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297 lines
18 KiB
297 lines
18 KiB
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "SyntyStudios/GrungeTriplanar"
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{
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Properties
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{
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_Texture("Texture", 2D) = "white" {}
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_Normal_Map("Normal_Map", 2D) = "bump" {}
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_Grunge("Grunge", 2D) = "white" {}
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_Large_Grunge("Large_Grunge", 2D) = "white" {}
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_SmoothnessSpec("Smoothness(Spec)", Range( 0 , 1)) = 0.1962713
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_Metallic("Metallic", Range( 0 , 1)) = 0
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_Dust_Colour("Dust_Colour", Color) = (0.4558824,0.4196799,0.3653763,0)
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_Dust_Amount("Dust_Amount", Range( 0 , 1.2)) = 1
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_Dust_FallOff("Dust_FallOff", Range( 0 , 100)) = 14.11765
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_Dirt_Amount("Dirt_Amount", Range( 0 , 1.2)) = 1
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_Dirt_Tiling("Dirt_Tiling", Float) = 0
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_Dirt_Falloff("Dirt_Falloff", Range( 0 , 100)) = 14.11765
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_Large_Tiling("Large_Tiling", Float) = 0
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_Large_FallOff("Large_FallOff", Range( 0 , 100)) = 14.11765
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[HideInInspector]_Black("Black", 2D) = "black" {}
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_Large_DirtAmount("Large_DirtAmount", Range( 0 , 1.2)) = 1
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[HideInInspector]_Mask("Mask", 2D) = "white" {}
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
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Cull Back
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CGINCLUDE
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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#ifdef UNITY_PASS_SHADOWCASTER
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#undef INTERNAL_DATA
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#undef WorldReflectionVector
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#undef WorldNormalVector
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#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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#endif
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struct Input
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{
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float2 uv_texcoord;
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float3 worldPos;
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float3 worldNormal;
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INTERNAL_DATA
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};
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uniform sampler2D _Normal_Map;
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uniform float4 _Normal_Map_ST;
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uniform sampler2D _Texture;
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uniform float4 _Texture_ST;
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uniform float4 _Dust_Colour;
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uniform sampler2D _Mask;
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uniform sampler2D _Black;
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uniform float _Dust_FallOff;
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uniform float _Dust_Amount;
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uniform sampler2D _Grunge;
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uniform float _Dirt_Tiling;
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uniform float _Dirt_Falloff;
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uniform float _Dirt_Amount;
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uniform sampler2D _Large_Grunge;
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uniform float _Large_Tiling;
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uniform float _Large_FallOff;
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uniform float _Large_DirtAmount;
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uniform float _Metallic;
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uniform float _SmoothnessSpec;
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inline float4 TriplanarSampling17( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
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{
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float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
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projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
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float3 nsign = sign( worldNormal );
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float negProjNormalY = max( 0, projNormal.y * -nsign.y );
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projNormal.y = max( 0, projNormal.y * nsign.y );
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half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
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xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
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yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
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yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
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zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
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return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
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}
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inline float4 TriplanarSampling16( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
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{
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float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
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projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
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float3 nsign = sign( worldNormal );
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float negProjNormalY = max( 0, projNormal.y * -nsign.y );
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projNormal.y = max( 0, projNormal.y * nsign.y );
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half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
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xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
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yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
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yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
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zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
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return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
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}
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inline float4 TriplanarSampling27( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
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{
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float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
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projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
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float3 nsign = sign( worldNormal );
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float negProjNormalY = max( 0, projNormal.y * -nsign.y );
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projNormal.y = max( 0, projNormal.y * nsign.y );
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half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
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xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
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yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
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yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
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zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
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return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
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}
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float2 uv_Normal_Map = i.uv_texcoord * _Normal_Map_ST.xy + _Normal_Map_ST.zw;
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o.Normal = UnpackNormal( tex2D( _Normal_Map, uv_Normal_Map ) );
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float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw;
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float3 ase_worldPos = i.worldPos;
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float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
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float4 triplanar17 = TriplanarSampling17( _Mask, _Black, _Black, ase_worldPos, ase_worldNormal, _Dust_FallOff, float2( 1,1 ), float3( 1,1,1 ), float3(0,0,0) );
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float clampResult22 = clamp( triplanar17.w , 0.0 , _Dust_Amount );
