Shader "VG/VertexAnimation" { Properties { _Color ("Color", Color) = (1,1,0.7,1) _Diffuse ("Diffuse", 2D) = "white" {} _Normal ("Normal", 2D) = "bump" {} _Bright ("Bright", Range(0, 1)) = 1 _VertexIntensity ("VertexIntensity", Range(0, 1)) = 0.02 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Cull Off AlphaToMask On CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "AutoLight.cginc" #include "Lighting.cginc" #pragma multi_compile_fwdbase_fullshadows #pragma multi_compile_fog uniform float4 _TimeEditor; uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; uniform sampler2D _Normal; uniform float4 _Normal_ST; uniform float _Bright; uniform float4 _Color; uniform float _VertexIntensity; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; float3 normalDir : TEXCOORD4; float3 tangentDir : TEXCOORD5; float3 bitangentDir : TEXCOORD6; float4 vertexColor : COLOR; LIGHTING_COORDS(7,8) UNITY_FOG_COORDS(9) #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) float4 ambientOrLightmapUV : TEXCOORD10; #endif }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.vertexColor = v.vertexColor; #ifdef LIGHTMAP_ON o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.ambientOrLightmapUV.zw = 0; #elif UNITY_SHOULD_SAMPLE_SH #endif #ifdef DYNAMICLIGHTMAP_ON o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif o.normalDir = UnityObjectToWorldNormal(v.normal); o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); float4 AllTime = _Time + _TimeEditor; v.vertex.xyz += (normalize((float3(1,0,0)+v.normal))*o.vertexColor.r*sin(((o.vertexColor.r*3.141592654)+AllTime.g))*_VertexIntensity); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos( v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); TRANSFER_VERTEX_TO_FRAGMENT(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; float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 _Normal_var = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal))); float3 normalLocal = _Normal_var.rgb; float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse)); clip(_Diffuse_var.a - 0.5); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; float3 halfDirection = normalize(viewDirection+lightDirection); float attenuation = LIGHT_ATTENUATION(i); float3 attenColor = attenuation * _LightColor0.xyz; float gloss = 0.4; float specPow = exp2( gloss * 10.0 + 1.0 ); UnityLight light; #ifdef LIGHTMAP_OFF light.color = lightColor; light.dir = lightDirection; light.ndotl = LambertTerm (normalDirection, light.dir); #else light.color = half3(0.f, 0.f, 0.f); light.ndotl = 0.0f; light.dir = half3(0.f, 0.f, 0.f); #endif UnityGIInput d; d.light = light; d.worldPos = i.posWorld.xyz; d.worldViewDir = viewDirection; d.atten = attenuation; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) d.ambient = 0; d.lightmapUV = i.ambientOrLightmapUV; #else d.ambient = i.ambientOrLightmapUV; #endif Unity_GlossyEnvironmentData ugls_en_data; ugls_en_data.roughness = 1.0 - gloss; ugls_en_data.reflUVW = viewReflectDirection; UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); lightDirection = gi.light.dir; lightColor = gi.light.color; float NdotL = saturate(dot( normalDirection, lightDirection )); float3 specularColor = float3(0.2,0.2,0.2); float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor; float3 specular = directSpecular; NdotL = max(0.0,dot( normalDirection, lightDirection )); float3 directDiffuse = max( 0.0, NdotL) * attenColor; float3 indirectDiffuse = float3(0,0,0); indirectDiffuse += gi.indirect.diffuse; float3 diffuseColor = (_Color.rgb*_Diffuse_var.rgb); float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; float3 emissive = (_Diffuse_var.rgb*_Bright); float3 finalColor = diffuse + specular + emissive; fixed4 finalRGBA = fixed4(finalColor,(_Diffuse_var.a) * 2.0 - 1.0); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode"="ForwardAdd" } Blend One One Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDADD #include "AutoLight.cginc" #include "Lighting.cginc" #pragma multi_compile_fog uniform float4 _TimeEditor; uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; uniform sampler2D _Normal; uniform float4 _Normal_ST; uniform float _Bright; uniform float4 _Color; uniform float _VertexIntensity; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 posWorld : TEXCOORD3; float3 normalDir : TEXCOORD4; float3 tangentDir : TEXCOORD5; float3 bitangentDir : TEXCOORD6; float4 vertexColor : COLOR; LIGHTING_COORDS(7,8) UNITY_FOG_COORDS(9) }; 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); o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); float4 AllTime = _Time + _TimeEditor; v.vertex.xyz += (normalize((float3(1,0,0)+v.normal))*o.vertexColor.r*sin(((o.vertexColor.r*3.141592654)+AllTime.g))*_VertexIntensity); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos( v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); TRANSFER_VERTEX_TO_FRAGMENT(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; float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 _Normal_var = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal))); float3 normalLocal = _Normal_var.rgb; float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse)); clip(_Diffuse_var.a - 0.5); float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); float3 lightColor = _LightColor0.rgb; float3 halfDirection = normalize(viewDirection+lightDirection); float attenuation = LIGHT_ATTENUATION(i); float3 attenColor = attenuation * _LightColor0.xyz; float gloss = 0.4; float specPow = exp2( gloss * 10.0 + 1.0 ); float NdotL = saturate(dot( normalDirection, lightDirection )); float3 specularColor = float3(0.2,0.2,0.2); float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor; float3 specular = directSpecular; NdotL = max(0.0,dot( normalDirection, lightDirection )); float3 directDiffuse = max( 0.0, NdotL) * attenColor; float3 diffuseColor = (_Color.rgb*_Diffuse_var.rgb); float3 diffuse = directDiffuse * diffuseColor; float3 finalColor = diffuse + specular; 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 UNITY_PASS_SHADOWCASTER #include "Lighting.cginc" #pragma multi_compile_shadowcaster #pragma multi_compile_fog uniform float4 _TimeEditor; uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; uniform float _VertexIntensity; 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 AllTime = _Time + _TimeEditor; v.vertex.xyz += (normalize((float3(1,0,0)+v.normal))*o.vertexColor.r*sin(((o.vertexColor.r*3.141592654)+AllTime.g))*_VertexIntensity); 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 #include "Lighting.cginc" #include "UnityMetaPass.cginc" #pragma multi_compile_shadowcaster #pragma multi_compile_fog uniform float4 _TimeEditor; uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; uniform float _Bright; uniform float4 _Color; uniform float _VertexIntensity; 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; 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; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; o.vertexColor = v.vertexColor; o.normalDir = UnityObjectToWorldNormal(v.normal); float4 AllTime = _Time + _TimeEditor; v.vertex.xyz += (normalize((float3(1,0,0)+v.normal))*o.vertexColor.r*sin(((o.vertexColor.r*3.141592654)+AllTime.g))*_VertexIntensity); 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 { 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 ); float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse)); o.Emission = (_Diffuse_var.rgb*_Bright); float3 diffColor = (_Color.rgb*_Diffuse_var.rgb); float3 specColor = float3(0.2,0.2,0.2); float roughness = 1.0 - 0.4; o.Albedo = diffColor + specColor * roughness * roughness * 0.5; return UnityMetaFragment( o ); } ENDCG } } FallBack "Transparent/Cutout/Diffuse" }