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- // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
- // Shader created with Shader Forge v1.28
- // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
- // Note: Manually altering this data may prevent you from opening it in Shader Forge
- /*SF_DATA;ver:1.28;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:3,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:True,hqlp:True,rprd:True,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,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,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:2865,x:32871,y:32883,varname:node_2865,prsc:2|diff-7887-OUT,spec-158-OUT,gloss-1397-OUT,normal-5720-OUT;n:type:ShaderForge.SFN_Multiply,id:6343,x:32240,y:32681,varname:node_6343,prsc:2|A-7736-RGB,B-6665-RGB;n:type:ShaderForge.SFN_Color,id:6665,x:31922,y:32725,ptovrint:False,ptlb:Color,ptin:_Color,varname:_Color,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5019608,c2:0.5019608,c3:0.5019608,c4:1;n:type:ShaderForge.SFN_Tex2d,id:7736,x:31922,y:32539,ptovrint:True,ptlb:Base 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- Shader "Shader Forge/Sno" {
- Properties {
- _Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1)
- _MainTex ("Base Color", 2D) = "white" {}
- _BumpMap ("Normal Map", 2D) = "bump" {}
- _Metallic ("Metallic", Range(0, 1)) = 0.08627867
- _MetalMap ("Metal Map", 2D) = "white" {}
- _Gloss ("Gloss", Range(0, 1)) = 0
- _GlossMap ("Gloss Map", 2D) = "white" {}
- _SnowDirection ("Snow Direction", Vector) = (0,1,0.2,0)
- _Snowiness ("Snowiness", Range(0, 1)) = 0.6050279
- _Cakiness ("Cakiness", Range(0, 1)) = 1
- _DetailNormal ("Detail Normal", 2D) = "bump" {}
- _DetailScale ("Detail Scale", Range(0, 50)) = 1.218944
- _Sparkle ("Sparkle", Range(0, 1)) = 1
- _Smoothness ("Smoothness", Range(0, 1)) = 0
- }
- SubShader {
- Tags {
- "RenderType"="Opaque"
- }
- LOD 100
- Pass {
- Name "FORWARD"
- Tags {
- "LightMode"="ForwardBase"
- }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDBASE
- #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
- #define _GLOSSYENV 1
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- #include "UnityStandardBRDF.cginc"
- #pragma multi_compile_fwdbase_fullshadows
- #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
- #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
- #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
- #pragma multi_compile_fog
- #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
- #pragma target 3.0
- uniform float4 _Color;
- uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
- uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
- uniform float _Metallic;
- uniform float _Gloss;
- uniform float4 _SnowDirection;
- uniform float _Snowiness;
- uniform float _Cakiness;
- uniform sampler2D _GlossMap; uniform float4 _GlossMap_ST;
- uniform sampler2D _MetalMap; uniform float4 _MetalMap_ST;
- uniform sampler2D _DetailNormal; uniform float4 _DetailNormal_ST;
- uniform float _DetailScale;
- uniform float _Sparkle;
- uniform float _Smoothness;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float2 texcoord0 : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- float2 texcoord2 : TEXCOORD2;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- float4 posWorld : TEXCOORD3;
- float3 normalDir : TEXCOORD4;
- float3 tangentDir : TEXCOORD5;
- float3 bitangentDir : TEXCOORD6;
- LIGHTING_COORDS(7,8)
- UNITY_FOG_COORDS(9)
- #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
- float4 ambientOrLightmapUV : TEXCOORD10;
- #endif
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.uv1 = v.texcoord1;
- o.uv2 = v.texcoord2;
- #ifdef LIGHTMAP_ON
- o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
- o.ambientOrLightmapUV.zw = 0;
- #endif
- #ifdef DYNAMICLIGHTMAP_ON
- o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
- #endif
- o.normalDir = UnityObjectToWorldNormal(v.normal);
- o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
- o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- float3 lightColor = _LightColor0.rgb;
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
- UNITY_TRANSFER_FOG(o,o.pos);
- TRANSFER_VERTEX_TO_FRAGMENT(o)
- return o;
- }
- float4 frag(VertexOutput i) : COLOR {
- i.normalDir = normalize(i.normalDir);
- float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
- float2 node_6846 = (i.uv0*_DetailScale);
- float3 _DetailNormal_var = UnpackNormal(tex2D(_DetailNormal,TRANSFORM_TEX(node_6846, _DetailNormal)));
- float3 node_4454 = normalize(_SnowDirection.rgb);
