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fileFormatVersion: 2
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guid: 91c3ccd1cf53b074bba7fad1b82160e5
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,168 @@
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Shader "Polaris/BuiltinRP/Demo/WaterBasic"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Color("Color", Color) = (0.0, 0.8, 1.0, 0.5)
|
||||
_Specular ("Specular Color", Color) = (0.1, 0.1, 0.1, 1)
|
||||
_Smoothness("Smoothness", Range(0.0,1.0)) = 1
|
||||
|
||||
_DepthColor("Depth Color", Color) = (0.0, 0.45, 0.65, 0.85)
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||||
_MaxDepth("Max Depth", Float) = 5
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||||
|
||||
_FoamColor("Foam Color", Color) = (1,1,1,1)
|
||||
_FoamDistance("Foam Distance", Float) = 1.2
|
||||
|
||||
_FresnelStrength("Fresnel Strength", Range(0.0, 5.0)) = 1
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||||
_FresnelBias("Fresnel Bias", Range(0.0, 1.0)) = 0
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||||
}
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||||
|
||||
SubShader
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||||
{
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||||
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True" }
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CGPROGRAM
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#include "UnityShaderVariables.cginc"
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#include "UnityCG.cginc"
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#pragma multi_compile_fog
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#pragma surface surfBasic StandardSpecular alpha:fade keepalpha nolightmap vertex:vertexFunction finalcolor:finalColorFunction
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||||
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struct Input
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||||
{
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float4 vertexPos;
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float3 worldPos;
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float4 screenPos;
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float3 normal;
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float fogCoord;
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};
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uniform half4 _Color;
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uniform half4 _Specular;
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uniform half _Smoothness;
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uniform half4 _DepthColor;
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uniform half _MaxDepth;
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uniform half4 _FoamColor;
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uniform half _FoamDistance;
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uniform half _FresnelStrength;
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uniform half _FresnelBias;
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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float4 _CameraDepthTexture_TexelSize;
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||||
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float InverseLerpUnclamped(float a, float b, float value)
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{
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//adding a==b check if needed
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return (value - a) / (b - a + 0.00000001);
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}
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||||
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half IsOrtho()
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{
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return unity_OrthoParams.w;
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}
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half GetNearPlane()
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{
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return _ProjectionParams.y;
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}
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half GetFarPlane()
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{
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return _ProjectionParams.z;
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}
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void CalculateScreenDepthEyeSpace(float4 vertexScreenPos, out float depth)
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{
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float4 screenPos = float4(vertexScreenPos.xyz, vertexScreenPos.w + 0.00000000001);
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float depth01 = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(screenPos));
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float perpsDepth = LinearEyeDepth(depth01);
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#if defined(UNITY_REVERSED_Z)
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depth01 = 1 - depth01;
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#endif
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float orthoDepth = lerp(GetNearPlane(), GetFarPlane(), depth01);
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depth = lerp(perpsDepth, orthoDepth, IsOrtho());
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}
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||||
|
||||
void CalculateSurfaceDepthEyeSpace(float4 vertexPos, out float depth)
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{
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depth = -UnityObjectToViewPos(vertexPos.xyz).z;
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}
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|
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void CalculateDeepWaterColor(float4 vertexScreenPos, float4 vertexPos, float4 color, float4 depthColor, float maxDepth, out float4 waterColor)
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||||
{
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float screenDepth;
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float surfaceDepth;
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CalculateScreenDepthEyeSpace(vertexScreenPos, screenDepth);
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CalculateSurfaceDepthEyeSpace(vertexPos, surfaceDepth);
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float waterDepth = screenDepth - surfaceDepth;
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float depthFade = saturate(InverseLerpUnclamped(0, maxDepth, waterDepth));
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waterColor = lerp(color, depthColor, depthFade);
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}
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void CalculateFresnelFactor(float3 worldPos, float3 worldNormal, float power, float bias, out float fresnel)
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{
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float3 worldViewDir = normalize(_WorldSpaceCameraPos.xyz - worldPos);
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float vDotN = dot(worldViewDir, worldNormal);
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fresnel = saturate(pow(max(0, 1 - vDotN), power)) - bias;
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}
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void CalculateFoamColor(float4 vertexScreenPos, float4 vertexPos, float4 tint, float foamDistance, out float4 foamColor)
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||||
{
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float screenDepth;
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float surfaceDepth;
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CalculateScreenDepthEyeSpace(vertexScreenPos, screenDepth);
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CalculateSurfaceDepthEyeSpace(vertexPos, surfaceDepth);
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float waterDepth = screenDepth - surfaceDepth;
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float depthClip = waterDepth <= foamDistance;
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foamColor = depthClip*tint;
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}
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void vertexFunction(inout appdata_full v, out Input o)
|
||||
{
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||||
UNITY_INITIALIZE_OUTPUT(Input, o);
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o.vertexPos = v.vertex;
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o.normal = v.normal;
