,y:32951,varname:node_2921,prsc:2|A-4620-OUT,B-151-A;n:type:ShaderForge.SFN_Slider,id:6764,x:31893,y:32816,ptovrint:False,ptlb:node_6764,ptin:_node_6764,varname:_node_6764,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:10,max:10;n:type:ShaderForge.SFN_Multiply,id:4620,x:32317,y:32945,varname:node_4620,prsc:2|A-6764-OUT,B-4372-R;proporder:151-267-168-142-8547-8677-1916-5450-3665-2711-4372-6764;pass:END;sub:END;*/
Shader "Shader Forge/Examples/Vertex Animation alpha02" {
Properties {
_Diffuse ("Diffuse", 2D) = "white" {}
_Normals ("Normals", 2D) = "black" {}
_GlowColor ("Glow Color", Color) = (0.08088237,0.07181796,0.07077207,1)
_BulgeScale ("Bulge Scale", Float ) = -0.1
_BulgeShape ("Bulge Shape", Float ) = 5
_GlowIntensity ("Glow Intensity", Float ) = 1.2
_alpha ("alpha", Range(0, 1)) = 0.24
_speed ("speed", Range(0.5, 3)) = 1.615385
_color ("color", Color) = (1,1,1,1)
_node_2711 ("node_2711", Range(0, 1)) = 1
_node_4372 ("node_4372", 2D) = "white" {}
_node_6764 ("node_6764", Range(0, 10)) = 10
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha
Cull Front
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdbase
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma exclude_renderers xbox360 ps3
#pragma target 3.0
uniform float4 _TimeEditor;
uniform float _BulgeScale;
uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
uniform float4 _GlowColor;
uniform sampler2D _Normals; uniform float4 _Normals_ST;
uniform float _BulgeShape;
uniform float _GlowIntensity;
uniform float _alpha;
uniform float _speed;
uniform float4 _color;
uniform float _node_2711;
uniform sampler2D _node_4372; uniform float4 _node_4372_ST;
uniform float _node_6764;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
float3 tangentDir : TEXCOORD5;
float3 bitangentDir : TEXCOORD6;
float4 vertexColor : COLOR;
UNITY_FOG_COORDS(7)
#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
float4 ambientOrLightmapUV : TEXCOORD8;
#endif
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
o.vertexColor = v.vertexColor;
#ifdef LIGHTMAP_ON
o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
o.ambientOrLightmapUV.zw = 0;
#elif UNITY_SHOULD_SAMPLE_SH
#endif
#ifdef DYNAMICLIGHTMAP_ON
o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
o.normalDir = UnityObjectToWorldNormal(-v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
float4 node_8668 = _Time + _TimeEditor;
float node_133 = pow((abs((frac(((o.uv0+node_8668.g*float2(0,-0.25))*_speed).g)-0.5))*2.0),_BulgeShape); // Panning gradient
v.vertex.xyz += (node_133*_BulgeScale*v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos(v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float4 _Normals_var = tex2D(_Normals,TRANSFORM_TEX(i.uv0, _Normals));
float4 node_8668 = _Time + _TimeEditor;
float node_133 = pow((abs((frac(((i.uv0+node_8668.g*float2(0,-0.25))*_speed).g)-0.5))*2.0),_BulgeShape); // Panning gradient
float3 normalLocal = normalize(lerp(_Normals_var.rgb,float3(1,1,1),node_133));
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
float attenuation = 1;
float3 attenColor = attenuation * _LightColor0.xyz;
///////// Gloss:
float gloss = 0.5;
float specPow = exp2( gloss * 10.0+1.0);
/////// GI Data:
UnityLight light;
#ifdef LIGHTMAP_OFF
light.color = lightColor;
light.dir = lightDirection;
light.ndotl = LambertTerm (normalDirection, light.dir);
#else
light.color = half3(0.f, 0.f, 0.f);
light.ndotl = 0.0f;
light.dir = half3(0.f, 0.f, 0.f);
#endif
UnityGIInput d;
d.light = light;
d.worldPos = i.posWorld.xyz;
d.worldViewDir = viewDirection;
d.atten = attenuation;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
d.ambient = 0;
d.lightmapUV = i.ambientOrLightmapUV;
#else
d.ambient = i.ambientOrLightmapUV;
#endif
Unity_GlossyEnvironmentData ugls_en_data;
ugls_en_data.roughness = 1.0 - gloss;
ugls_en_data.reflUVW = viewReflectDirection;
UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
lightDirection = gi.light.dir;
lightColor = gi.light.color;
////// Specular:
float NdotL = max(0, dot( normalDirection, lightDirection ));
float node_1319 = (1.0*_node_2711);
float3 specularColor = float3(node_1319,node_1319,node_1319);
float3 directSpecular = (floor(attenuation) * _LightColor0.xyz) * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor;
float3 specular = directSpecular;
/////// Diffuse:
NdotL = dot( normalDirection, lightDirection );
float3 w = float3(node_133,node_133,node_133)*0.5; // Light wrapping
float3 NdotLWrap = NdotL * ( 1.0 - w );
float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w );
float3 backLight = max(float3(0.0,0.0,0.0), -NdotLWrap + w ) * float3(node_133,node_133,node_133);
NdotL = max(0.0,dot( normalDirection, lightDirection ));
float3 directDiffuse = (forwardLight+backLight) * attenColor;
float3 indirectDiffuse = float3(0,0,0);
indirectDiffuse += gi.indirect.diffuse;
float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse));
float node_8608 = 0.1;
float3 diffuseColor = lerp((_Diffuse_var.rgb*_color.rgb),float3(node_8608,node_8608,node_8608),node_133);
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
////// Emissive:
float3 emissive = (_GlowColor.rgb*node_133*_GlowIntensity);
/// Final Color:
float3 finalColor = diffuse + specular + emissive;
float4 _node_4372_var = tex2D(_node_4372,TRANSFORM_TEX(i.uv0, _node_4372));
fixed4 finalRGBA = fixed4(finalColor,(_Diffuse_var.r*_alpha*i.vertexColor.a*((_node_6764*_node_4372_var.r)-_Diffuse_var.a)));
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags {
"LightMode"="ForwardAdd"
}
Blend One One
Cull Front
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDADD
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdadd
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma exclude_renderers xbox360 ps3
#pragma target 3.0
uniform float4 _TimeEditor;
uniform float _BulgeScale;
uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
uniform float4 _GlowColor;
uniform sampler2D _Normals; uniform float4 _Normals_ST;
uniform float _BulgeShape;
uniform float _GlowIntensity;
uniform float _alpha;
uniform float _speed;
uniform float4 _color;
uniform float _node_2711;
uniform sampler2D _node_4372; uniform float4 _node_4372_ST;
uniform float _node_6764;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
float3 tangentDir : TEXCOORD5;
float3 bitangentDir : TEXCOORD6;
float4 vertexColor : COLOR;
LIGHTING_COORDS(7,8)
UNITY_FOG_COORDS(9)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
o.vertexColor = v.vertexColor;
o.normalDir = UnityObjectToWorldNormal(-v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
float4 node_5720 = _Time + _TimeEditor;
float node_133 = pow((abs((frac(((o.uv0+node_5720.g*float2(0,-0.25))*_speed).g)-0.5))*2.0),_BulgeShape); // Panning gradient
v.vertex.xyz += (node_133*_BulgeScale*v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos(v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float4 _Normals_var = tex2D(_Normals,TRANSFORM_TEX(i.uv0, _Normals));
float4 node_5720 = _Time + _TimeEditor;
float node_133 = pow((abs((frac(((i.uv0+node_5720.g*float2(0,-0.25))*_speed).g)-0.5))*2.0),_BulgeShape); // Panning gradient
float3 normalLocal = normalize(lerp(_Normals_var.rgb,float3(1,1,1),node_133));
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
float3 lightColor = _LightColor0.rgb;
float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
///////// Gloss:
float gloss = 0.5;
float specPow = exp2( gloss * 10.0+1.0);
////// Specular:
float NdotL = max(0, dot( normalDirection, lightDirection ));
float node_1319 = (1.0*_node_2711);
float3 specularColor = float3(node_1319,node_1319,node_1319);
float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor;
float3 specular = directSpecular;
/////// Diffuse:
NdotL = dot( normalDirection, lightDirection );
float3 w = float3(node_133,node_133,node_133)*0.5; // Light wrapping
float3 NdotLWrap = NdotL * ( 1.0 - w );
float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w );
float3 backLight = max(float3(0.0,0.0,0.0), -NdotLWrap + w ) * float3(node_133,node_133,node_133);
NdotL = max(0.0,dot( normalDirection, lightDirection ));
float3 directDiffuse = (forwardLight+backLight) * attenColor;
float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse));
float node_8608 = 0.1;
float3 diffuseColor = lerp((_Diffuse_var.rgb*_color.rgb),float3(node_8608,node_8608,node_8608),node_133);
float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
float3 finalColor = diffuse + specular;
float4 _node_4372_var = tex2D(_node_4372,TRANSFORM_TEX(i.uv0, _node_4372));
fixed4 finalRGBA = fixed4(finalColor * (_Diffuse_var.r*_alpha*i.vertexColor.a*((_node_6764*_node_4372_var.r)-_Diffuse_var.a)),0);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "ShadowCaster"
Tags {
"LightMode"="ShadowCaster"
}
Offset 1, 1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_SHADOWCASTER
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma exclude_renderers xbox360 ps3
#pragma target 3.0
uniform float4 _TimeEditor;
uniform float _BulgeScale;
uniform float _BulgeShape;
uniform float _speed;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
V2F_SHADOW_CASTER;
float2 uv0 : TEXCOORD1;
float2 uv1 : TEXCOORD2;
float2 uv2 : TEXCOORD3;
float4 posWorld : TEXCOORD4;
float3 normalDir : TEXCOORD5;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
o.normalDir = UnityObjectToWorldNormal(-v.normal);
float4 node_6744 = _Time + _TimeEditor;
float node_133 = pow((abs((frac(((o.uv0+node_6744.g*float2(0,-0.25))*_speed).g)-0.5))*2.0),_BulgeShape); // Panning gradient
v.vertex.xyz += (node_133*_BulgeScale*v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex );
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 normalDirection = i.normalDir;
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
Pass {
Name "Meta"
Tags {
"LightMode"="Meta"
}
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_META 1
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#include "UnityMetaPass.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma exclude_renderers xbox360 ps3
#pragma target 3.0
uniform float4 _TimeEditor;
uniform float _BulgeScale;
uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
uniform float4 _GlowColor;
uniform float _BulgeShape;
uniform float _GlowIntensity;
uniform float _speed;
uniform float4 _color;
uniform float _node_2711;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
o.normalDir = UnityObjectToWorldNormal(-v.normal);
float4 node_9026 = _Time + _TimeEditor;
float node_133 = pow((abs((frac(((o.uv0+node_9026.g*float2(0,-0.25))*_speed).g)-0.5))*2.0),_BulgeShape); // Panning gradient
v.vertex.xyz += (node_133*_BulgeScale*v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
return o;
}
float4 frag(VertexOutput i) : SV_Target {
i.normalDir = normalize(i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 normalDirection = i.normalDir;
UnityMetaInput o;
UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
float4 node_9026 = _Time + _TimeEditor;
float node_133 = pow((abs((frac(((i.uv0+node_9026.g*float2(0,-0.25))*_speed).g)-0.5))*2.0),_BulgeShape); // Panning gradient
o.Emission = (_GlowColor.rgb*node_133*_GlowIntensity);
float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse));
float node_8608 = 0.1;
float3 diffColor = lerp((_Diffuse_var.rgb*_color.rgb),float3(node_8608,node_8608,node_8608),node_133);
float node_1319 = (1.0*_node_2711);
float3 specColor = float3(node_1319,node_1319,node_1319);
o.Albedo = diffColor + specColor * 0.125; // No gloss connected. Assume it's 0.5
return UnityMetaFragment( o );
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}