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394 satır
18 KiB

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"
}