ArabDesert/Assets/Ciconia Studio/Shaders/Standard Shaders/BuiltIn/CS_Standard (Specular setup...

399 lines
21 KiB
GLSL

Shader "Ciconia Studio/CS_Standard/Builtin/Standard (Specular setup)/Transparent"
{
Properties
{
[Space(35)][Header(Surface Options )]
[Space(15)][Enum(Off,2,On,0)] _Cull("Double Sided", Float) = 0 //"Back"
[Enum(Off,0,On,1)] _ZWrite("ZWrite", Float) = 1.0 //"On"
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4 //"LessEqual"
[Space(35)][Header(Main Properties )][Space(15)]_GlobalXYTilingXYZWOffsetXY("Global --> XY(TilingXY) - ZW(OffsetXY)", Vector) = (1,1,0,0)
_Color("Color", Color) = (1,1,1,0)
[Toggle]_InvertABaseColor("Invert Alpha", Float) = 0
_MainTex("Base Color", 2D) = "white" {}
_Saturation("Saturation", Float) = 0
_Brightness("Brightness", Range( 1 , 8)) = 1
[Space(35)]_BumpMap("Normal Map", 2D) = "bump" {}
_BumpScale("Normal Intensity", Float) = 0.3
[Space(35)]_SpecularColor("Specular Color", Color) = (1,1,1,0)
_SpecGlossMap("Specular Map -->(Smoothness A)", 2D) = "white" {}
_SpecularIntensity("Specular Intensity", Range( 0 , 2)) = 0.2
_Glossiness("Smoothness", Range( 0 , 2)) = 0.5
[Space(10)][KeywordEnum(SpecularAlpha,BaseColorAlpha)] _Source("Source", Float) = 0
[Space(35)]_ParallaxMap("Height Map", 2D) = "white" {}
_Parallax("Height Scale", Range( -0.1 , 0.1)) = 0
[Space(35)]_OcclusionMap("Ambient Occlusion Map", 2D) = "white" {}
_AoIntensity("Ao Intensity", Range( 0 , 2)) = 1
[HDR][Space(45)]_EmissionColor("Emission Color", Color) = (0,0,0,0)
_EmissionMap("Emission Map", 2D) = "white" {}
_EmissionIntensity("Intensity", Range( 0 , 2)) = 1
[Space(35)][Header(Mask Properties)][Toggle]_EnableDetailMask("Enable", Float) = 0
[Space(15)][Toggle]_VisualizeMask("Visualize Mask", Float) = 0
[Space(15)][Toggle]_EnableTriplanarProjection("Enable Triplanar Projection", Float) = 1
[KeywordEnum(ObjectSpace,WorldSpace)] _TriplanarSpaceProjection("Space Projection", Float) = 0
_TriplanarFalloff("Falloff", Float) = 20
_TriplanarXYTilingXYZWOffsetXY("Triplanar --> XY(TilingXY) - ZW(OffsetXY) ", Vector) = (1,1,0,0)
[Toggle]_InvertMask("Invert Mask", Float) = 0
_DetailMask("Detail Mask", 2D) = "white" {}
_IntensityMask("Intensity", Range( 0 , 1)) = 1
[Space(15)]_ContrastDetailMap("Contrast", Float) = 0
_SpreadDetailMap("Spread", Float) = 0
[Space(35)][Header(Detail Properties)][Space(15)][Toggle]_BlendmodeOverlay("Blend mode Overlay", Float) = 0
[Space(35)]_DetailColor("Color", Color) = (1,1,1,0)
_DetailAlbedoMap("Base Color", 2D) = "white" {}
_DetailSaturation("Saturation", Float) = 0
_DetailBrightness("Brightness", Range( 1 , 8)) = 1
[Space(35)][Toggle]_BlendMainNormal("Blend Main Normal", Float) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
_DetailNormalMap("Normal Map", 2D) = "bump" {}
_DetailNormalMapScale("Scale", Float) = 0.3
[Space(35)]_DetailSpecularColor("Specular Color", Color) = (1,1,1,0)
_DetailSpecGlossMap("Specular Map -->(Smoothness A)", 2D) = "white" {}
_DetailSpecularIntensity("Specular Intensity", Range( 0 , 2)) = 0.2
_DetailGlossiness("Smoothness", Range( 0 , 2)) = 0.5