- float3 normalLocal = lerp((_BumpMap_var.rgb+_DetailNormal_var.rgb),float3(0,0,1),(dot(node_4454,i.normalDir)*saturate((_Snowiness+_Snowiness))*_Smoothness));
- float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
- float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
- float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
- float3 lightColor = _LightColor0.rgb;
- float3 halfDirection = normalize(viewDirection+lightDirection);
- ////// Lighting:
- float attenuation = LIGHT_ATTENUATION(i);
- float3 attenColor = attenuation * _LightColor0.xyz;
- float Pi = 3.141592654;
- float InvPi = 0.31830988618;
- ///////// Gloss:
- float4 _GlossMap_var = tex2D(_GlossMap,TRANSFORM_TEX(i.uv0, _GlossMap));
- float node_6795_if_leA = step(lerp(dot(node_4454,normalDirection),abs(dot(node_4454,normalDirection)),_Cakiness),(1.0 - _Snowiness));
- float node_6795_if_leB = step((1.0 - _Snowiness),lerp(dot(node_4454,normalDirection),abs(dot(node_4454,normalDirection)),_Cakiness));
- float node_2068 = 0.0;
- float node_6795 = lerp((node_6795_if_leA*node_2068)+(node_6795_if_leB*1.0),node_2068,node_6795_if_leA*node_6795_if_leB);
- float node_7397 = (1.0 - node_6795);
- float2 node_3377_skew = i.uv0 + 0.2127+i.uv0.x*0.3713*i.uv0.y;
- float2 node_3377_rnd = 4.789*sin(489.123*(node_3377_skew));
- float node_3377 = frac(node_3377_rnd.x*node_3377_rnd.y*(1+node_3377_skew.x));
- float node_5955 = saturate((normalize((node_3377*1.01+-1.0))*node_6795*_Sparkle));
- float gloss = ((_GlossMap_var.r*_Gloss*node_7397)+node_5955);
- float specPow = exp2( gloss * 10.0+1.0);
- /////// GI Data:
- UnityLight light;
- #ifdef LIGHTMAP_OFF
- light.color = lightColor;
- light.dir = lightDirection;
- light.ndotl = LambertTerm (normalDirection, light.dir);
- #else
- light.color = half3(0.f, 0.f, 0.f);
- light.ndotl = 0.0f;
- light.dir = half3(0.f, 0.f, 0.f);
- #endif
- UnityGIInput d;
- d.light = light;
- d.worldPos = i.posWorld.xyz;
- d.worldViewDir = viewDirection;
- d.atten = attenuation;
- #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
- d.ambient = 0;
- d.lightmapUV = i.ambientOrLightmapUV;
- #else
- d.ambient = i.ambientOrLightmapUV;
- #endif
- d.boxMax[0] = unity_SpecCube0_BoxMax;
- d.boxMin[0] = unity_SpecCube0_BoxMin;
- d.probePosition[0] = unity_SpecCube0_ProbePosition;
- d.probeHDR[0] = unity_SpecCube0_HDR;
- d.boxMax[1] = unity_SpecCube1_BoxMax;
- d.boxMin[1] = unity_SpecCube1_BoxMin;
- d.probePosition[1] = unity_SpecCube1_ProbePosition;
- d.probeHDR[1] = unity_SpecCube1_HDR;
- Unity_GlossyEnvironmentData ugls_en_data;
- ugls_en_data.roughness = 1.0 - gloss;
- ugls_en_data.reflUVW = viewReflectDirection;
- UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
- lightDirection = gi.light.dir;
- lightColor = gi.light.color;
- ////// Specular:
- float NdotL = max(0, dot( normalDirection, lightDirection ));
- float LdotH = max(0.0,dot(lightDirection, halfDirection));
- float4 _MetalMap_var = tex2D(_MetalMap,TRANSFORM_TEX(i.uv0, _MetalMap));
- float3 specularColor = (_Metallic*_MetalMap_var.r*node_7397);
- float specularMonochrome;
- float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
- float3 diffuseColor = ((_MainTex_var.rgb*_Color.rgb)+node_6795+node_5955); // Need this for specular when using metallic
- diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
- specularMonochrome = 1.0-specularMonochrome;
- float NdotV = max(0.0,dot( normalDirection, viewDirection ));
- float NdotH = max(0.0,dot( normalDirection, halfDirection ));
- float VdotH = max(0.0,dot( viewDirection, halfDirection ));
- float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss );
- float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss));
- float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4);
- if (IsGammaSpace())
- specularPBL = sqrt(max(1e-4h, specularPBL));
- specularPBL = max(0, specularPBL * NdotL);
- float3 directSpecular = (floor(attenuation) * _LightColor0.xyz)*specularPBL*FresnelTerm(specularColor, LdotH);
- half grazingTerm = saturate( gloss + specularMonochrome );
- float3 indirectSpecular = (gi.indirect.specular);
- indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
- float3 specular = (directSpecular + indirectSpecular);
- /////// Diffuse:
- NdotL = max(0.0,dot( normalDirection, lightDirection ));
- half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
- float nlPow5 = Pow5(1-NdotL);
- float nvPow5 = Pow5(1-NdotV);
- float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
- float3 indirectDiffuse = float3(0,0,0);
- indirectDiffuse += gi.indirect.diffuse;
- float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
