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@@ -0,0 +1,71 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/Gaia/CombineColorChannels"
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{
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Properties
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{
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// we have removed support for texture tiling/offset,
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// so make them not be displayed in material inspector
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[NoScaleOffset] _RedChannelTex ("Texture", 2D) = "black" {}
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[NoScaleOffset] _GreenChannelTex ("Texture", 2D) = "black" {}
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[NoScaleOffset] _BlueChannelTex ("Texture", 2D) = "black" {}
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[NoScaleOffset] _AlphaChannelTex ("Texture", 2D) = "black" {}
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}
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SubShader
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{
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Pass
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{
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CGPROGRAM
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// use "vert" function as the vertex shader
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#pragma vertex vert
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// use "frag" function as the __pixel__ (fragment) shader
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#pragma fragment frag
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// vertex shader inputs
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struct appdata
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{
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float4 vertex : POSITION; // vertex position
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float2 uv : TEXCOORD0; // texture coordinate
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};
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// vertex shader outputs ("vertex to fragment")
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struct v2f
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{
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float2 uv : TEXCOORD0; // texture coordinate
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float4 vertex : SV_POSITION; // clip space position
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};
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// vertex shader
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v2f vert (appdata v)
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{
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v2f o;
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// transform position to clip space
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// (multiply with model*view*projection matrix)
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o.vertex = UnityObjectToClipPos(v.vertex);
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// just pass the texture coordinate
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o.uv = v.uv;
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return o;
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}
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// textures we will sample
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sampler2D _RedChannelTex;
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sampler2D _GreenChannelTex;
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sampler2D _BlueChannelTex;
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sampler2D _AlphaChannelTex;
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// pixel shader; returns low precision ("fixed4" type)
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// color ("SV_Target" semantic)
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fixed4 frag (v2f i) : SV_Target
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{
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// sample texture and return it
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fixed4 col = float4(0.0f, 0.0f, 0.0f, 0.0f);
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col.r = tex2D(_RedChannelTex, i.uv);
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col.g = tex2D(_GreenChannelTex, i.uv);
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col.b = tex2D(_BlueChannelTex, i.uv);
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col.a = tex2D(_AlphaChannelTex, i.uv);
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return col;
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}
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ENDCG
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}
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}
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}
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: fd1e92eeea003a14ca48b13839203f87
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,470 @@
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#ifndef PW_GENERALFUNCS
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#define PW_GENERALFUNCS
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#define HALF_MIN 6.103515625e-5
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#define PW_DEFAULT_TERRAIN_SIZE 2048.0
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#define PW_DEFAULT_TERRAIN_SCALE ( 1.0 / PW_DEFAULT_TERRAIN_SIZE )
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#define PW_GLOBAL_SCALE (_PW_Global_TerrainScale+1.0)
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#define _PW_GD_NORMAL_ON
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#define _PW_GD_METALLICMAP_ON
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#define _PW_SF_GLOBAL_CONTROL_ON
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///SCOTTFIND add keywords to graph stuff
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/// ADD COVER and WORLDMAP keywords
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inline void PW_WorldScaleGraph_half ( in half i_global_TerrainScale, out half2 o_worldScale )
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{
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//#if defined(_PW_SF_COVER_ON) || defined (_PW_SF_WORLDMAP_ON)
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float tscale = i_global_TerrainScale + 1.0;
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o_worldScale.x = PW_DEFAULT_TERRAIN_SCALE * tscale;
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o_worldScale.y = PW_DEFAULT_TERRAIN_SCALE * tscale;
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//#else
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// o_worldScale = half2(1,1);
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//#endif
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}
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//=============================================================================
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inline void CoverVertexUV ( in float2 i_worldUVScale, in float4 i_vertex, inout float2 i_coverLayer0UV,inout float2 i_coverLayer1UV )
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{
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#if defined(_PW_SF_COVER_ON)
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float4 worldPosition = mul ( UNITY_MATRIX_M, i_vertex );
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half2 guv = ( ( worldPosition.xz * i_worldUVScale ) - float2 ( 0.5, 0.5 ) );
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i_coverLayer0UV = guv * _PW_CoverLayer0Tiling;
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i_coverLayer1UV = guv * _PW_CoverLayer1Tiling;
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#endif
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}
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inline void AlphaTestSRP_float (in bool i_vface, in float i_cutoff, out float o_out )
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{
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float alphaTest = 0;
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#if defined(_ALPHATEST_ON)
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alphaTest += i_cutoff;
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#endif
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#if defined(_PW_SF_BILLBOARD_ON)
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#ifndef SHADERPASS_SHADOWCASTER
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alphaTest += (i_vface) ? 0 : 1;
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#endif
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#endif
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o_out = alphaTest;
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}
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inline void AlphaTestSRP_half (in bool i_vface, in half i_cutoff, out half o_out )
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{
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half alphaTest = 0;
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#if defined(_ALPHATEST_ON)
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alphaTest += i_cutoff;
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#endif
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#if defined(_PW_SF_BILLBOARD_ON)
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#ifndef SHADERPASS_SHADOWCASTER
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alphaTest += (i_vface) ? 0 : 1;
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#endif
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#endif
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o_out = alphaTest;
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}
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//=============================================================================
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inline void WorldMapObject_half ( in half4 i_worldMap, in half3 i_albedo, in half3 i_worldMapColorObject, out half3 o_albedo )
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{
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#ifdef _PW_SF_WORLDMAP_ON
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half3 worldMapColor = i_albedo * i_worldMapColorObject;
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o_albedo = lerp ( i_albedo, worldMapColor, i_worldMap.r );
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#else
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o_albedo = i_albedo;
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#endif
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}
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//=============================================================================
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inline void WorldMapUV ( in half2 i_worldUVScale, in half i_worldMapUVScale, out half2 o_uv )
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{
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half4 worldPosition = mul ( UNITY_MATRIX_M, float4(0,0,0,1) );
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half2 worldMapUV = ( ( worldPosition.xz * i_worldUVScale ) + float2 ( 0.5, 0.5 ) ) * i_worldMapUVScale;
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worldMapUV.x = abs ( fmod ( worldMapUV.x, 1.0 ) );
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worldMapUV.y = 1.0 - abs ( fmod ( worldMapUV.y, 1.0 ) );
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o_uv = worldMapUV;
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}
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/*
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//=============================================================================
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inline void WorldMapVertex ( in float2 i_worldUVScale, inout half4 i_variationMap )
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{
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#ifdef _PW_SF_WORLDMAP_ON
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float4 worldPosition = mul ( UNITY_MATRIX_M, float4(0,0,0,1) );
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float2 worldMapUV = ( ( worldPosition.xz * i_worldUVScale ) + float2 ( 0.5, 0.5 ) ) * _PW_WorldMapUVScale;
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worldMapUV.x = abs ( fmod ( worldMapUV.x, 1.0 ) );
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worldMapUV.y = 1.0 - abs ( fmod ( worldMapUV.y, 1.0 ) );
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i_variationMap = tex2Dlod ( __PW_WorldMapColorCover1.rgbPW_WorldMap, float4 ( worldMapUV, 0, 0 ) );
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#endif
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}
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*/
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//=============================================================================
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inline void CoverUVNode_half ( in half3 i_worldPos ,in half2 i_worldUVScale, in half i_userTiling, out half2 i_coverUV )
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{
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#if defined(_PW_SF_COVER_ON)
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i_coverUV = ( ( i_worldPos.xz * i_worldUVScale ) - float2 ( 0.5, 0.5 ) ) * i_userTiling;
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#else
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i_coverUV = half2(0,0);
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#endif
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}
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//-------------------------------------------------------------------------------------
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inline void SeasonalTint_half ( in half3 i_albedo, in half3 i_globalTint, in half i_amount, out half3 o_albedo )
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{
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half3 seasonColor = half3(1,1,1) - i_globalTint;
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o_albedo = lerp ( i_albedo, i_albedo * seasonColor, i_amount );
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}
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//-------------------------------------------------------------------------------------
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inline void BackFaceCheck_half ( in half3 i_normal, in half3 i_viewDir, out half3 o_normal )
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{
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o_normal = dot(i_viewDir, float3(0, 0, 1)) >= 0.0 ? i_normal : -i_normal;
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/*
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half dotNV = dot ( i_viewDir, half3(0, 0, 1) );
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half facing = sign ( dotNV );
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facing = lerp ( 1.0, facing, abs(facing) );
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o_normal = i_normal * facing;
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*/
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}
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//-------------------------------------------------------------------------------------
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inline void BlendVertexMaskAO_half ( in half i_power, in half i_vertexMask, in half i_expPower, in half i_vertexAO, in half i_mapAO, out half o_ao )
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{
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half ao = abs ( lerp ( i_vertexAO * i_mapAO, i_mapAO, i_vertexMask ) );
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half val = pow ( ao, i_expPower );
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o_ao = clamp ( ( 1.0 - i_power ) + val, 0, 1 );
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}
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//-----------------------------------------------------------------------------
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inline void CombineLocalGlobalClamp_half ( in half i_valLocal, in half i_valGlobal, out half o_result )
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{
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#if defined(_PW_SF_GLOBAL_CONTROL_ON)
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o_result = clamp ( i_valLocal + i_valGlobal, 0.0, 1.0 );
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#else
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o_result = i_valLocal;
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#endif
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}
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//-----------------------------------------------------------------------------
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inline void CombineLocalGlobal ( in half i_valLocal, in half i_valGlobal, out half o_val )
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{
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half result;
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#if defined(_PW_SF_GLOBAL_CONTROL_ON)
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result = i_valLocal + i_valGlobal;
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#else
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result = i_valLocal;
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#endif
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o_val = result;
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}
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inline void CombineLocalGlobal ( in float4 i_valLocal, in float4 i_valGlobal, out float4 o_val )
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{
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float4 result;
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#if defined(_PW_SF_GLOBAL_CONTROL_ON)
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result = i_valLocal + i_valGlobal;
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#else
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result = i_valLocal;
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#endif
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o_val = result;
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}
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//=============================================================================
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inline void PW_ScaleNormal_half ( in half4 i_packedNormal, in half i_scale, in bool i_facing, out half3 o_normal )
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{
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half facing = i_facing ? 1 : -1;
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o_normal = i_packedNormal.xyz;
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//o_normal.xy *= i_scale;
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o_normal.z *= facing;
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}
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/*
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Variation Map
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R = object amount
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G = cover vary amount layer 0
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B = cover vary amount layer 1
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A = cover layer 1 fade 0 -1
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*/
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//=============================================================================
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inline void VaryationObject_half ( in half3 i_albedo, in half4 i_variationMap, in half3 i_variationTint, out half3 o_albedo )
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{
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#ifdef _PW_SF_WORLDMAP_ON
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half3 worldMapColor = i_albedo * i_variationTint;
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o_albedo = lerp ( i_albedo, worldMapColor, i_variationMap.r );
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#endif
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}
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/*
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//=============================================================================
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inline void WorldMapCover ( in half4 i_worldMap, inout half3 i_layer0, inout half3 i_layer1, inout half i_progress )
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{
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#ifdef _PW_SF_WORLDMAP_ON
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half3 worldMapColor = i_layer0 * _PW_WorldMapColorCover0.rgb;
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i_layer0 = lerp ( i_layer0, worldMapColor, i_worldMap.g );
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worldMapColor = i_layer1 * _PW_WorldMapColorCover1.rgb;
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i_layer1 = lerp ( i_layer1, worldMapColor, i_worldMap.b );
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i_progress *= i_worldMap.a;
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#endif
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}
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*/
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//=============================================================================
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inline void DitherCrossFade ( half2 i_vpos )
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{
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#ifdef LOD_FADE_CROSSFADE
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//UnityApplyDitherCrossFade(i_vpos);
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float4x4 ditherMatrix =
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{ 1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
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13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
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4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
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16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
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};
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half mask = ditherMatrix [i_vpos.x%4][i_vpos.y%4];
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float sgn = sign(unity_LODFade.x);
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sgn = lerp ( 1.0, sgn, abs(sgn) );
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clip ( unity_LODFade.x - mask * sgn );
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#endif
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}
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inline void NrmAdd_float(in float3 i_nrmA, in float3 i_nrmB, out float3 o_nrm)
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{
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o_nrm = normalize(float3(i_nrmA.xy + i_nrmB.xy, i_nrmA.z));
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}
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inline void NrmAdd_half(in half3 i_nrmA, in half3 i_nrmB, out half3 o_nrm)
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{
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o_nrm = normalize(half3(i_nrmA.xy + i_nrmB.xy, i_nrmA.z));
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}
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inline void WindMovement_float ( in float3 i_vertexPos, in float i_windSpeed, in float i_windGust, in float3 i_windDirection, out float3 o_vertexPos )
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{
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o_vertexPos = i_vertexPos;
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}
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//=============================================================================
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inline void Translucent_half (
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in half3 i_albedo,
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in half3 i_worldNormal,
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in half3 i_lightDir,
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in half3 i_lightColor,
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in half3 i_viewDir,
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in half4 i_coverRGBA,
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in half i_thickness,
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in half3 i_user_Tint,
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in half i_user_Power,
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in half i_user_Distortion,
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out half4 o_addLight
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)
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{
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#ifdef _PW_SF_SSS_ON
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half3 color;
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half thickness;
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#ifdef _PW_SF_COVER_ON
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color = lerp ( i_albedo, i_coverRGBA.rgb, i_coverRGBA.a ) * i_user_Tint;
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thickness = max ( i_thickness - ( i_coverRGBA.a * 0.25 ), 0 );
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#else
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color = i_albedo * i_user_Tint;
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thickness = i_thickness;
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#endif
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half3 transLightDir = i_lightDir + i_worldNormal * i_user_Distortion;
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half transDot = max ( 0, dot ( i_viewDir, -transLightDir ) );
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half transLight = ( transDot * transDot * transDot ) * i_user_Power * thickness;
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o_addLight = half4 ( color * i_lightColor * transLight, 1 );
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#else
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o_addLight = half4(0,0,0,0);
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#endif
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}
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//=============================================================================
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// does SSS and Translucent/SSS
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inline void AddLighting_half (
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in half3 i_albedo,
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in half3 i_worldNormal,
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in half3 i_lightDir,
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in half3 i_lightColor,
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in half3 i_viewDir,
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in half4 i_coverRGBA,
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in half i_thickness,
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in half3 i_user_Tint,
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in half i_user_Power,
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in half i_user_Distortion,
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in half i_wrapLighting,
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out half4 o_addLight
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)
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{
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#ifdef _PW_SF_SSS_ON
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half3 color;
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half thickness;
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#ifdef _PW_SF_COVER_ON
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color = lerp ( i_albedo, i_coverRGBA.rgb, i_coverRGBA.a ) * i_user_Tint;
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thickness = max ( i_thickness - ( i_coverRGBA.a * 0.25 ), 0 );
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#else
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color = i_albedo * i_user_Tint;
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thickness = i_thickness;
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#endif
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half3 transLightDir = i_lightDir + i_worldNormal * i_user_Distortion;
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half transDot = max ( 0, dot ( i_viewDir, -transLightDir ) );
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half transLight = pow( transDot, 16 ) * i_user_Power * thickness;
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o_addLight = half4 ( color * i_lightColor * transLight, 1 );
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//half fakeShadow = clamp ( ( i_vertexShade - 0.5 ) * 2 + 0.6, 0, 1 );
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//o_addLight *= fakeShadow;
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#else
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o_addLight = half4(0,0,0,0);
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||||
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#endif
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||||
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||||
// i_wraping should be a uniform
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||||
if ( i_wrapLighting > 0.0 )
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||||
{
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half dotP = 1.0 - abs ( dot ( i_worldNormal, i_lightDir ) );
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o_addLight.rgb += i_lightColor * i_albedo * dotP * dotP * dotP * i_wrapLighting;
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||||
}
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||||
}
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||||
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||||
//=============================================================================
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||||
inline void CoverSurface_half (
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in half3 i_albedo,
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||||
in half3 i_normal,
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||||
in half i_metallic,
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||||
in half i_smoothness,
|
||||
in half4 i_sss,
|
||||
in half i_worldPosY,
|
||||
in half i_worldNormalY,
|
||||
|
||||
in half4 i_user_Texture,
|
||||
in half3 i_user_Normal,
|
||||
in half i_user_EdgeFade,
|
||||
in half i_global_Progress,
|
||||
in half i_user_Progress,
|
||||
in half i_user_Metallic,
|
||||
in half i_user_Smoothness,
|
||||
in half i_user_AlphaClamp,
|
||||
in half i_user_Wrap,
|
||||
in half i_user_FadeStartY,
|
||||
in half i_user_FadeDistance,
|
||||
in half3 i_user_VaryColor,
|
||||
|
||||
in half i_varyColorAmount,
|
||||
|
||||
out half3 o_albedo,
|
||||
out half3 o_normal,
|
||||
out half o_metallic,
|
||||
out half o_smoothness,
|
||||
out half4 o_sss
|
||||
)
|
||||
{
|
||||
#ifdef _PW_SF_COVER_ON
|
||||
half3 albedo;
|
||||
half alpha;
|
||||
half alwaysUpY = abs ( i_worldNormalY );
|
||||
|
||||
albedo = i_user_Texture.rgb;
|
||||
|
||||
alpha = clamp ( 0, 1, abs ( i_user_AlphaClamp ) + ( i_user_Texture.a * i_user_AlphaClamp * 10 ) );
|
||||
|
||||
half dissolve = 1.0 - ( alwaysUpY * alpha );
|
||||
half edgeSize = lerp ( dissolve + i_user_EdgeFade, dissolve - i_user_EdgeFade, dissolve );
|
||||
half progress;
|
||||
CombineLocalGlobalClamp_half ( i_user_Progress, i_global_Progress, progress );
|
||||
|
||||
progress = smoothstep ( progress + i_user_EdgeFade, progress - i_user_EdgeFade, edgeSize );
|
||||
|
||||
#ifdef _PW_SF_WORLDMAP_ON
|
||||
albedo = lerp ( albedo, albedo * i_user_VaryColor, i_varyColorAmount );
|
||||
#endif
|
||||
|
||||
// fade cover
|
||||
half delta = i_worldPosY - i_user_FadeStartY;
|
||||
half sgn = max ( sign ( delta ), 0 );
|
||||
half fade = clamp ( length ( delta ) / max ( i_user_FadeDistance, HALF_MIN ), 0.0, 1.0 ) * sgn;
|
||||
|
||||
progress *= fade;
|
||||
|
||||
// progress on top only
|
||||
half worldY = saturate ( i_worldNormalY );
|
||||
half amount = progress * min ( worldY * worldY + i_user_Wrap, 1 ) * alpha;
|
||||
|
||||
// color for translucent on top
|
||||
#ifdef _PW_SF_SSS_ON
|
||||
half4 tempSSSCover;
|
||||
half tempAmount = progress * alwaysUpY * alpha;
|
||||
|
||||
tempSSSCover.rgb = albedo;
|
||||
tempSSSCover.a = tempAmount;
|
||||
|
||||
o_sss = lerp ( i_sss, tempSSSCover, tempAmount );
|
||||
#else
|
||||
o_sss = half4(0,0,0,0);
|
||||
#endif
|
||||
|
||||
o_albedo = lerp ( i_albedo, albedo, amount );
|
||||
o_normal = lerp ( i_normal, i_user_Normal, amount*0.25 );
|
||||
o_metallic = lerp ( i_metallic, i_user_Metallic, amount );
|
||||
o_smoothness = lerp ( i_smoothness, i_user_Smoothness, amount );
|
||||
#else
|
||||
o_albedo = i_albedo;
|
||||
o_normal = i_normal;
|
||||
o_metallic = i_metallic;
|
||||
o_smoothness = i_smoothness;
|
||||
o_sss = half4(0,0,0,0);
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif // PW_GENERALFUNCS
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8fe8ee6ae8142455296da0425ee03876
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,145 @@
|
||||
|
||||
#ifndef PW_GENERALVARS
|
||||
#define PW_GENERALVARS
|
||||
|
||||
struct EchoData
|
||||
{
|
||||
half4 coverRGBA;
|
||||
half3 worldNormal;
|
||||
half thickness;
|
||||
half3 screenPos;
|
||||
half4 vertexColor;
|
||||
float2 worldUV;
|
||||
};
|
||||
|
||||
struct SurfaceOutputGaia
|
||||
{
|
||||
half3 Albedo;
|
||||
float3 Normal;
|
||||
half3 Emission;
|
||||
half Metallic;
|
||||
half Smoothness;
|
||||
half Occlusion;
|
||||
half Alpha;
|
||||
EchoData e;
|
||||
};
|
||||
|
||||
struct PWCoverLayer
|
||||
{
|
||||
half3 albedo;
|
||||
half alpha;
|
||||
half3 normal;
|
||||
half4 colorTint;
|
||||
half alphaClamp;
|
||||
half smoothness;
|
||||
half metallic;
|
||||
half coverAmount;
|
||||
half progress;
|
||||
half amount;
|
||||
half wrap;
|
||||
};
|
||||
|
||||
struct PWCoverSurface
|
||||
{
|
||||
half3 albedo;
|
||||
half3 albedoSSS;
|
||||
half3 normal;
|
||||
half smoothness;
|
||||
half metallic;
|
||||
half alwaysUpDir;
|
||||
half worldNormalY;
|
||||
};
|
||||
|
||||
half4 _PW_MainLightDir;
|
||||
half4 _PW_MainLightColor;
|
||||
half4 _PW_MainLightSpecular;
|
||||
half _PW_MainLightIntensity;
|
||||
|
||||
float _PW_ShaderMode;
|
||||
float _PW_TerrainSizeX;
|
||||
float _PW_TerrainSizeZ;
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _BumpMap;
|
||||
sampler2D _MetallicGlossMap;
|
||||
half _BumpMapScale;
|
||||
half _Cutoff;
|
||||
half _Glossiness;
|
||||
half _Metallic;
|
||||
half _WrapLighting;
|
||||
|
||||
half _AOPower;
|
||||
half _AOVertexMask;
|
||||
half _AOPowerExp;
|
||||
|
||||
sampler2D _PW_WorldMap;
|
||||
half4 _PW_WorldMapColorObject;
|
||||
half4 _PW_WorldMapColorCover0;
|
||||
half4 _PW_WorldMapColorCover1;
|
||||
float _PW_WorldMapUVScale;
|
||||
|
||||
// alpha add
|
||||
// alpha expand
|
||||
|
||||
sampler2D _PW_CoverLayer0;
|
||||
half4 _PW_CoverLayer0Color;
|
||||
sampler2D _PW_CoverLayer0Normal;
|
||||
half _PW_CoverLayer0NormalScale;
|
||||
half _PW_CoverLayer0AlphaClamp;
|
||||
half _PW_CoverLayer0Edge;
|
||||
half _PW_CoverLayer0Tiling;
|
||||
half _PW_CoverLayer0Smoothness;
|
||||
half _PW_CoverLayer0Metallic;
|
||||
half _PW_CoverLayer0Wrap;
|
||||
half _PW_CoverLayer0Progress;
|
||||
half _PW_CoverLayer0FadeStart;
|
||||
half _PW_CoverLayer0FadeDist;
|
||||
|
||||
sampler2D _PW_CoverLayer1;
|
||||
half4 _PW_CoverLayer1Color;
|
||||
sampler2D _PW_CoverLayer1Normal;
|
||||
half _PW_CoverLayer1NormalScale;
|
||||
half _PW_CoverLayer1AlphaClamp;
|
||||
half _PW_CoverLayer1Edge;
|
||||
half _PW_CoverLayer1Tiling;
|
||||
half _PW_CoverLayer1Smoothness;
|
||||
half _PW_CoverLayer1Metallic;
|
||||
half _PW_CoverLayer1Wrap;
|
||||
half _PW_CoverLayer1Progress;
|
||||
half _PW_CoverLayer1FadeStart;
|
||||
half _PW_CoverLayer1FadeDist;
|
||||
|
||||
float2 _PW_WindTreeWidthHeight;
|
||||
float3 _PW_WindTreeFlex;
|
||||
float3 _PW_WindTreeFrequency;
|
||||
float4 _PW_WindGlobals;
|
||||
float4 _PW_WindGlobalsB;
|
||||
|
||||
half _PW_SSSPower;
|
||||
half4 _PW_SSSTint;
|
||||
half _PW_SSSDistortion;
|
||||
half _PW_SSSThickness;
|
||||
|
||||
half _PW_Global_SeasonalTintAmount;
|
||||
|
||||
// global uniforms set by system
|
||||
half _PW_Global_CoverLayer0Progress;
|
||||
half _PW_Global_CoverLayer1Progress;
|
||||
|
||||
half _PW_Global_CoverLayer0FadeStart;
|
||||
half _PW_Global_CoverLayer0FadeDist;
|
||||
|
||||
half _PW_Global_CoverLayer1FadeStart;
|
||||
half _PW_Global_CoverLayer1FadeDist;
|
||||
|
||||
half _PW_Global_Metallic;
|
||||
half _PW_Global_Smoothness;
|
||||
half _PW_Global_TerrainScale;
|
||||
|
||||
half4 _PW_Global_SeasonalTint;
|
||||
|
||||
float4 _PW_Global_WindDirection;
|
||||
float _PW_Global_WindGustDistance;
|
||||
float _PW_Global_WindSpeed;
|
||||
|
||||
#endif //PW_GENERALVARS
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 195a1b5ae1c234f8c95f71455c1c7088
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,92 @@
|
||||
#ifndef PW_GENERALFUNCSWIND
|
||||
#define PW_GENERALFUNCSWIND
|
||||
|
||||
inline void WindCalculations_float ( in float3 i_vertexPos, in float2 i_widthHeight, in float3 i_flex, in float3 i_frequency, out float3 o_vertexPos )
|
||||
{
|
||||
#ifdef _PW_SF_WIND_ON
|
||||
// early out test
|
||||
float3 worldOffset = float3(unity_ObjectToWorld._m03,unity_ObjectToWorld._m13,unity_ObjectToWorld._m23); // grab pos from matrix translation
|
||||
|
||||
// cheeky normalised square dist
|
||||
float3 nrmObjDistVector = (worldOffset - _WorldSpaceCameraPos) / _PW_WindGlobalsB.x;
|
||||
float nrmSqrdDist = 1 - saturate(dot(nrmObjDistVector,nrmObjDistVector));
|
||||
nrmSqrdDist *= nrmSqrdDist;
|
||||
o_vertexPos = i_vertexPos; // prime out with pre wind data
|
||||
|
||||
if(nrmSqrdDist > 0.0f)
|
||||
{
|
||||
// Just for clarity
|
||||
float3 windDir = _PW_WindGlobals.xyz;
|
||||
float windMain = _PW_WindGlobals.w;
|
||||
|
||||
// curves for mixing flex by wind main
|
||||
float3 flex = i_flex * float3(saturate(windMain * 3),saturate(windMain * 2),1-windMain * windMain * 0.5) * windMain * nrmSqrdDist;
|
||||
|
||||
// normalize effects by height scale and reduce effects when object is on its side.