[Space(10)][KeywordEnum(SpecularAlpha,AlbedoAlpha)] _DetailSource("Source", Float) = 0
[Space(15)][Toggle]_UseAoFromMainProperties("Use Ao From Main Properties", Float) = 1
[Toggle]_UseEmissionFromMainProperties("Use Emission From Main Properties", Float) = 1
[Space(35)][Header(Transparent Properties)][Space(15)][Toggle]_InvertTransparent("Invert ", Float) = 0
[Toggle]_UseBaseColorAlpha("Use BaseColor Alpha", Float) = 0
_TransparentMask("Transparent Mask", 2D) = "white" {}
_IntensityTransparentMap("Opacity", Range( 0 , 1)) = 0
[Space(15)]_ContrastTransparentMap("Contrast", Float) = 0
_SpreadTransparentMap("Spread", Float) = 0
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
Cull[_Cull]
ZWrite[_ZWrite]
ZTest [_ZTest]
CGINCLUDE
#include "UnityCG.cginc"
#include "UnityStandardUtils.cginc"
#include "UnityShaderVariables.cginc"
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
#pragma multi_compile_instancing
#pragma shader_feature_local _TRIPLANARSPACEPROJECTION_OBJECTSPACE _TRIPLANARSPACEPROJECTION_WORLDSPACE
#pragma shader_feature_local _SOURCE_SPECULARALPHA _SOURCE_BASECOLORALPHA
#pragma shader_feature_local _DETAILSOURCE_SPECULARALPHA _DETAILSOURCE_ALBEDOALPHA
#ifdef UNITY_PASS_SHADOWCASTER
#undef INTERNAL_DATA
#undef WorldReflectionVector
#undef WorldNormalVector
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
#endif
struct Input
{
float2 uv_texcoord;
float3 viewDir;
INTERNAL_DATA
half ASEVFace : VFACE;
float3 worldPos;
float3 worldNormal;
};
uniform float _BlendMainNormal;
uniform sampler2D _BumpMap;
uniform float4 _BumpMap_ST;
uniform float4 _GlobalXYTilingXYZWOffsetXY;
uniform sampler2D _ParallaxMap;
uniform float4 _ParallaxMap_ST;
uniform float _Parallax;
uniform float _BumpScale;
uniform sampler2D _DetailNormalMap;
uniform float4 _DetailNormalMap_ST;
uniform float _DetailNormalMapScale;
uniform float _EnableDetailMask;
uniform float _ContrastDetailMap;
uniform float _InvertMask;
uniform float _EnableTriplanarProjection;
uniform sampler2D _DetailMask;
uniform float4 _TriplanarXYTilingXYZWOffsetXY;
uniform float _SpreadDetailMap;
uniform float _IntensityMask;
uniform float _VisualizeMask;
uniform float _BlendmodeOverlay;
uniform float _Brightness;
uniform float4 _Color;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float _Saturation;
uniform float _DetailBrightness;
uniform float4 _DetailColor;
uniform sampler2D _DetailAlbedoMap;
uniform float4 _DetailAlbedoMap_ST;
uniform float _DetailSaturation;
uniform float _UseEmissionFromMainProperties;
uniform float4 _EmissionColor;
uniform sampler2D _EmissionMap;
uniform float4 _EmissionMap_ST;
uniform float _EmissionIntensity;
uniform float4 _SpecularColor;
uniform sampler2D _SpecGlossMap;
uniform float4 _SpecGlossMap_ST;
uniform float _SpecularIntensity;
uniform float4 _DetailSpecularColor;
uniform sampler2D _DetailSpecGlossMap;
uniform float4 _DetailSpecGlossMap_ST;
uniform float _DetailSpecularIntensity;
uniform float _Glossiness;
uniform float _InvertABaseColor;
uniform float _DetailGlossiness;
