Debris.shader 12 KB

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  1. // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
  2. // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
  3. Shader "FORGE3D/Debris" {
  4. Properties {
  5. _Diffuse ("Diffuse", 2D) = "black" {}
  6. _Normal ("Normal", 2D) = "white" {}
  7. _Specular ("Specular", 2D) = "white" {}
  8. _DiffusePower ("Diffuse Power", Float) = 1
  9. _SpecularAdd ("Specular Add", Float) = 0
  10. _SpecularMult ("Specular Mult", Float) = 0
  11. _SpecularA ("Specular A", Float) = 0
  12. _SpecularB ("Specular B", Float) = 1
  13. _SpecularRatio ("Specular Ratio", Float) = 5.276861
  14. _FresnelPower ("Fresnel Power", Float) = 0
  15. _FresnelMult ("Fresnel Mult", Float) = 0
  16. _InMinMaxOutMinMax ("In(Min/Max) - Out(Min/Max)", Vector) = (0,0,0,0)
  17. }
  18. SubShader
  19. {
  20. Tags {
  21. "IgnoreProjector"="True"
  22. "Queue"="Transparent"
  23. "RenderType"="Transparent"
  24. }
  25. LOD 200
  26. Pass
  27. {
  28. Blend SrcAlpha OneMinusSrcAlpha
  29. ZWrite Off
  30. Name "ForwardBase"
  31. Tags {
  32. "LightMode"="ForwardBase"
  33. }
  34. CGPROGRAM
  35. #pragma vertex vert
  36. #pragma fragment frag
  37. #define UNITY_PASS_FORWARDBASE
  38. #pragma multi_compile_fwdbase
  39. #include "UnityCG.cginc"
  40. #include "AutoLight.cginc"
  41. #pragma exclude_renderers xbox360 ps3 flash d3d11_9x
  42. #pragma target 3.0
  43. uniform float4 _LightColor0;
  44. uniform sampler2D _Normal; uniform float4 _Normal_ST;
  45. uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
  46. uniform sampler2D _Specular; uniform float4 _Specular_ST;
  47. uniform float _DiffusePower;
  48. uniform float _SpecularRatio;
  49. uniform float _SpecularA;
  50. uniform float _SpecularB;
  51. uniform float _SpecularMult;
  52. uniform float _SpecularAdd;
  53. uniform float _ReflectionMult;
  54. uniform float _ReflectionDesaturation;
  55. uniform float _FresnelPower;
  56. uniform float _FresnelMult;
  57. uniform float4 _InMinMaxOutMinMax;
  58. struct VertexInput
  59. {
  60. float4 vertex : POSITION;
  61. float3 normal : NORMAL;
  62. float4 tangent : TANGENT;
  63. float2 texcoord0 : TEXCOORD0;
  64. };
  65. struct VertexOutput
  66. {
  67. float4 pos : SV_POSITION;
  68. float2 uv0 : TEXCOORD0;
  69. float4 posWorld : TEXCOORD1;
  70. float3 normalDir : TEXCOORD2;
  71. float3 tangentDir : TEXCOORD3;
  72. float3 binormalDir : TEXCOORD4;
  73. LIGHTING_COORDS(5,6)
  74. };
  75. // Vertex
  76. VertexOutput vert (VertexInput v)
  77. {
  78. VertexOutput o;
  79. o.uv0 = TRANSFORM_TEX( v.texcoord0, _Diffuse );
  80. o.normalDir = mul(float4(v.normal,0), unity_WorldToObject).xyz;
  81. o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
  82. o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
  83. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  84. o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
  85. TRANSFER_VERTEX_TO_FRAGMENT(o)
  86. return o;
  87. }
  88. float Fade( float length , float outMin , float outMax , float inMin , float inMax )
  89. {
  90. return smoothstep(0, 1, 1 - ((length - outMin) / (outMax - outMin)))-
  91. smoothstep(0, 1, 1 - ((length - inMin) / (inMax - inMin)));
  92. }
  93. // Spherical Gaussian Power Function
  94. float powx(float x, float n)
  95. {
  96. n = n * 1.4427f + 1.4427f;
  97. return exp2(x * n - n);
  98. }
  99. // Desaturate
