Standard_Specular_Snow CutOut.shader 15 KB

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  1. Shader "NatureManufacture Shaders/Standard Shaders/Standard Specular 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 , 2)) = 1
  10. _SpecularRGBSmoothnesA("Specular (RGB) Smoothnes (A)", 2D) = "white" {}
  11. _SpecularPower("Specular Power", Range( 0 , 2)) = 1
  12. _SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 1
  13. _AmbientOcclusionG("Ambient Occlusion (G)", 2D) = "white" {}
  14. _AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 1
  15. _DetailMask("DetailMask", 2D) = "white" {}
  16. _DetailAlbedoPower("Detail Albedo Power", Range( 0 , 2)) = 0
  17. _DetailAlbedoMap("DetailAlbedoMap", 2D) = "black" {}
  18. [Toggle(_USESNOW_ON)] _UseSnow("Use Snow", Float) = 1
  19. [Toggle(_USEDYNAMICSNOWTSTATICMASKF_ON)] _UseDynamicSnowTStaticMaskF("Use Dynamic Snow (T) Static Mask (F)", Float) = 1
  20. _SnowMaskB("Snow Mask (B)", 2D) = "white" {}
  21. [NoScaleOffset]_DetailNormalMap("DetailNormalMap", 2D) = "bump" {}
  22. _DetailNormalMapScale("DetailNormalMapScale", Range( 0 , 5)) = 0
  23. _SnowMaskPower("Snow Mask Power", Range( 0 , 10)) = 1
  24. _Snow_Amount("Snow_Amount", Range( 0 , 2)) = 0.13
  25. _Snow_AmountGrowSpeed("Snow_Amount Grow Speed", Range( 1 , 3)) = 2
  26. _TriplanarCoverFalloff("Triplanar Cover Falloff", Range( 1 , 100)) = 8
  27. _SnowAlbedoRGB("Snow Albedo (RGB)", 2D) = "white" {}
  28. _SnowTiling("Snow Tiling", Range( 0.0001 , 100)) = 15
  29. _SnowAlbedoColor("Snow Albedo Color", Color) = (1,1,1,1)
  30. _SnowNormalRGB("Snow Normal (RGB)", 2D) = "white" {}
  31. _SnowNormalScale("Snow Normal Scale", Range( 0 , 2)) = 1
  32. _SnowNormalCoverHardness("Snow Normal Cover Hardness", Range( 0 , 10)) = 1
  33. _Snow_SpecularRGBSmoothnessA("Snow_Specular (RGB) Smoothness (A)", 2D) = "white" {}
  34. _SnowSpecularPower("Snow Specular Power", Range( 0 , 2)) = 1
  35. _SnowSmoothnessPower("Snow Smoothness Power", Range( 0 , 2)) = 1
  36. _SnowAmbientOcclusionG("Snow Ambient Occlusion(G)", 2D) = "white" {}
  37. _SnowAmbientOcclusionPower("Snow Ambient Occlusion Power", Range( 0 , 1)) = 1
  38. _SnowMaxAngle("Snow Max Angle", Range( 0.001 , 90)) = 90
  39. _SnowHardness("Snow Hardness", Range( 1 , 10)) = 5
  40. _Snow_Min_Height("Snow_Min_Height", Range( -1000 , 10000)) = -1000
  41. _SnowHeightG("Snow Height (G)", 2D) = "white" {}
  42. _SnowHeightSharpness("Snow Height Sharpness", Range( 0 , 2)) = 0.3
  43. _Snow_Min_Height_Blending("Snow_Min_Height_Blending", Range( 0 , 500)) = 1
  44. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  45. [HideInInspector] __dirty( "", Int ) = 1
  46. }
  47. SubShader
  48. {
  49. Tags{ "RenderType" = "TransparentCutout" "Queue" = "Geometry+0" }
  50. Cull Back
  51. ZTest LEqual
  52. CGINCLUDE
  53. #include "UnityStandardUtils.cginc"
  54. #include "UnityPBSLighting.cginc"
  55. #include "Lighting.cginc"
  56. #pragma target 3.0
  57. #pragma multi_compile_instancing
  58. #pragma shader_feature _USESNOW_ON
  59. #pragma shader_feature _USEDYNAMICSNOWTSTATICMASKF_ON
  60. #include "NM_indirect.cginc"
  61. #pragma multi_compile GPU_FRUSTUM_ON __
  62. #pragma instancing_options procedural:setup
  63. #ifdef UNITY_PASS_SHADOWCASTER
  64. #undef INTERNAL_DATA
  65. #undef WorldReflectionVector
  66. #undef WorldNormalVector
  67. #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
  68. #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
  69. #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
  70. #endif
  71. struct Input
  72. {
  73. float2 uv_texcoord;
  74. float3 worldPos;
  75. float3 worldNormal;
  76. INTERNAL_DATA
  77. };
  78. uniform float _BumpScale;
  79. uniform sampler2D _BumpMap;
  80. uniform sampler2D _MainTex;
  81. uniform float4 _MainTex_ST;
  82. uniform float _DetailNormalMapScale;
  83. uniform sampler2D _DetailNormalMap;
