429 lines
22 KiB
Plaintext
429 lines
22 KiB
Plaintext
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// Shader created with Shader Forge v1.40
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// Shader Forge (c) Freya Holmer - http://www.acegikmo.com/shaderforge/
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// Note: Manually altering this data may prevent you from opening it in Shader Forge
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/*SF_DATA;ver:1.40;sub:START;pass:START;ps:flbk:Transparent/Cutout/Diffuse,iptp:0,cusa:False,bamd:0,cgin:,cpap:True,lico:1,lgpr:1,limd:1,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:True,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:2,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:True,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:2,rntp:3,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,atwp: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,fsmp:False;n:type:ShaderForge.SFN_Final,id:0,x:34000,y:32640,varname:node_0,prsc:2|diff-6303-OUT,transm-7-OUT,lwrap-6-OUT,clip-1-A,voffset-394-OUT;n:type:ShaderForge.SFN_Tex2d,id:1,x:33530,y:32478,ptovrint:False,ptlb:Diffuse,ptin:_Diffuse,varname:_Diffuse,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:66321cc856b03e245ac41ed8a53e0ecc,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Vector3,id:6,x:33572,y:33075,varname:node_6,prsc:2,v1:0.3275862,v2:0.3275862,v3:0.2911878;n:type:ShaderForge.SFN_Vector3,id:7,x:33572,y:32976,varname:node_7,prsc:2,v1:0.2824138,v2:0.3137931,v3:0.1568965;n:type:ShaderForge.SFN_VertexColor,id:389,x:32886,y:33347,varname:node_389,prsc:2;n:type:ShaderForge.SFN_NormalVector,id:391,x:33073,y:33231,prsc:2,pt:False;n:type:ShaderForge.SFN_Time,id:392,x:33073,y:33586,varname:node_392,prsc:2;n:type:ShaderForge.SFN_Sin,id:393,x:33479,y:33548,varname:node_393,prsc:2|IN-413-OUT;n:type:ShaderForge.SFN_Multiply,id:394,x:33729,y:33420,cmnt:Wind animation,varname:node_394,prsc:2|A-562-OUT,B-389-R,C-393-OUT,D-403-OUT;n:type:ShaderForge.SFN_Vector1,id:403,x:33479,y:33699,varname:node_403,prsc:2,v1:0.0015;n:type:ShaderForge.SFN_Add,id:413,x:33298,y:33548,varname:node_413,prsc:2|A-519-OUT,B-392-T;n:type:ShaderForge.SFN_Multiply,id:519,x:33073,y:33457,varname:node_519,prsc:2|A-389-B,B-520-OUT;n:type:ShaderForge.SFN_Pi,id:520,x:32919,y:33494,varname:node_520,prsc:2;n:type:ShaderForge.SFN_Add,id:561,x:33294,y:33171,varname:node_561,prsc:2|A-563-OUT,B-391-OUT;n:type:ShaderForge.SFN_Normalize,id:562,x:33479,y:33280,varname:node_562,prsc:2|IN-561-OUT;n:type:ShaderForge.SFN_Vector3,id:563,x:33073,y:33131,cmnt:Wind direction,varname:node_563,prsc:2,v1:1,v2:0.5,v3:0.5;n:type:ShaderForge.SFN_Color,id:4369,x:33501,y:32690,ptovrint:False,ptlb:node_4369,ptin:_node_4369,varname:node_4369,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Multiply,id:6303,x:33871,y:32386,varname:node_6303,prsc:2|A-4369-RGB,B-1-RGB;proporder:1-4369;pass:END;sub:END;*/
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Shader "Shader/Vegetation" {
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Properties {
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_Diffuse ("Diffuse", 2D) = "white" {}
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_node_4369 ("node_4369", Color) = (0.5,0.5,0.5,1)
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[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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}
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SubShader {
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Tags {
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"Queue"="AlphaTest"
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"RenderType"="TransparentCutout"
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}
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Pass {
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Name "FORWARD"
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Tags {
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"LightMode"="ForwardBase"
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}
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Cull Off
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AlphaToMask On
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#pragma multi_compile_fwdbase_fullshadows
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma target 3.0
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uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
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UNITY_INSTANCING_BUFFER_START( Props )
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UNITY_DEFINE_INSTANCED_PROP( float4, _node_4369)
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UNITY_INSTANCING_BUFFER_END( Props )
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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float4 vertexColor : COLOR;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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float4 posWorld : TEXCOORD3;
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float3 normalDir : TEXCOORD4;
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float3 tangentDir : TEXCOORD5;
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float3 bitangentDir : TEXCOORD6;
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float4 vertexColor : COLOR;
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LIGHTING_COORDS(7,8)
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UNITY_FOG_COORDS(9)
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#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
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float4 ambientOrLightmapUV : TEXCOORD10;
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#endif
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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o.uv0 = v.texcoord0;