uniform float _UseAoFromMainProperties;
uniform sampler2D _OcclusionMap;
uniform float4 _OcclusionMap_ST;
uniform float _AoIntensity;
uniform float _ContrastTransparentMap;
uniform float _InvertTransparent;
uniform float _UseBaseColorAlpha;
uniform sampler2D _TransparentMask;
uniform float4 _TransparentMask_ST;
uniform float _SpreadTransparentMap;
uniform float _IntensityTransparentMap;
UNITY_INSTANCING_BUFFER_START(CiconiaStudioCS_StandardBuiltinStandardSpecularsetupTransparent)
UNITY_DEFINE_INSTANCED_PROP(float, _TriplanarFalloff)
#define _TriplanarFalloff_arr CiconiaStudioCS_StandardBuiltinStandardSpecularsetupTransparent
UNITY_INSTANCING_BUFFER_END(CiconiaStudioCS_StandardBuiltinStandardSpecularsetupTransparent)
inline float4 TriplanarSampling393( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
{
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
float3 nsign = sign( worldNormal );
half4 xNorm; half4 yNorm; half4 zNorm;
xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
}
float4 CalculateContrast( float contrastValue, float4 colorTarget )
{
float t = 0.5 * ( 1.0 - contrastValue );
return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
}
void surf( Input i , inout SurfaceOutputStandardSpecular o )
{
float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw;
float2 break26_g619 = uv_BumpMap;
float GlobalTilingX11 = ( _GlobalXYTilingXYZWOffsetXY.x - 1.0 );
float GlobalTilingY8 = ( _GlobalXYTilingXYZWOffsetXY.y - 1.0 );
float2 appendResult14_g619 = (float2(( break26_g619.x * GlobalTilingX11 ) , ( break26_g619.y * GlobalTilingY8 )));
float GlobalOffsetX10 = _GlobalXYTilingXYZWOffsetXY.z;
float GlobalOffsetY9 = _GlobalXYTilingXYZWOffsetXY.w;
float2 appendResult13_g619 = (float2(( break26_g619.x + GlobalOffsetX10 ) , ( break26_g619.y + GlobalOffsetY9 )));
float2 uv_ParallaxMap = i.uv_texcoord * _ParallaxMap_ST.xy + _ParallaxMap_ST.zw;
float2 break26_g467 = uv_ParallaxMap;
float2 appendResult14_g467 = (float2(( break26_g467.x * GlobalTilingX11 ) , ( break26_g467.y * GlobalTilingY8 )));
float2 appendResult13_g467 = (float2(( break26_g467.x + GlobalOffsetX10 ) , ( break26_g467.y + GlobalOffsetY9 )));
float4 temp_cast_0 = (tex2D( _ParallaxMap, ( appendResult14_g467 + appendResult13_g467 ) ).g).xxxx;
float2 paralaxOffset36_g466 = ParallaxOffset( temp_cast_0.x , _Parallax , i.viewDir );
float2 switchResult47_g466 = (((i.ASEVFace>0)?(paralaxOffset36_g466):(0.0)));
float2 Parallaxe368 = switchResult47_g466;
float3 temp_output_245_0 = UnpackScaleNormal( tex2D( _BumpMap, ( ( appendResult14_g619 + appendResult13_g619 ) + Parallaxe368 ) ), _BumpScale );
float2 uv_DetailNormalMap = i.uv_texcoord * _DetailNormalMap_ST.xy + _DetailNormalMap_ST.zw;
float3 NormalDetail155 = UnpackScaleNormal( tex2D( _DetailNormalMap, uv_DetailNormalMap ), _DetailNormalMapScale );
float4 temp_cast_2 = (0.0).xxxx;
float2 appendResult389 = (float2(_TriplanarXYTilingXYZWOffsetXY.x , _TriplanarXYTilingXYZWOffsetXY.y));
float _TriplanarFalloff_Instance = UNITY_ACCESS_INSTANCED_PROP(_TriplanarFalloff_arr, _TriplanarFalloff);
