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Blend Node Problem

Apr 5th, 2014
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  1. // Shader created with Shader Forge Beta 0.31
  2. // Shader Forge (c) Joachim Holmer - http://www.acegikmo.com/shaderforge/
  3. // Note: Manually altering this data may prevent you from opening it in Shader Forge
  4. /*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;*/
  5.  
  6. Shader "Shader Forge/NewPBR No Reflect" {
  7. Properties {
  8. _Albedo ("Albedo", 2D) = "white" {}
  9. _Metalness ("Metalness", 2D) = "white" {}
  10. _Roughness ("Roughness", 2D) = "white" {}
  11. _Normal ("Normal", 2D) = "bump" {}
  12. _Roughness ("Roughness", Range(0, 1)) = 0.5
  13. }
  14. SubShader {
  15. Tags {
  16. "RenderType"="Opaque"
  17. }
  18. Pass {
  19. Name "ForwardBase"
  20. Tags {
  21. "LightMode"="ForwardBase"
  22. }
  23.  
  24.  
  25. CGPROGRAM
  26. #pragma vertex vert
  27. #pragma fragment frag
  28. #define UNITY_PASS_FORWARDBASE
  29. #include "UnityCG.cginc"
  30. #include "AutoLight.cginc"
  31. #pragma multi_compile_fwdbase_fullshadows
  32. #pragma exclude_renderers xbox360 ps3 flash d3d11_9x
  33. #pragma target 3.0
  34. uniform float4 _LightColor0;
  35. uniform sampler2D _Albedo; uniform float4 _Albedo_ST;
  36. uniform sampler2D _Normal; uniform float4 _Normal_ST;
  37. uniform float _Roughness;
  38. struct VertexInput {
  39. float4 vertex : POSITION;
  40. float3 normal : NORMAL;
  41. float4 tangent : TANGENT;
  42. float4 uv0 : TEXCOORD0;
  43. };
  44. struct VertexOutput {
  45. float4 pos : SV_POSITION;
  46. float4 uv0 : TEXCOORD0;
  47. float4 posWorld : TEXCOORD1;
  48. float3 normalDir : TEXCOORD2;
  49. float3 tangentDir : TEXCOORD3;
  50. float3 binormalDir : TEXCOORD4;
  51. LIGHTING_COORDS(5,6)
  52. };
  53. VertexOutput vert (VertexInput v) {
  54. VertexOutput o;
  55. o.uv0 = v.uv0;
  56. o.normalDir = mul(float4(v.normal,0), _World2Object).xyz;
  57. o.tangentDir = normalize( mul( _Object2World, float4( v.tangent.xyz, 0.0 ) ).xyz );
  58. o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
  59. o.posWorld = mul(_Object2World, v.vertex);
  60. o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
  61. TRANSFER_VERTEX_TO_FRAGMENT(o)
  62. return o;
  63. }
  64. fixed4 frag(VertexOutput i) : COLOR {
  65. i.normalDir = normalize(i.normalDir);
  66. float3x3 tangentTransform = float3x3( i.tangentDir, i.binormalDir, i.normalDir);
  67. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  68. /////// Normals:
  69. float2 node_3085 = i.uv0;
  70. float3 normalLocal = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(node_3085.rg, _Normal))).rgb;
  71. float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
  72. float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
  73. float3 halfDirection = normalize(viewDirection+lightDirection);
  74. ////// Lighting:
  75. float attenuation = LIGHT_ATTENUATION(i);
  76. float3 attenColor = attenuation * _LightColor0.xyz;
  77. /////// Diffuse:
  78. float Pi = 3.141592654;
  79. float InvPi = 0.31830988618;
  80. float NdotL = dot( normalDirection, lightDirection );
  81. float3 diffuse = max( 0.0, NdotL)*InvPi * attenColor + UNITY_LIGHTMODEL_AMBIENT.xyz;
  82. ///////// Gloss:
  83. float gloss = _Roughness;
  84. float specPow = exp2( gloss * 10.0+1.0);
  85. ////// Specular:
  86. NdotL = max(0.0, NdotL);
  87. float4 node_2 = tex2D(_Albedo,TRANSFORM_TEX(node_3085.rg, _Albedo));
  88. float3 specularColor = node_2.rgb;
  89. float specularMonochrome = dot(specularColor,float3(0.3,0.59,0.11));
  90. float HdotL = max(0.0,dot(halfDirection,lightDirection));
  91. float3 fresnelTerm = specularColor + ( 1.0 - specularColor ) * pow((1.0 - HdotL),5);
  92. float NdotV = max(0.0,dot( normalDirection, viewDirection ));
  93. float alpha = 1.0 / ( sqrt( (Pi/4.0) * specPow + Pi/2.0 ) );
  94. float visTerm = ( NdotL * ( 1.0 - alpha ) + alpha ) * ( NdotV * ( 1.0 - alpha ) + alpha );
  95. visTerm = 1.0 / visTerm;
  96. float normTerm = (specPow + 8.0 ) / (8.0 * Pi);
  97. float3 specular = (floor(attenuation) * _LightColor0.xyz)*NdotL * pow(max(0,dot(halfDirection,normalDirection)),specPow)*fresnelTerm*visTerm*normTerm;
  98. float3 finalColor = 0;
  99. float3 diffuseLight = diffuse;
  100. diffuseLight *= 1-specularMonochrome;
  101. finalColor += diffuseLight * node_2.rgb;
  102. finalColor += specular;
  103. /// Final Color:
  104. return fixed4(finalColor,1);
  105. }
  106. ENDCG
  107. }
  108. Pass {
  109. Name "ForwardAdd"
  110. Tags {
  111. "LightMode"="ForwardAdd"
  112. }
  113. Blend One One
  114.  