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o.uv1 = v.texcoord1;
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o.uv2 = v.texcoord2;
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o.vertexColor = v.vertexColor;
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#ifdef LIGHTMAP_ON
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o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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o.ambientOrLightmapUV.zw = 0;
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#elif UNITY_SHOULD_SAMPLE_SH
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#endif
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#ifdef DYNAMICLIGHTMAP_ON
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o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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#endif
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
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o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
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float4 node_392 = _Time;
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v.vertex.xyz += (normalize((float3(1,0.5,0.5)+v.normal))*o.vertexColor.r*sin(((o.vertexColor.b*3.141592654)+node_392.g))*0.0015);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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float3 lightColor = _LightColor0.rgb;
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o.pos = UnityObjectToClipPos( v.vertex );
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UNITY_TRANSFER_FOG(o,o.pos);
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TRANSFER_VERTEX_TO_FRAGMENT(o)
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return o;
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}
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float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
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UNITY_SETUP_INSTANCE_ID( i );
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float isFrontFace = ( facing >= 0 ? 1 : 0 );
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float faceSign = ( facing >= 0 ? 1 : -1 );
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i.normalDir = normalize(i.normalDir);
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i.normalDir *= faceSign;
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float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float3 normalDirection = i.normalDir;
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float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
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float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse));
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clip(_Diffuse_var.a - 0.5);
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float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
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float3 lightColor = _LightColor0.rgb;
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////// Lighting:
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float attenuation = LIGHT_ATTENUATION(i);
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float3 attenColor = attenuation * _LightColor0.xyz;
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/////// GI Data:
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UnityLight light;
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#ifdef LIGHTMAP_OFF
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light.color = lightColor;
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light.dir = lightDirection;
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light.ndotl = LambertTerm (normalDirection, light.dir);
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#else
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light.color = half3(0.f, 0.f, 0.f);
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light.ndotl = 0.0f;
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light.dir = half3(0.f, 0.f, 0.f);
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#endif
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UnityGIInput d;
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d.light = light;
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d.worldPos = i.posWorld.xyz;
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d.worldViewDir = viewDirection;
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d.atten = attenuation;
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#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
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d.ambient = 0;
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d.lightmapUV = i.ambientOrLightmapUV;
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#else
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d.ambient = i.ambientOrLightmapUV;
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#endif
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Unity_GlossyEnvironmentData ugls_en_data;
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ugls_en_data.roughness = 1.0 - 0;
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ugls_en_data.reflUVW = viewReflectDirection;
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UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
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lightDirection = gi.light.dir;
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lightColor = gi.light.color;
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/////// Diffuse:
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float NdotL = dot( normalDirection, lightDirection );
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float3 w = float3(0.3275862,0.3275862,0.2911878)*0.5; // Light wrapping
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float3 NdotLWrap = NdotL * ( 1.0 - w );