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float4 lerpResult18 = lerp( tex2D( _Texture, uv_Texture ) , _Dust_Colour , clampResult22);
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float2 temp_cast_0 = (_Dirt_Tiling).xx;
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float4 triplanar16 = TriplanarSampling16( _Grunge, _Grunge, _Grunge, ase_worldPos, ase_worldNormal, _Dirt_Falloff, temp_cast_0, float3( 1,1,1 ), float3(0,0,0) );
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float4 temp_cast_1 = (_Dirt_Amount).xxxx;
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float4 clampResult7 = clamp( triplanar16 , temp_cast_1 , float4( 1,1,1,0 ) );
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float4 temp_cast_2 = 1;
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float2 temp_cast_3 = (_Large_Tiling).xx;
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float4 triplanar27 = TriplanarSampling27( _Large_Grunge, _Large_Grunge, _Large_Grunge, ase_worldPos, ase_worldNormal, _Large_FallOff, temp_cast_3, float3( 1,1,1 ), float3(0,0,0) );
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float4 temp_cast_4 = (_Large_DirtAmount).xxxx;
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float4 clampResult31 = clamp( triplanar27 , temp_cast_4 , float4( 1,1,1,0 ) );
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float4 lerpResult33 = lerp( clampResult7 , temp_cast_2 , clampResult31);
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o.Albedo = ( lerpResult18 * lerpResult33 ).rgb;
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o.Metallic = _Metallic;
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o.Smoothness = _SmoothnessSpec;
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o.Alpha = 1;
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf Standard keepalpha fullforwardshadows
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ENDCG
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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ZWrite On
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_shadowcaster
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#pragma multi_compile UNITY_PASS_SHADOWCASTER
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#include "HLSLSupport.cginc"
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#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
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#define CAN_SKIP_VPOS
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#endif
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float2 customPack1 : TEXCOORD1;
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float4 tSpace0 : TEXCOORD2;
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float4 tSpace1 : TEXCOORD3;
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float4 tSpace2 : TEXCOORD4;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert( appdata_full v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_INITIALIZE_OUTPUT( v2f, o );
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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Input customInputData;
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float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
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half3 worldNormal = UnityObjectToWorldNormal( v.normal );
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half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
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half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
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o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
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o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
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o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
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o.customPack1.xy = customInputData.uv_texcoord;
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o.customPack1.xy = v.texcoord;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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return o;
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}
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half4 frag( v2f IN
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#if !defined( CAN_SKIP_VPOS )
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, UNITY_VPOS_TYPE vpos : VPOS
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#endif
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) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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Input surfIN;
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UNITY_INITIALIZE_OUTPUT( Input, surfIN );
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surfIN.uv_texcoord = IN.customPack1.xy;
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float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
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half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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surfIN.worldPos = worldPos;
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surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
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surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
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surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
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surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
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SurfaceOutputStandard o;
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UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
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surf( surfIN, o );
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#if defined( CAN_SKIP_VPOS )
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float2 vpos = IN.pos;
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#endif
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SHADOW_CASTER_FRAGMENT( IN )
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}
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ENDCG
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}
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}
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Fallback "Diffuse"
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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=18909
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-2285;411;2290;851;2809.233;659.3567;1.710568;True;True
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Node;AmplifyShaderEditor.RangedFloatNode;1;-1208.956,-440.3828;Float;False;Property;_Dirt_Tiling;Dirt_Tiling;10;0;Create;True;0;0;0;False;0;False;0;0.35;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.TexturePropertyNode;8;-1166.413,-48;Float;True;Property;_Mask;Mask;16;1;[HideInInspector];Create;True;0;0;0;True;0;False;564c508749358e2429df24162e913c43;564c508749358e2429df24162e913c43;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
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Node;AmplifyShaderEditor.RangedFloatNode;3;-1229.104,-241.9642;Float;False;Property;_Dirt_Falloff;Dirt_Falloff;11;0;Create;True;0;0;0;False;0;False;14.11765;14;0;100;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;12;-1208.057,395.2502;Float;False;Property;_Dust_FallOff;Dust_FallOff;8;0;Create;True;0;0;0;False;0;False;14.11765;84.6;0;100;0;1;FLOAT;0
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Node;AmplifyShaderEditor.TexturePropertyNode;11;-1152.13,150.348;Float;True;Property;_Black;Black;14;1;[HideInInspector];Create;True;0;0;0;True;0;False;a57d1830013fe844194854109d699647;a57d1830013fe844194854109d699647;False;black;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
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Node;AmplifyShaderEditor.RangedFloatNode;29;-733.739,-1094.569;Float;False;Property;_Large_Tiling;Large_Tiling;12;0;Create;True;0;0;0;False;0;False;0;0.3;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.TexturePropertyNode;28;-819.877,-1319.83;Float;True;Property;_Large_Grunge;Large_Grunge;3;0;Create;True;0;0;0;True;0;False;e8f0dce8b25b7a340bab74754e3c5b3b;7dc473f15a719614394ea14366f72ecc;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
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Node;AmplifyShaderEditor.TexturePropertyNode;2;-1313.094,-710.6437;Float;True;Property;_Grunge;Grunge;2;0;Create;True;0;0;0;True;0;False;e8f0dce8b25b7a340bab74754e3c5b3b;4408bed58ddfa1440b1ad8bdbe0d86e8;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
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Node;AmplifyShaderEditor.RangedFloatNode;30;-769.887,-995.1501;Float;False;Property;_Large_FallOff;Large_FallOff;13;0;Create;True;0;0;0;False;0;False;14.11765;14.11765;0;100;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;23;-275.6937,440.8105;Float;False;Property;_Dust_Amount;Dust_Amount;7;0;Create;True;0;0;0;False;0;False;1;0;0;1.2;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;4;-730.3198,-453.8427;Float;False;Property;_Dirt_Amount;Dirt_Amount;9;0;Create;True;0;0;0;False;0;False;1;0;0;1.2;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;32;-111.0139,-868.5096;Float;False;Property;_Large_DirtAmount;Large_DirtAmount;15;0;Create;True;0;0;0;False;0;False;1;1;0;1.2;0;1;FLOAT;0
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Node;AmplifyShaderEditor.TriplanarNode;17;-539.311,223.4735;Inherit;True;Cylindrical;World;False;Top Texture 3;_TopTexture3;white;-1;None;Mid Texture 3;_MidTexture3;white;1;None;Bot Texture 3;_BotTexture3;white;0;None;Triplanar Sampler;Tangent;10;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;9;FLOAT3;0,0,0;False;8;FLOAT3;1,1,1;False;3;FLOAT2;1,1;False;4;FLOAT;1;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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