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- // Shader created with Shader Forge Beta 0.31
- // Shader Forge (c) Joachim Holmer - http://www.acegikmo.com/shaderforge/
- // Note: Manually altering this data may prevent you from opening it in Shader Forge
- /*SF_DATA;ver:0.31;sub:START;pass:START;ps:flbk:,lico:1,lgpr:1,nrmq:1,limd:3,uamb:True,mssp:True,lmpd:False,lprd:False,enco:False,frtr:True,vitr:True,dbil:False,rmgx:True,hqsc:True,hqlp:False,blpr:0,bsrc:0,bdst:0,culm:0,dpts:2,wrdp:True,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,ofsf:0,ofsu:0,f2p0:False;n:type:ShaderForge.SFN_Final,id:1,x:32401,y:32447|diff-2-RGB,spec-2-RGB,gloss-3021-OUT,normal-5-RGB;n:type:ShaderForge.SFN_Tex2d,id:2,x:33148,y:32260,ptlb:Albedo,ptin:_Albedo,tex:ce1dd36b3f022403c9ad1345bc6b7809,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:3,x:33148,y:32459,ptlb:Metalness,ptin:_Metalness,tex:469d7cb7adfc64f9b86558f02fde234d,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:5,x:33135,y:32832,ptlb:Normal,ptin:_Normal,tex:e4f13978afeb94f6d845c538ae1d9cb3,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Vector1,id:46,x:33473,y:32541,v1:2;n:type:ShaderForge.SFN_Tex2d,id:119,x:33148,y:32655,ptlb:Roughness,ptin:_Roughness,tex:9040404de35ce497eadc74eec2fd199f,ntxv:0,isnm:False;n:type:ShaderForge.SFN_ConstantClamp,id:181,x:32844,y:32000,min:0.4,max:1|IN-119-R;n:type:ShaderForge.SFN_Multiply,id:2231,x:32940,y:32655|A-119-R,B-2305-OUT;n:type:ShaderForge.SFN_Vector1,id:2305,x:33473,y:32608,v1:5;n:type:ShaderForge.SFN_OneMinus,id:2659,x:32940,y:32491|IN-3-RGB;n:type:ShaderForge.SFN_Blend,id:2686,x:32749,y:32462,blmd:6,clmp:True|SRC-2954-OUT,DST-2659-OUT;n:type:ShaderForge.SFN_Vector3,id:2764,x:32693,y:32080,v1:1,v2:1,v3:1;n:type:ShaderForge.SFN_Multiply,id:2954,x:32940,y:32372|A-2-RGB,B-3-RGB;n:type:ShaderForge.SFN_Slider,id:3021,x:32756,y:32863,ptlb:Roughness,ptin:_Roughness,min:0,cur:0.5,max:1;proporder:2-3-119-5-3021;pass:END;sub:END;*/
- Shader "Shader Forge/NewPBR No Reflect" {
- Properties {
- _Albedo ("Albedo", 2D) = "white" {}
- _Metalness ("Metalness", 2D) = "white" {}
- _Roughness ("Roughness", 2D) = "white" {}
- _Normal ("Normal", 2D) = "bump" {}
- _Roughness ("Roughness", Range(0, 1)) = 0.5
- }
- SubShader {
- Tags {
- "RenderType"="Opaque"
- }
- Pass {
- Name "ForwardBase"
- Tags {
- "LightMode"="ForwardBase"
- }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDBASE
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- #pragma multi_compile_fwdbase_fullshadows
- #pragma exclude_renderers xbox360 ps3 flash d3d11_9x
- #pragma target 3.0
- uniform float4 _LightColor0;
- uniform sampler2D _Albedo; uniform float4 _Albedo_ST;
- uniform sampler2D _Normal; uniform float4 _Normal_ST;
- uniform float _Roughness;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float4 uv0 : TEXCOORD0;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float4 uv0 : TEXCOORD0;
- float4 posWorld : TEXCOORD1;
- float3 normalDir : TEXCOORD2;
- float3 tangentDir : TEXCOORD3;
- float3 binormalDir : TEXCOORD4;
- LIGHTING_COORDS(5,6)
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o;
- o.uv0 = v.uv0;
- o.normalDir = mul(float4(v.normal,0), _World2Object).xyz;
- o.tangentDir = normalize( mul( _Object2World, float4( v.tangent.xyz, 0.0 ) ).xyz );
- o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
- o.posWorld = mul(_Object2World, v.vertex);
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
- TRANSFER_VERTEX_TO_FRAGMENT(o)
- return o;
- }
- fixed4 frag(VertexOutput i) : COLOR {
- i.normalDir = normalize(i.normalDir);
- float3x3 tangentTransform = float3x3( i.tangentDir, i.binormalDir, i.normalDir);
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- /////// Normals:
- float2 node_3085 = i.uv0;
- float3 normalLocal = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(node_3085.rg, _Normal))).rgb;
- float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
- float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
- float3 halfDirection = normalize(viewDirection+lightDirection);
- ////// Lighting:
- float attenuation = LIGHT_ATTENUATION(i);
- float3 attenColor = attenuation * _LightColor0.xyz;
- /////// Diffuse:
- float Pi = 3.141592654;
- float InvPi = 0.31830988618;
- float NdotL = dot( normalDirection, lightDirection );
- float3 diffuse = max( 0.0, NdotL)*InvPi * attenColor + UNITY_LIGHTMODEL_AMBIENT.xyz;
- ///////// Gloss:
- float gloss = _Roughness;