  100. float Desaturate(float3 color)
  101. {
  102. return color.r * 0.299 + color.g * 0.587 + color.b * 0.114;
  103. }
  104. // Fragment
  105. float4 frag(VertexOutput i) : COLOR
  106. {
  107. // normal and transforms
  108. i.normalDir = normalize(i.normalDir);
  109. float3x3 tangentTransform = float3x3( i.tangentDir, i.binormalDir, i.normalDir);
  110. // normal calculation
  111. float4 normalMap = tex2D(_Normal, i.uv0);
  112. float4 specMap = tex2D(_Specular, i.uv0);
  113. float2 n = ((float2(normalMap.g,normalMap.a).rg*2.0)-1.0).rg;
  114. float3 normalLocal = mul( tangentTransform, normalize((normalize(i.normalDir)+(normalize(i.tangentDir)*n.g)+(normalize(i.binormalDir)*n.r))) ).xyz.rgb;
  115. float3 normalDir = normalize(mul( normalLocal, tangentTransform ));
  116. // light
  117. float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
  118. float attenuation = LIGHT_ATTENUATION(i);
  119. float3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
  120. // view, half, reflect
  121. float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  122. float3 reflectDir = reflect( -viewDir, normalDir );
  123. float3 halfDir = normalize(viewDir + lightDir);
  124. float4 diffuseMap = tex2D(_Diffuse, i.uv0);
  125. float ndl = pow(saturate(dot(normalDir, lightDir)), _DiffusePower);
  126. float specDot = max(0.0, dot(normalDir, halfDir));
  127. float spec = max(0, _SpecularRatio) * powx(specDot, max(0, _SpecularA)) + powx(specDot, max(0, _SpecularB)) * specMap;
  128. spec = saturate(spec) * ndl * attenuation;
  129. float3 diffuse = (diffuseMap.rgb * attenuation) *
  130. ((ndl + _SpecularMult * spec) * _LightColor0.rgb) +
  131. _SpecularAdd * spec * _LightColor0.rgb;
  132. float3 fresnel = powx(saturate(1 - abs(dot(viewDir, normalDir))), _FresnelPower) * _FresnelMult * specMap * _LightColor0.rgb;
  133. float3 ambientColor = diffuseMap.rgb * ambient * 5;
  134. float3 finalColor = ambientColor + diffuse + fresnel;
  135. float fade = Fade( distance(_WorldSpaceCameraPos.rgb,i.posWorld.rgb) , _InMinMaxOutMinMax.b , _InMinMaxOutMinMax.a , _InMinMaxOutMinMax.r , _InMinMaxOutMinMax.g );
  136. return float4(finalColor, fade);
  137. }
  138. ENDCG
  139. }
  140. Pass
  141. {
  142. Name "ForwardAdd"
  143. Tags {
  144. "LightMode"="ForwardAdd"
  145. }
  146. Blend One One
  147. ZWrite Off
  148. CGPROGRAM
  149. #pragma vertex vert
  150. #pragma fragment frag
  151. #define UNITY_PASS_FORWARDADD
  152. #pragma multi_compile_fwdadd
  153. #include "UnityCG.cginc"
  154. #include "AutoLight.cginc"
  155. #pragma exclude_renderers xbox360 ps3 flash d3d11_9x
  156. #pragma target 3.0
  157. uniform float4 _LightColor0;
  158. uniform sampler2D _Normal; uniform float4 _Normal_ST;
  159. uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST;
  160. uniform sampler2D _Specular; uniform float4 _Specular_ST;
  161. uniform float _DiffusePower;
  162. uniform float _SpecularRatio;
  163. uniform float _SpecularA;
  164. uniform float _SpecularB;
  165. uniform float _SpecularMult;
  166. uniform float _SpecularAdd;
  167. uniform float _FresnelPower;
  168. uniform float _FresnelMult;
  169. uniform float4 _InMinMaxOutMinMax;
  170. struct VertexInput
  171. {
  172. float4 vertex : POSITION;
  173. float3 normal : NORMAL;
  174. float4 tangent : TANGENT;
  175. float2 texcoord0 : TEXCOORD0;
  176. };
  177. struct VertexOutput
  178. {
  179. float4 pos : SV_POSITION;
