Shader "MyShader/PlantAni" {
|
|
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"
|
|
}
|