- /// Final Color:
- float3 finalColor = diffuse + specular;
- fixed4 finalRGBA = fixed4(finalColor,1);
- UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
- return finalRGBA;
- }
- ENDCG
- }
- Pass {
- Name "FORWARD_DELTA"
- Tags {
- "LightMode"="ForwardAdd"
- }
- Blend One One
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDADD
- #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
- #define _GLOSSYENV 1
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- #include "UnityStandardBRDF.cginc"
- #pragma multi_compile_fwdadd_fullshadows
- #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
- #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
- #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
- #pragma multi_compile_fog
- #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
- #pragma target 3.0
- uniform float4 _Color;
- uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
- uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
- uniform float _Metallic;
- uniform float _Gloss;
- uniform float4 _SnowDirection;
- uniform float _Snowiness;
- uniform float _Cakiness;
- uniform sampler2D _GlossMap; uniform float4 _GlossMap_ST;
- uniform sampler2D _MetalMap; uniform float4 _MetalMap_ST;
- uniform sampler2D _DetailNormal; uniform float4 _DetailNormal_ST;
- uniform float _DetailScale;
- uniform float _Sparkle;
- uniform float _Smoothness;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float2 texcoord0 : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- float2 texcoord2 : TEXCOORD2;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- float4 posWorld : TEXCOORD3;
- float3 normalDir : TEXCOORD4;
- float3 tangentDir : TEXCOORD5;
- float3 bitangentDir : TEXCOORD6;
- LIGHTING_COORDS(7,8)
- UNITY_FOG_COORDS(9)
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.uv1 = v.texcoord1;
- o.uv2 = v.texcoord2;
- o.normalDir = UnityObjectToWorldNormal(v.normal);
- o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
- o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- float3 lightColor = _LightColor0.rgb;
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
- UNITY_TRANSFER_FOG(o,o.pos);
- TRANSFER_VERTEX_TO_FRAGMENT(o)
- return o;
- }
- float4 frag(VertexOutput i) : COLOR {
- i.normalDir = normalize(i.normalDir);
- float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
- float2 node_6846 = (i.uv0*_DetailScale);
- float3 _DetailNormal_var = UnpackNormal(tex2D(_DetailNormal,TRANSFORM_TEX(node_6846, _DetailNormal)));
- float3 node_4454 = normalize(_SnowDirection.rgb);
- float3 normalLocal = lerp((_BumpMap_var.rgb+_DetailNormal_var.rgb),float3(0,0,1),(dot(node_4454,i.normalDir)*saturate((_Snowiness+_Snowiness))*_Smoothness));
- float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
- float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
- float3 lightColor = _LightColor0.rgb;
- float3 halfDirection = normalize(viewDirection+lightDirection);
- ////// Lighting:
- float attenuation = LIGHT_ATTENUATION(i);
- float3 attenColor = attenuation * _LightColor0.xyz;
- float Pi = 3.141592654;
- float InvPi = 0.31830988618;
- ///////// Gloss:
- float4 _GlossMap_var = tex2D(_GlossMap,TRANSFORM_TEX(i.uv0, _GlossMap));
- float node_6795_if_leA = step(lerp(dot(node_4454,normalDirection),abs(dot(node_4454,normalDirection)),_Cakiness),(1.0 - _Snowiness));
- float node_6795_if_leB = step((1.0 - _Snowiness),lerp(dot(node_4454,normalDirection),abs(dot(node_4454,normalDirection)),_Cakiness));
- float node_2068 = 0.0;
- float node_6795 = lerp((node_6795_if_leA*node_2068)+(node_6795_if_leB*1.0),node_2068,node_6795_if_leA*node_6795_if_leB);
- float node_7397 = (1.0 - node_6795);
- float2 node_3377_skew = i.uv0 + 0.2127+i.uv0.x*0.3713*i.uv0.y;
- float2 node_3377_rnd = 4.789*sin(489.123*(node_3377_skew));
- float node_3377 = frac(node_3377_rnd.x*node_3377_rnd.y*(1+node_3377_skew.x));
- float node_5955 = saturate((normalize((node_3377*1.01+-1.0))*node_6795*_Sparkle));
- float gloss = ((_GlossMap_var.r*_Gloss*node_7397)+node_5955);
- float specPow = exp2( gloss * 10.0+1.0);
- ////// Specular:
- float NdotL = max(0, dot( normalDirection, lightDirection ));
- float LdotH = max(0.0,dot(lightDirection, halfDirection));
- float4 _MetalMap_var = tex2D(_MetalMap,TRANSFORM_TEX(i.uv0, _MetalMap));
- float3 specularColor = (_Metallic*_MetalMap_var.r*node_7397);
- float specularMonochrome;
- float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
- float3 diffuseColor = ((_MainTex_var.rgb*_Color.rgb)+node_6795+node_5955); // Need this for specular when using metallic
- diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
- specularMonochrome = 1.0-specularMonochrome;
- float NdotV = max(0.0,dot( normalDirection, viewDirection ));
- float NdotH = max(0.0,dot( normalDirection, halfDirection ));
- float VdotH = max(0.0,dot( viewDirection, halfDirection ));
- float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss );
- float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss));
- float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4);
- if (IsGammaSpace())
- specularPBL = sqrt(max(1e-4h, specularPBL));
- specularPBL = max(0, specularPBL * NdotL);
- float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
- float3 specular = directSpecular;
- /////// Diffuse:
- NdotL = max(0.0,dot( normalDirection, lightDirection ));
- half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
- float nlPow5 = Pow5(1-NdotL);
- float nvPow5 = Pow5(1-NdotV);
- float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
- float3 diffuse = directDiffuse * diffuseColor;
- /// Final Color:
- float3 finalColor = diffuse + specular;
- fixed4 finalRGBA = fixed4(finalColor * 1,0);
- UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
- return finalRGBA;
- }
- ENDCG
- }
- Pass {
- Name "Meta"
- Tags {
- "LightMode"="Meta"
- }
- Cull Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_META 1
- #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
- #define _GLOSSYENV 1
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- #include "UnityStandardBRDF.cginc"
- #include "UnityMetaPass.cginc"
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma multi_compile_shadowcaster
- #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
- #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
- #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
- #pragma multi_compile_fog
- #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
- #pragma target 3.0
- uniform float4 _Color;
- uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
- uniform float _Metallic;
- uniform float _Gloss;
- uniform float4 _SnowDirection;
- uniform float _Snowiness;
- uniform float _Cakiness;
- uniform sampler2D _GlossMap; uniform float4 _GlossMap_ST;
- uniform sampler2D _MetalMap; uniform float4 _MetalMap_ST;
- uniform float _Sparkle;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float2 texcoord0 : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- float2 texcoord2 : TEXCOORD2;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- float4 posWorld : TEXCOORD3;
- float3 normalDir : TEXCOORD4;
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.uv1 = v.texcoord1;
- o.uv2 = v.texcoord2;
- o.normalDir = UnityObjectToWorldNormal(v.normal);
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
- return o;
- }
- float4 frag(VertexOutput i) : SV_Target {
- i.normalDir = normalize(i.normalDir);
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float3 normalDirection = i.normalDir;
- UnityMetaInput o;
- UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
- o.Emission = 0;
- float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
- float3 node_4454 = normalize(_SnowDirection.rgb);
- float node_6795_if_leA = step(lerp(dot(node_4454,normalDirection),abs(dot(node_4454,normalDirection)),_Cakiness),(1.0 - _Snowiness));
- float node_6795_if_leB = step((1.0 - _Snowiness),lerp(dot(node_4454,normalDirection),abs(dot(node_4454,normalDirection)),_Cakiness));
- float node_2068 = 0.0;
- float node_6795 = lerp((node_6795_if_leA*node_2068)+(node_6795_if_leB*1.0),node_2068,node_6795_if_leA*node_6795_if_leB);
- float2 node_3377_skew = i.uv0 + 0.2127+i.uv0.x*0.3713*i.uv0.y;
- float2 node_3377_rnd = 4.789*sin(489.123*(node_3377_skew));
- float node_3377 = frac(node_3377_rnd.x*node_3377_rnd.y*(1+node_3377_skew.x));
- float node_5955 = saturate((normalize((node_3377*1.01+-1.0))*node_6795*_Sparkle));
- float3 diffColor = ((_MainTex_var.rgb*_Color.rgb)+node_6795+node_5955);
- float specularMonochrome;
- float3 specColor;
- float4 _MetalMap_var = tex2D(_MetalMap,TRANSFORM_TEX(i.uv0, _MetalMap));
- float node_7397 = (1.0 - node_6795);
- diffColor = DiffuseAndSpecularFromMetallic( diffColor, (_Metallic*_MetalMap_var.r*node_7397), specColor, specularMonochrome );
- float4 _GlossMap_var = tex2D(_GlossMap,TRANSFORM_TEX(i.uv0, _GlossMap));
- float roughness = 1.0 - ((_GlossMap_var.r*_Gloss*node_7397)+node_5955);
- o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
- return UnityMetaFragment( o );
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- CustomEditor "ShaderForgeMaterialInspector"
- }
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