Standard_Metalic_Snow CutOut.shader 15 KB

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  1. Shader "NatureManufacture Shaders/Standard Shaders/Standard Metalic Snow CutOut"
  2. {
  3. Properties
  4. {
  5. _Cutoff( "Mask Clip Value", Float ) = 0.5
  6. _MainTex("MainTex ", 2D) = "white" {}
  7. _Color("Color", Color) = (1,1,1,1)
  8. _BumpMap("BumpMap", 2D) = "bump" {}
  9. _BumpScale("BumpScale", Range( 0 , 5)) = 0
  10. _MetalicRAmbientOcclusionGSmoothnessA("Metalic (R) Ambient Occlusion (G) Smoothness (A)", 2D) = "white" {}
  11. _MetallicPower("Metallic Power", Range( 0 , 2)) = 1
  12. _AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 1
  13. _SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 1
  14. _DetailMask("DetailMask", 2D) = "white" {}
  15. _DetailAlbedoPower("Detail Albedo Power", Range( 0 , 2)) = 0
  16. _DetailAlbedoMap("DetailAlbedoMap", 2D) = "black" {}
  17. [NoScaleOffset]_DetailNormalMap("DetailNormalMap", 2D) = "bump" {}
  18. _DetailNormalMapScale("DetailNormalMapScale", Range( 0 , 5)) = 0
  19. [Toggle(_USESNOW_ON)] _UseSnow("Use Snow", Float) = 1
  20. [Toggle(_USEDYNAMICSNOWTSTATICMASKF_ON)] _UseDynamicSnowTStaticMaskF("Use Dynamic Snow (T) Static Mask (F)", Float) = 1
  21. _SnowMaskB("Snow Mask (B)", 2D) = "white" {}
  22. _SnowMaskPower("Snow Mask Power", Range( 0 , 10)) = 1
  23. _Snow_Amount("Snow_Amount", Range( 0 , 2)) = 0.13
  24. _Snow_AmountGrowSpeed("Snow_Amount Grow Speed", Range( 1 , 3)) = 2
  25. _TriplanarCoverFalloff("Triplanar Cover Falloff", Range( 1 , 100)) = 8
  26. _SnowAlbedoRGB("Snow Albedo (RGB)", 2D) = "white" {}
  27. _SnowTiling("Snow Tiling", Range( 0.0001 , 100)) = 15
  28. _SnowAlbedoColor("Snow Albedo Color", Color) = (1,1,1,1)
  29. _SnowNormalRGB("Snow Normal (RGB)", 2D) = "white" {}
  30. _SnowMetalicRAmbientOcclusionGSmothnessA("Snow Metalic (R) Ambient Occlusion(G) Smothness (A)", 2D) = "white" {}
  31. _SnowNormalScale("Snow Normal Scale", Range( 0 , 5)) = 0
  32. _SnowNormalCoverHardness("Snow Normal Cover Hardness", Range( 0 , 10)) = 0
  33. _SnowMetallicPower("Snow Metallic Power", Range( 0 , 2)) = 1
  34. _SnowAmbientOcclusionPower("Snow Ambient Occlusion Power", Range( 0 , 1)) = 1
  35. _SnowSmoothnessPower("Snow Smoothness Power", Range( 0 , 2)) = 1
  36. _SnowMaxAngle("Snow Max Angle ", Range( 0.001 , 90)) = 90
  37. _SnowHardness("Snow Hardness", Range( 1 , 10)) = 5
  38. _Snow_Min_Height("Snow_Min_Height", Range( -1000 , 10000)) = -1000
  39. _Snow_Min_Height_Blending("Snow_Min_Height_Blending", Range( 0 , 500)) = 1
  40. _SnowHeightG("Snow Height (G)", 2D) = "white" {}
  41. _SnowHeightSharpness("Snow Height Sharpness", Range( 0 , 2)) = 0.3
  42. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  43. [HideInInspector] __dirty( "", Int ) = 1
  44. }
  45. SubShader
  46. {
  47. Tags{ "RenderType" = "TransparentCutout" "Queue" = "Geometry+0" }
  48. Cull Back
  49. ZTest LEqual
  50. CGINCLUDE
  51. #include "UnityStandardUtils.cginc"
  52. #include "UnityPBSLighting.cginc"
  53. #include "Lighting.cginc"
  54. #pragma target 3.0
  55. #pragma multi_compile_instancing
  56. #pragma shader_feature _USESNOW_ON
  57. #pragma shader_feature _USEDYNAMICSNOWTSTATICMASKF_ON
  58. #include "NM_indirect.cginc"
  59. #pragma multi_compile GPU_FRUSTUM_ON __
  60. #pragma instancing_options procedural:setup
  61. #ifdef UNITY_PASS_SHADOWCASTER
  62. #undef INTERNAL_DATA
  63. #undef WorldReflectionVector
  64. #undef WorldNormalVector
  65. #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
  66. #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
  67. #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
  68. #endif
  69. struct Input
  70. {
  71. float2 uv_texcoord;
  72. float3 worldPos;
  73. float3 worldNormal;
  74. INTERNAL_DATA
  75. };
  76. uniform float _BumpScale;
  77. uniform sampler2D _BumpMap;