|
||||
float3 up = float3(0,1,0);
|
||||
float3 zScaleRotVec = mul((float3x3)unity_ObjectToWorld,up);
|
||||
float3 zScaleRotVecNrm = normalize(zScaleRotVec);
|
||||
float xDot = max(dot(zScaleRotVec,zScaleRotVecNrm),0.4f); // clamp to 0.4 so really small scales dont become overly flexible
|
||||
float upDot = saturate(dot(zScaleRotVecNrm,up));
|
||||
i_widthHeight.xy = lerp(i_widthHeight.yy * float2(2,2),i_widthHeight.xy,upDot*upDot) * xDot;
|
||||
flex *= xDot;
|
||||
i_frequency *= xDot;
|
||||
|
||||
// split translation from scale and rotation for later use
|
||||
float3 localWorldPos = mul((float3x3)unity_ObjectToWorld,i_vertexPos.xyz);
|
||||
float3 worldPos = localWorldPos + worldOffset;
|
||||
float windTime = -frac(_PW_WindGlobalsB.y * 6.0f) * 6.283185f;
|
||||
|
||||
float3 normLocalWorldPos = localWorldPos / float3(i_widthHeight.x,i_widthHeight.y,i_widthHeight.x);
|
||||
float branchdist = dot(normLocalWorldPos.xz , normLocalWorldPos.xz);
|
||||
float stemheight = normLocalWorldPos.y;
|
||||
|
||||
// approximate length before flex
|
||||
float lengthA = dot(localWorldPos,localWorldPos);
|
||||
|
||||
// Main wind force
|
||||
float gust = ((sin(windTime + dot(i_frequency.xxx,worldOffset)) * 0.3 + windMain * 0.5) + (_SinTime.y * 0.4 + windMain) * windMain) * (_SinTime.w * 0.3 + 0.7);
|
||||
|
||||
// trunk flex
|
||||
float3 flexTally = 0;
|
||||
flexTally.xz = windDir.xz * (stemheight * stemheight * gust * flex.x);
|
||||
|
||||
// scale gust for branch and leaf
|
||||
gust = gust * 0.7 + 0.3;
|
||||
|
||||
// branch flex
|
||||
#ifndef _PW_SF_BILLBOARD_ON
|
||||
flexTally.xyz += windDir.xyz * stemheight * stemheight * (sin(windTime * 2 + dot(worldPos + flexTally * 0.25,float3(1,1,1)) * i_frequency.y) * branchdist * 0.7 + 0.3) * gust * flex.y; // - flextally adds more noise when stem flex's
|
||||
#endif
|
||||
|
||||
//normalize flex to maintain tree volume
|
||||
float3 vertOffset = localWorldPos + flexTally;
|
||||
float flexNorm = saturate(lengthA/dot(vertOffset,vertOffset));
|
||||
flexTally = vertOffset * flexNorm;
|
||||
|
||||
// add to tree
|
||||
localWorldPos = flexTally;
|
||||
|
||||
// leaf flex
|
||||
#ifndef _PW_SF_BILLBOARD_ON
|
||||
#ifdef _ALPHATEST_ON
|
||||
float leafTime = windTime * 5;
|
||||
float3 frequencyOffests = (worldPos + flexTally) * i_frequency.z;
|
||||
float3 leafBranchdist = float3(branchdist,branchdist * 0.75f,branchdist);
|
||||
float3 leafFlex = (sin(leafTime.xxx + frequencyOffests) * windDir.xyz + windDir.xyz) * leafBranchdist;
|
||||
localWorldPos += leafFlex * (stemheight * gust * flex.z) * (flexNorm + 0.5f);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
o_vertexPos = mul((float3x3)unity_WorldToObject,localWorldPos.xyz);
|
||||
}
|
||||
|
||||
#else
|
||||
o_vertexPos = i_vertexPos;
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif // PW_GENERALFUNCS
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 598593ee2b5911e44b9b03c445696d9b
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,92 @@
|
||||
#ifndef PW_GENERALWINDHDRP
|
||||
#define PW_GENERALWINDHDRP
|
||||
|
||||
inline void WindCalculations_float ( in float3 i_vertexPos, in float2 i_widthHeight, in float3 i_flex, in float3 i_frequency, out float3 o_vertexPos )
|
||||
{
|
||||
#ifdef _PW_SF_WIND_ON
|
||||
// early out test
|
||||
float3 worldOffset = UNITY_MATRIX_M._m03_m13_m23 + _WorldSpaceCameraPos; // grab pos from matrix translation
|
||||
|
||||
// cheeky normalised square dist
|
||||
float3 nrmObjDistVector = (worldOffset - _WorldSpaceCameraPos) / _PW_WindGlobalsB.x;
|
||||
float nrmSqrdDist = 1 - saturate(dot(nrmObjDistVector,nrmObjDistVector));
|
||||
nrmSqrdDist *= nrmSqrdDist;
|
||||
o_vertexPos = i_vertexPos; // prime out with pre wind data
|
||||
|
||||
if(nrmSqrdDist > 0.0f)
|
||||
{
|
||||
// Just for clarity
|
||||
float3 windDir = _PW_WindGlobals.xyz;
|
||||
float windMain = _PW_WindGlobals.w;
|
||||
|
||||
// curves for mixing flex by wind main
|
||||
float3 flex = i_flex * float3(saturate(windMain * 3),saturate(windMain * 2),1-windMain * windMain * 0.5) * windMain * nrmSqrdDist;
|
||||
|
||||
// normalize effects by height scale and reduce effects when object is on its side.
|
||||
float3 up = float3(0,1,0);
|
||||
float3 zScaleRotVec = mul((float3x3)UNITY_MATRIX_M,up);
|
||||
float3 zScaleRotVecNrm = normalize(zScaleRotVec);
|
||||
float xDot = max(dot(zScaleRotVec,zScaleRotVecNrm),0.4f); // clamp to 0.4 so really small scales dont become overly flexible
|
||||
float upDot = saturate(dot(zScaleRotVecNrm,up));
|
||||
i_widthHeight.xy = lerp(i_widthHeight.yy * float2(2,2),i_widthHeight.xy,upDot*upDot) * xDot;
|
||||
flex *= xDot;
|
||||
i_frequency *= xDot;
|
||||
|
||||
// split translation from scale and rotation for later use
|
||||
float3 localWorldPos = mul((float3x3)UNITY_MATRIX_M,i_vertexPos.xyz);
|
||||
float3 worldPos = localWorldPos + worldOffset;
|
||||
float windTime = -frac(_PW_WindGlobalsB.y * 6.0f) * 6.283185f;
|
||||
|
||||
float3 normLocalWorldPos = localWorldPos / float3(i_widthHeight.x,i_widthHeight.y,i_widthHeight.x);
|
||||
float branchdist = dot(normLocalWorldPos.xz , normLocalWorldPos.xz);
|
||||
float stemheight = normLocalWorldPos.y;
|
||||
|
||||
// approximate length before flex
|
||||
float lengthA = dot(localWorldPos,localWorldPos);
|
||||
|
||||
// Main wind force
|
||||
float gust = ((sin(windTime + dot(i_frequency.xxx,worldOffset)) * 0.3 + windMain * 0.5) + (_SinTime.y * 0.4 + windMain) * windMain) * (_SinTime.w * 0.3 + 0.7);
|
||||
|
||||
// trunk flex
|
||||
float3 flexTally = 0;
|
||||
flexTally.xz = windDir.xz * (stemheight * stemheight * gust * flex.x);
|
||||
|
||||
// scale gust for branch and leaf
|
||||
gust = gust * 0.7 + 0.3;
|
||||
|
||||
// branch flex
|
||||
#ifndef _PW_SF_BILLBOARD_ON
|
||||
flexTally.xyz += windDir.xyz * stemheight * stemheight * (sin(windTime * 2 + dot(worldPos + flexTally * 0.25,float3(1,1,1)) * i_frequency.y) * branchdist * 0.7 + 0.3) * gust * flex.y; // - flextally adds more noise when stem flex's
|
||||
#endif
|
||||
|
||||
//normalize flex to maintain tree volume
|
||||
float3 vertOffset = localWorldPos + flexTally;
|
||||
float flexNorm = saturate(lengthA/dot(vertOffset,vertOffset));
|
||||
flexTally = vertOffset * flexNorm;
|
||||
|
||||
// add to tree
|
||||
localWorldPos = flexTally;
|
||||
|
||||
// leaf flex
|
||||
#ifndef _PW_SF_BILLBOARD_ON
|
||||
#ifdef _ALPHATEST_ON
|
||||
float leafTime = windTime * 5;
|
||||
float3 frequencyOffests = (worldPos + flexTally) * i_frequency.z;
|
||||
float3 leafBranchdist = float3(branchdist,branchdist * 0.75f,branchdist);
|
||||
float3 leafFlex = (sin(leafTime.xxx + frequencyOffests) * windDir.xyz + windDir.xyz) * leafBranchdist;
|
||||
localWorldPos += leafFlex * (stemheight * gust * flex.z) * (flexNorm + 0.5f);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
o_vertexPos = mul((float3x3)UNITY_MATRIX_I_M,localWorldPos.xyz);
|
||||
}
|
||||
|
||||
#else
|
||||
o_vertexPos = i_vertexPos;
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif // PW_GENERALFUNCS
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2d2e843d3f0b9c245bf4ca007eb1f192
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,283 @@
|
||||
Shader "PWS/PW_General_Deferred"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_PW_GlobalControl ( "", float ) = 1
|
||||
_PW_ShaderMode ( "Mode", float ) = 0
|
||||
_PW_TerrainSizeX ( "", float ) = 2048
|
||||
_PW_TerrainSizeZ ( "", float ) = 2048
|
||||
|
||||
[Enum(UnityEngine.Rendering.CullMode)]_CullMode("Cull Mode", Int) = 0
|
||||
[KeywordEnum(Off,On)] _AlphaTest("Cutout", Float) = 0
|
||||
[HDR]_Color ("Color", Color) = (1,1,1,1)
|
||||
[HDR]_MainTex ("Albedo (RGB)", 2D) = "white" {}
|
||||
_Cutoff ("Alpha Cutoff", Range(0,1)) = 0.2
|
||||
[NoScaleOffset][Normal]_BumpMap ("", 2D) = "bump" {}
|
||||
_BumpMapScale ( "BumpMap Scale", Range( 0, 3 ) ) = 1.0
|
||||
[NoScaleOffset]_MetallicGlossMap ("Metallic Map (RGBA)", 2D) = "white" {}
|
||||
_Glossiness ("Smoothness", Range(0,1)) = 0.5
|
||||
_Metallic ("Metallic", Range(0,1)) = 0.0
|
||||
_WrapLighting ("Wrap Lighting", Range(0,1)) = 0.0
|
||||
|
||||
_AOPower ("Occlusion Power", Range(0,1)) = 1.0
|
||||
_AOPowerExp ("Occlusion Power", Range(0,1)) = 1.0
|
||||
_AOVertexMask ("Vertex Mask", Range(0,1)) = 1.0
|
||||
|
||||
_PW_WorldMap ("Variation Map", 2D) = "white" {}
|
||||
_PW_WorldMapUVScale ( "Variation Scale", float ) = 1
|
||||
[HDR]_PW_WorldMapColorObject ("Color Object", Color) = (1,1,1,1)
|
||||
[HDR]_PW_WorldMapColorCover0 ("Color Cover", Color) = (1,1,1,1)
|
||||
[HDR]_PW_WorldMapColorCover1 ("Color Cover", Color) = (1,1,1,1)
|
||||
|
||||
_PW_CoverLayer0 ("Image", 2D) = "white" {}
|
||||
_PW_CoverLayer0Color ("Color", Color) = (1,1,1,1)
|
||||
_PW_CoverLayer0Edge ( "Edge", Range( 0.01, 1 ) ) = 0.1
|
||||
_PW_CoverLayer0Tiling ( "Edge", float ) = 64
|
||||
_PW_CoverLayer0AlphaClamp ( "Add", Range( -1, 1 ) ) = 1.0
|
||||
_PW_CoverLayer0Normal ("Normal", 2D) = "bump" {}
|
||||
_PW_CoverLayer0NormalScale ( "Normal Scale", Range( 0, 3 ) ) = 1.0
|
||||
_PW_CoverLayer0Smoothness ("Smoothness", Range( 0, 1 ) ) = 0.75
|
||||
_PW_CoverLayer0Metallic ("Metallic", Range ( 0, 1 ) ) = 0.2
|
||||
_PW_CoverLayer0Wrap ( "Amount", Range( 0, 1 ) ) = 0.0
|
||||
_PW_CoverLayer0Progress ( "Amount", Range( 0, 1 ) ) = 0.0
|
||||
_PW_CoverLayer0FadeStart ( "FadeStart", float ) = 0.0
|
||||
_PW_CoverLayer0FadeDist ( "FadeDist", float ) = 0.0
|
||||
|
||||
_PW_CoverLayer1 ("Image", 2D) = "white" {}
|
||||
_PW_CoverLayer1Color ("Color", Color) = (1,1,1,1)
|
||||
_PW_CoverLayer1Edge ( "Edge", Range( 0.01, 1 ) ) = 0.1
|
||||
_PW_CoverLayer1Tiling ( "Edge", float ) = 64
|
||||
_PW_CoverLayer1AlphaClamp ( "Add", Range( -1, 1 ) ) = 1.0
|
||||
_PW_CoverLayer1Normal ("Normal", 2D) = "bump" {}
|
||||
_PW_CoverLayer1NormalScale ( "Normal Scale", Range( 0, 3 ) ) = 1.0
|
||||
_PW_CoverLayer1Smoothness ("Smoothness", Range( 0, 1 ) ) = 0.75
|
||||
_PW_CoverLayer1Metallic ("Metallic", Range ( 0, 1 ) ) = 0.2
|
||||
_PW_CoverLayer1Wrap ( "Amount", Range( 0, 1 ) ) = 0.0
|
||||
_PW_CoverLayer1Progress ( "Amount", Range( 0, 1 ) ) = 0.0
|
||||
_PW_CoverLayer1FadeStart ( "FadeStart", float ) = 0.0
|
||||
_PW_CoverLayer1FadeDist ( "FadeDist", float ) = 0.0
|
||||
|
||||
_PW_SSSPower( "Power", Range (0.01, 8 ) ) = 1
|
||||
_PW_SSSDistortion( "Distortion", Range (0.001, 1 ) ) = 0.5
|
||||
_PW_SSSTint ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
_PW_WindTreeWidthHeight("Normalization Scalers Width and Height", vector) = (4,8,0,0)
|
||||
_PW_WindTreeFlex("(x) stem, (y) branch, (z) leaf",vector) = (0.8,1.15,0.1,0)
|
||||
_PW_WindTreeFrequency ("(x) stem, (y) branch, (z) leaf",vector) = (0.25,0.5,1.3,0)
|
||||
|
||||
_PW_Global_SeasonalTintAmount ( "Seaonal Tint", Range(0.0, 1.0 ) ) = 0.0
|
||||
|
||||
//Keyword Toggles
|
||||
[Toggle(_ALPHATEST_ON)] _ALPHATEST ("_ALPHATEST_ON ", Float) = 0.0
|
||||
[Toggle(_PW_SF_COVER_ON)] _PW_SF_COVER ("_PW_SF_COVER_ON ", Float) = 0.0
|
||||
[Toggle(_PW_SF_SSS_ON)] _PW_SF_SSS ("_PW_SF_SSS_ON ", Float) = 0.0
|
||||
[Toggle(_PW_SF_WIND_ON)] _PW_SF_WIND ("_PW_SF_WIND_ON ", Float) = 0.0
|
||||
[Toggle(_PW_SF_WORLDMAP_ON)] _PW_SF_WORLDMAP ("_PW_SF_WORLDMAP_ON ", Float) = 0.0
|
||||
[Toggle(_PW_SF_BILLBOARD_ON)] _PW_SF_BILLBOARD ("_PW_SF_BILLBOARD_ON ", Float) = 0.0
|
||||
|
||||
[Enum(Gaia.ShaderUtilitys.ShaderIDs)] _PW_ShaderID ("Shader ID", Float) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry" }
|
||||
Cull [_CullMode]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma surface surf Standard fullforwardshadows keepalpha vertex:vert addshadow
|
||||
#pragma target 3.5
|
||||
|
||||
#pragma multi_compile __ LOD_FADE_CROSSFADE
|
||||
#pragma shader_feature_local _ALPHATEST_ON
|
||||
#pragma shader_feature_local _PW_SF_COVER_ON
|
||||
#pragma shader_feature_local _PW_SF_WIND_ON
|
||||
#pragma shader_feature_local _PW_SF_WORLDMAP_ON
|
||||
#pragma shader_feature_local _PW_SF_BILLBOARD_ON
|
||||
|
||||
#define _PW_SF_GLOBAL_CONTROL_ON
|
||||
#define _PW_VERTEX_SHADOWS
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "PW_GeneralVars.cginc"
|
||||
#include "PW_GeneralFuncs.cginc"
|
||||
#include "PW_GeneralWind.cginc"
|
||||
|
||||
struct Input
|
||||
{
|
||||
float2 uv_MainTex;
|
||||
float2 coverLayer0UV;
|
||||
float2 coverLayer1UV;
|
||||
float3 Normal;
|
||||
float3 worldNormal;
|
||||
float3 worldPos;
|
||||
float3 viewDir;
|
||||
fixed4 color : COLOR;
|
||||
fixed4 variationMap;
|
||||
float4 screenPosition;
|
||||
INTERNAL_DATA
|
||||
};
|
||||
|
||||
UNITY_INSTANCING_BUFFER_START(Props)
|
||||
half4 _Color;
|
||||
UNITY_INSTANCING_BUFFER_END(Props)
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
void vert ( inout appdata_full v, out Input data )
|
||||
{
|
||||
UNITY_INITIALIZE_OUTPUT(Input,data);
|
||||
|
||||
float2 worldUVScale;
|
||||
|
||||
#if defined(_PW_SF_COVER_ON) || defined (_PW_SF_WORLDMAP_ON)
|
||||
worldUVScale.x = PW_DEFAULT_TERRAIN_SCALE * PW_GLOBAL_SCALE;
|
||||
worldUVScale.y = PW_DEFAULT_TERRAIN_SCALE * PW_GLOBAL_SCALE;
|
||||
#endif
|
||||
|
||||
CoverVertexUV ( worldUVScale, v.vertex, data.coverLayer0UV, data.coverLayer1UV );
|
||||
WindCalculations_float ( v.vertex.xyz, _PW_WindTreeWidthHeight, _PW_WindTreeFlex, _PW_WindTreeFrequency, v.vertex.xyz );
|
||||
|
||||
#if defined (_PW_SF_WORLDMAP_ON)
|
||||
half2 wmuv;
|
||||
WorldMapUV ( worldUVScale, _PW_WorldMapUVScale, wmuv );
|
||||
data.variationMap = tex2Dlod ( _PW_WorldMap, float4 ( wmuv, 0, 0 ) );
|
||||
#endif
|
||||
|
||||
data.screenPosition = ComputeScreenPos( UnityObjectToClipPos( v.vertex ) );
|
||||
}
|
||||
|
||||
//=====================================================================
|
||||
void surf ( Input IN, inout SurfaceOutputStandard o)
|
||||
{
|
||||
EchoData e;
|
||||
|
||||
e = (EchoData)0;
|
||||
|
||||
half4 rgba = tex2D ( _MainTex, IN.uv_MainTex ) * UNITY_ACCESS_INSTANCED_PROP(Props, _Color);
|
||||
|
||||
half3 seasonColor = half3(1,1,1) - _PW_Global_SeasonalTint.rgb;
|
||||
|
||||
o.Albedo = lerp ( rgba.rgb, rgba.rgb * seasonColor, _PW_Global_SeasonalTintAmount );
|
||||
o.Alpha = rgba.a;
|
||||
|
||||
#ifdef _ALPHATEST_ON
|
||||
clip ( o.Alpha - _Cutoff );
|
||||
#endif
|
||||
|
||||
o.Normal = UnpackScaleNormal ( tex2D ( _BumpMap, IN.uv_MainTex ), _BumpMapScale );
|
||||
|
||||
#ifdef _ALPHATEST_ON
|
||||
BackFaceCheck_half ( o.Normal, IN.viewDir, o.Normal );
|
||||
#endif
|
||||
|
||||
e.worldNormal = WorldNormalVector ( IN, o.Normal );
|
||||
|
||||