  115.  
  116. Fog { Color (0,0,0,0) }
  117. CGPROGRAM
  118. #pragma vertex vert
  119. #pragma fragment frag
  120. #define UNITY_PASS_FORWARDADD
  121. #include "UnityCG.cginc"
  122. #include "AutoLight.cginc"
  123. #pragma multi_compile_fwdadd_fullshadows
  124. #pragma exclude_renderers xbox360 ps3 flash d3d11_9x
  125. #pragma target 3.0
  126. uniform float4 _LightColor0;
  127. uniform sampler2D _Albedo; uniform float4 _Albedo_ST;
  128. uniform sampler2D _Normal; uniform float4 _Normal_ST;
  129. uniform float _Roughness;
  130. struct VertexInput {
  131. float4 vertex : POSITION;
  132. float3 normal : NORMAL;
  133. float4 tangent : TANGENT;
  134. float4 uv0 : TEXCOORD0;
  135. };
  136. struct VertexOutput {
  137. float4 pos : SV_POSITION;
  138. float4 uv0 : TEXCOORD0;
  139. float4 posWorld : TEXCOORD1;
  140. float3 normalDir : TEXCOORD2;
  141. float3 tangentDir : TEXCOORD3;
  142. float3 binormalDir : TEXCOORD4;
  143. LIGHTING_COORDS(5,6)
  144. };
  145. VertexOutput vert (VertexInput v) {
  146. VertexOutput o;
  147. o.uv0 = v.uv0;
  148. o.normalDir = mul(float4(v.normal,0), _World2Object).xyz;
  149. o.tangentDir = normalize( mul( _Object2World, float4( v.tangent.xyz, 0.0 ) ).xyz );
  150. o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
  151. o.posWorld = mul(_Object2World, v.vertex);
  152. o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
  153. TRANSFER_VERTEX_TO_FRAGMENT(o)
  154. return o;
  155. }
  156. fixed4 frag(VertexOutput i) : COLOR {
  157. i.normalDir = normalize(i.normalDir);
  158. float3x3 tangentTransform = float3x3( i.tangentDir, i.binormalDir, i.normalDir);
  159. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  160. /////// Normals:
  161. float2 node_3086 = i.uv0;
  162. float3 normalLocal = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(node_3086.rg, _Normal))).rgb;
  163. float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
  164. float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
  165. float3 halfDirection = normalize(viewDirection+lightDirection);
  166. ////// Lighting:
  167. float attenuation = LIGHT_ATTENUATION(i);
  168. float3 attenColor = attenuation * _LightColor0.xyz;
  169. /////// Diffuse:
  170. float Pi = 3.141592654;
  171. float InvPi = 0.31830988618;
  172. float NdotL = dot( normalDirection, lightDirection );
  173. float3 diffuse = max( 0.0, NdotL)*InvPi * attenColor;
  174. ///////// Gloss:
  175. float gloss = _Roughness;
  176. float specPow = exp2( gloss * 10.0+1.0);
  177. ////// Specular:
  178. NdotL = max(0.0, NdotL);
  179. float4 node_2 = tex2D(_Albedo,TRANSFORM_TEX(node_3086.rg, _Albedo));
  180. float3 specularColor = node_2.rgb;
  181. float specularMonochrome = dot(specularColor,float3(0.3,0.59,0.11));
  182. float HdotL = max(0.0,dot(halfDirection,lightDirection));
  183. float3 fresnelTerm = specularColor + ( 1.0 - specularColor ) * pow((1.0 - HdotL),5);
  184. float NdotV = max(0.0,dot( normalDirection, viewDirection ));
  185. float alpha = 1.0 / ( sqrt( (Pi/4.0) * specPow + Pi/2.0 ) );
  186. float visTerm = ( NdotL * ( 1.0 - alpha ) + alpha ) * ( NdotV * ( 1.0 - alpha ) + alpha );
  187. visTerm = 1.0 / visTerm;
  188. float normTerm = (specPow + 8.0 ) / (8.0 * Pi);
  189. float3 specular = attenColor*NdotL * pow(max(0,dot(halfDirection,normalDirection)),specPow)*fresnelTerm*visTerm*normTerm;
  190. float3 finalColor = 0;
  191. float3 diffuseLight = diffuse;
  192. diffuseLight *= 1-specularMonochrome;
  193. finalColor += diffuseLight * node_2.rgb;
  194. finalColor += specular;
  195. /// Final Color:
  196. return fixed4(finalColor * 1,0);
  197. }
  198. ENDCG
  199. }
  200. }
  201. FallBack "Diffuse"
  202. CustomEditor "ShaderForgeMaterialInspector"
  203. }
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