  78. uniform sampler2D _MainTex;
  79. uniform float4 _MainTex_ST;
  80. uniform float _DetailNormalMapScale;
  81. uniform sampler2D _DetailNormalMap;
  82. uniform sampler2D _DetailAlbedoMap;
  83. uniform float4 _DetailAlbedoMap_ST;
  84. uniform sampler2D _DetailMask;
  85. uniform float4 _DetailMask_ST;
  86. uniform sampler2D _SnowNormalRGB;
  87. uniform float _SnowTiling;
  88. uniform float _TriplanarCoverFalloff;
  89. uniform float _SnowNormalScale;
  90. uniform float _SnowNormalCoverHardness;
  91. uniform float _Snow_Amount;
  92. uniform float _Snow_AmountGrowSpeed;
  93. uniform float _SnowMaxAngle;
  94. uniform float _SnowHardness;
  95. uniform float _Snow_Min_Height;
  96. uniform float _Snow_Min_Height_Blending;
  97. uniform sampler2D _SnowHeightG;
  98. uniform float _SnowHeightSharpness;
  99. uniform float4 _Color;
  100. uniform float _DetailAlbedoPower;
  101. uniform sampler2D _SnowAlbedoRGB;
  102. uniform float4 _SnowAlbedoColor;
  103. uniform sampler2D _MetalicRAmbientOcclusionGSmoothnessA;
  104. uniform float _MetallicPower;
  105. uniform sampler2D _SnowMetalicRAmbientOcclusionGSmothnessA;
  106. uniform float _SnowMetallicPower;
  107. uniform sampler2D _SnowMaskB;
  108. uniform float4 _SnowMaskB_ST;
  109. uniform float _SnowMaskPower;
  110. uniform float _SmoothnessPower;
  111. uniform float _SnowSmoothnessPower;
  112. uniform float _AmbientOcclusionPower;
  113. uniform float _SnowAmbientOcclusionPower;
  114. uniform float _Cutoff = 0.5;
  115. inline float3 TriplanarSamplingSNF( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 normalScale, float3 index )
  116. {
  117. float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
  118. projNormal /= projNormal.x + projNormal.y + projNormal.z;
  119. float3 nsign = sign( worldNormal );
  120. half4 xNorm; half4 yNorm; half4 zNorm;
  121. xNorm = ( tex2D( topTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
  122. yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
  123. zNorm = ( tex2D( topTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
  124. xNorm.xyz = half3( UnpackNormal( xNorm ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx;
  125. yNorm.xyz = half3( UnpackNormal( yNorm ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
  126. zNorm.xyz = half3( UnpackNormal( zNorm ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz;
  127. return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + zNorm.xyz * projNormal.z );
  128. }
  129. inline float4 TriplanarSamplingSF( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 normalScale, float3 index )
  130. {
  131. float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
  132. projNormal /= projNormal.x + projNormal.y + projNormal.z;
  133. float3 nsign = sign( worldNormal );
  134. half4 xNorm; half4 yNorm; half4 zNorm;
  135. xNorm = ( tex2D( topTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
  136. yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
  137. zNorm = ( tex2D( topTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
  138. return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
  139. }
  140. void surf( Input i , inout SurfaceOutputStandard o )
  141. {
  142. float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
  143. float3 tex2DNode4 = UnpackScaleNormal( tex2D( _BumpMap, uv_MainTex ), _BumpScale );
  144. float2 uv_DetailAlbedoMap = i.uv_texcoord * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
  145. float3 tex2DNode485 = UnpackScaleNormal( tex2D( _DetailNormalMap, uv_DetailAlbedoMap ), _DetailNormalMapScale );
  146. float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw;
  147. float4 tex2DNode481 = tex2D( _DetailMask, uv_DetailMask );
  148. float3 lerpResult479 = lerp( tex2DNode4 , BlendNormals( tex2DNode4 , tex2DNode485 ) , tex2DNode481.a);
  149. float temp_output_265_0 = ( 1.0 / _SnowTiling );