float3 ase_worldPos = i.worldPos;
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) );
float3 ase_vertexNormal = mul( unity_WorldToObject, float4( ase_worldNormal, 0 ) );
#if defined(_TRIPLANARSPACEPROJECTION_OBJECTSPACE)
float3 staticSwitch386 = ase_vertex3Pos;
#elif defined(_TRIPLANARSPACEPROJECTION_WORLDSPACE)
float3 staticSwitch386 = ase_worldPos;
#else
float3 staticSwitch386 = ase_vertex3Pos;
#endif
float2 appendResult385 = (float2(_TriplanarXYTilingXYZWOffsetXY.z , _TriplanarXYTilingXYZWOffsetXY.w));
float4 triplanar393 = TriplanarSampling393( _DetailMask, ( staticSwitch386 + float3( appendResult385 , 0.0 ) ), ase_vertexNormal, _TriplanarFalloff_Instance, appendResult389, 1.0, 0 );
float4 clampResult407 = clamp( ( CalculateContrast(( _ContrastDetailMap + 1.0 ),(( _InvertMask )?( ( 1.0 - (( _EnableTriplanarProjection )?( triplanar393 ):( tex2D( _DetailMask, i.uv_texcoord ) )) ) ):( (( _EnableTriplanarProjection )?( triplanar393 ):( tex2D( _DetailMask, i.uv_texcoord ) )) ))) + -_SpreadDetailMap ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
float MaskIntensity405 = _IntensityMask;
float4 Mask158 = (( _EnableDetailMask )?( ( clampResult407 * MaskIntensity405 ) ):( temp_cast_2 ));
float3 lerpResult137 = lerp( temp_output_245_0 , NormalDetail155 , Mask158.rgb);
float3 lerpResult205 = lerp( temp_output_245_0 , BlendNormals( temp_output_245_0 , NormalDetail155 ) , Mask158.rgb);
float3 Normal27 = (( _BlendMainNormal )?( lerpResult205 ):( lerpResult137 ));
o.Normal = Normal27;
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
float2 break26_g614 = uv_MainTex;
float2 appendResult14_g614 = (float2(( break26_g614.x * GlobalTilingX11 ) , ( break26_g614.y * GlobalTilingY8 )));
float2 appendResult13_g614 = (float2(( break26_g614.x + GlobalOffsetX10 ) , ( break26_g614.y + GlobalOffsetY9 )));
float4 tex2DNode7_g613 = tex2D( _MainTex, ( ( appendResult14_g614 + appendResult13_g614 ) + Parallaxe368 ) );
float clampResult27_g613 = clamp( _Saturation , -1.0 , 100.0 );
float3 desaturateInitialColor29_g613 = ( _Color * tex2DNode7_g613 ).rgb;
float desaturateDot29_g613 = dot( desaturateInitialColor29_g613, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar29_g613 = lerp( desaturateInitialColor29_g613, desaturateDot29_g613.xxx, -clampResult27_g613 );
float4 temp_output_338_0 = CalculateContrast(_Brightness,float4( desaturateVar29_g613 , 0.0 ));
float2 uv_DetailAlbedoMap = i.uv_texcoord * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
float4 tex2DNode7_g468 = tex2D( _DetailAlbedoMap, uv_DetailAlbedoMap );
float clampResult27_g468 = clamp( _DetailSaturation , -1.0 , 100.0 );
float3 desaturateInitialColor29_g468 = ( _DetailColor * tex2DNode7_g468 ).rgb;
float desaturateDot29_g468 = dot( desaturateInitialColor29_g468, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar29_g468 = lerp( desaturateInitialColor29_g468, desaturateDot29_g468.xxx, -clampResult27_g468 );
float4 AlbedoDetail153 = CalculateContrast(_DetailBrightness,float4( desaturateVar29_g468 , 0.0 ));