half4 surfaceMap = tex2D ( _MetallicGlossMap, IN.uv_MainTex );
|
||||
CombineLocalGlobalClamp_half ( _Metallic * surfaceMap.r, _PW_Global_Metallic, o.Metallic );
|
||||
CombineLocalGlobalClamp_half ( _Glossiness * surfaceMap.a, _PW_Global_Smoothness, o.Smoothness );
|
||||
BlendVertexMaskAO_half ( _AOPower, _AOVertexMask, _AOPowerExp, IN.color.r, surfaceMap.g, o.Occlusion );
|
||||
e.thickness = 1.0 - surfaceMap.b;
|
||||
|
||||
WorldMapObject_half ( IN.variationMap, o.Albedo, _PW_WorldMapColorObject.rgb, o.Albedo );
|
||||
|
||||
#ifdef _PW_SF_COVER_ON
|
||||
half4 layer0_CoverRGBA = tex2D ( _PW_CoverLayer0, IN.coverLayer0UV ) * _PW_CoverLayer0Color;
|
||||
half3 layer0_CoverNormal = UnpackScaleNormal ( tex2D ( _PW_CoverLayer0Normal, IN.coverLayer0UV ), _PW_CoverLayer0NormalScale );
|
||||
|
||||
half3 out_Albedo = half3(0,0,0);
|
||||
half3 out_Normal = half3(0,0,0);
|
||||
half out_Metallic = 0;
|
||||
half out_Smoothness = 0;
|
||||
half4 out_SSS = half4(0,0,0,0);
|
||||
half fadeStart;
|
||||
half fadeDist;
|
||||
|
||||
CombineLocalGlobal ( _PW_CoverLayer0FadeStart, _PW_Global_CoverLayer0FadeStart, fadeStart );
|
||||
CombineLocalGlobal ( _PW_CoverLayer0FadeDist, _PW_Global_CoverLayer0FadeDist, fadeDist );
|
||||
|
||||
CoverSurface_half (
|
||||
o.Albedo,
|
||||
o.Normal,
|
||||
o.Metallic,
|
||||
o.Smoothness,
|
||||
out_SSS,
|
||||
IN.worldPos.y,
|
||||
e.worldNormal.y,
|
||||
layer0_CoverRGBA,
|
||||
layer0_CoverNormal,
|
||||
_PW_CoverLayer0Edge,
|
||||
_PW_Global_CoverLayer0Progress,
|
||||
_PW_CoverLayer0Progress,
|
||||
_PW_CoverLayer0Metallic,
|
||||
_PW_CoverLayer0Smoothness,
|
||||
_PW_CoverLayer0AlphaClamp,
|
||||
_PW_CoverLayer0Wrap,
|
||||
fadeStart,
|
||||
fadeDist,
|
||||
_PW_WorldMapColorCover0.rgb,
|
||||
|
||||
IN.variationMap.g,
|
||||
|
||||
out_Albedo,
|
||||
out_Normal,
|
||||
out_Metallic,
|
||||
out_Smoothness,
|
||||
out_SSS );
|
||||
|
||||
half4 layer1_CoverRGBA = tex2D ( _PW_CoverLayer1, IN.coverLayer1UV ) * _PW_CoverLayer1Color;
|
||||
half3 layer1_CoverNormal = UnpackScaleNormal ( tex2D ( _PW_CoverLayer1Normal, IN.coverLayer1UV ), _PW_CoverLayer1NormalScale );
|
||||
|
||||
CombineLocalGlobal ( _PW_CoverLayer1FadeStart, _PW_Global_CoverLayer1FadeStart, fadeStart );
|
||||
CombineLocalGlobal ( _PW_CoverLayer1FadeDist, _PW_Global_CoverLayer1FadeDist, fadeDist );
|
||||
|
||||
CoverSurface_half (
|
||||
out_Albedo,
|
||||
out_Normal,
|
||||
out_Metallic,
|
||||
out_Smoothness,
|
||||
out_SSS,
|
||||
IN.worldPos.y,
|
||||
e.worldNormal.y,
|
||||
layer1_CoverRGBA,
|
||||
layer1_CoverNormal,
|
||||
_PW_CoverLayer1Edge,
|
||||
_PW_Global_CoverLayer1Progress,
|
||||
_PW_CoverLayer1Progress,
|
||||
_PW_CoverLayer1Metallic,
|
||||
_PW_CoverLayer1Smoothness,
|
||||
_PW_CoverLayer1AlphaClamp,
|
||||
_PW_CoverLayer1Wrap,
|
||||
fadeStart,
|
||||
fadeDist,
|
||||
_PW_WorldMapColorCover1.rgb,
|
||||
|
||||
IN.variationMap.g,
|
||||
|
||||
o.Albedo,
|
||||
o.Normal,
|
||||
o.Metallic,
|
||||
o.Smoothness,
|
||||
e.coverRGBA
|
||||
);
|
||||
#endif
|
||||
|
||||
half4 addLight = 0;
|
||||
half3 viewDir = normalize ( _WorldSpaceCameraPos.xyz - IN.worldPos.xyz );
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
float vpos = IN.screenPosition.xy / IN.screenPosition.w * _ScreenParams.xy;
|
||||
UnityApplyDitherCrossFade ( vpos );
|
||||
//DitherCrossFade ( vpos );
|
||||
#endif
|
||||
|
||||
}
|
||||
ENDCG
|
||||
|
||||
}
|
||||
|
||||
FallBack "Diffuse"
|
||||
|
||||
CustomEditor "PW_General_MaterialEditor"
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 676d51a93fad6434bb7ee1f64ad89551
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,407 @@
|
||||
Shader "PWS/PW_General_Forward"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_PW_GlobalControl ( "", float ) = 1
|
||||
_PW_ShaderMode ( "Mode", float ) = 0
|
||||
_PW_TerrainSizeX ( "", float ) = 2048
|
||||
_PW_TerrainSizeZ ( "", float ) = 2048
|
||||
|
||||
[Enum(UnityEngine.Rendering.CullMode)]_CullMode("Cull Mode", Int) = 0
|
||||
|
||||
[HDR]_Color ("Color", Color) = (1,1,1,1)
|
||||
[HDR]_MainTex ("Albedo (RGB)", 2D) = "white" {}
|
||||
_Cutoff ("Alpha Cutoff", Range(0,1)) = 0.2
|
||||
[NoScaleOffset][Normal]_BumpMap ("", 2D) = "bump" {}
|
||||
_BumpMapScale ( "BumpMap Scale", Range( 0, 3 ) ) = 1.0
|
||||
[NoScaleOffset]_MetallicGlossMap ("Metallic Map (RGBA)", 2D) = "white" {}
|
||||
_Glossiness ("Smoothness", Range(0,1)) = 0.5
|
||||
_Metallic ("Metallic", Range(0,1)) = 0.0
|
||||
_WrapLighting ("Wrap Lighting", Range(0,1)) = 0.0
|
||||
|
||||
_AOPower ("Occlusion Power", Range(0,1)) = 1.0
|
||||
_AOPowerExp ("Occlusion Power", Range(0,1)) = 1.0
|
||||
_AOVertexMask ("Vertex Mask", Range(0,1)) = 1.0
|
||||
|
||||
_PW_WorldMap ("Variation Map", 2D) = "white" {}
|
||||
_PW_WorldMapUVScale ( "Variation Scale", float ) = 1
|
||||
[HDR]_PW_WorldMapColorObject ("Color Object", Color) = (1,1,1,1)
|
||||
[HDR]_PW_WorldMapColorCover0 ("Color Cover", Color) = (1,1,1,1)
|
||||
[HDR]_PW_WorldMapColorCover1 ("Color Cover", Color) = (1,1,1,1)
|
||||
|
||||
_PW_CoverLayer0 ("Image", 2D) = "white" {}
|
||||
_PW_CoverLayer0Color ("Color", Color) = (1,1,1,1)
|
||||
_PW_CoverLayer0Edge ( "Edge", Range( 0.01, 1 ) ) = 0.1
|
||||
_PW_CoverLayer0Tiling ( "Edge", float ) = 64
|
||||
_PW_CoverLayer0AlphaClamp ( "Add", Range( -1, 1 ) ) = 1.0
|
||||
_PW_CoverLayer0Normal ("Normal", 2D) = "bump" {}
|
||||
_PW_CoverLayer0NormalScale ( "Normal Scale", Range( 0, 3 ) ) = 1.0
|
||||
_PW_CoverLayer0Smoothness ("Smoothness", Range( 0, 1 ) ) = 0.75
|
||||
_PW_CoverLayer0Metallic ("Metallic", Range ( 0, 1 ) ) = 0.2
|
||||
_PW_CoverLayer0Wrap ( "Amount", Range( 0.01, 1 ) ) = 0.01
|
||||
_PW_CoverLayer0Progress ( "Amount", Range( 0, 1 ) ) = 0.0
|
||||
_PW_CoverLayer0FadeStart ( "FadeDist", float ) = 0.0
|
||||
_PW_CoverLayer0FadeDist ( "FadeDist", float ) = 0.0
|
||||
|
||||
_PW_CoverLayer1 ("Image", 2D) = "white" {}
|
||||
_PW_CoverLayer1Color ("Color", Color) = (1,1,1,1)
|
||||
_PW_CoverLayer1Edge ( "Edge", Range( 0.01, 1 ) ) = 0.1
|
||||
_PW_CoverLayer1Tiling ( "Edge", float ) = 64
|
||||
_PW_CoverLayer1AlphaClamp ( "Add", Range( -1, 1 ) ) = 1.0
|
||||
_PW_CoverLayer1Normal ("Normal", 2D) = "bump" {}
|
||||
_PW_CoverLayer1NormalScale ( "Normal Scale", Range( 0, 3 ) ) = 1.0
|
||||
_PW_CoverLayer1Smoothness ("Smoothness", Range( 0, 1 ) ) = 0.75
|
||||
_PW_CoverLayer1Metallic ("Metallic", Range ( 0, 1 ) ) = 0.2
|
||||
_PW_CoverLayer1Wrap ( "Amount", Range( 0.01, 1 ) ) = 0.01
|
||||
_PW_CoverLayer1Progress ( "Amount", Range( 0, 1 ) ) = 0.0
|
||||
_PW_CoverLayer1FadeStart ( "FadeDist", float ) = 0.0
|
||||
_PW_CoverLayer1FadeDist ( "FadeDist", float ) = 0.0
|
||||
|
||||
_PW_SSSPower( "Power", Range (0.01, 8 ) ) = 1
|
||||
_PW_SSSDistortion( "Distortion", Range (0.001, 1 ) ) = 0.5
|
||||
_PW_SSSTint ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
_PW_WindTreeWidthHeight("Normalization Scalers Width and Height", vector) = (4,8,0,0)
|
||||
_PW_WindTreeFlex("(x) stem, (y) branch, (z) leaf",vector) = (0.8,1.15,0.1,0)
|
||||
_PW_WindTreeFrequency ("(x) stem, (y) branch, (z) leaf",vector) = (0.25,0.5,1.3,0)
|
||||
|
||||
_PW_Global_SeasonalTintAmount ( "Seaonal Tint", Range(0.0, 1.0 ) ) = 0.0
|
||||
|
||||
//Keyword Toggles
|
||||
[Toggle(_ALPHATEST_ON)] _ALPHATEST ("_ALPHATEST_ON ", Float) = 0.0
|
||||
[Toggle(_PW_SF_COVER_ON)] _PW_SF_COVER ("_PW_SF_COVER_ON ", Float) = 0.0
|
||||
[Toggle(_PW_SF_SSS_ON)] _PW_SF_SSS ("_PW_SF_SSS_ON ", Float) = 0.0
|
||||
[Toggle(_PW_SF_WIND_ON)] _PW_SF_WIND ("_PW_SF_WIND_ON ", Float) = 0.0
|
||||
[Toggle(_PW_SF_WORLDMAP_ON)] _PW_SF_WORLDMAP ("_PW_SF_WORLDMAP_ON ", Float) = 0.0
|
||||
[Toggle(_PW_SF_BILLBOARD_ON)] _PW_SF_BILLBOARD ("_PW_SF_BILLBOARD_ON ", Float) = 0.0
|
||||
|
||||
[Enum(Gaia.ShaderUtilitys.ShaderIDs)] _PW_ShaderID ("Shader ID", Float) = 0
|
||||
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry" }
|
||||
Cull [_CullMode]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma surface surf Gaia fullforwardshadows keepalpha vertex:vert addshadow
|
||||
#pragma target 3.5
|
||||
|
||||
#pragma shader_feature_local _ALPHATEST_ON
|
||||
#pragma shader_feature_local _PW_SF_SSS_ON
|
||||
#pragma shader_feature_local _PW_SF_COVER_ON
|
||||
#pragma shader_feature_local _PW_SF_WIND_ON
|
||||
#pragma shader_feature_local _PW_SF_WORLDMAP_ON
|
||||
#pragma shader_feature_local _PW_SF_BILLBOARD_ON
|
||||
|
||||
#define _PW_SF_GLOBAL_CONTROL_ON
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "PW_GeneralVars.cginc"
|
||||
#include "PW_GeneralFuncs.cginc"
|
||||
#include "PW_GeneralWind.cginc"
|
||||
|
||||
struct Input
|
||||
{
|
||||
float2 uv_MainTex;
|
||||
float2 coverLayer0UV;
|
||||
float2 coverLayer1UV;
|
||||
float3 Normal;
|
||||
float3 worldNormal;
|
||||
float3 worldPos;
|
||||
float3 viewDir;
|
||||
fixed4 color : COLOR;
|
||||
fixed4 variationMap;
|
||||
float4 screenPosition;
|
||||
INTERNAL_DATA
|
||||
};
|
||||
|
||||
UNITY_INSTANCING_BUFFER_START(Props)
|
||||
half4 _Color;
|
||||
UNITY_INSTANCING_BUFFER_END(Props)
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
half4 LightingGaia ( SurfaceOutputGaia g, half3 viewDir, UnityGI gi)
|
||||
{
|
||||
half4 addLight = 0;
|
||||
|
||||
SurfaceOutputStandard s;
|
||||
s.Albedo = g.Albedo;
|
||||
s.Normal = g.Normal;
|
||||
s.Emission = g.Emission;
|
||||
s.Metallic = g.Metallic;
|
||||
s.Smoothness = g.Smoothness;
|
||||
s.Occlusion = g.Occlusion;
|
||||
s.Alpha = g.Alpha;
|
||||
|
||||
#ifdef _PW_SF_SSS_ON
|
||||
AddLighting_half ( g.Albedo,
|
||||
g.e.worldNormal,
|
||||
gi.light.dir,
|
||||
gi.light.color,
|
||||
viewDir,
|
||||
g.e.coverRGBA,
|
||||
g.e.thickness,
|
||||
_PW_SSSTint.rgb,
|
||||
_PW_SSSPower,
|
||||
_PW_SSSDistortion,
|
||||
_WrapLighting,
|
||||
addLight
|
||||
);
|
||||
|
||||
#endif
|
||||
|
||||
return LightingStandard ( s, viewDir, gi ) + addLight;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
inline void LightingGaia_GI ( SurfaceOutputGaia s, UnityGIInput data, inout UnityGI gi )
|
||||
{
|
||||
UNITY_GI ( gi, s, data );
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
void vert ( inout appdata_full v, out Input data )
|
||||
{
|
||||
UNITY_INITIALIZE_OUTPUT(Input,data);
|
||||
half2 varyationMapUV = 0;
|
||||
|
||||
float2 worldUVScale = 0;
|
||||
|
||||
#if defined(_PW_SF_COVER_ON) || defined (_PW_SF_WORLDMAP_ON)
|
||||
worldUVScale.x = PW_DEFAULT_TERRAIN_SCALE * PW_GLOBAL_SCALE;
|
||||
worldUVScale.y = PW_DEFAULT_TERRAIN_SCALE * PW_GLOBAL_SCALE;
|
||||
#endif
|
||||
|
||||
CoverVertexUV ( worldUVScale, v.vertex, data.coverLayer0UV, data.coverLayer1UV );
|
||||
WindCalculations_float ( v.vertex.xyz, _PW_WindTreeWidthHeight, _PW_WindTreeFlex, _PW_WindTreeFrequency, v.vertex.xyz );
|
||||
|
||||
#if defined (_PW_SF_WORLDMAP_ON)
|
||||
half2 wmuv;
|
||||
WorldMapUV ( worldUVScale, _PW_WorldMapUVScale, wmuv );
|
||||
data.variationMap = tex2Dlod ( _PW_WorldMap, float4 ( wmuv, 0, 0 ) );
|
||||
#endif
|
||||
|
||||
data.screenPosition = ComputeScreenPos( UnityObjectToClipPos( v.vertex ) );
|
||||
|
||||
}
|
||||
|
||||
//=====================================================================
|
||||
void surf ( Input IN, inout SurfaceOutputGaia o )
|
||||
{
|
||||
half4 rgba = tex2D ( _MainTex, IN.uv_MainTex ) * UNITY_ACCESS_INSTANCED_PROP(Props, _Color);
|
||||
|
||||
o.e.vertexColor = IN.color;
|
||||
|
||||
half3 seasonColor = half3(1,1,1) - _PW_Global_SeasonalTint.rgb;
|
||||
|
||||
o.Albedo = lerp ( rgba.rgb, rgba.rgb * seasonColor, _PW_Global_SeasonalTintAmount );
|
||||
o.Alpha = rgba.a;
|
||||
|
||||
#ifdef _PW_SF_BILLBOARD_ON
|
||||
float3 nViewDir = normalize(IN.viewDir);
|
||||
#endif
|
||||
|
||||
#ifdef _ALPHATEST_ON
|
||||
#ifdef _PW_SF_BILLBOARD_ON
|
||||
float faceFade = smoothstep(-.2,1,saturate(dot(nViewDir,o.Normal)));
|
||||
clip(o.Alpha * faceFade - _Cutoff);
|
||||
#else
|
||||
clip ( o.Alpha - _Cutoff );
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
o.Normal = UnpackScaleNormal ( tex2D ( _BumpMap, IN.uv_MainTex ), _BumpMapScale );
|
||||
|
||||
#ifdef _PW_SF_BILLBOARD_ON
|
||||
o.Normal = normalize(float3(o.Normal.xy + nViewDir.xy, o.Normal.z));
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _ALPHATEST_ON
|
||||
BackFaceCheck_half ( o.Normal, IN.viewDir, o.Normal );
|
||||
#endif
|
||||
|
||||
o.e.worldNormal = WorldNormalVector ( IN, o.Normal );
|
||||
|
||||
half4 surfaceMap = tex2D ( _MetallicGlossMap, IN.uv_MainTex );
|
||||
|
||||
CombineLocalGlobalClamp_half ( _Metallic * surfaceMap.r, _PW_Global_Metallic, o.Metallic );
|
||||
CombineLocalGlobalClamp_half ( _Glossiness * surfaceMap.a, _PW_Global_Smoothness, o.Smoothness );
|
||||
|
||||
#ifdef _PW_SF_BILLBOARD_ON
|
||||
float billboardAO;
|
||||
BlendVertexMaskAO_half ( _AOPower, _AOVertexMask, _AOPowerExp, IN.color.r, surfaceMap.g, billboardAO );
|
||||
o.Albedo *= billboardAO; // force a little lighting to help billboard
|
||||
o.Occlusion = 1.0f;
|
||||
#else
|
||||
BlendVertexMaskAO_half ( _AOPower, _AOVertexMask, _AOPowerExp, IN.color.r, surfaceMap.g, o.Occlusion );
|
||||
#endif
|
||||
|
||||
o.e.thickness = 1.0 - surfaceMap.b;
|
||||
WorldMapObject_half ( IN.variationMap, o.Albedo, _PW_WorldMapColorObject.rgb, o.Albedo );
|
||||
|
||||
#ifdef _PW_SF_COVER_ON
|
||||
|
||||
half4 layer0_CoverRGBA = tex2D ( _PW_CoverLayer0, IN.coverLayer0UV ) * _PW_CoverLayer0Color;
|
||||
half3 layer0_CoverNormal = UnpackScaleNormal ( tex2D ( _PW_CoverLayer0Normal, IN.coverLayer0UV ), _PW_CoverLayer0NormalScale );
|
||||
|
||||
half3 out_Albedo = half3(0,0,0);
|
||||
half3 out_Normal = half3(0,0,0);
|
||||
half out_Metallic = 0;
|
||||
half out_Smoothness = 0;
|
||||
half4 out_SSS = half4(0,0,0,0);
|
||||
half fadeStart;
|
||||
half fadeDist;
|
||||
|
||||
CombineLocalGlobal ( _PW_CoverLayer0FadeStart, _PW_Global_CoverLayer0FadeStart, fadeStart );
|
||||
CombineLocalGlobal ( _PW_CoverLayer0FadeDist, _PW_Global_CoverLayer0FadeDist, fadeDist );
|
||||
|
||||
CoverSurface_half (
|
||||
o.Albedo,
|
||||
o.Normal,
|
||||
o.Metallic,
|
||||
o.Smoothness,
|
||||
out_SSS,
|
||||
IN.worldPos.y,
|
||||
o.e.worldNormal.y,
|
||||
layer0_CoverRGBA,
|
||||
layer0_CoverNormal,
|
||||
_PW_CoverLayer0Edge,
|
||||
_PW_Global_CoverLayer0Progress,
|
||||
_PW_CoverLayer0Progress,
|
||||
_PW_CoverLayer0Metallic,
|
||||
_PW_CoverLayer0Smoothness,
|
||||
_PW_CoverLayer0AlphaClamp,
|
||||
_PW_CoverLayer0Wrap,
|
||||
fadeStart,
|
||||
fadeDist,
|
||||
_PW_WorldMapColorCover0.rgb,
|
||||
IN.variationMap.g,
|
||||
out_Albedo,
|
||||
out_Normal,
|
||||
out_Metallic,
|
||||
out_Smoothness,