  84. uniform sampler2D _DetailAlbedoMap;
  85. uniform float4 _DetailAlbedoMap_ST;
  86. uniform sampler2D _DetailMask;
  87. uniform float4 _DetailMask_ST;
  88. uniform float _SnowNormalCoverHardness;
  89. uniform sampler2D _SnowNormalRGB;
  90. uniform float _SnowTiling;
  91. uniform float _TriplanarCoverFalloff;
  92. uniform float _SnowNormalScale;
  93. uniform float _Snow_Amount;
  94. uniform float _Snow_AmountGrowSpeed;
  95. uniform float _SnowMaxAngle;
  96. uniform float _SnowHardness;
  97. uniform float _Snow_Min_Height;
  98. uniform float _Snow_Min_Height_Blending;
  99. uniform sampler2D _SnowMaskB;
  100. uniform float4 _SnowMaskB_ST;
  101. uniform float _SnowMaskPower;
  102. uniform sampler2D _SnowHeightG;
  103. uniform float _SnowHeightSharpness;
  104. uniform float4 _Color;
  105. uniform float _DetailAlbedoPower;
  106. uniform sampler2D _SnowAlbedoRGB;
  107. uniform float4 _SnowAlbedoColor;
  108. uniform sampler2D _SpecularRGBSmoothnesA;
  109. uniform float _SpecularPower;
  110. uniform sampler2D _Snow_SpecularRGBSmoothnessA;
  111. uniform float _SnowSpecularPower;
  112. uniform float _SmoothnessPower;
  113. uniform float _SnowSmoothnessPower;
  114. uniform sampler2D _AmbientOcclusionG;
  115. uniform float _AmbientOcclusionPower;
  116. uniform sampler2D _SnowAmbientOcclusionG;
  117. uniform float _SnowAmbientOcclusionPower;
  118. uniform float _Cutoff = 0.5;
  119. inline float3 TriplanarSamplingSNF( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 normalScale, float3 index )
  120. {
  121. float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
  122. projNormal /= projNormal.x + projNormal.y + projNormal.z;
  123. float3 nsign = sign( worldNormal );
  124. half4 xNorm; half4 yNorm; half4 zNorm;
  125. xNorm = ( tex2D( topTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
  126. yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
  127. zNorm = ( tex2D( topTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
  128. xNorm.xyz = half3( UnpackNormal( xNorm ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx;
  129. yNorm.xyz = half3( UnpackNormal( yNorm ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
  130. zNorm.xyz = half3( UnpackNormal( zNorm ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz;
  131. return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + zNorm.xyz * projNormal.z );
  132. }
  133. inline float4 TriplanarSamplingSF( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 normalScale, float3 index )
  134. {
  135. float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
  136. projNormal /= projNormal.x + projNormal.y + projNormal.z;
  137. float3 nsign = sign( worldNormal );
  138. half4 xNorm; half4 yNorm; half4 zNorm;
  139. xNorm = ( tex2D( topTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
  140. yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
  141. zNorm = ( tex2D( topTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
  142. return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
  143. }
  144. void surf( Input i , inout SurfaceOutputStandardSpecular o )
  145. {
  146. float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
  147. float3 tex2DNode4 = UnpackScaleNormal( tex2D( _BumpMap, uv_MainTex ), _BumpScale );
  148. float2 uv_DetailAlbedoMap = i.uv_texcoord * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
  149. float3 tex2DNode206 = UnpackScaleNormal( tex2D( _DetailNormalMap, uv_DetailAlbedoMap ), _DetailNormalMapScale );
  150. float3 normalizeResult202 = normalize( BlendNormals( tex2DNode4 , tex2DNode206 ) );
  151. float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw;
  152. float4 tex2DNode195 = tex2D( _DetailMask, uv_DetailMask );
  153. float3 lerpResult193 = lerp( tex2DNode4 , normalizeResult202 , tex2DNode195.a);
  154. float3 normalizeResult201 = normalize( BlendNormals( UnpackScaleNormal( tex2D( _BumpMap, uv_MainTex ), _SnowNormalCoverHardness ) , tex2DNode206 ) );