float4 lerpResult343 = lerp( temp_output_338_0 , AlbedoDetail153 , Mask158);
float4 blendOpSrc15_g624 = temp_output_338_0;
float4 blendOpDest15_g624 = lerpResult343;
float4 lerpBlendMode15_g624 = lerp(blendOpDest15_g624,(( blendOpDest15_g624 > 0.5 ) ? ( 1.0 - 2.0 * ( 1.0 - blendOpDest15_g624 ) * ( 1.0 - blendOpSrc15_g624 ) ) : ( 2.0 * blendOpDest15_g624 * blendOpSrc15_g624 ) ),Mask158.x);
float4 Albedo26 = (( _VisualizeMask )?( Mask158 ):( (( _BlendmodeOverlay )?( ( saturate( lerpBlendMode15_g624 )) ):( lerpResult343 )) ));
o.Albedo = Albedo26.rgb;
float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
float2 break26_g623 = uv_EmissionMap;
float2 appendResult14_g623 = (float2(( break26_g623.x * GlobalTilingX11 ) , ( break26_g623.y * GlobalTilingY8 )));
float2 appendResult13_g623 = (float2(( break26_g623.x + GlobalOffsetX10 ) , ( break26_g623.y + GlobalOffsetY9 )));
float4 temp_output_248_0 = ( _EmissionColor * tex2D( _EmissionMap, ( ( appendResult14_g623 + appendResult13_g623 ) + Parallaxe368 ) ) * _EmissionIntensity );
float4 temp_cast_21 = (0.0).xxxx;
float4 lerpResult190 = lerp( temp_output_248_0 , temp_cast_21 , Mask158);
float4 Emission110 = (( _UseEmissionFromMainProperties )?( temp_output_248_0 ):( lerpResult190 ));
o.Emission = Emission110.rgb;
float2 uv_SpecGlossMap = i.uv_texcoord * _SpecGlossMap_ST.xy + _SpecGlossMap_ST.zw;
float2 break26_g626 = uv_SpecGlossMap;
float2 appendResult14_g626 = (float2(( break26_g626.x * GlobalTilingX11 ) , ( break26_g626.y * GlobalTilingY8 )));
float2 appendResult13_g626 = (float2(( break26_g626.x + GlobalOffsetX10 ) , ( break26_g626.y + GlobalOffsetY9 )));
float4 tex2DNode3_g625 = tex2D( _SpecGlossMap, ( ( appendResult14_g626 + appendResult13_g626 ) + Parallaxe368 ) );
float2 uv_DetailSpecGlossMap = i.uv_texcoord * _DetailSpecGlossMap_ST.xy + _DetailSpecGlossMap_ST.zw;
float4 tex2DNode3_g617 = tex2D( _DetailSpecGlossMap, uv_DetailSpecGlossMap );
float4 DetailMetallic176 = ( _DetailSpecularColor * tex2DNode3_g617 * _DetailSpecularIntensity );
float4 lerpResult179 = lerp( ( _SpecularColor * tex2DNode3_g625 * _SpecularIntensity ) , DetailMetallic176 , Mask158);
float4 Specular41 = lerpResult179;
o.Specular = Specular41.rgb;
float BaseColorAlpha46 = (( _InvertABaseColor )?( ( 1.0 - tex2DNode7_g613.a ) ):( tex2DNode7_g613.a ));
#if defined(_SOURCE_SPECULARALPHA)
float staticSwitch31_g625 = ( tex2DNode3_g625.a * _Glossiness );
#elif defined(_SOURCE_BASECOLORALPHA)
float staticSwitch31_g625 = ( _Glossiness * BaseColorAlpha46 );
#else
float staticSwitch31_g625 = ( tex2DNode3_g625.a * _Glossiness );
#endif
float DetailBaseColorAlpha170 = tex2DNode7_g468.a;
#if defined(_DETAILSOURCE_SPECULARALPHA)
float staticSwitch31_g617 = ( tex2DNode3_g617.a * _DetailGlossiness );
#elif defined(_DETAILSOURCE_ALBEDOALPHA)
float staticSwitch31_g617 = ( _DetailGlossiness * DetailBaseColorAlpha170 );
#else
float staticSwitch31_g617 = ( tex2DNode3_g617.a * _DetailGlossiness );
#endif
float DetailSmoothness175 = staticSwitch31_g617;
float lerpResult182 = lerp( staticSwitch31_g625 , DetailSmoothness175 , Mask158.r);