|
||||
out_SSS );
|
||||
|
||||
half4 layer1_CoverRGBA = tex2D ( _PW_CoverLayer1, IN.coverLayer1UV ) * _PW_CoverLayer1Color;
|
||||
half3 layer1_CoverNormal = UnpackScaleNormal ( tex2D ( _PW_CoverLayer1Normal, IN.coverLayer1UV ), _PW_CoverLayer1NormalScale );
|
||||
|
||||
CombineLocalGlobal ( _PW_CoverLayer1FadeStart, _PW_Global_CoverLayer1FadeStart, fadeStart );
|
||||
CombineLocalGlobal ( _PW_CoverLayer1FadeDist, _PW_Global_CoverLayer1FadeDist, fadeDist );
|
||||
|
||||
CoverSurface_half (
|
||||
out_Albedo,
|
||||
out_Normal,
|
||||
out_Metallic,
|
||||
out_Smoothness,
|
||||
out_SSS,
|
||||
IN.worldPos.y,
|
||||
o.e.worldNormal.y,
|
||||
layer1_CoverRGBA,
|
||||
layer1_CoverNormal,
|
||||
_PW_CoverLayer1Edge,
|
||||
_PW_Global_CoverLayer1Progress,
|
||||
_PW_CoverLayer1Progress,
|
||||
_PW_CoverLayer1Metallic,
|
||||
_PW_CoverLayer1Smoothness,
|
||||
_PW_CoverLayer1AlphaClamp,
|
||||
_PW_CoverLayer1Wrap,
|
||||
fadeStart,
|
||||
fadeDist,
|
||||
_PW_WorldMapColorCover1.rgb,
|
||||
IN.variationMap.b,
|
||||
o.Albedo,
|
||||
o.Normal,
|
||||
o.Metallic,
|
||||
o.Smoothness,
|
||||
o.e.coverRGBA
|
||||
);
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
float vpos = IN.screenPosition.xy / IN.screenPosition.w * _ScreenParams.xy;
|
||||
UnityApplyDitherCrossFade ( vpos );
|
||||
//DitherCrossFade ( vpos );
|
||||
#endif
|
||||
}
|
||||
ENDCG
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "ShadowCaster"
|
||||
Tags { "LightMode"="ShadowCaster" }
|
||||
ZWrite On
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_shadowcaster
|
||||
#pragma multi_compile_instancing
|
||||
#pragma fragmentoption ARB_precision_hint_fastest
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "PW_GeneralVars.cginc"
|
||||
#include "PW_GeneralFuncs.cginc"
|
||||
|
||||
#pragma shader_feature_local _ALPHATEST_ON
|
||||
|
||||
float4 _MainTex_ST;
|
||||
|
||||
struct sv2f
|
||||
{
|
||||
V2F_SHADOW_CASTER;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
sv2f vert( appdata_full v )
|
||||
{
|
||||
sv2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
|
||||
|
||||
o.texcoord = TRANSFORM_TEX ( v.texcoord, _MainTex );
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
float4 frag( sv2f i ) : SV_Target
|
||||
{
|
||||
fixed4 col = tex2D ( _MainTex, i.texcoord );
|
||||
|
||||
#ifdef _ALPHATEST_ON
|
||||
clip ( col.a - _Cutoff );
|
||||
#endif
|
||||
|
||||
SHADOW_CASTER_FRAGMENT(i)
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "Diffuse"
|
||||
|
||||
CustomEditor "PW_General_MaterialEditor"
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
|
||||
Albedo Texture Albedo(RGB) Alpha(A)
|
||||
Metallic Texture Packed Metallic(R) Occlusion(G) Height/Thickness(B) Smoothness(A)
|
||||
Normal Texture TangentSpace (RGB)
|
||||
|
||||
*/
|
||||
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b59fbf1ddafb64aac89ae315fbb65877
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+1450
File diff suppressed because it is too large.
Load diff
+10
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 26e13b92150b60542b5039846beee74c
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||
+1582
File diff suppressed because it is too large.
Load diff
+10
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 896c4566c534d544085eac02e8d305d9
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||
@@ -0,0 +1,30 @@
|
||||
#ifndef GETLIGHT_INCLUDED
|
||||
#define GETLIGHT_INCLUDED
|
||||
|
||||
#if defined(_PW_SF_SSS_ON)
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs.hlsl"
|
||||
#endif
|
||||
|
||||
void MainLightHDRP_half(float3 i_worldPos, out half3 i_lightDir, out half3 i_color )
|
||||
{
|
||||
#if defined (SHADERGRAPH_PREVIEW) || !defined(_PW_SF_SSS_ON)
|
||||
i_lightDir = half3( 0.5, 0.5, 0 );
|
||||
i_color = 1;
|
||||
#else
|
||||
if ( _DirectionalLightCount > 0 )
|
||||
{
|
||||
DirectionalLightData light = _DirectionalLightDatas[0];
|
||||
i_lightDir = -light.forward.xyz;
|
||||
i_color = light.color;
|
||||
}
|
||||
else
|
||||
{
|
||||
i_lightDir = float3(1, 0, 0);
|
||||
i_color = 0;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fa1d705a73b2345e4918196b5af27807
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,76 @@
|
||||
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
|
||||
Shader "PWS/Skybox/PW_HDRI"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Tint("Tint Color", Color) = (.5, .5, .5, .5)
|
||||
[Gamma] _Exposure("Exposure", Range(0, 8)) = 1.0
|
||||
_Rotation("Rotation", Range(0, 360)) = 0
|
||||
[NoScaleOffset] _Tex("Cubemap (HDR)", Cube) = "grey" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue" = "Background" "RenderType" = "Background" "PreviewType" = "Skybox" }
|
||||
Cull Off ZWrite Off
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
samplerCUBE _Tex;
|
||||
half4 _Tex_HDR;
|
||||
half4 _Tint;
|
||||
half _Exposure;
|
||||
float _Rotation;
|
||||
|
||||
float3 RotateAroundYInDegrees(float3 vertex, float degrees)
|
||||
{
|
||||
float alpha = degrees * UNITY_PI / 180.0;
|
||||
float sina, cosa;
|
||||
sincos(alpha, sina, cosa);
|
||||
float2x2 m = float2x2(cosa, -sina, sina, cosa);
|
||||
return float3(mul(m, vertex.xz), vertex.y).xzy;
|
||||
}
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
|
||||
float3 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
v2f vert(appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
float3 rotated = RotateAroundYInDegrees(v.vertex, _Rotation);
|
||||
o.vertex = UnityObjectToClipPos(rotated);
|
||||
o.texcoord = v.vertex.xyz;
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
half4 tex = texCUBE(_Tex, i.texcoord);
|
||||
half3 c = DecodeHDR(tex, _Tex_HDR);
|
||||
c = c * _Tint.rgb * unity_ColorSpaceDouble.rgb;
|
||||
c *= _Exposure;
|
||||
return half4(c, 1);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
Fallback Off
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 90f7c8c3c6fc91b449cd7f8ac651f571
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,420 @@
|
||||
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
|
||||
|
||||
Shader "PWS/Skybox/PW_Procedural" {
|
||||
Properties {
|
||||
[KeywordEnum(None, Simple, High Quality)] _SunDisk ("Sun", Int) = 2
|
||||
_SunSize ("Sun Size", Range(0,1)) = 0.04
|
||||
_SunSizeConvergence("Sun Size Convergence", Range(1,10)) = 5
|
||||
|
||||
_AtmosphereThickness ("Atmosphere Thickness", Range(0,5)) = 1.0
|
||||
_SkyTint ("Sky Tint", Color) = (.5, .5, .5, 1)
|
||||
_GroundColor ("Ground", Color) = (.369, .349, .341, 1)
|
||||
|
||||
_Exposure("Exposure", Range(0, 8)) = 1.3
|
||||
_FogHeight ("Fog Height", Range(-1000,8000)) = 0
|
||||
_FogGradient ("Fog Gradient", Range(0,1)) = 0.1
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
|
||||
Cull Off ZWrite Off
|
||||
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "Lighting.cginc"
|
||||
|
||||
#pragma multi_compile_local _SUNDISK_NONE _SUNDISK_SIMPLE _SUNDISK_HIGH_QUALITY
|
||||
#pragma multi_compile_fog
|
||||
|
||||
uniform half _FogHeight;
|
||||
uniform half _FogGradient;
|
||||
|
||||
uniform half _Exposure; // HDR exposure
|
||||
uniform half3 _GroundColor;
|
||||
uniform half _SunSize;
|
||||
uniform half _SunSizeConvergence;
|
||||
uniform half3 _SkyTint;
|
||||
uniform half _AtmosphereThickness;
|
||||
|
||||
#if defined(UNITY_COLORSPACE_GAMMA)
|
||||
#define GAMMA 2
|
||||
#define COLOR_2_GAMMA(color) color
|
||||
#define COLOR_2_LINEAR(color) color*color
|
||||
#define LINEAR_2_OUTPUT(color) sqrt(color)
|
||||
#else
|
||||
#define GAMMA 2.2
|
||||
// HACK: to get gfx-tests in Gamma mode to agree until UNITY_ACTIVE_COLORSPACE_IS_GAMMA is working properly
|
||||
#define COLOR_2_GAMMA(color) ((unity_ColorSpaceDouble.r>2.0) ? pow(color,1.0/GAMMA) : color)
|
||||
#define COLOR_2_LINEAR(color) color
|
||||
#define LINEAR_2_LINEAR(color) color
|
||||
#endif
|
||||
|
||||
// RGB wavelengths
|
||||
// .35 (.62=158), .43 (.68=174), .525 (.75=190)
|
||||
static const float3 kDefaultScatteringWavelength = float3(.65, .57, .475);
|
||||
static const float3 kVariableRangeForScatteringWavelength = float3(.15, .15, .15);
|
||||
|
||||
#define OUTER_RADIUS 1.025
|
||||
static const float kOuterRadius = OUTER_RADIUS;
|
||||
static const float kOuterRadius2 = OUTER_RADIUS*OUTER_RADIUS;
|
||||
static const float kInnerRadius = 1.0;
|
||||
static const float kInnerRadius2 = 1.0;
|
||||
|
||||
static const float kCameraHeight = 0.0001;
|
||||
|
||||
#define kRAYLEIGH (lerp(0.0, 0.0025, pow(_AtmosphereThickness,2.5))) // Rayleigh constant
|
||||
#define kMIE 0.0010 // Mie constant
|
||||
#define kSUN_BRIGHTNESS 20.0 // Sun brightness
|
||||
|
||||
#define kMAX_SCATTER 50.0 // Maximum scattering value, to prevent math overflows on Adrenos
|
||||
|
||||
static const half kHDSundiskIntensityFactor = 15.0;
|
||||
static const half kSimpleSundiskIntensityFactor = 27.0;
|
||||
|
||||
static const half kSunScale = 400.0 * kSUN_BRIGHTNESS;
|
||||
static const float kKmESun = kMIE * kSUN_BRIGHTNESS;
|
||||
static const float kKm4PI = kMIE * 4.0 * 3.14159265;
|
||||
static const float kScale = 1.0 / (OUTER_RADIUS - 1.0);
|
||||
static const float kScaleDepth = 0.25;
|
||||
static const float kScaleOverScaleDepth = (1.0 / (OUTER_RADIUS - 1.0)) / 0.25;
|
||||
static const float kSamples = 2.0; // THIS IS UNROLLED MANUALLY, DON'T TOUCH
|
||||
|
||||
#define MIE_G (-0.990)
|
||||
#define MIE_G2 0.9801
|
||||
|
||||
#define SKY_GROUND_THRESHOLD 0.02
|
||||
|
||||
// fine tuning of performance. You can override defines here if you want some specific setup
|
||||
// or keep as is and allow later code to set it according to target api
|
||||
|
||||
// if set vprog will output color in final color space (instead of linear always)
|
||||
// in case of rendering in gamma mode that means that we will do lerps in gamma mode too, so there will be tiny difference around horizon
|
||||
// #define SKYBOX_COLOR_IN_TARGET_COLOR_SPACE 0
|
||||
|
||||
// sun disk rendering:
|
||||
// no sun disk - the fastest option
|
||||
#define SKYBOX_SUNDISK_NONE 0
|
||||
// simplistic sun disk - without mie phase function
|
||||
#define SKYBOX_SUNDISK_SIMPLE 1
|
||||
// full calculation - uses mie phase function
|
||||
#define SKYBOX_SUNDISK_HQ 2
|
||||
|
||||
// uncomment this line and change SKYBOX_SUNDISK_SIMPLE to override material settings
|
||||
// #define SKYBOX_SUNDISK SKYBOX_SUNDISK_SIMPLE
|
||||
|
||||
#ifndef SKYBOX_SUNDISK
|
||||
#if defined(_SUNDISK_NONE)
|
||||
#define SKYBOX_SUNDISK SKYBOX_SUNDISK_NONE
|
||||
#elif defined(_SUNDISK_SIMPLE)
|
||||
#define SKYBOX_SUNDISK SKYBOX_SUNDISK_SIMPLE
|
||||
#else
|
||||
#define SKYBOX_SUNDISK SKYBOX_SUNDISK_HQ
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef SKYBOX_COLOR_IN_TARGET_COLOR_SPACE
|
||||
#if defined(SHADER_API_MOBILE)
|
||||
#define SKYBOX_COLOR_IN_TARGET_COLOR_SPACE 1
|
||||
#else
|
||||
#define SKYBOX_COLOR_IN_TARGET_COLOR_SPACE 0
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Calculates the Rayleigh phase function
|
||||
half getRayleighPhase(half eyeCos2)
|
||||
{
|
||||
return 0.75 + 0.75*eyeCos2;
|
||||
}
|
||||
half getRayleighPhase(half3 light, half3 ray)
|
||||
{
|
||||
half eyeCos = dot(light, ray);
|
||||
return getRayleighPhase(eyeCos * eyeCos);
|
||||
}
|
||||
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
|
||||
#if SKYBOX_SUNDISK == SKYBOX_SUNDISK_HQ
|
||||
// for HQ sun disk, we need vertex itself to calculate ray-dir per-pixel
|
||||
float3 vertex : TEXCOORD0;
|
||||
#elif SKYBOX_SUNDISK == SKYBOX_SUNDISK_SIMPLE
|
||||
half3 rayDir : TEXCOORD0;
|
||||
#else
|
||||
// as we dont need sun disk we need just rayDir.y (sky/ground threshold)
|
||||
half skyGroundFactor : TEXCOORD0;
|
||||
#endif
|
||||
|
||||
// calculate sky colors in vprog
|
||||
half3 groundColor : TEXCOORD1;
|
||||
half3 skyColor : TEXCOORD2;
|
||||
|
||||
#if SKYBOX_SUNDISK != SKYBOX_SUNDISK_NONE
|
||||
half3 sunColor : TEXCOORD3;
|
||||
#endif
|
||||
|
||||
UNITY_FOG_COORDS(11)
|
||||
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
float scale(float inCos)
|
||||
{
|
||||
float x = 1.0 - inCos;
|
||||
return 0.25 * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
|
||||
}
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
v2f OUT;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
||||
OUT.pos = UnityObjectToClipPos(v.vertex);
|
||||
|
||||
float3 kSkyTintInGammaSpace = COLOR_2_GAMMA(_SkyTint); // convert tint from Linear back to Gamma
|
||||
float3 kScatteringWavelength = lerp (
|
||||
kDefaultScatteringWavelength-kVariableRangeForScatteringWavelength,
|
||||
kDefaultScatteringWavelength+kVariableRangeForScatteringWavelength,
|
||||
half3(1,1,1) - kSkyTintInGammaSpace); // using Tint in sRGB gamma allows for more visually linear interpolation and to keep (.5) at (128, gray in sRGB) point
|
||||
float3 kInvWavelength = 1.0 / pow(kScatteringWavelength, 4);
|
||||
|
||||
float kKrESun = kRAYLEIGH * kSUN_BRIGHTNESS;
|
||||
float kKr4PI = kRAYLEIGH * 4.0 * 3.14159265;
|
||||
|
||||
float3 cameraPos = float3(0,kInnerRadius + kCameraHeight,0); // The camera's current position
|
||||
|
||||
// Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere)
|
||||
float3 eyeRay = normalize(mul((float3x3)unity_ObjectToWorld, v.vertex.xyz));
|
||||
|
||||
float far = 0.0;
|
||||
half3 cIn, cOut;
|
||||
|
||||
if(eyeRay.y >= 0.0)
|
||||
{
|
||||
// Sky
|
||||
// Calculate the length of the "atmosphere"
|
||||
far = sqrt(kOuterRadius2 + kInnerRadius2 * eyeRay.y * eyeRay.y - kInnerRadius2) - kInnerRadius * eyeRay.y;
|
||||
|
||||
float3 pos = cameraPos + far * eyeRay;
|
||||
|
||||
// Calculate the ray's starting position, then calculate its scattering offset
|
||||
float height = kInnerRadius + kCameraHeight;
|
||||
float depth = exp(kScaleOverScaleDepth * (-kCameraHeight));
|
||||
float startAngle = dot(eyeRay, cameraPos) / height;
|
||||
float startOffset = depth*scale(startAngle);
|
||||
|
||||
|
||||
// Initialize the scattering loop variables
|
||||
float sampleLength = far / kSamples;
|
||||
float scaledLength = sampleLength * kScale;
|
||||
float3 sampleRay = eyeRay * sampleLength;
|
||||
float3 samplePoint = cameraPos + sampleRay * 0.5;
|
||||
|
||||
// Now loop through the sample rays
|
||||
float3 frontColor = float3(0.0, 0.0, 0.0);
|
||||
// Weird workaround: WP8 and desktop FL_9_3 do not like the for loop here
|
||||
// (but an almost identical loop is perfectly fine in the ground calculations below)
|
||||
// Just unrolling this manually seems to make everything fine again.