  155. float temp_output_122_0 = ( 1.0 / _SnowTiling );
  156. float3 ase_worldPos = i.worldPos;
  157. float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
  158. float3 ase_worldTangent = WorldNormalVector( i, float3( 1, 0, 0 ) );
  159. float3 ase_worldBitangent = WorldNormalVector( i, float3( 0, 1, 0 ) );
  160. float3x3 ase_worldToTangent = float3x3( ase_worldTangent, ase_worldBitangent, ase_worldNormal );
  161. float3 triplanar166 = TriplanarSamplingSNF( _SnowNormalRGB, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_122_0, 1.0, 0 );
  162. float3 tanTriplanarNormal166 = mul( ase_worldToTangent, triplanar166 );
  163. float3 appendResult169 = (float3(_SnowNormalScale , _SnowNormalScale , 1.0));
  164. float temp_output_208_0 = ( 4.0 - _Snow_AmountGrowSpeed );
  165. float clampResult211 = clamp( pow( ( _Snow_Amount / temp_output_208_0 ) , temp_output_208_0 ) , 0.0 , 2.0 );
  166. float clampResult89 = clamp( ase_worldNormal.y , 0.0 , 0.999999 );
  167. float temp_output_88_0 = ( _SnowMaxAngle / 45.0 );
  168. float clampResult98 = clamp( ( clampResult89 - ( 1.0 - temp_output_88_0 ) ) , 0.0 , 2.0 );
  169. float temp_output_83_0 = ( ( 1.0 - _Snow_Min_Height ) + ase_worldPos.y );
  170. float clampResult95 = clamp( ( temp_output_83_0 + 1.0 ) , 0.0 , 1.0 );
  171. float clampResult97 = clamp( ( ( 1.0 - ( ( temp_output_83_0 + _Snow_Min_Height_Blending ) / temp_output_83_0 ) ) + -0.5 ) , 0.0 , 1.0 );
  172. float clampResult103 = clamp( ( clampResult95 + clampResult97 ) , 0.0 , 1.0 );
  173. float temp_output_106_0 = ( pow( ( clampResult98 * ( 1.0 / temp_output_88_0 ) ) , _SnowHardness ) * clampResult103 );
  174. float3 lerpResult115 = lerp( normalizeResult201 , ( tanTriplanarNormal166 * appendResult169 ) , ( saturate( ( ase_worldNormal.y * clampResult211 ) ) * temp_output_106_0 ));
  175. float2 uv_SnowMaskB = i.uv_texcoord * _SnowMaskB_ST.xy + _SnowMaskB_ST.zw;
  176. float clampResult225 = clamp( ( tex2D( _SnowMaskB, uv_SnowMaskB ).b * _SnowMaskPower ) , 0.0 , 1.0 );
  177. float4 triplanar175 = TriplanarSamplingSF( _SnowHeightG, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_122_0, 1.0, 0 );
  178. #ifdef _USEDYNAMICSNOWTSTATICMASKF_ON
  179. float staticSwitch215 = ( clampResult225 * saturate( ( ( ( (WorldNormalVector( i , lerpResult115 )).y * clampResult211 ) * ( ( clampResult211 * _SnowHardness ) * temp_output_106_0 ) ) * pow( triplanar175.y , _SnowHeightSharpness ) ) ) );
  180. #else
  181. float staticSwitch215 = clampResult225;
  182. #endif
  183. #ifdef _USESNOW_ON
  184. float staticSwitch218 = staticSwitch215;
  185. #else
  186. float staticSwitch218 = 1E-05;
  187. #endif
  188. float SnowCover220 = staticSwitch218;
  189. float3 lerpResult177 = lerp( lerpResult193 , lerpResult115 , SnowCover220);
  190. o.Normal = lerpResult177;
  191. float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex );
  192. float4 temp_output_44_0 = ( tex2DNode1 * _Color );
  193. float4 blendOpSrc189 = temp_output_44_0;
  194. float4 blendOpDest189 = ( _DetailAlbedoPower * tex2D( _DetailAlbedoMap, uv_DetailAlbedoMap ) );
  195. float4 lerpResult192 = lerp( temp_output_44_0 , (( blendOpDest189 > 0.5 ) ? ( 1.0 - ( 1.0 - 2.0 * ( blendOpDest189 - 0.5 ) ) * ( 1.0 - blendOpSrc189 ) ) : ( 2.0 * blendOpDest189 * blendOpSrc189 ) ) , ( _DetailAlbedoPower * tex2DNode195.a ));
  196. float4 triplanar162 = TriplanarSamplingSF( _SnowAlbedoRGB, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_122_0, 1.0, 0 );
  197. float4 lerpResult10 = lerp( lerpResult192 , ( triplanar162 * _SnowAlbedoColor ) , SnowCover220);
  198. o.Albedo = lerpResult10.xyz;
  199. float4 tex2DNode29 = tex2D( _SpecularRGBSmoothnesA, uv_MainTex );
  200. float4 triplanar165 = TriplanarSamplingSF( _Snow_SpecularRGBSmoothnessA, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_122_0, 1.0, 0 );
  201. float4 break150 = triplanar165;