  180. float2 uv0 : TEXCOORD0;
  181. float4 posWorld : TEXCOORD1;
  182. float3 normalDir : TEXCOORD2;
  183. float3 tangentDir : TEXCOORD3;
  184. float3 binormalDir : TEXCOORD4;
  185. LIGHTING_COORDS(5,6)
  186. };
  187. VertexOutput vert (VertexInput v)
  188. {
  189. VertexOutput o;
  190. o.uv0 = TRANSFORM_TEX( v.texcoord0, _Diffuse );
  191. o.normalDir = mul(float4(v.normal,0), unity_WorldToObject).xyz;
  192. o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
  193. o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
  194. o.posWorld = mul(unity_ObjectToWorld, v.vertex);
  195. o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
  196. TRANSFER_VERTEX_TO_FRAGMENT(o)
  197. return o;
  198. }
  199. // Spherical Gaussian Power Function
  200. float powx(float x, float n)
  201. {
  202. n = n * 1.4427f + 1.4427f;
  203. return exp2(x * n - n);
  204. }
  205. // Desaturate
  206. float Desaturate(float3 color)
  207. {
  208. return color.r * 0.299 + color.g * 0.587 + color.b * 0.114;
  209. }
  210. float Fade( float length , float outMin , float outMax , float inMin , float inMax )
  211. {
  212. return smoothstep(0, 1, 1 - ((length - outMin) / (outMax - outMin)))-
  213. smoothstep(0, 1, 1 - ((length - inMin) / (inMax - inMin)));
  214. }
  215. float4 frag(VertexOutput i) : COLOR
  216. {
  217. // normal and transforms
  218. i.normalDir = normalize(i.normalDir);
  219. float3x3 tangentTransform = float3x3( i.tangentDir, i.binormalDir, i.normalDir);
  220. // normal calculation
  221. float4 normalMap = tex2D(_Normal, i.uv0);
  222. float2 n = ((float2(normalMap.g,normalMap.a).rg*2.0)-1.0).rg;
  223. float3 normalLocal = mul( tangentTransform, normalize((normalize(i.normalDir)+(normalize(i.tangentDir)*n.g)+(normalize(i.binormalDir)*n.r))) ).xyz.rgb;
  224. float3 normalDir = normalize(mul( normalLocal, tangentTransform ));
  225. // light
  226. float3 lightDir = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
  227. float attenuation = LIGHT_ATTENUATION(i);
  228. float3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;
  229. // view, half, reflect
  230. float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
  231. float3 reflectDir = reflect( -viewDir, normalDir );
  232. float3 halfDir = normalize(viewDir + lightDir);
  233. float4 diffuseMap = tex2D(_Diffuse, i.uv0);
  234. float4 specMap = tex2D(_Specular, i.uv0);
  235. float ndl = max(0.0, pow(dot(normalDir, lightDir), _DiffusePower));
  236. float specDot = max(0.0, dot(normalDir, halfDir));
  237. float3 spec = max(0, _SpecularRatio) * powx(specDot, max(0, _SpecularA)) + powx(specDot, max(0, _SpecularB)) * specMap;
  238. spec = saturate(spec) * ndl;
  239. float3 diffuse = (diffuseMap.rgb * attenuation) *
  240. ((ndl + _SpecularMult * spec) * _LightColor0.rgb) +
  241. _SpecularAdd * spec * _LightColor0.rgb;
  242. float3 fresnel = powx(saturate(1 - abs(dot(viewDir, normalDir))), _FresnelPower) * _FresnelMult * specMap * _LightColor0.rgb;
  243. float3 ambientColor = diffuseMap.rgb * ambient;
  244. float3 finalColor = saturate((diffuse + fresnel) * attenuation * _LightColor0.rgb);
  245. float fade = Fade( distance(_WorldSpaceCameraPos.rgb,i.posWorld.rgb) , _InMinMaxOutMinMax.b , _InMinMaxOutMinMax.a , _InMinMaxOutMinMax.r , _InMinMaxOutMinMax.g );
  246. return float4(finalColor * fade, 0);
  247. }
  248. ENDCG
  249. }
  250. }
  251. // FallBack "Diffuse"
  252. }