|
||||
// for(int i=0; i<int(kSamples); i++)
|
||||
{
|
||||
float height = length(samplePoint);
|
||||
float depth = exp(kScaleOverScaleDepth * (kInnerRadius - height));
|
||||
float lightAngle = dot(_WorldSpaceLightPos0.xyz, samplePoint) / height;
|
||||
float cameraAngle = dot(eyeRay, samplePoint) / height;
|
||||
float scatter = (startOffset + depth*(scale(lightAngle) - scale(cameraAngle)));
|
||||
float3 attenuate = exp(-clamp(scatter, 0.0, kMAX_SCATTER) * (kInvWavelength * kKr4PI + kKm4PI));
|
||||
|
||||
frontColor += attenuate * (depth * scaledLength);
|
||||
samplePoint += sampleRay;
|
||||
}
|
||||
{
|
||||
float height = length(samplePoint);
|
||||
float depth = exp(kScaleOverScaleDepth * (kInnerRadius - height));
|
||||
float lightAngle = dot(_WorldSpaceLightPos0.xyz, samplePoint) / height;
|
||||
float cameraAngle = dot(eyeRay, samplePoint) / height;
|
||||
float scatter = (startOffset + depth*(scale(lightAngle) - scale(cameraAngle)));
|
||||
float3 attenuate = exp(-clamp(scatter, 0.0, kMAX_SCATTER) * (kInvWavelength * kKr4PI + kKm4PI));
|
||||
|
||||
frontColor += attenuate * (depth * scaledLength);
|
||||
samplePoint += sampleRay;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader
|
||||
cIn = frontColor * (kInvWavelength * kKrESun);
|
||||
cOut = frontColor * kKmESun;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Ground
|
||||
far = (-kCameraHeight) / (min(-0.001, eyeRay.y));
|
||||
|
||||
float3 pos = cameraPos + far * eyeRay;
|
||||
|
||||
// Calculate the ray's starting position, then calculate its scattering offset
|
||||
float depth = exp((-kCameraHeight) * (1.0/kScaleDepth));
|
||||
float cameraAngle = dot(-eyeRay, pos);
|
||||
float lightAngle = dot(_WorldSpaceLightPos0.xyz, pos);
|
||||
float cameraScale = scale(cameraAngle);
|
||||
float lightScale = scale(lightAngle);
|
||||
float cameraOffset = depth*cameraScale;
|
||||
float temp = (lightScale + cameraScale);
|
||||
|
||||
// Initialize the scattering loop variables
|
||||
float sampleLength = far / kSamples;
|
||||
float scaledLength = sampleLength * kScale;
|
||||
float3 sampleRay = eyeRay * sampleLength;
|
||||
float3 samplePoint = cameraPos + sampleRay * 0.5;
|
||||
|
||||
// Now loop through the sample rays
|
||||
float3 frontColor = float3(0.0, 0.0, 0.0);
|
||||
float3 attenuate;
|
||||
// for(int i=0; i<int(kSamples); i++) // Loop removed because we kept hitting SM2.0 temp variable limits. Doesn't affect the image too much.
|
||||
{
|
||||
float height = length(samplePoint);
|
||||
float depth = exp(kScaleOverScaleDepth * (kInnerRadius - height));
|
||||
float scatter = depth*temp - cameraOffset;
|
||||
attenuate = exp(-clamp(scatter, 0.0, kMAX_SCATTER) * (kInvWavelength * kKr4PI + kKm4PI));
|
||||
frontColor += attenuate * (depth * scaledLength);
|
||||
samplePoint += sampleRay;
|
||||
}
|
||||
|
||||
cIn = frontColor * (kInvWavelength * kKrESun + kKmESun);
|
||||
cOut = clamp(attenuate, 0.0, 1.0);
|
||||
}
|
||||
|
||||
#if SKYBOX_SUNDISK == SKYBOX_SUNDISK_HQ
|
||||
OUT.vertex = -eyeRay;
|
||||
#elif SKYBOX_SUNDISK == SKYBOX_SUNDISK_SIMPLE
|
||||
OUT.rayDir = half3(-eyeRay);
|
||||
#else
|
||||
OUT.skyGroundFactor = -eyeRay.y / SKY_GROUND_THRESHOLD;
|
||||
#endif
|
||||
|
||||
// if we want to calculate color in vprog:
|
||||
// 1. in case of linear: multiply by _Exposure in here (even in case of lerp it will be common multiplier, so we can skip mul in fshader)
|
||||
// 2. in case of gamma and SKYBOX_COLOR_IN_TARGET_COLOR_SPACE: do sqrt right away instead of doing that in fshader
|
||||
|
||||
OUT.groundColor = _Exposure * (cIn + COLOR_2_LINEAR(_GroundColor) * cOut);
|
||||
OUT.skyColor = _Exposure * (cIn * getRayleighPhase(_WorldSpaceLightPos0.xyz, -eyeRay));
|
||||
|
||||
#if SKYBOX_SUNDISK != SKYBOX_SUNDISK_NONE
|
||||
// The sun should have a stable intensity in its course in the sky. Moreover it should match the highlight of a purely specular material.
|
||||
// This matching was done using the standard shader BRDF1 on the 5/31/2017
|
||||
// Finally we want the sun to be always bright even in LDR thus the normalization of the lightColor for low intensity.
|
||||
half lightColorIntensity = clamp(length(_LightColor0.xyz), 0.25, 1);
|
||||
#if SKYBOX_SUNDISK == SKYBOX_SUNDISK_SIMPLE
|
||||
OUT.sunColor = kSimpleSundiskIntensityFactor * saturate(cOut * kSunScale) * _LightColor0.xyz / lightColorIntensity;
|
||||
#else // SKYBOX_SUNDISK_HQ
|
||||
OUT.sunColor = kHDSundiskIntensityFactor * saturate(cOut) * _LightColor0.xyz / lightColorIntensity;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#if defined(UNITY_COLORSPACE_GAMMA) && SKYBOX_COLOR_IN_TARGET_COLOR_SPACE
|
||||
OUT.groundColor = sqrt(OUT.groundColor);
|
||||
OUT.skyColor = sqrt(OUT.skyColor);
|
||||
#if SKYBOX_SUNDISK != SKYBOX_SUNDISK_NONE
|
||||
OUT.sunColor= sqrt(OUT.sunColor);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// todo write our own fog functions to avoid overly complex clamp.
|
||||
float3 worldPos = mul((float3x3)unity_ObjectToWorld, v.vertex.xyz);
|
||||
float3 clampedPos = max(worldPos,-_ProjectionParams.zzz + 0.1);
|
||||
clampedPos = min(clampedPos,_ProjectionParams.zzz - 0.1 );
|
||||
|
||||
float3 clampedFogPos = mul((float3x3)unity_WorldToObject, clampedPos);
|
||||
UNITY_TRANSFER_FOG(OUT,UnityObjectToClipPos(float4(clampedFogPos.xyz,v.vertex.w)));
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
|
||||
// Calculates the Mie phase function
|
||||
half getMiePhase(half eyeCos, half eyeCos2)
|
||||
{
|
||||
half temp = 1.0 + MIE_G2 - 2.0 * MIE_G * eyeCos;
|
||||
temp = pow(temp, pow(_SunSize,0.65) * 10);
|
||||
temp = max(temp,1.0e-4); // prevent division by zero, esp. in half precision
|
||||
temp = 1.5 * ((1.0 - MIE_G2) / (2.0 + MIE_G2)) * (1.0 + eyeCos2) / temp;
|
||||
#if defined(UNITY_COLORSPACE_GAMMA) && SKYBOX_COLOR_IN_TARGET_COLOR_SPACE
|
||||
temp = pow(temp, .454545);
|
||||
#endif
|
||||
return temp;
|
||||
}
|
||||
|
||||
// Calculates the sun shape
|
||||
half calcSunAttenuation(half3 lightPos, half3 ray)
|
||||
{
|
||||
#if SKYBOX_SUNDISK == SKYBOX_SUNDISK_SIMPLE
|
||||
half3 delta = lightPos - ray;
|
||||
half dist = length(delta);
|
||||
half spot = 1.0 - smoothstep(0.0, _SunSize, dist);
|
||||
return spot * spot;
|
||||
#else // SKYBOX_SUNDISK_HQ
|
||||
half focusedEyeCos = pow(saturate(dot(lightPos, ray)), _SunSizeConvergence);
|
||||
return getMiePhase(-focusedEyeCos, focusedEyeCos * focusedEyeCos);
|
||||
#endif
|
||||
}
|
||||
|
||||
half4 frag (v2f IN) : SV_Target
|
||||
{
|
||||
half3 col = half3(0.0, 0.0, 0.0);
|
||||
|
||||
// if y > 1 [eyeRay.y < -SKY_GROUND_THRESHOLD] - ground
|
||||
// if y >= 0 and < 1 [eyeRay.y <= 0 and > -SKY_GROUND_THRESHOLD] - horizon
|
||||
// if y < 0 [eyeRay.y > 0] - sky
|
||||
#if SKYBOX_SUNDISK == SKYBOX_SUNDISK_HQ
|
||||
half3 ray = normalize(IN.vertex.xyz);
|
||||
half y = ray.y / SKY_GROUND_THRESHOLD;
|
||||
#elif SKYBOX_SUNDISK == SKYBOX_SUNDISK_SIMPLE
|
||||
half3 ray = IN.rayDir.xyz;
|
||||
half y = ray.y / SKY_GROUND_THRESHOLD;
|
||||
#else
|
||||
half y = IN.skyGroundFactor;
|
||||
#endif
|
||||
|
||||
// if we did precalculate color in vprog: just do lerp between them
|
||||
col = lerp(IN.skyColor, IN.groundColor, saturate(y));
|
||||
|
||||
#if SKYBOX_SUNDISK != SKYBOX_SUNDISK_NONE
|
||||
if(y < 0.0)
|
||||
{
|
||||
col += IN.sunColor * calcSunAttenuation(_WorldSpaceLightPos0.xyz, -ray);
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(UNITY_COLORSPACE_GAMMA) && !SKYBOX_COLOR_IN_TARGET_COLOR_SPACE
|
||||
col = LINEAR_2_OUTPUT(col);
|
||||
#endif
|
||||
|
||||
half3 fog = col;
|
||||
UNITY_APPLY_FOG(IN.fogCoord, fog);
|
||||
|
||||
col = lerp(fog,col,1-pow(1-saturate((-y -_FogHeight)*(1-_FogGradient)),2));
|
||||
|
||||
return half4(col,1.0);
|
||||
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Fallback Off
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8d69440ee4f40094bb5566d6cdb622cf
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,31 @@
|
||||
#ifndef GETLIGHTURP_INCLUDED
|
||||
#define GETLIGHTURP_INCLUDED
|
||||
|
||||
void MainLightURP_half(float3 i_worldPos, out half3 i_lightDir, out half3 i_color )
|
||||
{
|
||||
|
||||
#if defined (SHADERGRAPH_PREVIEW) || !defined(_PW_SF_SSS_ON)
|
||||
i_lightDir = half3(0.5, 0.5, 0);
|
||||
i_color = 1;
|
||||
#else
|
||||
#if SHADOWS_SCREEN
|
||||
half4 clipPos = TransformWorldToHClip(i_worldPos);
|
||||
half4 shadowCoord = ComputeScreenPos(clipPos);
|
||||
#else
|
||||
half4 shadowCoord = TransformWorldToShadowCoord(i_worldPos);
|
||||
#endif
|
||||
|
||||
Light mainLight = GetMainLight(shadowCoord);
|
||||
i_lightDir = mainLight.direction;
|
||||
i_color = mainLight.color * mainLight.distanceAttenuation * mainLight.shadowAttenuation;
|
||||
#endif
|
||||
}
|
||||
#else
|
||||
void MainLightURP_half(float3 i_worldPos, out half3 i_lightDir, out half3 i_color )
|
||||
{
|
||||
i_lightDir = float3(1, 0, 0);
|
||||
i_color = 0;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8c6243362739943db8d779be461f858a
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,400 @@
|
||||
Shader "PWS/PW_Water"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_AmbientColor ("AmbientColor", Color) = (0,0,0,0)
|
||||
_PW_MainLightColor ("Main Light Color", Color) = (1,1,1,1)
|
||||
_PW_MainLightSpecular ("Main Light Spec", Color) = (0.1,0.1,0.1,1)
|
||||
_PW_MainLightDir ("Main Light Dir", Vector ) = (0,-1,0,0)
|
||||
_PW_MainLightIntensity("Main Light Intensity", float) = 1.0
|
||||
_Metallic ("Metallic", Range (0, 1)) = 0.1
|
||||
_Smoothness ("Smoothness", Range (0, 1)) = 0.8
|
||||
// [NoScaleOffset]_ReflectionTex ("Reflection Texture", 2D) = "white" {}
|
||||
_ReflectionColor ("Reflection Color", Color) = (0.1,0.12,0.17,1)
|
||||
// _ReflectionDistortion ("Reflection Distortion", Range (0, 16.0)) = 1.2
|
||||
// _ReflectionStrength("Reflection Strength", Range (0, 1.0)) = 0.8
|
||||
[KeywordEnum(Off,On)] _PW_SSS("Translucent", float) = 0
|
||||
_PW_SSSPower( "Power", Range (0.01, 8 ) ) = 1
|
||||
_PW_SSSDistortion( "Distortion", Range (0.001, 1 ) ) = 0.5
|
||||
_PW_SSSTint ("Tint", Color) = (1,1,1,1)
|
||||
[NoScaleOffset]_WaterDepthRamp ("Color Depth Ramp", 2D) = "white" {}
|
||||
|
||||
[NoScaleOffset][Normal] _NormalLayer0 ("Normal Layer 0", 2D) = "bump" {}
|
||||
_NormalLayer0Scale ("NormalLayer0 Scale", Range ( 0.0, 3.0 ) ) = 1.0
|
||||
[NoScaleOffset][Normal] _NormalLayer1 ("Normal Layer 1", 2D) = "bump" {}
|
||||
_NormalLayer1Scale ("NormalLayer1 Scale", Range ( 0.0, 3.0 ) ) = 1.0
|
||||
[NoScaleOffset][Normal] _NormalLayer2 ("Normal Distance", 2D) = "bump" {}
|
||||
_NormalLayer2Scale ("Normal Distance Scale", Range ( 0.0, 3.0 ) ) = 0.5
|
||||
[NoScaleOffset] _FoamTex ("Foam texture", 2D) = "white" {}
|
||||
_NormalFadeMap ("Normal Fade Map", 2D ) = "white" {}
|
||||
_NormalTile ("Water Tiling", Float ) = 128
|
||||
_NormalFadeStart ("Fade Start", Float ) = 64
|
||||
_NormalFadeDistance("Fade Distance", Float ) = 512
|
||||
_NormalMoveScale("Normal Move Scale", Range (0.0001, 0.0005) ) = 0.0003
|
||||
_FoamTexTile ("Foam Tiling", Float ) = 256
|
||||
_FoamDepth ("Foam Height", Range (0, 16.0)) = 0.15
|
||||
_FoamStrength ("Foam Strength", Range (0, 2.0)) = 0.6
|
||||
|
||||
_TransparentMin ("Min Transparency", Range (0, 1.0)) = 0.45
|
||||
_TransparentDepth ("Transparent Depth", Range (0, 32.0)) = 8.0
|
||||
|
||||
_WaveShoreClamp ("Shore Movment", Range ( 0.0, 1.0 ) ) = 0.1
|
||||
_WaveLength ("Wavelength", Float ) = 64
|
||||
_WaveSteepness ("Wavelength", Float ) = 0.3
|
||||
_WaveSpeed ("Wave Speed", Float ) = 0.4
|
||||
_WaveDirection ("Wave Direction", Vector ) = (1,0,0,0)
|
||||
_WaveDirGlobal ("WaveDirToggle", Float ) = 1
|
||||
_WaveBackwashToggle ("Wave Backwash Toggle", Float ) = 1
|
||||
_WavePeakToggle ("Wave Peak Toggle", Float ) = 1
|
||||
_PW_SrcBlend ("", float) = 1
|
||||
_PW_DstBlend ("", float) = 0
|
||||
|
||||
_EdgeWaterColor ("UnderWater Color", Color) = (0.1,0.1,0.2,1)
|
||||
_EdgeWaterDist ("Edge Fade Distance", Float ) = 5
|
||||
// [NoScaleOffset]_ScreenRender ("HeightMap", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags {"Queue" = "Transparent-2" "RenderType"="Transparent" }
|
||||
|
||||
Pass
|
||||
{
|
||||
//ZWrite Off
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
Cull Back
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_fog
|
||||
#pragma target 3.5
|
||||
|
||||
#pragma multi_compile __ _PW_MC_REFRACTION_ON
|
||||
#pragma shader_feature_local _PW_SF_SSS_ON
|
||||
// #pragma shader_feature_local _PW_SF_WAVEDIR_GLOBAL_ON
|
||||
// #pragma shader_feature_local _PW_SF_WAVE_PEAK_ON
|
||||
// #pragma shader_feature_local _PW_SF_WAVE_BACKWASH_ON
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "PW_GeneralVars.cginc"
|
||||
#include "PW_GeneralFuncs.cginc"
|
||||
#include "PW_Water_Vars.cginc"
|
||||
#include "PW_Water_Funcs.cginc"
|
||||
|
||||
PWSurface surface;
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
float2 foamuv : TEXCOORD0;
|
||||
float4 screenPos : TEXCOORD1;
|
||||
float2 bumpuv0 : TEXCOORD2;
|
||||
float2 bumpuv1 : TEXCOORD3;
|
||||
float2 bumpuv2 : TEXCOORD4;
|
||||
float2 normalFadeUV : TEXCOORD5;
|
||||
float3 viewDir : TEXCOORD6;
|
||||
float3 worldPos : TEXCOORD7;
|
||||
float3 worldNormal : TEXCOORD13;
|
||||
half3 tspace0 : TEXCOORD8;
|
||||
half3 tspace1 : TEXCOORD9;
|
||||
half3 tspace2 : TEXCOORD10;
|
||||
UNITY_FOG_COORDS(11)
|
||||
half edgefade : TEXCOORD12;
|
||||
};
|
||||
|
||||
//#define _PW_MC_REFRACTION_ON
|
||||
|
||||
|
||||
//-----------------------------------------------------------------
|
||||
inline void EdgeBlends_half ( in float i_sceneDepth, in float3 i_worldPosition, in float3 i_worldNormal, in float4 i_screenPosition, in float3 i_cameraDirection, in float i_cameraFarPlane, in float i_foamDepth, in float i_transparentDepth, in float i_shorelineEdge, out float o_shorelineAmount, out float o_foamAmount, out float o_underwaterAmount, out float o_edgeBlend )
|
||||
{
|
||||
half diff = i_sceneDepth - i_screenPosition.w;
|
||||
|
||||
half3 dir = normalize(i_cameraDirection );
|
||||
half dotProd = 1.0 - max ( dot ( i_worldNormal, dir ), 0 );
|
||||
half foamDepth = i_foamDepth * ( dotProd + 1 );
|
||||
|
||||
o_shorelineAmount = min ( 1.0 - saturate ( diff / ( foamDepth * 0.2 ) ), 0.6 );
|
||||
o_foamAmount = 1.0 - saturate ( diff / foamDepth );
|
||||
o_underwaterAmount = 1.0 - saturate (exp2(-diff * i_transparentDepth));
|
||||
o_edgeBlend = saturate ( diff / i_shorelineEdge );
|
||||
}
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
|
||||
o = (v2f)0;
|
||||
|
||||
float4 screenPos = ComputeScreenPos(UnityObjectToClipPos(v.vertex));
|
||||
float sceneZ = LinearEyeDepth (tex2Dlod(_CameraDepthTexture, float4(screenPos.xy / screenPos.w, 0.0, 0.0)).r);
|
||||
float objectZ = screenPos.w;
|
||||
float shoreClamp = clamp ( saturate( (sceneZ - objectZ) / 32 ) + _WaveShoreClamp, 0.0, 1.0 );
|
||||
|
||||
|
||||
float2 worldUVScale;
|
||||
worldUVScale.x = PW_DEFAULT_TERRAIN_SCALE * PW_GLOBAL_SCALE;
|
||||
worldUVScale.y = PW_DEFAULT_TERRAIN_SCALE * PW_GLOBAL_SCALE;
|
||||
|
||||
|
||||
|
||||
// before the displacment
|
||||
o.worldNormal = UnityObjectToWorldNormal(v.normal);
|
||||
float3 worldPos = mul ((float3x3)unity_ObjectToWorld, v.vertex.xyz );
|
||||
|
||||
float3 v0 = worldPos;
|
||||
float2 waveDir;
|
||||
|
||||
waveDir = _WaveDirection.xz;
|
||||
|
||||
float steepness = _WaveSteepness;
|
||||
float waveLength = _WaveLength * PW_DEFAULT_TERRAIN_SCALE * PW_GLOBAL_SCALE;
|
||||
|
||||
v0.y += EchoWave ( v0, waveDir, waveLength, _WaveSpeed, steepness, shoreClamp );
|
||||
float2 perp;
|
||||
perp.x = waveDir.y;
|
||||
perp.y = -waveDir.x;
|
||||
|
||||
v0.y += EchoWave ( v0, perp, waveLength * 0.25, -_WaveSpeed, steepness * 0.66, shoreClamp );
|
||||
|
||||
waveDir = normalize ( ( perp + waveDir ) * 0.5 );
|
||||
v0.y += EchoWave ( v0, waveDir, waveLength, _WaveSpeed, steepness * 0.33, shoreClamp );
|
||||
|
||||
v.vertex.xyz = mul ((float3x3)unity_WorldToObject, v0 );
|
||||
|
||||
o.screenPos = ComputeScreenPos( UnityObjectToClipPos ( v.vertex ) );
|
||||
|
||||
float3 wNormal = UnityObjectToWorldNormal(v.normal);
|
||||
o.worldPos = mul ( unity_ObjectToWorld, v.vertex );
|
||||
|
||||
float2 worldMapUV = float2 ( 1.0, 1.0 ) - ( ( o.worldPos.xz * worldUVScale ) + half2 ( 0.5, 0.5 ) );
|
||||
|
||||
float timeScale = _Time.x * ( _WaveSpeed * 0.00033 );
|
||||
|
||||
float2 t;
|
||||
t.x = waveDir.x * timeScale;
|
||||
t.y = waveDir.y * timeScale;
|
||||
|
||||
o.bumpuv0 = ( worldMapUV - t ) * _NormalTile;
|
||||
o.bumpuv1 = ( worldMapUV + t ) * _NormalTile * 0.333;
|
||||
o.bumpuv2 = worldMapUV * _NormalTile * 0.0333;
|
||||
|
||||
o.normalFadeUV = worldMapUV;
|
||||
|
||||
o.foamuv = _FoamTexTile * worldMapUV + float2 ( _SinTime.z*0.1, _SinTime.x*0.1);
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
|
||||
//float4 tangent;
|
||||
float4 wTangent;
|
||||
wTangent.xyz = UnityObjectToWorldDir ( v.tangent );
|
||||