  202. float3 appendResult151 = (float3(break150.x , break150.y , break150.z));
  203. float4 lerpResult17 = lerp( ( tex2DNode29 * _SpecularPower ) , float4( ( appendResult151 * _SnowSpecularPower ) , 0.0 ) , SnowCover220);
  204. o.Specular = lerpResult17.rgb;
  205. float lerpResult28 = lerp( ( tex2DNode29.a * _SmoothnessPower ) , ( break150.w * _SnowSmoothnessPower ) , SnowCover220);
  206. o.Smoothness = lerpResult28;
  207. float clampResult67 = clamp( tex2D( _AmbientOcclusionG, uv_MainTex ).g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 );
  208. float4 triplanar170 = TriplanarSamplingSF( _SnowAmbientOcclusionG, ase_worldPos, ase_worldNormal, _TriplanarCoverFalloff, temp_output_122_0, 1.0, 0 );
  209. float clampResult69 = clamp( triplanar170.y , ( 1.0 - _SnowAmbientOcclusionPower ) , 1.0 );
  210. float lerpResult27 = lerp( clampResult67 , clampResult69 , SnowCover220);
  211. o.Occlusion = lerpResult27;
  212. o.Alpha = 1;
  213. clip( tex2DNode1.a - _Cutoff );
  214. }
  215. ENDCG
  216. CGPROGRAM
  217. #pragma surface surf StandardSpecular keepalpha fullforwardshadows
  218. ENDCG
  219. Pass
  220. {
  221. Name "ShadowCaster"
  222. Tags{ "LightMode" = "ShadowCaster" }
  223. ZWrite On
  224. CGPROGRAM
  225. #pragma vertex vert
  226. #pragma fragment frag
  227. #pragma target 3.0
  228. #pragma multi_compile_shadowcaster
  229. #pragma multi_compile UNITY_PASS_SHADOWCASTER
  230. #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
  231. #include "HLSLSupport.cginc"
  232. #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
  233. #define CAN_SKIP_VPOS
  234. #endif
  235. #include "UnityCG.cginc"
  236. #include "Lighting.cginc"
  237. #include "UnityPBSLighting.cginc"
  238. struct v2f
  239. {
  240. V2F_SHADOW_CASTER;
  241. float2 customPack1 : TEXCOORD1;
  242. float4 tSpace0 : TEXCOORD2;
  243. float4 tSpace1 : TEXCOORD3;
  244. float4 tSpace2 : TEXCOORD4;
  245. UNITY_VERTEX_INPUT_INSTANCE_ID
  246. };
  247. v2f vert( appdata_full v )
  248. {
  249. v2f o;
  250. UNITY_SETUP_INSTANCE_ID( v );
  251. UNITY_INITIALIZE_OUTPUT( v2f, o );
  252. UNITY_TRANSFER_INSTANCE_ID( v, o );
  253. Input customInputData;
  254. float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
  255. half3 worldNormal = UnityObjectToWorldNormal( v.normal );
  256. half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
  257. half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
  258. half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
  259. o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
  260. o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
  261. o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
  262. o.customPack1.xy = customInputData.uv_texcoord;
  263. o.customPack1.xy = v.texcoord;
  264. TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
  265. return o;
  266. }
  267. half4 frag( v2f IN
  268. #if !defined( CAN_SKIP_VPOS )
  269. , UNITY_VPOS_TYPE vpos : VPOS
  270. #endif
  271. ) : SV_Target
  272. {
  273. UNITY_SETUP_INSTANCE_ID( IN );
  274. Input surfIN;
  275. UNITY_INITIALIZE_OUTPUT( Input, surfIN );
  276. surfIN.uv_texcoord = IN.customPack1.xy;
  277. float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
  278. half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
  279. surfIN.worldPos = worldPos;
  280. surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
  281. surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
  282. surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
  283. surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
  284. SurfaceOutputStandardSpecular o;
  285. UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o )
  286. surf( surfIN, o );
  287. #if defined( CAN_SKIP_VPOS )
  288. float2 vpos = IN.pos;
  289. #endif
  290. SHADOW_CASTER_FRAGMENT( IN )
  291. }
  292. ENDCG
  293. }
  294. }
  295. Fallback "Diffuse"
  296. }