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float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w );
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float3 backLight = max(float3(0.0,0.0,0.0), -NdotLWrap + w ) * float3(0.2824138,0.3137931,0.1568965);
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NdotL = max(0.0,dot( normalDirection, lightDirection ));
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float3 directDiffuse = (forwardLight+backLight) * attenColor;
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float3 indirectDiffuse = float3(0,0,0);
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indirectDiffuse += gi.indirect.diffuse;
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float4 _node_4369_var = UNITY_ACCESS_INSTANCED_PROP( Props, _node_4369 );
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float3 diffuseColor = (_node_4369_var.rgb*_Diffuse_var.rgb);
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float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
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/// Final Color:
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float3 finalColor = diffuse;
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fixed4 finalRGBA = fixed4(finalColor,(_Diffuse_var.a) * 2.0 - 1.0);
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UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
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return finalRGBA;
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}
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ENDCG
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}
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Pass {
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Name "FORWARD_DELTA"
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Tags {
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"LightMode"="ForwardAdd"
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}
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Blend One One
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Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#pragma multi_compile_fwdadd_fullshadows
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma target 3.0
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uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
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UNITY_INSTANCING_BUFFER_START( Props )
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UNITY_DEFINE_INSTANCED_PROP( float4, _node_4369)
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UNITY_INSTANCING_BUFFER_END( Props )
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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float4 vertexColor : COLOR;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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float4 posWorld : TEXCOORD3;
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float3 normalDir : TEXCOORD4;
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float3 tangentDir : TEXCOORD5;
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float3 bitangentDir : TEXCOORD6;
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float4 vertexColor : COLOR;
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LIGHTING_COORDS(7,8)
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UNITY_FOG_COORDS(9)
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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o.uv0 = v.texcoord0;
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o.uv1 = v.texcoord1;
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o.uv2 = v.texcoord2;
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o.vertexColor = v.vertexColor;
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
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o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
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float4 node_392 = _Time;
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v.vertex.xyz += (normalize((float3(1,0.5,0.5)+v.normal))*o.vertexColor.r*sin(((o.vertexColor.b*3.141592654)+node_392.g))*0.0015);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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float3 lightColor = _LightColor0.rgb;
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o.pos = UnityObjectToClipPos( v.vertex );
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UNITY_TRANSFER_FOG(o,o.pos);
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TRANSFER_VERTEX_TO_FRAGMENT(o)
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return o;
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}
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float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
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UNITY_SETUP_INSTANCE_ID( i );
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float isFrontFace = ( facing >= 0 ? 1 : 0 );
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float faceSign = ( facing >= 0 ? 1 : -1 );
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i.normalDir = normalize(i.normalDir);
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i.normalDir *= faceSign;
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float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float3 normalDirection = i.normalDir;
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float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse));
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clip(_Diffuse_var.a - 0.5);
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float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
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float3 lightColor = _LightColor0.rgb;
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////// Lighting:
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float attenuation = LIGHT_ATTENUATION(i);