wTangent.w = -1;
|
||||
|
||||
half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
|
||||
half3 wBitangent = cross ( wNormal, wTangent ) * tangentSign;
|
||||
|
||||
o.tspace0 = half3(wTangent.x, wBitangent.x, wNormal.x);
|
||||
o.tspace1 = half3(wTangent.y, wBitangent.y, wNormal.y);
|
||||
o.tspace2 = half3(wTangent.z, wBitangent.z, wNormal.z);
|
||||
|
||||
UNITY_TRANSFER_FOG(o,o.vertex);
|
||||
|
||||
half3 eViewDir = o.worldPos.xyz - _WorldSpaceCameraPos.xyz;
|
||||
half eViewdot = saturate(dot(normalize(-eViewDir), half3(0,1,0)));
|
||||
o.edgefade = saturate((1-saturate(length(o.worldPos.xz - unity_ObjectToWorld._m03_m23) * _ProjectionParams.w))* (16 * eViewdot * eViewdot + 2));
|
||||
o.edgefade = smoothstep(0,1,o.edgefade);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag (v2f i) : SV_Target
|
||||
{
|
||||
surface = (PWSurface)0;
|
||||
|
||||
/*
|
||||
half existingDepth = tex2Dproj( _CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)).r;
|
||||
half existingDepthLinear = LinearEyeDepth(existingDepth);
|
||||
half depthDifference = existingDepthLinear - i.screenPos.w;
|
||||
half waterDepthDifference = saturate ( depthDifference / _TransparentDepth );
|
||||
half edgeBlend = 1.0 - clamp ( waterDepthDifference / 0.05, 0, 1 );
|
||||
half foamAmt;
|
||||
|
||||
// try to keep foam from changing with view angle
|
||||
foamAmt = min ( 1.0 - clamp ( waterDepthDifference / _FoamDepth, 0, 1 ), 1 );
|
||||
*/
|
||||
|
||||
//======================================================================================================
|
||||
half sceneDepth = tex2Dproj( _CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)).r;
|
||||
half eyeDepth = LinearEyeDepth(sceneDepth);
|
||||
half edgeBlend;
|
||||
half foamAmt;
|
||||
half underwaterAmount;
|
||||
half shorelineEdge = 0.05;
|
||||
half shorelineAmount = 0;
|
||||
|
||||
|
||||
|
||||
EdgeBlends_half ( eyeDepth, i.worldPos, i.worldNormal, i.screenPos, _WorldSpaceCameraPos.xyz, _ProjectionParams.z, _FoamDepth, _TransparentDepth, shorelineEdge, shorelineAmount, foamAmt, underwaterAmount, edgeBlend );
|
||||
|
||||
// Normal mapping
|
||||
half scaleNormal = 1.0 - foamAmt;
|
||||
|
||||
half4 normalFadeMap = tex2D( _NormalFadeMap, i.normalFadeUV );
|
||||
|
||||
half4 dist2Cam = distance ( _WorldSpaceCameraPos.xyz, i.worldPos );
|
||||
|
||||
half dist = dist2Cam - _NormalFadeStart;
|
||||
half distFade = clamp ( dist / _NormalFadeDistance, 0.0, 1.0 );
|
||||
|
||||
half3 bump1 = UnpackScaleNormal ( tex2D( _NormalLayer0, i.bumpuv0 ),_NormalLayer0Scale * scaleNormal * normalFadeMap.r );
|
||||
half3 bump2 = UnpackScaleNormal ( tex2D( _NormalLayer1, i.bumpuv1 ), _NormalLayer1Scale * scaleNormal * normalFadeMap.g );
|
||||
half3 bump3 = UnpackScaleNormal ( tex2D( _NormalLayer2, i.bumpuv2 ), _NormalLayer2Scale * normalFadeMap.b );
|
||||
|
||||
half3 bump = BlendUnpacked( bump1, bump2 );
|
||||
|
||||
bump = normalize ( lerp ( bump, bump3, distFade ) );
|
||||
|
||||
half3 worldNormal;
|
||||
worldNormal.x = dot ( i.tspace0, bump );
|
||||
worldNormal.y = dot ( i.tspace1, bump );
|
||||
worldNormal.z = dot ( i.tspace2, bump );
|
||||
|
||||
half3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
|
||||
|
||||
#ifdef _PW_MC_REFRACTION_ON
|
||||
half2 uvOffset = bump.xy * 0.1;
|
||||
half2 uv = (i.screenPos.xy + uvOffset) / i.screenPos.w;
|
||||
half3 underWaterColor = tex2D( _CameraOpaqueTexture, uv ).rgb;
|
||||
#else
|
||||
half3 underWaterColor = half3(1,1,1);
|
||||
#endif
|
||||
surface.depthColor = tex2D( _WaterDepthRamp, half2( underwaterAmount, 0.5 ) );
|
||||
|
||||
// Foam Calculations
|
||||
half2 foamDistortUV = bump.xy * 0.2;
|
||||
half4 foamColor = tex2D( _FoamTex, i.foamuv + foamDistortUV );
|
||||
foamColor.a = dot(foamColor.rgb,half3(0.333,0.333,0.333));
|
||||
|
||||
foamColor.a = saturate(( foamColor.a + shorelineAmount, 1.0 ) * _FoamStrength);
|
||||
surface.finalRGBA.rgb = min ( surface.finalRGBA.rgb + ( foamColor.rgb * foamAmt * foamColor.a ), 1.0 );
|
||||
surface.finalRGBA.rgb = lerp ( surface.finalRGBA.rgb, min ( foamColor.rgb+half3(0.2,0.2,0.2), 1.0 ), shorelineAmount);
|
||||
surface.finalRGBA.rgb += surface.depthColor * underwaterAmount;
|
||||
surface.finalRGBA.rgb = saturate(surface.finalRGBA.rgb);
|
||||
|
||||
|
||||
float perceptualRoughness = 1 - lerp(_Smoothness,0.1,foamColor.a * foamAmt);
|
||||
|
||||
surface.roughness = perceptualRoughness * perceptualRoughness;
|
||||
|
||||
surface.debug = perceptualRoughness;
|
||||
|
||||
saturate(surface.finalRGBA.rgb);
|
||||
|
||||
half peakFade = 0;
|
||||
|
||||
#ifdef _PW_SF_WAVE_PEAK_ON
|
||||
half peak = pow ( saturate ( worldNormal.y ), 32 );
|
||||
|
||||
half peakDist = length ( max ( i.worldPos.y, 0 ) - 0.1 );
|
||||
peakFade = clamp ( peakDist / 8, 0.0, 1.0 );
|
||||
|
||||
surface.finalRGBA.rgb += foamColor * peakFade * peak * 2;
|
||||
#endif
|
||||
|
||||
#ifdef _PW_SF_WAVE_BACKWASH_ON
|
||||
float3 waveDir;
|
||||
|
||||
#ifdef _PW_SF_WAVEDIR_GLOBAL_ON
|
||||
waveDir = _PW_Global_WindDirection.xyz;
|
||||
#else
|
||||
waveDir = _WaveDirection.xyz;
|
||||
#endif
|
||||
|
||||
waveDir.y = 0;
|
||||
|
||||
half backWave = saturate ( -dot ( worldNormal, waveDir ) );
|
||||
|
||||
#ifndef _PW_MC_REFRACTION_ON
|
||||
surface.finalRGBA.rgb = lerp (surface.finalRGBA.rgb, foamColor, backWave );
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
SurfacePBR ( surface, foamAmt, _Metallic, worldNormal, worldViewDir, i.screenPos, bump1.xy );
|
||||
PBRDirLighting ( surface, i.worldPos, worldNormal, worldViewDir );
|
||||
|
||||
|
||||
#ifdef _PW_MC_REFRACTION_ON
|
||||
|
||||
surface.finalRGBA.rgb += surface.reflection;
|
||||
surface.finalRGBA.rgb += underWaterColor * surface.depthColor * (1-underwaterAmount);
|
||||
surface.finalRGBA.a = edgeBlend;
|
||||
|
||||
#else
|
||||
surface.finalRGBA.rgb = surface.depthColor; // Missing colorDepth ???;
|
||||
surface.finalRGBA.a = 1;//min ( waterDepthDifference+_TransparentMin + (foamAmt * foamColor.a), 1 ) * edgeBlend;
|
||||
surface.finalRGBA.rgb += surface.reflection;
|
||||
#endif
|
||||
|
||||
|
||||
//surface.finalRGBA.rgb = underWaterColor;
|
||||
//surface.finalRGBA.rgb = WaterEdge ( surface.finalRGBA.rgb, i.worldPos, dist2Cam, 1 );
|
||||
|
||||
#ifdef _PW_MC_REFRACTION_ON
|
||||
#endif
|
||||
|
||||
UNITY_APPLY_FOG(i.fogCoord, surface.finalRGBA);
|
||||
|
||||
/*
|
||||
half4 addLight = 0;
|
||||
|
||||
Translucent_half ( colorDepth,
|
||||
i.worldNormal,
|
||||
_PW_MainLightDir.xyz,
|
||||
_PW_MainLightColor.rgb,
|
||||
worldViewDir,
|
||||
foamColor,
|
||||
peakFade,
|
||||
_PW_SSSTint.rgb,
|
||||
_PW_SSSPower,
|
||||
_PW_SSSDistortion,
|
||||
addLight
|
||||
);
|
||||
*/
|
||||
|
||||
//surface.finalRGBA.rgb += addLight;
|
||||
|
||||
half fadeDepthtest = eyeDepth < _ProjectionParams.z -1 ? 1 : 0;
|
||||
i.edgefade = max (i.edgefade , fadeDepthtest);
|
||||
surface.finalRGBA.a *= edgeBlend * i.edgefade;
|
||||
|
||||
//surface.finalRGBA.rgb = surface.debug;
|
||||
|
||||
return ( surface.finalRGBA );
|
||||
//return float4(surface.depthColor,1);
|
||||
//float4 col;
|
||||
//col.a = 1;
|
||||
//
|
||||
//col.rgb = surface.depthColor * underWaterColor * (1-underwaterAmount);
|
||||
//
|
||||
//return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
}
|
||||
CustomEditor "PW_Water_MaterialEditor"
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bcb8ab61b454e43759e4aed562a63ef0
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,50 @@
|
||||
Shader "Unlit/PW_Water_CameraNormals"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"RenderType" = "Opaque"
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
float3 viewNormal : NORMAL;
|
||||
float depth : TEXCOORD0;
|
||||
};
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.viewNormal = COMPUTE_VIEW_NORMAL;
|
||||
o.depth = o.depth = -mul(UNITY_MATRIX_MV, v.vertex).z * _ProjectionParams.w;
|
||||
return o;
|
||||
}
|
||||
|
||||
float4 frag (v2f i) : SV_Target
|
||||
{
|
||||
return float4 ( i.viewNormal, i.depth );
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cee771188bee348889ae37a7364f5167
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,248 @@
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
inline half3 WaterEdge ( half3 i_rgb, half3 i_worldPos, half i_dist2Cam, const half c_mult )
|
||||
{
|
||||
half fade = clamp ( i_dist2Cam / ( _EdgeWaterDist * c_mult), 0.0, 1.0 );
|
||||
|
||||
fade = lerp ( 1.0, fade, _EdgeWaterColor.a );
|
||||
|
||||
return ( lerp ( _EdgeWaterColor.rgb, i_rgb, fade * fade * fade ) );
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
inline half TrowbridgeReitzNDF ( in half i_dotNH )
|
||||
{
|
||||
half roughnessX2 = 1.0 - _Smoothness;
|
||||
|
||||
roughnessX2 = roughnessX2 * roughnessX2;
|
||||
|
||||
half dist = i_dotNH * i_dotNH * ( roughnessX2 - 1.0 ) + 1.0;
|
||||
return roughnessX2 / ( 3.14159 * dist * dist );
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
inline half GGXNDF ( in half i_dotNH, in half i_roughness, in half i_roughnessX2 )
|
||||
{
|
||||
half dotNHX2 = i_dotNH * i_dotNH;
|
||||
|
||||
half tanDotNHX2 = ( 1 - dotNHX2 ) / dotNHX2;
|
||||
|
||||
half st = i_roughness / ( dotNHX2 * ( i_roughnessX2 + tanDotNHX2 ) );
|
||||
|
||||
return ( 1.0 / 3.14159 ) * ( st * st );
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
inline half SpecularStandard ( in half i_dotNH, in half i_dotLH, in half i_roughness, in half i_roughnessX2 )
|
||||
{
|
||||
half specTerm;
|
||||
|
||||
half d = i_dotNH * i_dotNH * ( i_roughnessX2 - 1.0h) + 1.00001h;
|
||||
|
||||
specTerm = i_roughnessX2 / ( ( d * d ) * max ( 0.1h, i_dotLH * i_dotLH ) * ( i_roughness * 4.0h + 2.0h ) );
|
||||
|
||||
return ( specTerm );
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
inline half3 FresnelReflection ( in PWSurface i_surf)
|
||||
{
|
||||
half f = i_surf.dotNV * i_surf.dotNV * i_surf.dotNV * i_surf.dotNV;// * 0.7;
|
||||
|
||||
half3 grazing = saturate ( ( 1.0 - i_surf.roughness ) + i_surf.reflectivity );// * i_color;
|
||||
|
||||
return ( lerp ( i_surf.specularColor, grazing, f ) );
|
||||
}
|
||||
|
||||
inline half3 FesnelShlick(float cosTheta, half3 F0)
|
||||
{
|
||||
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
inline void SurfacePBR( inout PWSurface i_surf, in half i_foamAmount, in half i_metallic, in half3 i_worldNormal, in half3 i_viewDir, in half4 i_screenPos, in half2 i_distortion )
|
||||
{
|
||||
i_surf.roughnessX2 = i_surf.roughness * i_surf.roughness;
|
||||
i_surf.metallic = i_metallic * ( 1.0 - i_foamAmount );
|
||||
|
||||
half3 F0 = lerp(DielectricSpec.rgb,i_surf.depthColor,i_surf.metallic);
|
||||
|
||||
i_surf.specularColor = _PW_MainLightColor.rgb * F0;
|
||||
|
||||
i_surf.reflectInverse = DielectricSpec.a - i_surf.metallic * DielectricSpec.a;
|
||||
|
||||
i_surf.reflectivity = 1.0h - i_surf.reflectInverse;
|
||||
|
||||
i_surf.dotNV = dot ( i_viewDir, i_worldNormal );
|
||||
half flatwaterNV = dot ( i_viewDir, float3(0,1,0));
|
||||
half smoothedNV = lerp(i_surf.dotNV,flatwaterNV,saturate(flatwaterNV * 5));
|
||||
|
||||
|
||||
half4 ruv = i_screenPos;
|
||||
ruv.xy += i_distortion;
|
||||
|
||||
half3 reflectionSample = tex2Dproj (_ReflectionTex, UNITY_PROJ_COORD(ruv * 5)).rgb;
|
||||
reflectionSample = lerp(reflectionSample,_AmbientColor, i_surf.roughnessX2);
|
||||
|
||||
i_surf.reflection = reflectionSample * FesnelShlick(smoothedNV,F0);
|
||||
i_surf.reflection *= 1.0 / ( i_surf.roughnessX2 + 1.0 );
|
||||
|
||||
|
||||
//i_surf.debug = FresnelReflection ( i_surf);
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------
|
||||
inline void PBRDirLighting ( inout PWSurface i_surf, in half3 i_worldPosition, in half3 i_worldNormal, in half3 i_viewDir )
|
||||
{
|
||||
half3 direction = normalize(_PW_MainLightDir.xyz);
|
||||
|
||||
half dotNL = saturate ( dot ( i_worldNormal, direction ) );
|
||||
half3 halfDir = normalize ( direction + i_viewDir );
|
||||
half dotNH = max ( dot ( halfDir,i_worldNormal ), HALF_MIN );
|
||||
half spec = GGXNDF ( dotNH, i_surf.roughness, i_surf.roughnessX2 );
|
||||
|
||||
// spec = min ( 3, spec * 0.111 );
|
||||
// half spec = SpecularStandard ( dotNH, dotLH, i_surf.roughness, i_surf.roughnessX2 );
|
||||
|
||||
//half amt = 0.9 + 1;
|
||||
//half wrap = ( dotNL + 0.9 ) / ( amt * amt );
|
||||
|
||||
half wrap = saturate( dotNL);
|
||||
i_surf.reflection += ( spec * i_surf.specularColor ) * dotNL;
|
||||
i_surf.finalRGBA.rgb *= ( _PW_MainLightColor.rgb * _PW_MainLightIntensity * wrap ) + _AmbientColor.rgb;
|
||||
i_surf.finalRGBA.rgb *= i_surf.reflectInverse;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------
|
||||
inline float EchoWave ( in float3 i_position, in float2 i_direction, in float i_waveLength, in float i_speed, in half i_size, in float i_scale )
|
||||
{
|
||||
float dir = ( dot ( i_position.xz, i_direction ) );
|
||||
|
||||
float3 vert = i_position;
|
||||
|
||||
float speed = i_speed * -_Time.x;
|
||||
|
||||
float offset = sin ( i_waveLength * dir + speed ) * i_size * i_scale;
|
||||
|
||||
return ( offset );
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
float3 GerstnerWave2 ( float4 wave, float3 p, inout float3 tangent, inout float3 binormal )
|
||||
{
|
||||
float steepness = wave.z;
|
||||
float wavelength = wave.w;
|
||||
float k = 2 * UNITY_PI / wavelength;
|
||||
float c = sqrt(9.8 / k);
|
||||
float2 d = normalize(wave.xy);
|
||||
float f = k * (dot(d, p.xz) - c * (_Time.y ));
|
||||
float a = steepness / k;
|
||||
|
||||
//p.x += d.x * (a * cos(f));
|
||||
//p.y = a * sin(f);
|
||||
//p.z += d.y * (a * cos(f));
|
||||
|
||||
tangent += float3(
|
||||
-d.x * d.x * (steepness * sin(f)),
|
||||
d.x * (steepness * cos(f)),
|
||||
-d.x * d.y * (steepness * sin(f))
|
||||
);
|
||||
|
||||
binormal += float3(
|
||||
-d.x * d.y * (steepness * sin(f)),
|
||||
d.y * (steepness * cos(f)),
|
||||
-d.y * d.y * (steepness * sin(f))
|
||||
);
|
||||
|
||||
return float3(
|
||||
d.x * (a * cos(f)),
|
||||
a * sin(f),
|
||||
d.y * (a * cos(f))
|
||||
);
|
||||
}
|
||||
|
||||
#define GRAVITY 9.81
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
float3 GerstnerWave ( in float i_id, float2 i_dir, in float i_waveLength, in float i_steepness, in float i_scale, in float i_speed, in float3 i_point, inout float3 tangent, inout float3 binormal )
|
||||
{
|
||||
float waveLength = i_waveLength;
|
||||
float steepness = pow ( i_steepness, i_id ) * i_scale;
|
||||
|
||||
float k = 6.2831853 / waveLength;
|
||||
float c = sqrt ( GRAVITY / k );
|
||||
float2 dir = normalize ( i_dir );
|
||||
float f = k * ( dot ( dir, i_point.xz ) - c * ( _Time.y * i_speed ) );
|
||||
float a = steepness / k;
|
||||
|
||||
// gotta scale tanget and binormal
|
||||
tangent += float3 ( -dir.x * dir.x * (steepness * sin(f)),
|
||||
dir.x * (steepness * cos(f)),
|
||||
-dir.x * dir.y * (steepness * sin(f))
|
||||
);
|
||||
|
||||
binormal += float3 ( -dir.x * dir.y * (steepness * sin(f)),
|
||||
dir.y * (steepness * cos(f)),
|
||||
-dir.y * dir.y * (steepness * sin(f))
|
||||
);
|
||||
|
||||
float3 newPos = float3( dir.x * (a * cos(f)), a * sin(f), dir.y * (a * cos(f) ) );
|
||||
|
||||
return ( newPos );
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
inline half2 CalcLayerUVRotation ( in float2 iuv, in float i_angle )
|
||||
{
|
||||
float2x2 rotationMatrix;
|
||||
float sinX;
|
||||
float cosX;
|
||||
|
||||
sincos ( i_angle, sinX, cosX );
|
||||
rotationMatrix = float2x2 ( cosX, -sinX, sinX, cosX );
|
||||
|
||||
iuv -= float2 ( 0.5, 0.5 );
|
||||
|
||||
iuv = mul ( iuv, rotationMatrix );
|
||||
|
||||
iuv += float2 ( 0.5, 0.5 );
|
||||
|
||||
return ( iuv );
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
half3 BlendUnpacked(half3 n1, half3 n2)
|
||||
{
|
||||
n1 += half3( 0, 0, 1);
|
||||
n2 *= half3(-1, -1, 1);
|
||||
return n1*dot(n1, n2)/n1.z - n2;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
inline half4 FlowMap ( in sampler2D i_normalTex, in half2 i_uv, in half2 i_flowXY, in half i_speed )
|
||||
{
|
||||
// half4 flowDir = tex2D ( i_flowMap, i_layer.uv ).rgba;
|
||||
|
||||
i_flowXY = ( i_flowXY * 2.0 - 1.0 ) * half2 ( i_speed, i_speed );
|
||||
|
||||
half flowPhase0 = frac ( _Time.y * 0.5f + 0.5f );
|
||||
half flowPhase1 = frac ( _Time.y * 0.5f + 1.0f );
|
||||
|
||||
half flowLerp = abs ( ( 0.5f - flowPhase0 ) / 0.5f );
|
||||
|
||||
half flowUV0 = i_uv + i_flowXY * flowPhase0;
|
||||
half flowUV1 = i_uv + i_flowXY * flowPhase1;
|
||||
|
||||
half4 tex0 = tex2D ( i_normalTex, flowUV0 );
|
||||
half4 tex1 = tex2D ( i_normalTex, flowUV1 );
|
||||
|
||||
return ( lerp ( tex0, tex1, flowLerp ) );
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 67626197362f8418284dea9db407dad7
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,306 @@
|
||||
#define PW_DEFAULT_TERRAIN_SIZE 2048.0
|
||||
#define PW_DEFAULT_TERRAIN_SCALE ( 1.0 / PW_DEFAULT_TERRAIN_SIZE )
|
||||
//#define PW_GLOBAL_SCALE (_PW_Global_TerrainScale+1.0)
|
||||
|
||||
/*
|
||||
