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| 1 | Shader "Toon/Lit Snow" {
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| 2 | Properties{
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| 3 | [Header(Main)] | |
| 4 | _Noise("Snow Noise", 2D) = "gray" {}
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| 5 | _NoiseScale("Noise Scale", Range(0,2)) = 0.1
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| 6 | _NoiseWeight("Noise Weight", Range(0,2)) = 0.1
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| 7 | [HDR]_ShadowColor("Shadow Color", Color) = (0.5,0.5,0.5,1)
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| 8 | [Space] | |
| 9 | [Header(Tesselation)] | |
| 10 | _MaxTessDistance("Max Tessellation Distance", Range(10,100)) = 50
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| 11 | _Tess("Tessellation", Range(1,32)) = 20
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| 12 | [Space] | |
| 13 | [Header(Snow)] | |
| 14 | [HDR]_Color("Snow Color", Color) = (0.5,0.5,0.5,1)
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| 15 | _MainTex("Snow Texture", 2D) = "white" {}
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| 16 | _SnowHeight("Snow Height", Range(0,2)) = 0.3
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| 17 | _SnowTextureOpacity("Snow Texture Opacity", Range(0,1)) = 0.3
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| 18 | _SnowTextureScale("Snow Texture Scale", Range(0,2)) = 0.3
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| 19 | ||
| 20 | [Space] | |
| 21 | [Header(Snow Path)] | |
| 22 | _PathBlending("Path Color Blending", Range(0,3)) = 2
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| 23 | _SnowPathStrength("Snow Path Smoothness", Range(0,4)) = 2
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| 24 | [HDR]_PathColorIn("Snow Path Color", Color) = (1,1,1,1)
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| 25 | [HDR]_PathColorOut("Snow Path Color2", Color) = (0.5,0.5,1,1)
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| 26 | ||
| 27 | [Space] | |
| 28 | [Header(Sparkles)] | |
| 29 | _SparkleScale("Sparkle Scale", Range(0,10)) = 10
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| 30 | _SparkCutoff("Sparkle Cutoff", Range(0,10)) = 0.9
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| 31 | _SparkleNoise("Sparkle Noise", 2D) = "gray" {}
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| 32 | [Space] | |
| 33 | [Header(Rim)] | |
| 34 | _RimPower("Rim Power", Range(0,20)) = 20
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| 35 | [HDR]_RimColor("Rim Color Snow", Color) = (0.5,0.5,0.5,1)
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| 36 | } | |
| 37 | ||
| 38 | SubShader{
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| 39 | Tags{ "RenderType" = "Opaque" }
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| 40 | LOD 200 | |
| 41 | ||
| 42 | CGPROGRAM | |
| 43 | ||
| 44 | ||
| 45 | // custom lighting function that uses a texture ramp based | |
| 46 | // on angle between light direction and normal | |
| 47 | #pragma surface surf ToonRamp vertex:vert addshadow nolightmap tessellate:tessDistance fullforwardshadows | |
| 48 | #pragma target 4.0 | |
| 49 | #pragma require tessellation tessHW | |
| 50 | #include "Tessellation.cginc" | |
| 51 | ||
| 52 | float4 _ShadowColor; | |
| 53 | ||
| 54 | inline half4 LightingToonRamp(SurfaceOutput s, half3 lightDir, half atten) | |
| 55 | {
| |
| 56 | #ifndef USING_DIRECTIONAL_LIGHT | |
| 57 | lightDir = normalize(lightDir); | |
| 58 | #endif | |
| 59 | half4 c; | |
| 60 | c.rgb = s.Albedo * _LightColor0.rgb * (atten + (_ShadowColor * (1-atten))); | |
| 61 | c.a = 0; | |
| 62 | return c; | |
| 63 | } | |
| 64 | uniform float3 _Position; | |
| 65 | uniform sampler2D _GlobalEffectRT; | |
| 66 | uniform float _OrthographicCamSize; | |
| 67 | ||
| 68 | float _Tess; | |
| 69 | float _MaxTessDistance; | |
| 70 | ||
| 71 | float CalcDistanceTessFactor(float4 vertex, float minDist, float maxDist, float tess) | |
| 72 | {
| |
| 73 | float3 worldPosition = mul(unity_ObjectToWorld, vertex).xyz; | |
| 74 | float dist = distance(worldPosition, _WorldSpaceCameraPos); | |
| 75 | float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0); | |
| 76 | return f * tess; | |
| 77 | } | |
| 78 | ||