- float specPow = exp2( gloss * 10.0+1.0);
- ////// Specular:
- NdotL = max(0.0, NdotL);
- float4 node_2 = tex2D(_Albedo,TRANSFORM_TEX(node_3085.rg, _Albedo));
- float3 specularColor = node_2.rgb;
- float specularMonochrome = dot(specularColor,float3(0.3,0.59,0.11));
- float HdotL = max(0.0,dot(halfDirection,lightDirection));
- float3 fresnelTerm = specularColor + ( 1.0 - specularColor ) * pow((1.0 - HdotL),5);
- float NdotV = max(0.0,dot( normalDirection, viewDirection ));
- float alpha = 1.0 / ( sqrt( (Pi/4.0) * specPow + Pi/2.0 ) );
- float visTerm = ( NdotL * ( 1.0 - alpha ) + alpha ) * ( NdotV * ( 1.0 - alpha ) + alpha );
- visTerm = 1.0 / visTerm;
- float normTerm = (specPow + 8.0 ) / (8.0 * Pi);
- float3 specular = (floor(attenuation) * _LightColor0.xyz)*NdotL * pow(max(0,dot(halfDirection,normalDirection)),specPow)*fresnelTerm*visTerm*normTerm;
- float3 finalColor = 0;
- float3 diffuseLight = diffuse;
- diffuseLight *= 1-specularMonochrome;
- finalColor += diffuseLight * node_2.rgb;
- finalColor += specular;
- /// Final Color:
- return fixed4(finalColor,1);
- }
- ENDCG
- }
- Pass {
- Name "ForwardAdd"
- Tags {
- "LightMode"="ForwardAdd"
- }
- Blend One One
- Fog { Color (0,0,0,0) }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDADD
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- #pragma multi_compile_fwdadd_fullshadows
- #pragma exclude_renderers xbox360 ps3 flash d3d11_9x
- #pragma target 3.0
- uniform float4 _LightColor0;
- uniform sampler2D _Albedo; uniform float4 _Albedo_ST;
- uniform sampler2D _Normal; uniform float4 _Normal_ST;
- uniform float _Roughness;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float4 uv0 : TEXCOORD0;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float4 uv0 : TEXCOORD0;
- float4 posWorld : TEXCOORD1;
- float3 normalDir : TEXCOORD2;
- float3 tangentDir : TEXCOORD3;
- float3 binormalDir : TEXCOORD4;
- LIGHTING_COORDS(5,6)
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o;
- o.uv0 = v.uv0;
- o.normalDir = mul(float4(v.normal,0), _World2Object).xyz;
- o.tangentDir = normalize( mul( _Object2World, float4( v.tangent.xyz, 0.0 ) ).xyz );
- o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
- o.posWorld = mul(_Object2World, v.vertex);
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
- TRANSFER_VERTEX_TO_FRAGMENT(o)
- return o;
- }
- fixed4 frag(VertexOutput i) : COLOR {
- i.normalDir = normalize(i.normalDir);
- float3x3 tangentTransform = float3x3( i.tangentDir, i.binormalDir, i.normalDir);
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- /////// Normals:
- float2 node_3086 = i.uv0;
- float3 normalLocal = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(node_3086.rg, _Normal))).rgb;
- float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
- float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
- float3 halfDirection = normalize(viewDirection+lightDirection);
- ////// Lighting:
- float attenuation = LIGHT_ATTENUATION(i);
- float3 attenColor = attenuation * _LightColor0.xyz;
- /////// Diffuse:
- float Pi = 3.141592654;
- float InvPi = 0.31830988618;
- float NdotL = dot( normalDirection, lightDirection );
- float3 diffuse = max( 0.0, NdotL)*InvPi * attenColor;
- ///////// Gloss:
- float gloss = _Roughness;
- float specPow = exp2( gloss * 10.0+1.0);
- ////// Specular:
- NdotL = max(0.0, NdotL);
- float4 node_2 = tex2D(_Albedo,TRANSFORM_TEX(node_3086.rg, _Albedo));
- float3 specularColor = node_2.rgb;
- float specularMonochrome = dot(specularColor,float3(0.3,0.59,0.11));
- float HdotL = max(0.0,dot(halfDirection,lightDirection));
- float3 fresnelTerm = specularColor + ( 1.0 - specularColor ) * pow((1.0 - HdotL),5);
- float NdotV = max(0.0,dot( normalDirection, viewDirection ));
- float alpha = 1.0 / ( sqrt( (Pi/4.0) * specPow + Pi/2.0 ) );
- float visTerm = ( NdotL * ( 1.0 - alpha ) + alpha ) * ( NdotV * ( 1.0 - alpha ) + alpha );
- visTerm = 1.0 / visTerm;
- float normTerm = (specPow + 8.0 ) / (8.0 * Pi);
- float3 specular = attenColor*NdotL * pow(max(0,dot(halfDirection,normalDirection)),specPow)*fresnelTerm*visTerm*normTerm;
- float3 finalColor = 0;
- float3 diffuseLight = diffuse;
- diffuseLight *= 1-specularMonochrome;
- finalColor += diffuseLight * node_2.rgb;
- finalColor += specular;
- /// Final Color:
- return fixed4(finalColor * 1,0);
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- CustomEditor "ShaderForgeMaterialInspector"
- }
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