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- Shader "Custom/ProcEye"
- {
- Properties
- {
- [Header(Main)]
- _Color ("Color", Color) = (1,1,1,1)
- [Header(Iris)]
- _IrisTex("Iris Texture (RGB)", 2D) = "white" {}
- _IrisTexColor("Iris Texture Tint", Color) = (1,0,0,1)
- _Radius("Iris Radius", Range(0,1)) = 0.4
- _IrisColor("Iris Color", Color) = (0,1,1,1)
- _IrisColorOut("Iris Color Out", Color) = (0,1,0,1)
- _IrisScaleX("Iris Scale X", Range(0,2)) = 1
- _IrisScaleY("Iris Scale Y", Range(0,2)) = 1
- _Speed("Iris Scroll Speed", Range(-10,10)) = 0
- _Scale("Iris Texture Scale", Range(0.1,10)) = 10
- [Toggle(TEXTURE)] _TEXTURE("Circlular Texture", Float) = 0
- _Distort("Iris Texture Distortion", Range(0,1)) = 0.5
- [Header(Pupil)]
- _RadiusPupil("Pupil Radius", Range(0,0.5)) = 0.1
- _PupilColor("Pupil Color", Color) = (0,0,0,1)
- _PupilColorOut("Pupil Color Out", Color) = (0,0,1,1)
- _PupilScaleX("Pupil Scale X", Range(0,1)) = 0.5
- _PupilScaleY("Pupil Scale Y", Range(0,1)) = 0.5
- [Header(Specular and Iris Edge)]
- _Edgewidth("Iris Edge Width", Range(0,2)) = 0.1
- _SpecSize("Specular Size", Range(0.2,0.5)) = 0.47
- _IrisEdgeColor("Iris Edge Color", Color) = (0,0,0,1)
- }
- SubShader
- {
- Tags { "RenderType" = "Opaque" }
- LOD 200
- CGPROGRAM
- // Physically based Standard lighting model, and enable shadows on all light types
- #pragma surface surf Standard fullforwardshadows vertex:vert
- #pragma target 3.5
- #pragma shader_feature TEXTURE
- sampler2D _MainTex, _IrisTex;
- struct Input
- {
- float2 uv_MainTex;
- float3 objPos;
- float3 lightDir;
- float3 viewDir;
- };
- float _Radius, _RadiusPupil;
- fixed4 _Color, _IrisColor, _PupilColor, _PupilColorOut, _IrisColorOut, _IrisTexColor, _IrisEdgeColor;
- float _PupilScaleX, _PupilScaleY, _Edgewidth, _SpecSize, _IrisScaleX, _IrisScaleY, _Scale, _Speed, _Distort;
- void vert(inout appdata_full v, out Input o) {
- UNITY_INITIALIZE_OUTPUT(Input, o);
- o.objPos = v.vertex;
- o.lightDir = WorldSpaceLightDir(v.vertex); // get the worldspace lighting direction
- }
- // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
- // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
- // #pragma instancing_options assumeuniformscaling
- UNITY_INSTANCING_BUFFER_START(Props)
- // put more per-instance properties here
- UNITY_INSTANCING_BUFFER_END(Props)
- void surf (Input IN, inout SurfaceOutputStandard o)
- {
- // circles
- float dis= distance(0, float3(IN.objPos.x * _IrisScaleX, IN.objPos.y * _IrisScaleY, IN.objPos.z - 0.5));
- float disPup = (distance(0, float3(IN.objPos.x * _PupilScaleX, IN.objPos.y * _PupilScaleY , IN.objPos.z - 0.5)));
- float irisRadius = 1- saturate(dis / _Radius);
- float pupilRadius = 1 - saturate(disPup / _RadiusPupil);
- float irisEdge = 1 - saturate(dis / _Radius - _Edgewidth);
- // specular
- half d = dot(o.Normal, normalize(IN.lightDir + IN.viewDir))*0.5;
- d = step(_SpecSize, d);
- // Iris texture
- float4 i = tex2D(_IrisTex, IN.uv_MainTex);
- float speed = _Time.x * _Speed + (_Distort *i);
- #if TEXTURE
- // circular
- i = tex2D(_IrisTex, float2((irisRadius * IN.uv_MainTex + speed) * _Scale) ) ;
- #else
- // normal
- i =tex2D(_IrisTex, (float2(IN.uv_MainTex.x, IN.uv_MainTex.y + speed) * _Scale) ) * _Color;
- #endif
- // add extra tint
- i *= _IrisTexColor;
- // increase strength then clamp it for a smooth circle
- float irisCircle = saturate(irisRadius * 20);
- float pupilCircle = saturate(pupilRadius * 20);
- float irisEdgeCircle = saturate(irisEdge * 20);
- // eyewhite is everything but the iris
- float4 eyeWhite = _Color * (1 - irisEdgeCircle);
- // subract to avoid bleeding through of colors
- irisEdgeCircle -= irisCircle;
- irisCircle -= pupilCircle;
- // lerp colors
- float4 irisLerp = lerp(_IrisColorOut,_IrisColor, irisRadius ) + i;
- float4 irisColored = irisCircle * irisLerp;
- float4 pupilLerp = lerp(_PupilColorOut,_PupilColor, pupilRadius);
- float4 pupilColored = pupilCircle * pupilLerp;
- float4 irisEdgeColored = irisEdgeCircle * _IrisEdgeColor;
- // all together
- o.Albedo = eyeWhite + irisColored + pupilColored + irisEdgeColored;
- // specular in emission
- o.Emission = d;
- }
- ENDCG
- }
- FallBack "Diffuse"
- }
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