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float3 attenColor = attenuation * _LightColor0.xyz;
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/////// Diffuse:
|
||
|
|
float NdotL = dot( normalDirection, lightDirection );
|
||
|
|
float3 w = float3(0.3275862,0.3275862,0.2911878)*0.5; // Light wrapping
|
||
|
|
float3 NdotLWrap = NdotL * ( 1.0 - w );
|
||
|
|
float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w );
|
||
|
|
float3 backLight = max(float3(0.0,0.0,0.0), -NdotLWrap + w ) * float3(0.2824138,0.3137931,0.1568965);
|
||
|
|
NdotL = max(0.0,dot( normalDirection, lightDirection ));
|
||
|
|
float3 directDiffuse = (forwardLight+backLight) * attenColor;
|
||
|
|
float4 _node_4369_var = UNITY_ACCESS_INSTANCED_PROP( Props, _node_4369 );
|
||
|
|
float3 diffuseColor = (_node_4369_var.rgb*_Diffuse_var.rgb);
|
||
|
|
float3 diffuse = directDiffuse * diffuseColor;
|
||
|
|
/// Final Color:
|
||
|
|
float3 finalColor = diffuse;
|
||
|
|
fixed4 finalRGBA = fixed4(finalColor * 1,0);
|
||
|
|
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
|
||
|
|
return finalRGBA;
|
||
|
|
}
|
||
|
|
ENDCG
|
||
|
|
}
|
||
|
|
Pass {
|
||
|
|
Name "ShadowCaster"
|
||
|
|
Tags {
|
||
|
|
"LightMode"="ShadowCaster"
|
||
|
|
}
|
||
|
|
Offset 1, 1
|
||
|
|
Cull Off
|
||
|
|
|
||
|
|
CGPROGRAM
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
|
||
|
|
#include "UnityCG.cginc"
|
||
|
|
#include "Lighting.cginc"
|
||
|
|
#include "UnityPBSLighting.cginc"
|
||
|
|
#include "UnityStandardBRDF.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 target 3.0
|
||
|
|
uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
|
||
|
|
struct VertexInput {
|
||
|
|
float4 vertex : POSITION;
|
||
|
|
float3 normal : NORMAL;
|
||
|
|
float2 texcoord0 : TEXCOORD0;
|
||
|
|
float2 texcoord1 : TEXCOORD1;
|
||
|
|
float2 texcoord2 : TEXCOORD2;
|
||
|
|
float4 vertexColor : COLOR;
|
||
|
|
};
|
||
|
|
struct VertexOutput {
|
||
|
|
V2F_SHADOW_CASTER;
|
||
|
|
float2 uv0 : TEXCOORD1;
|
||
|
|
float2 uv1 : TEXCOORD2;
|
||
|
|
float2 uv2 : TEXCOORD3;
|
||
|
|
float4 posWorld : TEXCOORD4;
|
||
|
|
float3 normalDir : TEXCOORD5;
|
||
|
|
float4 vertexColor : COLOR;
|
||
|
|
};
|
||
|
|
VertexOutput vert (VertexInput v) {
|
||
|
|
VertexOutput o = (VertexOutput)0;
|
||
|
|
o.uv0 = v.texcoord0;
|
||
|
|
o.uv1 = v.texcoord1;
|
||
|
|
o.uv2 = v.texcoord2;
|
||
|
|
o.vertexColor = v.vertexColor;
|
||
|
|
o.normalDir = UnityObjectToWorldNormal(v.normal);
|
||
|
|
float4 node_392 = _Time;
|
||
|
|
v.vertex.xyz += (normalize((float3(1,0.5,0.5)+v.normal))*o.vertexColor.r*sin(((o.vertexColor.b*3.141592654)+node_392.g))*0.0015);
|
||
|
|
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||
|
|
o.pos = UnityObjectToClipPos( v.vertex );
|
||
|
|
TRANSFER_SHADOW_CASTER(o)
|
||
|
|
return o;
|
||
|
|
}
|
||
|
|
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
|
||
|
|
float isFrontFace = ( facing >= 0 ? 1 : 0 );
|
||
|
|
float faceSign = ( facing >= 0 ? 1 : -1 );
|
||
|
|
i.normalDir = normalize(i.normalDir);
|
||
|
|
i.normalDir *= faceSign;
|
||
|
|
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
|
||
|
|
float3 normalDirection = i.normalDir;
|
||
|
|
float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse));
|
||
|
|
clip(_Diffuse_var.a - 0.5);
|
||
|
|
SHADOW_CASTER_FRAGMENT(i)
|
||
|
|
}
|
||
|
|
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) )
|
||
|
|
#pragma multi_compile_instancing
|
||
|
|
#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 target 3.0
|
||
|
|
uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
|
||
|
|
UNITY_INSTANCING_BUFFER_START( Props )
|
||
|
|
UNITY_DEFINE_INSTANCED_PROP( float4, _node_4369)
|
||
|
|
UNITY_INSTANCING_BUFFER_END( Props )
|
||
|
|
struct VertexInput {
|
||
|
|
float4 vertex : POSITION;
|
||
|
|
float3 normal : NORMAL;
|
||
|
|
float2 texcoord0 : TEXCOORD0;
|
||
|
|
float2 texcoord1 : TEXCOORD1;
|
||
|
|
float2 texcoord2 : TEXCOORD2;
|
||
|
|
float4 vertexColor : COLOR;
|
||
|
|
};
|
||
|
|
struct VertexOutput {
|
||
|
|
float4 pos : SV_POSITION;
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
float2 uv0 : TEXCOORD0;
|
||
|
|
float2 uv1 : TEXCOORD1;
|
||
|
|
float2 uv2 : TEXCOORD2;
|
||
|
|
float4 posWorld : TEXCOORD3;
|
||
|
|
float3 normalDir : TEXCOORD4;
|
||
|
|
float4 vertexColor : COLOR;
|
||
|
|
};
|
||
|
|
VertexOutput vert (VertexInput v) {
|
||
|
|
VertexOutput o = (VertexOutput)0;
|
||
|
|
UNITY_SETUP_INSTANCE_ID( v );
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID( v, o );
|
||
|
|
o.uv0 = v.texcoord0;
|
||
|
|
o.uv1 = v.texcoord1;
|
||
|
|
o.uv2 = v.texcoord2;
|
||
|
|
o.vertexColor = v.vertexColor;
|
||
|
|
o.normalDir = UnityObjectToWorldNormal(v.normal);
|
||
|
|
float4 node_392 = _Time;
|
||
|
|
v.vertex.xyz += (normalize((float3(1,0.5,0.5)+v.normal))*o.vertexColor.r*sin(((o.vertexColor.b*3.141592654)+node_392.g))*0.0015);
|
||
|
|
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, float facing : VFACE) : SV_Target {
|
||
|
|
UNITY_SETUP_INSTANCE_ID( i );
|
||
|
|
float isFrontFace = ( facing >= 0 ? 1 : 0 );
|
||
|
|
float faceSign = ( facing >= 0 ? 1 : -1 );
|
||
|
|
i.normalDir = normalize(i.normalDir);
|
||
|
|
i.normalDir *= faceSign;
|
||
|
|
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
|
||
|
|
float3 normalDirection = i.normalDir;
|
||
|
|
UnityMetaInput o;
|
||
|
|
UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
|
||
|
|
|
||
|
|
o.Emission = 0;
|
||
|
|
|
||
|
|
float4 _node_4369_var = UNITY_ACCESS_INSTANCED_PROP( Props, _node_4369 );
|
||
|
|
float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse));
|
||
|
|
float3 diffColor = (_node_4369_var.rgb*_Diffuse_var.rgb);
|
||
|
|
o.Albedo = diffColor;
|
||
|
|
|
||
|
|
return UnityMetaFragment( o );
|
||
|
|
}
|
||
|
|
ENDCG
|
||
|
|
}
|
||
|
|
}
|
||
|
|
FallBack "Transparent/Cutout/Diffuse"
|
||
|
|
CustomEditor "ShaderForgeMaterialInspector"
|
||
|
|
}
|