  150. float3 ase_worldPos = i.worldPos;
  151. float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
  152. float3 ase_worldTangent = WorldNormalVector( i, float3( 1, 0, 0 ) );
  153. float3 ase_worldBitangent = WorldNormalVector( i, float3( 0, 1, 0 ) );
  154. float3x3 ase_worldToTangent = float3x3( ase_worldTangent, ase_worldBitangent, ase_worldNormal );
  155. float3 triplanar457 = TriplanarSamplingSNF( _SnowNormalRGB, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_265_0, 1.0, 0 );
  156. float3 tanTriplanarNormal457 = mul( ase_worldToTangent, triplanar457 );
  157. float3 appendResult458 = (float3(_SnowNormalScale , _SnowNormalScale , 1.0));
  158. float3 normalizeResult483 = normalize( BlendNormals( UnpackScaleNormal( tex2D( _BumpMap, uv_MainTex ), _SnowNormalCoverHardness ) , tex2DNode485 ) );
  159. float temp_output_489_0 = ( 4.0 - _Snow_AmountGrowSpeed );
  160. float clampResult492 = clamp( pow( ( _Snow_Amount / temp_output_489_0 ) , temp_output_489_0 ) , 0.0 , 2.0 );
  161. float clampResult87 = clamp( ase_worldNormal.y , 0.0 , 0.999999 );
  162. float temp_output_85_0 = ( _SnowMaxAngle / 45.0 );
  163. float clampResult83 = clamp( ( clampResult87 - ( 1.0 - temp_output_85_0 ) ) , 0.0 , 2.0 );
  164. float temp_output_329_0 = ( ( 1.0 - _Snow_Min_Height ) + ase_worldPos.y );
  165. float clampResult336 = clamp( ( temp_output_329_0 + 1.0 ) , 0.0 , 1.0 );
  166. float clampResult335 = clamp( ( ( 1.0 - ( ( temp_output_329_0 + _Snow_Min_Height_Blending ) / temp_output_329_0 ) ) + -0.5 ) , 0.0 , 1.0 );
  167. float clampResult338 = clamp( ( clampResult336 + clampResult335 ) , 0.0 , 1.0 );
  168. float temp_output_349_0 = ( pow( ( clampResult83 * ( 1.0 / temp_output_85_0 ) ) , _SnowHardness ) * clampResult338 );
  169. float3 lerpResult15 = lerp( normalizeResult483 , tanTriplanarNormal457 , ( saturate( ( ase_worldNormal.y * clampResult492 ) ) * temp_output_349_0 ));
  170. float clampResult368 = clamp( ( ( (WorldNormalVector( i , lerpResult15 )).y * clampResult492 ) * ( ( clampResult492 * _SnowHardness ) * temp_output_349_0 ) ) , 0.0 , 1.0 );
  171. float4 triplanar460 = TriplanarSamplingSF( _SnowHeightG, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_265_0, 1.0, 0 );
  172. float temp_output_18_0 = saturate( ( clampResult368 * pow( triplanar460.y , _SnowHeightSharpness ) ) );
  173. float3 lerpResult369 = lerp( lerpResult479 , ( tanTriplanarNormal457 * appendResult458 ) , temp_output_18_0);
  174. o.Normal = lerpResult369;
  175. float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex );
  176. float4 temp_output_77_0 = ( tex2DNode1 * _Color );
  177. float4 blendOpSrc474 = temp_output_77_0;
  178. float4 blendOpDest474 = ( _DetailAlbedoPower * tex2D( _DetailAlbedoMap, uv_DetailAlbedoMap ) );
  179. float4 lerpResult480 = lerp( temp_output_77_0 , (( blendOpDest474 > 0.5 ) ? ( 1.0 - ( 1.0 - 2.0 * ( blendOpDest474 - 0.5 ) ) * ( 1.0 - blendOpSrc474 ) ) : ( 2.0 * blendOpDest474 * blendOpSrc474 ) ) , ( _DetailAlbedoPower * tex2DNode481.a ));
  180. float4 triplanar455 = TriplanarSamplingSF( _SnowAlbedoRGB, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_265_0, 1.0, 0 );
  181. float4 lerpResult10 = lerp( lerpResult480 , ( triplanar455 * _SnowAlbedoColor ) , temp_output_18_0);
  182. o.Albedo = lerpResult10.xyz;
  183. float4 tex2DNode2 = tex2D( _MetalicRAmbientOcclusionGSmoothnessA, uv_MainTex );
  184. float4 triplanar459 = TriplanarSamplingSF( _SnowMetalicRAmbientOcclusionGSmothnessA, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_265_0, 1.0, 0 );
  185. float4 break323 = triplanar459;
  186. float2 uv_SnowMaskB = i.uv_texcoord * _SnowMaskB_ST.xy + _SnowMaskB_ST.zw;
  187. float clampResult502 = clamp( ( tex2D( _SnowMaskB, uv_SnowMaskB ).b * _SnowMaskPower ) , 0.0 , 1.0 );
  188. #ifdef _USEDYNAMICSNOWTSTATICMASKF_ON
  189. float staticSwitch493 = ( clampResult502 * temp_output_18_0 );
