天津23维预案
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3.8 KiB

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Fluvio/Fluid Effect (Specular setup)"
{
Properties
{
// Diffuse/alpha
_Color ("Color", Color) = (0.75,0.75,0.75,0.5)
_MainTex ("Albedo", 2D) = "white" {}
_Cutoff ("Alpha Cutoff", Range(0.001, 1.0)) = 0.5
_Cutoff2 ("Shadow/Depth Alpha Cutoff", Range(0.001, 1.0)) = 0.05
// Specular/smoothness
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_SpecColor ("Specular", Color) = (0.8,0.8,0.8,1)
_SpecGlossMap ("Specular", 2D) = "white" {}
// Normal
_BumpScale ("Scale", Float) = 0.5
_BumpMap ("Normal Map", 2D) = "bump" {}
// Emission
_EmissionColor ("Color", Color) = (0,0,0,0)
_EmissionMap ("Emission", 2D) = "white" {}
// Vertex colors
[KeywordEnum(None, Albedo, Specular, Emission)] _VertexColorMode ("Vertex color mode", Float) = 1
// Culling
[HideInInspector] _CullFluid ("Cull Fluid", Float) = -1.0
// UI-only data
[HideInInspector] _EmissionScaleUI ("Scale", Float) = 0.0
[HideInInspector] _EmissionColorUI ("Color", Color) = (0,0,0,0)
// Image effect (passed to composite shader)
[HideInInspector] _DownsampleFactorUI ("Downsample Factor", Float) = 1.0
[HideInInspector] _FluidBlurUI ("Blur Fluid", Range(0,1)) = 0.25
[HideInInspector] _FluidBlurBackgroundUI ("Blur Background", Range(0,1)) = 0
[HideInInspector] _FluidSpecularScaleUI ("Fake Specular Effect", Range(0.0, 1.0)) = 0
[HideInInspector] _FluidTintUI ("Composite Tint Color", Color) = (1,1,1,1)
}
CGINCLUDE
#define _GLOSSYENV 1
#define FLUVIO_SETUP_BRDF_INPUT FluvioSpecularSetup
ENDCG
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Fluvio" "PerformanceChecks"="False" }
// ------------------------------------------------------------------
// Depth pass
Pass
{
ZWrite On ZTest Always ColorMask 0
//Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
sampler2D _MainTex;
float _Cutoff2;
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
};
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
return o;
}
fixed4 frag(v2f i) : COLOR
{
fixed4 c = tex2D(_MainTex, i.texcoord);
clip(_Color.a < 1 ? -1 : c.a - _Cutoff2);
return c.a;
}
ENDCG
}
// ------------------------------------------------------------------
// Shadow rendering pass
Pass
{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
ZWrite On ZTest LEqual
CGPROGRAM
#pragma target 3.0
// TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
#pragma exclude_renderers gles
// -------------------------------------
#pragma multi_compile _VERTEXCOLORMODE_NONE _VERTEXCOLORMODE_ALBEDO _VERTEXCOLORMODE_SPECULAR _VERTEXCOLORMODE_EMISSION
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON
#pragma multi_compile_shadowcaster
#pragma vertex vertShadowCaster
#pragma fragment fragShadowCaster
#include "FluidEffectShadow.cginc"
ENDCG
}
}
CustomEditor "Thinksquirrel.FluvioEditor.Inspectors.FluidEffectShaderInspector"
}