_Metallic = metallic of deep ocean
|
||||
_Smoothness = smoothness of deep ocean
|
||||
_Foam_Metallic = metallic of where foam exists
|
||||
_Foam_Smoothness = smoothness of where foam exists
|
||||
_UnderWaterBlurScale = how much to distort refraction under water 0 = perfectly clear
|
||||
_FoamTex = Foam texture with Mask Map on Alpha channel
|
||||
_FoamTexTile = tiling for above
|
||||
_FoamBubbles = the close shorline bubbles and alpha channel is just like normal alpha
|
||||
_FoamBubblesTile = tiling for above
|
||||
_FoamBubblesScale = 0 = no bubbles, 0.5 would make bubbble go half way thru foam .. 1.0 bubbles would consume all the foam
|
||||
**_FoamStrength = lessen or over saturate foam
|
||||
**_FoamBubblesStrength = lessen or over saturate foam
|
||||
|
||||
There are 2 textures i made PW_ShoreBubbles and PW_ShoreFoamWithMask for examples
|
||||
|
||||
*/
|
||||
|
||||
//-----------------------------------------------------------------
|
||||
inline void EchoWave_float ( in float3 i_position, in float2 i_direction, in float i_waveLength, in float i_speed, in float i_size, in float i_scale, out float o_offset )
|
||||
{
|
||||
float dir = ( dot ( i_position.xz, i_direction ) );
|
||||
|
||||
float3 vert = i_position;
|
||||
|
||||
float speed = i_speed * -_Time.x;
|
||||
|
||||
o_offset = sin ( i_waveLength * dir + speed ) * i_size * i_scale;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
inline void BlendUnpacked_float ( in float3 i_n1, in float3 i_n2, out float3 o_normal )
|
||||
{
|
||||
i_n1 += float3( 0, 0, 1);
|
||||
i_n2 *= float3(-1, -1, 1);
|
||||
|
||||
o_normal = i_n1 * dot(i_n1, i_n2) / i_n1.z - i_n2;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
inline void CalcUVNormals_float ( in float2 i_worldMapUV, in float2 i_waveDir, in float i_normalTile, in float i_timeX, in float i_waveSpeed, out float2 o_uv0, out float2 o_uv1, out float2 o_uv2, out float2 o_normalFadeUV )
|
||||
{
|
||||
float timeScale = i_timeX * ( i_waveSpeed * 0.00033 );
|
||||
|
||||
float2 t;
|
||||
t.x = i_waveDir.x * timeScale;
|
||||
t.y = i_waveDir.y * timeScale;
|
||||
|
||||
o_uv0 = ( i_worldMapUV - t ) * i_normalTile;
|
||||
o_uv1 = ( i_worldMapUV + t ) * i_normalTile * 0.333;
|
||||
o_uv2 = i_worldMapUV * i_normalTile * 0.0333;
|
||||
|
||||
o_normalFadeUV = i_worldMapUV;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
inline void CalcFoamUV_float ( in float i_foamTile, in float2 i_worldMapUV, in float3 i_bumpMap, in float i_sinTime, out float2 o_foamUV )
|
||||
{
|
||||
o_foamUV = ( i_foamTile * i_worldMapUV + float2 ( i_sinTime * 0.1, i_sinTime / 4.0 * 0.1 ) ) + i_bumpMap.xy * 0.2;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
inline void CalcFoamUVS_float ( in float3 i_worldUV, in float i_foamTile, in float i_bubbleTile, in float i_time, in float i_moveYSpeed, out float2 o_foamUV1, out float2 o_foamUV2, out float2 o_bubbleUV1, out float2 o_bubbleUV2 )
|
||||
{
|
||||
float2 worldUV = i_worldUV.xz;
|
||||
float2 scaledUV1 = worldUV * i_foamTile;
|
||||
float2 scaledUV2 = worldUV * ( i_foamTile * 0.8 );
|
||||
float2 scaledBubbleUV1 = worldUV * i_bubbleTile;
|
||||
float2 scaledBubbleUV2 = worldUV * ( i_bubbleTile * 1.8 );
|
||||
|
||||
|
||||
float scroll = i_time * 0.025;
|
||||
|
||||
float yMovement = i_worldUV.y * PW_DEFAULT_TERRAIN_SIZE * i_moveYSpeed;
|
||||
|
||||
o_foamUV1 = scaledUV1 - float2 ( scroll, cos ( i_worldUV.x ) + sin ( yMovement ) );
|
||||
o_foamUV2 = float2(0.0,1.0) - scaledUV2 * 0.5 + float2 ( sin ( yMovement ), scroll );
|
||||
o_bubbleUV1 = scaledBubbleUV1;
|
||||
o_bubbleUV2 = scaledBubbleUV2 + float2 ( cos ( yMovement ), sin ( yMovement ) );
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
inline void NormalsFade_float ( in float3 i_normalFadeMap, in float3 i_worldCameraPos, in float3 i_worldPos, in float i_foamAmt, in float i_normalFadeStart, in float i_normalFadeDistance, in float i_normalLayer0Scale, in float i_normalLayer1Scale, in float i_normalLayer2Scale, out float o_normalLayer0Scale, out float o_normalLayer1Scale, out float o_normalLayer2Scale, out float o_distFade )
|
||||
{
|
||||
float scaleNormal = 1.0 - i_foamAmt;
|
||||
float dist2Cam = distance ( i_worldCameraPos, i_worldPos );
|
||||
float dist = dist2Cam - i_normalFadeStart;
|
||||
|
||||
o_distFade = clamp ( dist / i_normalFadeDistance, 0.0, 1.0 );
|
||||
o_normalLayer0Scale = i_normalLayer0Scale * scaleNormal * i_normalFadeMap.r;
|
||||
o_normalLayer1Scale = i_normalLayer1Scale * scaleNormal * i_normalFadeMap.g;
|
||||
o_normalLayer2Scale = i_normalLayer2Scale * i_normalFadeMap.b;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
inline void RefractionUV_float ( in float4 i_screenPos, in float3 i_bumpUV, out float4 o_screenPos )
|
||||
{
|
||||
float2 uvOffset = i_bumpUV.xy ;
|
||||
|
||||
o_screenPos = i_screenPos;
|
||||
o_screenPos.x += uvOffset;
|
||||
o_screenPos.y -= uvOffset;
|
||||
}
|
||||
|
||||
/*
|
||||
Metallic in out
|
||||
Smoothness in out
|
||||
Albedo in out
|
||||
underwater color in
|
||||
front faceing bool in
|
||||
Emmissive out
|
||||
|
||||
*/
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
inline void CalcUnderOver_float ( in bool i_frontFacing, in float3 i_albedo, in float i_metallic, in float i_smoothness, in float3 i_sceneColor,in float3 i_sceneColorBlended, in float4 i_underWaterColor, out float3 o_albedo, out float3 o_emissive, out float o_metallic, out float o_smoothness )
|
||||
{
|
||||
float lerpVal = i_frontFacing ? 1.0 : 0.0;
|
||||
|
||||
o_albedo = i_albedo * float3( lerpVal, lerpVal, lerpVal );
|
||||
o_emissive = lerp( i_sceneColor, i_sceneColorBlended, lerpVal);
|
||||
o_metallic = i_metallic * lerpVal;
|
||||
o_smoothness = i_smoothness * lerpVal;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
inline void BackFaceLerp_float ( in bool i_frontFacing, out float3 o_lerpVal )
|
||||
{
|
||||
//o_lerpVal = float3(1,1,1);
|
||||
//if ( i_frontFacing )
|
||||
// o_lerpVal = float3(0,0,0);
|
||||
|
||||
|
||||
o_lerpVal = i_frontFacing ? float3( 0.0, 0.0, 0.0 ) : float3 ( 1.0, 1.0, 1.0 );
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
inline void PW_WorldScaleGraph_float ( in float i_global_TerrainScale, out float3 o_worldScale )
|
||||
{
|
||||
float tscale = i_global_TerrainScale + 1.0;
|
||||
o_worldScale.x = PW_DEFAULT_TERRAIN_SCALE * tscale;
|
||||
o_worldScale.y = PW_DEFAULT_TERRAIN_SCALE * tscale;
|
||||
o_worldScale.z = PW_DEFAULT_TERRAIN_SCALE * tscale;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
inline void WaveLengthVertex_float ( in float i_waveLength, in float i_globalTerrainScale, out float o_waveLength )
|
||||
{
|
||||
o_waveLength = PW_DEFAULT_TERRAIN_SCALE * (i_globalTerrainScale+1.0);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------
|
||||
inline void ShoreLine_float ( in float i_linearDepth01, in float i_farPlane, in float i_screenW, in float i_transparentDepth, in float i_foamDepth, out float o_foamAmount, out float o_underWaterAmount, out float o_edgeBlend )
|
||||
{
|
||||
float depth = i_linearDepth01 * i_farPlane;
|
||||
float foamDiff = i_screenW - i_foamDepth;
|
||||
|
||||
// o_foamAmount = 1.0 - clamp ( ( depth - foamDiff ), 0.0, 1.0 );
|
||||
|
||||
float fa = ( depth - i_screenW ) / i_foamDepth;
|
||||
|
||||
o_foamAmount = 1.0 - clamp ( fa, 0.0, 1.0 );
|
||||
o_underWaterAmount = clamp ( ( depth - i_screenW ) / i_transparentDepth, 0.0, 1.0 );
|
||||
o_edgeBlend = clamp ( ( depth-i_screenW ), 0.0, 1.0 );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------
|
||||
inline float Remap ( in float In, in float InMinMax )
|
||||
{
|
||||
return ( In * 1.0 / InMinMax );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------
|
||||
inline void ShoreFoamOld_float ( in float i_linearDepth01, in float3 i_worldPosition, in float3 i_cameraPosition, in float3 i_cameraDirection, in float i_cameraFarPlane, in float i_foamDepth, in float i_transparentDepth, out float o_shorelineAmount, out float o_foamAmount, out float o_underwaterAmount, out float o_edgeBlend )
|
||||
{
|
||||
float3 dir = i_worldPosition - i_cameraPosition;
|
||||
float dotProd = dot ( i_cameraDirection, dir );
|
||||
|
||||
float foamEdge1 = Remap ( dotProd, i_cameraFarPlane );
|
||||
float foamEdge2 = Remap ( dotProd+i_foamDepth, i_cameraFarPlane );
|
||||
float underwaterEdge2 = Remap ( dotProd+i_transparentDepth, i_cameraFarPlane );
|
||||
float blendEdge2 = Remap ( dotProd+0.5, i_cameraFarPlane );
|
||||
float shorelineEdge2 = Remap ( dotProd + ( i_foamDepth * 0.2 ), i_cameraFarPlane );
|
||||
|
||||
o_shorelineAmount = smoothstep ( shorelineEdge2, foamEdge1, i_linearDepth01 );
|
||||
o_foamAmount = smoothstep ( foamEdge2, foamEdge1, i_linearDepth01 );
|
||||
o_underwaterAmount = 1.0 - smoothstep ( underwaterEdge2, foamEdge1 , i_linearDepth01 );
|
||||
o_edgeBlend = smoothstep ( foamEdge1, blendEdge2, i_linearDepth01 );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------
|
||||
inline void ShoreFoam_float ( in float i_sceneDepth, in float3 i_worldPosition, in float3 i_worldNormal, in float4 i_screenPosition, in float3 i_cameraPosition, in float3 i_cameraDirection, in float i_cameraFarPlane, in float i_foamDepth, in float i_bubblesScale, in float i_transparentDepth, in float i_shorelineEdge, out float o_shorelineAmount, out float o_foamAmount, out float o_underwaterAmount, out float o_edgeBlend )
|
||||
{
|
||||
float diff = i_sceneDepth - i_screenPosition.w;
|
||||
|
||||
float3 dir = normalize ( i_cameraPosition - i_worldPosition );
|
||||
float dotProd = 1.0 - max ( dot ( i_worldNormal, dir ), 0 );
|
||||
float foamDepth = i_foamDepth * ( dotProd + 1 );
|
||||
|
||||
o_shorelineAmount = 1.0 - saturate ( diff / ( ( foamDepth * i_bubblesScale ) ) );
|
||||
o_foamAmount = 1.0 - saturate ( diff / foamDepth );
|
||||
o_underwaterAmount = 1-saturate ( exp2(-diff * i_transparentDepth));
|
||||
//o_underwaterAmount = saturate ( diff / i_transparentDepth);
|
||||
o_edgeBlend = saturate ( diff / i_shorelineEdge );
|
||||
|
||||
o_edgeBlend = 1.0 - o_edgeBlend;
|
||||
o_edgeBlend = o_edgeBlend * o_edgeBlend * o_edgeBlend;
|
||||
o_edgeBlend = 1.0 - o_edgeBlend;
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
inline void ShorelineApply_float ( in float3 i_albedo, in float4 i_foamColor, in float4 i_foamBubbles, in float i_foamAmt, in float i_foamMask, in float i_shorelineAmount, in float i_foamStrength, in float i_bubblesStrength, in float i_metallic, in float i_smoothness, in float i_foamMetallic, in float i_foamSmoothness, out float3 o_albedo, out float o_metallic, out float o_smoothness, out float o_height )
|
||||
{
|
||||
float foamAmount = i_foamAmt * i_foamAmt * i_foamAmt;
|
||||
float shorelineAmount = i_shorelineAmount * i_shorelineAmount * i_shorelineAmount;
|
||||
|
||||
float3 foamRGB = clamp ( i_foamColor.rgb - float3 ( i_foamMask,i_foamMask,i_foamMask ), 0.0, 1.0 );
|
||||
float4 bubblesRGBA = i_foamBubbles;
|
||||
|
||||
float foamSmoothness = ( 1.0 - bubblesRGBA.a ) * shorelineAmount;
|
||||
float3 addFoam = foamRGB * foamAmount;
|
||||
float4 addBubbles = bubblesRGBA;
|
||||
|
||||
addFoam *= i_foamStrength;
|
||||
|
||||
o_albedo = min ( i_albedo + addFoam.rgb, 1 );
|
||||
|
||||
o_albedo = lerp ( o_albedo, addBubbles.rgb, saturate(shorelineAmount * i_bubblesStrength));
|
||||
|
||||
float surfaceAmount = clamp ( foamSmoothness + addFoam.b, 0.0, 1.0 );
|
||||
|
||||
o_metallic = lerp ( i_metallic, i_foamMetallic, surfaceAmount );
|
||||
o_smoothness = lerp ( i_smoothness, i_foamSmoothness, surfaceAmount );
|
||||
|
||||
o_height = bubblesRGBA.a * shorelineAmount * 0.1;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------
|
||||
inline void ShoreLineVertex_float ( in float i_linearDepth01, in float4 i_screenPos, in float i_waveShoreClamp, out float o_shoreClamp )
|
||||
{
|
||||
float shoreDiff = saturate ( i_linearDepth01 - i_screenPos.w );
|
||||
|
||||
o_shoreClamp = clamp ( shoreDiff / 32.0 + i_waveShoreClamp, 0.0, 1.0 );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------
|
||||
inline float EchoWave ( in float3 i_position, in float2 i_direction, in float i_waveLength, in float i_speed, in float i_size, in float i_scale, in float i_timeX )
|
||||
{
|
||||
float dir = ( dot ( i_position.xz, i_direction ) );
|
||||
float3 vert = i_position;
|
||||
float speed = i_speed * - i_timeX;
|
||||
|
||||
float offset = sin ( i_waveLength * dir + speed ) * i_size;
|
||||
|
||||
return ( offset );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------
|
||||
inline void EchoWave_float ( in float i_globalTerrainScale, in float3 i_worldPosition, in float4 i_waveDirection, in float i_waveLength, in float i_speed, in float i_steepness, in float i_shoreClamp, in float i_timeX, out float3 o_worldPosition )
|
||||
{
|
||||
float2 waveDir = i_waveDirection.xz;
|
||||
float3 v0 = i_worldPosition.xyz;
|
||||
float steepness = i_steepness;
|
||||
|
||||
i_timeX /= 20;
|
||||
|
||||
v0.y += sin (i_timeX * i_speed ) * i_steepness;
|
||||
|
||||
o_worldPosition = v0;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------
|
||||
inline void EchoWaveOld_float ( in float i_globalTerrainScale, in float3 i_worldPosition, in float4 i_waveDirection, in float i_waveLength, in float i_speed, in float i_steepness, in float i_shoreClamp, in float i_timeX, out float3 o_worldPosition )
|
||||
{
|
||||
float2 waveDir = i_waveDirection.xz;
|
||||
float3 v0 = i_worldPosition.xyz;
|
||||
float steepness = i_steepness;
|
||||
float waveLength = i_waveLength * PW_DEFAULT_TERRAIN_SCALE * ( i_globalTerrainScale + 1.0 );
|
||||
|
||||
i_timeX /= 20;
|
||||
|
||||
v0.y += EchoWave ( v0, waveDir, i_waveLength, i_speed, i_steepness, i_shoreClamp, i_timeX );
|
||||
float2 perp;
|
||||
perp.x = waveDir.y;
|
||||
perp.y = -waveDir.x;
|
||||
|
||||
v0.y += EchoWave ( v0, perp, waveLength * 0.25, - i_speed, steepness * 0.66, i_shoreClamp, i_timeX );
|
||||
|
||||
waveDir = normalize ( ( perp + waveDir ) * 0.5 );
|
||||
v0.y += EchoWave ( v0, waveDir, waveLength, i_speed, steepness * 0.33, i_shoreClamp, i_timeX );
|
||||
|
||||
o_worldPosition = v0;
|
||||
}
|
||||
// ----------------------------------------------------------------------
|
||||
inline void DepthComparison_float (in float i_depthA, in float i_depthB, out float o_result)
|
||||
{
|
||||
o_result = i_depthA > i_depthB ? 0 : 1;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c433477e8be9e45deb01277ffcf8bd62
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e83b1a7290ecf481488842b2ccfd5628
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||
@@ -0,0 +1,167 @@
|
||||
Shader "PWS/PW_Water_Under"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_WaveShoreClamp ("Shore Movment", Range ( 0.0, 1.0 ) ) = 0.1
|
||||
_WaveLength ("Wave Length", Float ) = 64
|
||||
_WaveSteepness ("Wave Steepness", Float ) = 0.3
|
||||
_WaveSpeed ("Wave Speed", Float ) = 0.4
|
||||
_WaveDirection ("Wave Direction", Vector ) = (1,0,0,0)
|
||||
_WaveDirGlobal ("WaveDirToggle", Float ) = 1
|
||||
_WaveBackwashToggle ("Wave Backwash Toggle", Float ) = 1
|
||||
_WavePeakToggle ("Wave Peak Toggle", Float ) = 1
|
||||
_RefractionToggle ("Refraction", Float ) = 1
|
||||
|
||||
[NoScaleOffset][Normal] _NormalLayer0 ("Normal Layer 0", 2D) = "bump" {}
|
||||
_NormalLayer0Scale ("NormalLayer0 Scale", Range ( 0.0, 3.0 ) ) = 1.0
|
||||
[NoScaleOffset][Normal] _NormalLayer1 ("Normal Layer 1", 2D) = "bump" {}
|
||||
_NormalLayer1Scale ("NormalLayer1 Scale", Range ( 0.0, 3.0 ) ) = 1.0
|
||||
|
||||
_NormalTile ("Water Tiling", Float ) = 128
|
||||
|
||||
_UnderWaterColor ("UnderWater Color", Color) = (0.7,0.8,1.0,1)
|
||||
_EdgeWaterColor ("UnderWater Color", Color) = (0.1,0.1,0.1,1)
|
||||
_EdgeWaterDist ("Edge Fade Distance", Float ) = 5
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags {"Queue" = "Transparent+1" "RenderType"="Transparent" }
|
||||
LOD 100
|
||||
|
||||
Pass
|
||||
{
|
||||
Cull Front
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "PW_GeneralVars.cginc"
|
||||
#include "PW_GeneralFuncs.cginc"
|
||||
#include "PW_Water_Vars.cginc"
|
||||
#include "PW_Water_Funcs.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 screenPos : TEXCOORD1;
|
||||
float3 worldPos : TEXCOORD7;
|
||||
float2 bumpuv0 : TEXCOORD2;
|
||||
float2 bumpuv1 : TEXCOORD3;
|
||||
half3 tspace0 : TEXCOORD8;
|
||||
half3 tspace1 : TEXCOORD9;
|
||||
half3 tspace2 : TEXCOORD10;
|
||||
UNITY_FOG_COORDS(11)
|
||||
};
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
|
||||
o =(v2f)0;
|
||||
|
||||
// float _MinOffset = 0.02;
|
||||
// float _OffsetAmount = 0.1;
|
||||
|
||||
float4 screenPos = ComputeScreenPos(UnityObjectToClipPos(v.vertex));
|
||||
float sceneZ = LinearEyeDepth (tex2Dlod(_CameraDepthTexture, float4(screenPos.xy / screenPos.w, 0.0, 0.0)).r);
|
||||
float objectZ = screenPos.w;
|
||||
float shoreClamp = clamp ( saturate( (sceneZ - objectZ) / 32 ) + _WaveShoreClamp, 0.0, 1.0 );
|
||||
|
||||
float2 worldUVScale;
|
||||