float Smoothness40 = lerpResult182;
o.Smoothness = Smoothness40;
float2 uv_OcclusionMap = i.uv_texcoord * _OcclusionMap_ST.xy + _OcclusionMap_ST.zw;
float2 break26_g621 = uv_OcclusionMap;
float2 appendResult14_g621 = (float2(( break26_g621.x * GlobalTilingX11 ) , ( break26_g621.y * GlobalTilingY8 )));
float2 appendResult13_g621 = (float2(( break26_g621.x + GlobalOffsetX10 ) , ( break26_g621.y + GlobalOffsetY9 )));
float blendOpSrc2_g620 = tex2D( _OcclusionMap, ( ( appendResult14_g621 + appendResult13_g621 ) + Parallaxe368 ) ).r;
float blendOpDest2_g620 = ( 1.0 - _AoIntensity );
float temp_output_247_0 = ( saturate( ( 1.0 - ( 1.0 - blendOpSrc2_g620 ) * ( 1.0 - blendOpDest2_g620 ) ) ));
float lerpResult185 = lerp( temp_output_247_0 , 1.0 , Mask158.r);
float AmbientOcclusion94 = (( _UseAoFromMainProperties )?( temp_output_247_0 ):( lerpResult185 ));
o.Occlusion = AmbientOcclusion94;
float2 uv_TransparentMask = i.uv_texcoord * _TransparentMask_ST.xy + _TransparentMask_ST.zw;
float4 tex2DNode8_g627 = tex2D( _TransparentMask, uv_TransparentMask );
float4 temp_cast_26 = (BaseColorAlpha46).xxxx;
float4 temp_cast_27 = (BaseColorAlpha46).xxxx;
float4 clampResult24_g627 = clamp( ( CalculateContrast(( _ContrastTransparentMap + 1.0 ),(( _InvertTransparent )?( ( 1.0 - (( _UseBaseColorAlpha )?( temp_cast_27 ):( tex2DNode8_g627 )) ) ):( (( _UseBaseColorAlpha )?( temp_cast_26 ):( tex2DNode8_g627 )) ))) + -_SpreadTransparentMap ) , float4( 0,0,0,0 ) , float4( 1,0,0,0 ) );
float4 Transparent358 = ( clampResult24_g627 * ( 1.0 - _IntensityTransparentMap ) );
o.Alpha = Transparent358.r;
}
ENDCG
CGPROGRAM
#pragma surface surf StandardSpecular alpha:fade keepalpha fullforwardshadows
ENDCG
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_shadowcaster
#pragma multi_compile UNITY_PASS_SHADOWCASTER
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#include "HLSLSupport.cginc"
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
#define CAN_SKIP_VPOS
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
sampler3D _DitherMaskLOD;
struct v2f
{
V2F_SHADOW_CASTER;
float2 customPack1 : TEXCOORD1;
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_OUTPUT( v2f, o );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
UNITY_TRANSFER_INSTANCE_ID( v, o );
Input customInputData;
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
o.customPack1.xy = customInputData.uv_texcoord;
o.customPack1.xy = v.texcoord;
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
return o;
}
half4 frag( v2f IN
#if !defined( CAN_SKIP_VPOS )
, UNITY_VPOS_TYPE vpos : VPOS
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
Input surfIN;
UNITY_INITIALIZE_OUTPUT( Input, surfIN );
surfIN.uv_texcoord = IN.customPack1.xy;
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z;
surfIN.worldPos = worldPos;
surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
SurfaceOutputStandardSpecular o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
clip( alphaRef - 0.01 );
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
}