  190. #else
  191. float staticSwitch493 = clampResult502;
  192. #endif
  193. #ifdef _USESNOW_ON
  194. float staticSwitch496 = staticSwitch493;
  195. #else
  196. float staticSwitch496 = 1E-05;
  197. #endif
  198. float SnowCover498 = staticSwitch496;
  199. float lerpResult17 = lerp( ( tex2DNode2.r * _MetallicPower ) , ( break323.x * _SnowMetallicPower ) , SnowCover498);
  200. o.Metallic = lerpResult17;
  201. float lerpResult27 = lerp( ( tex2DNode2.a * _SmoothnessPower ) , ( break323.w * _SnowSmoothnessPower ) , SnowCover498);
  202. o.Smoothness = lerpResult27;
  203. float clampResult96 = clamp( tex2DNode2.g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 );
  204. float clampResult94 = clamp( break323.y , ( 1.0 - _SnowAmbientOcclusionPower ) , 1.0 );
  205. float lerpResult28 = lerp( clampResult96 , clampResult94 , SnowCover498);
  206. o.Occlusion = lerpResult28;
  207. o.Alpha = 1;
  208. clip( tex2DNode1.a - _Cutoff );
  209. }
  210. ENDCG
  211. CGPROGRAM
  212. #pragma surface surf Standard keepalpha fullforwardshadows
  213. ENDCG
  214. Pass
  215. {
  216. Name "ShadowCaster"
  217. Tags{ "LightMode" = "ShadowCaster" }
  218. ZWrite On
  219. CGPROGRAM
  220. #pragma vertex vert
  221. #pragma fragment frag
  222. #pragma target 3.0
  223. #pragma multi_compile_shadowcaster
  224. #pragma multi_compile UNITY_PASS_SHADOWCASTER
  225. #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
  226. #include "HLSLSupport.cginc"
  227. #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
  228. #define CAN_SKIP_VPOS
  229. #endif
  230. #include "UnityCG.cginc"
  231. #include "Lighting.cginc"
  232. #include "UnityPBSLighting.cginc"
  233. struct v2f
  234. {
  235. V2F_SHADOW_CASTER;
  236. float2 customPack1 : TEXCOORD1;
  237. float4 tSpace0 : TEXCOORD2;
  238. float4 tSpace1 : TEXCOORD3;
  239. float4 tSpace2 : TEXCOORD4;
  240. UNITY_VERTEX_INPUT_INSTANCE_ID
  241. };
  242. v2f vert( appdata_full v )
  243. {
  244. v2f o;
  245. UNITY_SETUP_INSTANCE_ID( v );
  246. UNITY_INITIALIZE_OUTPUT( v2f, o );
  247. UNITY_TRANSFER_INSTANCE_ID( v, o );
  248. Input customInputData;
  249. float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
  250. half3 worldNormal = UnityObjectToWorldNormal( v.normal );
  251. half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
  252. half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
  253. half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
  254. o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
  255. o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
  256. o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
  257. o.customPack1.xy = customInputData.uv_texcoord;
  258. o.customPack1.xy = v.texcoord;
  259. TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
  260. return o;
  261. }
  262. half4 frag( v2f IN
  263. #if !defined( CAN_SKIP_VPOS )
  264. , UNITY_VPOS_TYPE vpos : VPOS
  265. #endif
  266. ) : SV_Target
  267. {
  268. UNITY_SETUP_INSTANCE_ID( IN );
  269. Input surfIN;
  270. UNITY_INITIALIZE_OUTPUT( Input, surfIN );
  271. surfIN.uv_texcoord = IN.customPack1.xy;
  272. float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
  273. half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
  274. surfIN.worldPos = worldPos;
  275. surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
  276. surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
  277. surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
  278. surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
  279. SurfaceOutputStandard o;
  280. UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
  281. surf( surfIN, o );
  282. #if defined( CAN_SKIP_VPOS )
  283. float2 vpos = IN.pos;
  284. #endif
  285. SHADOW_CASTER_FRAGMENT( IN )
  286. }
  287. ENDCG
  288. }
  289. }
  290. Fallback "Diffuse"
  291. }