worldUVScale.x = PW_DEFAULT_TERRAIN_SCALE * PW_GLOBAL_SCALE;
|
||||
worldUVScale.y = PW_DEFAULT_TERRAIN_SCALE * PW_GLOBAL_SCALE;
|
||||
|
||||
// before the displacment
|
||||
float3 worldPos = mul ((float3x3)unity_ObjectToWorld, v.vertex.xyz );
|
||||
o.worldPos = worldPos;
|
||||
|
||||
float3 v0 = worldPos;
|
||||
float2 waveDir;
|
||||
|
||||
#ifdef _PW_SF_WAVEDIR_GLOBAL_ON
|
||||
waveDir = _PW_Global_WindDirection.xz;
|
||||
#else
|
||||
waveDir = _WaveDirection.xz;
|
||||
#endif
|
||||
|
||||
float steepness = _WaveSteepness;
|
||||
float waveLength = _WaveLength * PW_DEFAULT_TERRAIN_SCALE * PW_GLOBAL_SCALE;
|
||||
|
||||
v0.y += EchoWave ( v0, waveDir, waveLength, _WaveSpeed, steepness, shoreClamp );
|
||||
float2 perp;
|
||||
perp.x = waveDir.y;
|
||||
perp.y = -waveDir.x;
|
||||
|
||||
v0.y += EchoWave ( v0, perp, waveLength * 0.25, -_WaveSpeed, steepness * 0.66, shoreClamp );
|
||||
|
||||
waveDir = normalize ( ( perp + waveDir ) * 0.5 );
|
||||
v0.y += EchoWave ( v0, waveDir, waveLength, _WaveSpeed, steepness * 0.33, shoreClamp );
|
||||
|
||||
v.vertex.xyz = mul ((float3x3)unity_WorldToObject, v0 );
|
||||
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.screenPos = ComputeScreenPos( UnityObjectToClipPos ( v.vertex ) );
|
||||
|
||||
worldPos = mul ( unity_ObjectToWorld, v.vertex );
|
||||
|
||||
float2 worldMapUV = float2 ( 1.0, 1.0 ) - ( ( worldPos.xz * worldUVScale ) + half2 ( 0.5, 0.5 ) );
|
||||
|
||||
float timeScale = _Time.x * ( _WaveSpeed * 0.00033 );
|
||||
|
||||
float2 t;
|
||||
t.x = waveDir.x * timeScale;
|
||||
t.y = waveDir.y * timeScale;
|
||||
|
||||
o.bumpuv0 = ( worldMapUV - t ) * _NormalTile;
|
||||
o.bumpuv1 = ( worldMapUV + t ) * _NormalTile * 0.333;
|
||||
|
||||
UNITY_TRANSFER_FOG(o,o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag (v2f i) : SV_Target
|
||||
{
|
||||
// sample the texture
|
||||
half4 col = half4(1,1,1,1);
|
||||
|
||||
half3 bump1 = UnpackScaleNormal(tex2D( _NormalLayer0, i.bumpuv0 ),_NormalLayer0Scale );
|
||||
half3 bump2 = UnpackScaleNormal(tex2D( _NormalLayer1, i.bumpuv1 ), _NormalLayer1Scale );
|
||||
|
||||
half3 bump = BlendUnpacked( bump1, bump2 );
|
||||
|
||||
half2 uvOffset = bump.xy * 0.5;
|
||||
half2 uv = (i.screenPos.xy + uvOffset) / i.screenPos.w;
|
||||
half3 underWaterColor = tex2D( _CameraOpaqueTexture, uv ).rgb;
|
||||
|
||||
col.rgb = underWaterColor;// * _UnderWaterColor;
|
||||
|
||||
half dist2Cam = distance(_WorldSpaceCameraPos.xyz, i.worldPos );
|
||||
|
||||
//col.rgb = WaterEdge ( col.rgb, i.worldPos, dist2Cam, 2 );
|
||||
|
||||
// apply fog
|
||||
UNITY_APPLY_FOG(i.fogCoord, col);
|
||||
UNITY_APPLY_FOG(i.fogCoord, col);
|
||||
UNITY_APPLY_FOG(i.fogCoord, col);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
CustomEditor "PW_WaterUnderMaterialEditor"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a839315960c0a48d8a4580e4c1ee9de7
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,80 @@
|
||||
#define HALF_MIN 6.103515625e-5
|
||||
|
||||
#ifdef SO_COLORSPACE_GAMMA
|
||||
#define DielectricSpec half4(0.220916301, 0.220916301, 0.220916301, 1.0 - 0.220916301)
|
||||
#define ColorSpaceDouble half4(2.0, 2.0, 2.0, 2.0)
|
||||
#else
|
||||
#define DielectricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04)
|
||||
#define ColorSpaceDouble half4(4.59479380, 4.59479380, 4.59479380, 2.0)
|
||||
#endif
|
||||
|
||||
|
||||
uniform float _PW_SrcBlend;
|
||||
uniform float _PW_DstBlend;
|
||||
|
||||
uniform sampler2D _CameraOpaqueTexture;
|
||||
uniform sampler2D _ScreenNormals;
|
||||
uniform sampler2D _CameraDepthTexture;
|
||||
|
||||
uniform sampler2D _DataMap;
|
||||
uniform half _DataMapOffsetX;
|
||||
uniform half _DataMapOffsetZ;
|
||||
uniform half _DataMapPointScale;
|
||||
|
||||
uniform sampler2D _WaterDepthRamp;
|
||||
uniform half _TransparentMin;
|
||||
uniform half _TransparentDepth;
|
||||
|
||||
uniform half _ReflectionStrength;
|
||||
uniform sampler2D _NormalLayer0;
|
||||
uniform sampler2D _NormalLayer1;
|
||||
uniform sampler2D _NormalLayer2;
|
||||
uniform sampler2D _NormalFadeMap;
|
||||
uniform half _NormalLayer0Scale;
|
||||
uniform half _NormalLayer1Scale;
|
||||
uniform half _NormalLayer2Scale;
|
||||
uniform half _NormalFadeStart;
|
||||
uniform half _NormalFadeDistance;
|
||||
uniform float _NormalMoveScale;
|
||||
uniform half _FoamDepth;
|
||||
uniform half _FoamStrength;
|
||||
uniform sampler2D _ReflectionTex;
|
||||
uniform half4 _ReflectionColor;
|
||||
uniform half4 _UnderWaterColor;
|
||||
uniform half4 _EdgeWaterColor;
|
||||
uniform half _EdgeWaterDist;
|
||||
half _NormalTile;
|
||||
half _FoamTexTile;
|
||||
half _WaveSpeed;
|
||||
half _WaveLength;
|
||||
float _WaveSteepness;
|
||||
float _WaveScale;
|
||||
float _ReflectionDistortion;
|
||||
float4 _WaveDirection;
|
||||
float _WaveShoreClamp;
|
||||
float _WaveDirGlobal;
|
||||
float _WaveBackwashToggle;
|
||||
float _WavePeakToggle;
|
||||
|
||||
// half _Metallic;
|
||||
half _Smoothness;
|
||||
half4 _AmbientColor;
|
||||
sampler2D _FoamTex;
|
||||
|
||||
struct PWSurface
|
||||
{
|
||||
half roughness;
|
||||
half roughnessX2;
|
||||
half metallic;
|
||||
half4 finalRGBA;
|
||||
half3 specularColor;
|
||||
half reflectInverse;
|
||||
half3 reflection;
|
||||
half reflectivity;
|
||||
half dotNV;
|
||||
half3 depthColor;
|
||||
half3 debug;
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 540dc348be9cd426a8189e0154d33346
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 40a540382cc0a48d184621b25bac299e
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+272
@@ -0,0 +1,272 @@
|
||||
{
|
||||
"m_SerializedProperties": [
|
||||
{
|
||||
"typeInfo": {
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||||
"fullName": "UnityEditor.ShaderGraph.Internal.Vector3ShaderProperty"
|
||||
},
|
||||
"JSONnodeData": "{\n \"m_Guid\": {\n \"m_GuidSerialized\": \"1a96abf1-87cf-4536-80ff-0e3a27bbd34e\"\n },\n \"m_Name\": \"Albedo\",\n \"m_DefaultReferenceName\": \"Vector3_9C0D31F5\",\n \"m_OverrideReferenceName\": \"\",\n \"m_GeneratePropertyBlock\": true,\n \"m_Precision\": 0,\n \"m_GPUInstanced\": false,\n \"m_Hidden\": false,\n \"m_Value\": {\n \"x\": 0.0,\n \"y\": 0.0,\n \"z\": 0.0,\n \"w\": 0.0\n }\n}"
|
||||
},
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||||
{
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||||
"typeInfo": {
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||||
"fullName": "UnityEditor.ShaderGraph.Internal.Vector3ShaderProperty"
|
||||
},
|
||||
"JSONnodeData": "{\n \"m_Guid\": {\n \"m_GuidSerialized\": \"39ff8b3d-16e5-4558-99a5-896f8f6595ac\"\n },\n \"m_Name\": \"WorldNormal\",\n \"m_DefaultReferenceName\": \"Vector3_F99E7F24\",\n \"m_OverrideReferenceName\": \"\",\n \"m_GeneratePropertyBlock\": true,\n \"m_Precision\": 0,\n \"m_GPUInstanced\": false,\n \"m_Hidden\": false,\n \"m_Value\": {\n \"x\": 0.0,\n \"y\": 0.0,\n \"z\": 0.0,\n \"w\": 0.0\n }\n}"
|
||||
},
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||||
{
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||||
"typeInfo": {
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||||
"fullName": "UnityEditor.ShaderGraph.Internal.ColorShaderProperty"
|
||||
},
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"JSONnodeData": "{\n \"m_Guid\": {\n \"m_GuidSerialized\": \"f89308e6-7097-48cd-bfb6-b13ce3501ba0\"\n },\n \"m_Name\": \"Cover RGBA\",\n \"m_DefaultReferenceName\": \"Color_147D6057\",\n \"m_OverrideReferenceName\": \"\",\n \"m_GeneratePropertyBlock\": true,\n \"m_Precision\": 0,\n \"m_GPUInstanced\": false,\n \"m_Hidden\": false,\n \"m_Value\": {\n \"r\": 1.0,\n \"g\": 1.0,\n \"b\": 1.0,\n \"a\": 0.0\n },\n \"m_ColorMode\": 0\n}"
|
||||
},
|
||||
{
|
||||
"typeInfo": {
|
||||
"fullName": "UnityEditor.ShaderGraph.Internal.Vector1ShaderProperty"
|
||||
},
|
||||
"JSONnodeData": "{\n \"m_Guid\": {\n \"m_GuidSerialized\": \"38cd0a57-7448-4771-8038-418a369ca9c3\"\n },\n \"m_Name\": \"Thickness\",\n \"m_DefaultReferenceName\": \"Vector1_438A4FB2\",\n \"m_OverrideReferenceName\": \"\",\n \"m_GeneratePropertyBlock\": true,\n \"m_Precision\": 0,\n \"m_GPUInstanced\": false,\n \"m_Hidden\": false,\n \"m_Value\": 0.0,\n \"m_FloatType\": 0,\n \"m_RangeValues\": {\n \"x\": 0.0,\n \"y\": 1.0\n }\n}"
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},
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{
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"typeInfo": {
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"fullName": "UnityEditor.ShaderGraph.Internal.Vector3ShaderProperty"
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},
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"JSONnodeData": "{\n \"m_Guid\": {\n \"m_GuidSerialized\": \"e3ceceec-af5e-47eb-ac5c-b33616e35f6d\"\n },\n \"m_Name\": \"User Tint\",\n \"m_DefaultReferenceName\": \"Vector3_327ED980\",\n \"m_OverrideReferenceName\": \"\",\n \"m_GeneratePropertyBlock\": true,\n \"m_Precision\": 0,\n \"m_GPUInstanced\": false,\n \"m_Hidden\": false,\n \"m_Value\": {\n \"x\": 1.0,\n \"y\": 1.0,\n \"z\": 1.0,\n \"w\": 0.0\n }\n}"
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},
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{
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"typeInfo": {
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||||
"fullName": "UnityEditor.ShaderGraph.Internal.Vector1ShaderProperty"
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||||
},
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||||
"JSONnodeData": "{\n \"m_Guid\": {\n \"m_GuidSerialized\": \"b44c4a81-c6d7-4c27-b94b-6d37dd5514d6\"\n },\n \"m_Name\": \"User Power\",\n \"m_DefaultReferenceName\": \"Vector1_E3ED4907\",\n \"m_OverrideReferenceName\": \"\",\n \"m_GeneratePropertyBlock\": true,\n \"m_Precision\": 0,\n \"m_GPUInstanced\": false,\n \"m_Hidden\": false,\n \"m_Value\": 0.0,\n \"m_FloatType\": 0,\n \"m_RangeValues\": {\n \"x\": 0.0,\n \"y\": 1.0\n }\n}"
|
||||
},
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{
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"typeInfo": {
|
||||
"fullName": "UnityEditor.ShaderGraph.Internal.Vector1ShaderProperty"
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||||
},
|
||||
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|
||||
},
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||||
{
|
||||
"typeInfo": {
|
||||
"fullName": "UnityEditor.ShaderGraph.Internal.Vector1ShaderProperty"
|
||||
},
|
||||
"JSONnodeData": "{\n \"m_Guid\": {\n \"m_GuidSerialized\": \"5f8a5176-ef38-443d-8d94-47d49bfcf26b\"\n },\n \"m_Name\": \"WrapAmount\",\n \"m_DefaultReferenceName\": \"Vector1_151ECB13\",\n \"m_OverrideReferenceName\": \"\",\n \"m_GeneratePropertyBlock\": true,\n \"m_Precision\": 0,\n \"m_GPUInstanced\": false,\n \"m_Hidden\": false,\n \"m_Value\": 0.0,\n \"m_FloatType\": 0,\n \"m_RangeValues\": {\n \"x\": 0.0,\n \"y\": 1.0\n }\n}"
|
||||
},
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{
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||||
"typeInfo": {
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||||
"fullName": "UnityEditor.ShaderGraph.Internal.Vector4ShaderProperty"
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||||
},
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"JSONnodeData": "{\n \"m_Guid\": {\n \"m_GuidSerialized\": \"252e3428-d803-4453-81a6-0e649fe637bf\"\n },\n \"m_Name\": \"_MainLightDir\",\n \"m_DefaultReferenceName\": \"Vector4_95465D8A\",\n \"m_OverrideReferenceName\": \"\",\n \"m_GeneratePropertyBlock\": true,\n \"m_Precision\": 0,\n \"m_GPUInstanced\": false,\n \"m_Hidden\": false,\n \"m_Value\": {\n \"x\": 0.0,\n \"y\": 0.0,\n \"z\": 0.0,\n \"w\": 0.0\n }\n}"
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||||
},
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{
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||||
"typeInfo": {
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||||
"fullName": "UnityEditor.ShaderGraph.Internal.Vector4ShaderProperty"
|
||||
},
|
||||
"JSONnodeData": "{\n \"m_Guid\": {\n \"m_GuidSerialized\": \"1947db10-0432-4f00-8766-5fd94842467c\"\n },\n \"m_Name\": \"_MainLightColor\",\n \"m_DefaultReferenceName\": \"Vector4_DD104D9A\",\n \"m_OverrideReferenceName\": \"\",\n \"m_GeneratePropertyBlock\": true,\n \"m_Precision\": 0,\n \"m_GPUInstanced\": false,\n \"m_Hidden\": false,\n \"m_Value\": {\n \"x\": 0.0,\n \"y\": 0.0,\n \"z\": 0.0,\n \"w\": 0.0\n }\n}"
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||||
},
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{
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"typeInfo": {
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"fullName": "UnityEditor.ShaderGraph.Internal.Vector3ShaderProperty"
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},
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},
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{
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"typeInfo": {
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"fullName": "UnityEditor.ShaderGraph.Internal.Vector3ShaderProperty"
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||||
},
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||||
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|
||||
}
|
||||
],
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||||
"m_SerializedKeywords": [],
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||||
"m_SerializableNodes": [
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||||
{
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||||
"typeInfo": {
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||||
},
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|
||||
},
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||||
{
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||||
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||||
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||||
},
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|
||||
},
|
||||
{
|
||||
"typeInfo": {
|
||||
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|
||||
},
|
||||
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|
||||
},
|
||||
{
|
||||
"typeInfo": {
|
||||
"fullName": "UnityEditor.ShaderGraph.PropertyNode"
|
||||
},
|
||||
"JSONnodeData": "{\n \"m_GuidSerialized\": \"e3607b55-84d1-4630-b96d-586cbc1426e9\",\n \"m_GroupGuidSerialized\": \"00000000-0000-0000-0000-000000000000\",\n \"m_Name\": \"Property\",\n \"m_NodeVersion\": 0,\n \"m_DrawState\": {\n \"m_Expanded\": true,\n \"m_Position\": {\n \"serializedVersion\": \"2\",\n \"x\": 147.0,\n \"y\": -21.0,\n \"width\": 137.0,\n \"height\": 34.0\n }\n },\n \"m_SerializableSlots\": [\n {\n \"typeInfo\": {\n \"fullName\": \"UnityEditor.ShaderGraph.Vector1MaterialSlot\"\n },\n \"JSONnodeData\": \"{\\n \\\"m_Id\\\": 0,\\n \\\"m_DisplayName\\\": \\\"User Power\\\",\\n \\\"m_SlotType\\\": 1,\\n \\\"m_Priority\\\": 2147483647,\\n \\\"m_Hidden\\\": false,\\n \\\"m_ShaderOutputName\\\": \\\"Out\\\",\\n \\\"m_StageCapability\\\": 3,\\n \\\"m_Value\\\": 0.0,\\n \\\"m_DefaultValue\\\": 0.0,\\n \\\"m_Labels\\\": [\\n \\\"X\\\"\\n ]\\n}\"\n }\n ],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\": true,\n \"m_CustomColors\": {\n \"m_SerializableColors\": []\n },\n \"m_PropertyGuidSerialized\": \"b44c4a81-c6d7-4c27-b94b-6d37dd5514d6\"\n}"
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||||
},
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{
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||||
},
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||||
"JSONnodeData": "{\n \"m_GuidSerialized\": \"96f7f3ba-0f69-49e6-a59b-11e799b15846\",\n \"m_GroupGuidSerialized\": \"00000000-0000-0000-0000-000000000000\",\n \"m_Name\": \"Property\",\n \"m_NodeVersion\": 0,\n \"m_DrawState\": {\n \"m_Expanded\": true,\n \"m_Position\": {\n \"serializedVersion\": \"2\",\n \"x\": 11.0,\n \"y\": -44.0,\n \"width\": 126.0,\n \"height\": 34.0\n }\n },\n \"m_SerializableSlots\": [\n {\n \"typeInfo\": {\n \"fullName\": \"UnityEditor.ShaderGraph.Vector3MaterialSlot\"\n },\n \"JSONnodeData\": \"{\\n \\\"m_Id\\\": 0,\\n \\\"m_DisplayName\\\": \\\"User Tint\\\",\\n \\\"m_SlotType\\\": 1,\\n \\\"m_Priority\\\": 2147483647,\\n \\\"m_Hidden\\\": false,\\n \\\"m_ShaderOutputName\\\": \\\"Out\\\",\\n \\\"m_StageCapability\\\": 3,\\n \\\"m_Value\\\": {\\n \\\"x\\\": 0.0,\\n \\\"y\\\": 0.0,\\n \\\"z\\\": 0.0\\n },\\n \\\"m_DefaultValue\\\": {\\n \\\"x\\\": 0.0,\\n \\\"y\\\": 0.0,\\n \\\"z\\\": 0.0\\n },\\n \\\"m_Labels\\\": [\\n \\\"X\\\",\\n \\\"Y\\\",\\n \\\"Z\\\"\\n ]\\n}\"\n }\n ],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\": true,\n \"m_CustomColors\": {\n \"m_SerializableColors\": []\n },\n \"m_PropertyGuidSerialized\": \"e3ceceec-af5e-47eb-ac5c-b33616e35f6d\"\n}"
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},
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{
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Reference in new issue
Block a user