| 79 | float4 DistanceBasedTess(float4 v0, float4 v1, float4 v2, float minDist, float maxDist, float tess) | |
| 80 | {
| |
| 81 | float3 f; | |
| 82 | f.x = CalcDistanceTessFactor(v0, minDist, maxDist, tess); | |
| 83 | f.y = CalcDistanceTessFactor(v1, minDist, maxDist, tess); | |
| 84 | f.z = CalcDistanceTessFactor(v2, minDist, maxDist, tess); | |
| 85 | ||
| 86 | return UnityCalcTriEdgeTessFactors(f); | |
| 87 | } | |
| 88 | ||
| 89 | float4 tessDistance(appdata_full v0, appdata_full v1, appdata_full v2) | |
| 90 | {
| |
| 91 | float minDist = 10.0; | |
| 92 | float maxDist = _MaxTessDistance; | |
| 93 | ||
| 94 | return DistanceBasedTess(v0.vertex, v1.vertex, v2.vertex, minDist, maxDist, _Tess); | |
| 95 | } | |
| 96 | ||
| 97 | sampler2D _MainTex, _Noise, _SparkleNoise; | |
| 98 | float4 _Color, _RimColor; | |
| 99 | float _RimPower; | |
| 100 | float _SnowTextureScale, _NoiseScale; | |
| 101 | float _SnowHeight, _SnowPathStrength; | |
| 102 | float4 _PathColorIn, _PathColorOut; | |
| 103 | float _PathBlending; | |
| 104 | float _NoiseWeight; | |
| 105 | float _SparkleScale, _SparkCutoff; | |
| 106 | float _SnowTextureOpacity; | |
| 107 | ||
| 108 | struct Input {
| |
| 109 | float2 uv_MainTex : TEXCOORD0; | |
| 110 | float3 worldPos; // world position built-in value | |
| 111 | float3 viewDir;// view direction built-in value we're using for rimlight | |
| 112 | }; | |
| 113 | ||
| 114 | void vert(inout appdata_full v) | |
| 115 | {
| |
| 116 | ||
| 117 | float3 worldPosition = mul(unity_ObjectToWorld, v.vertex).xyz; | |
| 118 | // Effects RenderTexture Reading | |
| 119 | float2 uv = worldPosition.xz - _Position.xz; | |
| 120 | uv = uv / (_OrthographicCamSize * 2); | |
| 121 | uv += 0.5; | |
| 122 | float4 RTEffect = tex2Dlod(_GlobalEffectRT, float4(uv, 0, 0)); | |
| 123 | ||
| 124 | // smoothstep edges to prevent bleeding | |
| 125 | RTEffect *= smoothstep(0.99, 0.9, uv.x) * smoothstep(0.99, 0.9,1- uv.x); | |
| 126 | RTEffect *= smoothstep(0.99, 0.9, uv.y) * smoothstep(0.99, 0.9,1- uv.y); | |
| 127 | ||
| 128 | // Snow Noise in worldSpace | |
| 129 | float SnowNoise = tex2Dlod(_Noise, float4(worldPosition.xz * _NoiseScale, 0, 0)); | |
| 130 | ||
| 131 | // move vertices up where snow is, and where there is no path | |
| 132 | v.vertex.xyz += normalize(v.normal) *(_SnowHeight + (SnowNoise * _NoiseWeight)) * saturate(1-RTEffect.g * _SnowPathStrength); | |
| 133 | ||
| 134 | } | |
| 135 | ||
| 136 | ||
| 137 | ||
| 138 | void surf(Input IN, inout SurfaceOutput o) {
| |
| 139 | // Effects RenderTexture Reading | |
| 140 | float2 uv = IN.worldPos.xz - _Position.xz; | |
| 141 | uv /= (_OrthographicCamSize * 2); | |
| 142 | uv += 0.5; | |
| 143 | ||
| 144 | float4 effect = tex2D(_GlobalEffectRT, float2 (uv.x, uv.y)); | |
| 145 | effect *= smoothstep(0.99, 0.9, uv.x) * smoothstep(0.99, 0.9,1- uv.x); | |
| 146 | effect *= smoothstep(0.99, 0.9, uv.y) * smoothstep(0.99, 0.9,1- uv.y); | |
| 147 | ||
| 148 | // worldspace Noise texture | |
| 149 | float3 noisetexture = tex2D(_Noise, IN.worldPos.zx * _NoiseScale); | |
| 150 | ||
| 151 | // worldspace Snow texture | |
| 152 | float3 snowtexture = tex2D(_MainTex, IN.worldPos.zx * _SnowTextureScale); | |
| 153 | ||
| 154 | // rim light for snow, blending in the noise texture | |
| 155 | half rim = 1.0 - dot(normalize(IN.viewDir), o.Normal) * noisetexture; | |
| 156 | float3 coloredRim = _RimColor * pow(rim, _RimPower); | |
| 157 | ||
| 158 | //lerp between snow color and snow texture | |
| 159 | float3 mainColors = lerp(_Color,snowtexture * _Color, _SnowTextureOpacity); | |
| 160 | //lerp the colors using the RT effect path | |
| 161 | float3 path = lerp(_PathColorOut * effect.g,_PathColorIn, saturate(effect.g * _PathBlending)); | |
| 162 | o.Albedo = lerp(mainColors,path, saturate(effect.g)); | |
| 163 | ||
| 164 | // sparkles in worldspace | |
| 165 | float sparklesStatic = tex2D(_SparkleNoise, IN.worldPos.xz * _SparkleScale).r; | |
| 166 | // cutoff and where there is no path | |
| 167 | float cutoffSparkles = step(_SparkCutoff,sparklesStatic *(1- saturate(effect.g))); | |
| 168 | // add a glow and sparkles on the snow | |
| 169 | o.Emission = coloredRim + (cutoffSparkles * 4) ; | |
| 170 | ||
| 171 | ||
| 172 | } | |
| 173 | ENDCG | |
| 174 | ||
| 175 | } | |
| 176 | ||
| 177 | Fallback "Diffuse" | |
| 178 | } |