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UNITY_TRANSFER_FOG(o, UnityObjectToClipPos(v.vertex));
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}
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void surfBasic(Input i, inout SurfaceOutputStandardSpecular o)
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{
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float3 worldNormal = UnityObjectToWorldNormal(i.normal);
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float fresnel;
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CalculateFresnelFactor(i.worldPos, worldNormal, _FresnelStrength, _FresnelBias, fresnel);
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float4 tintColor = _Color;
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CalculateDeepWaterColor(i.screenPos, i.vertexPos, _Color, _DepthColor, _MaxDepth, tintColor);
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float4 waterColor = lerp(_Color, tintColor, fresnel);
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waterColor = saturate(waterColor);
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o.Albedo = waterColor.rgb;
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o.Specular = _Specular;
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o.Alpha = waterColor.a;
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o.Smoothness = _Smoothness;
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}
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void finalColorFunction(Input i, SurfaceOutputStandardSpecular o, inout fixed4 color)
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||||
{
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float4 foamColor = float4(0,0,0,0);
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CalculateFoamColor(i.screenPos, i.vertexPos, _FoamColor, _FoamDistance, foamColor);
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color = lerp(color, foamColor, foamColor.a);
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UNITY_APPLY_FOG(i.fogCoord, color); // apply fog
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}
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ENDCG
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}
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Fallback "Diffuse"
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}
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: f4707c5c4fa781d49906980c020b5bae
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 8e9a97868f1ca0d4ab56bf5dbbdf5c97
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,113 @@
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// Made with Amplify Shader Editor
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||||
// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Polaris/BuiltinRP/Foliage/Grass"
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||||
{
|
||||
Properties
|
||||
{
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||||
_Cutoff( "Mask Clip Value", Float ) = 0
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||||
_Color("Color", Color) = (1,1,1,1)
|
||||
_NoiseTex("_NoiseTex", 2D) = "white" {}
|
||||
_MainTex("MainTex", 2D) = "white" {}
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||||
_Occlusion("Occlusion", Range( 0 , 1)) = 0.2
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||||
[HideInInspector]_BendFactor("Bend Factor", Float) = 1
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||||
_WaveDistance("Wave Distance", Float) = 0.1
|
||||
_Wind("Wind", Vector) = (1,1,4,8)
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||||
_FadeMinDistance("Fade Min Distance", Float) = 50
|
||||
_FadeMaxDistance("Fade Max Distance", Float) = 100
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||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
[HideInInspector] __dirty( "", Int ) = 1
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||||
}
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||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "AlphaTest+0" "IgnoreProjector" = "True" "DisableBatching" = "True" }
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||||
Cull Off
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||||
CGPROGRAM
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||||
#include "UnityShaderVariables.cginc"
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||||
#pragma target 2.0
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#pragma multi_compile_instancing
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||||
#pragma instancing_options nolodfade nolightmap
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||||
#pragma surface surf Lambert keepalpha addshadow fullforwardshadows vertex:vertexDataFunc
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||||
struct Input
|
||||
{
|
||||
float2 uv_texcoord;
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||||
};
|
||||
|
||||
uniform half _FadeMaxDistance;
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||||
uniform half _FadeMinDistance;
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||||
uniform sampler2D _NoiseTex;
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||||
uniform float4 _Wind;
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||||
uniform float _Occlusion;
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||||
uniform float _WaveDistance;
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||||
uniform float _BendFactor;
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||||
uniform float4 _Color;
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||||
uniform sampler2D _MainTex;
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||||
uniform float4 _MainTex_ST;
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||||
uniform float _Cutoff = 0;
|
||||
|
||||
void vertexDataFunc( inout appdata_full v, out Input o )
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||||
{
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||||
UNITY_INITIALIZE_OUTPUT( Input, o );
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||||
float3 ase_vertex3Pos = v.vertex.xyz;
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||||
half3 objToView2_g24 = mul( UNITY_MATRIX_MV, float4( ase_vertex3Pos, 1 ) ).xyz;
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half _FadeMaxDistance67_g22 = _FadeMaxDistance;
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||||
half temp_output_1_0_g25 = _FadeMaxDistance67_g22;
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||||
half _FadeMinDistance65_g22 = _FadeMinDistance;
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||||
half clampResult7_g24 = clamp( ( ( -objToView2_g24.z - temp_output_1_0_g25 ) / ( _FadeMinDistance65_g22 - temp_output_1_0_g25 ) ) , 0.0 , 1.0 );
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float4 _VertexPos3_g23 = half4( ( clampResult7_g24 * ase_vertex3Pos ) , 0.0 );
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||||
half3 objToWorld64_g23 = mul( unity_ObjectToWorld, float4( _VertexPos3_g23.xyz, 1 ) ).xyz;
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half2 appendResult22_g23 = (half2(objToWorld64_g23.x , objToWorld64_g23.z));
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||||
float2 worldPosXZ21_g23 = appendResult22_g23;
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||||
float _WindDirX25_g22 = _Wind.x;
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float _WindDirX5_g23 = _WindDirX25_g22;
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float _Occlusion12_g22 = _Occlusion;
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||||
float _WindDirY7_g23 = _Occlusion12_g22;
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half2 appendResult19_g23 = (half2(_WindDirX5_g23 , _WindDirY7_g23));
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||||
float _WindSpeed33_g22 = _Wind.z;
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||||
float _WindSpeed9_g23 = _WindSpeed33_g22;
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||||
float _WindSpread31_g22 = _Wind.w;
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||||
float _WindSpread10_g23 = _WindSpread31_g22;
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||||
float2 noisePos32_g23 = ( ( worldPosXZ21_g23 - ( appendResult19_g23 * _WindSpeed9_g23 * _Time.y ) ) / _WindSpread10_g23 );
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||||
half temp_output_35_0_g23 = ( tex2Dlod( _NoiseTex, float4( noisePos32_g23, 0, 0.0) ).r * v.texcoord.xy.y );
|
||||
float _WaveDistance34_g22 = _WaveDistance;
|
||||
float _WaveDistance12_g23 = _WaveDistance34_g22;
|
||||
float _BendFactor27_g22 = _BendFactor;
|
||||
float _BendFactor38_g23 = _BendFactor27_g22;
|
||||
half4 appendResult42_g23 = (half4(_WindDirX5_g23 , ( temp_output_35_0_g23 * 0.5 ) , _WindDirY7_g23 , 0.0));
|
||||
half4 transform47_g23 = mul(unity_WorldToObject,( temp_output_35_0_g23 * _WaveDistance12_g23 * _BendFactor38_g23 * appendResult42_g23 ));
|
||||
half4 _NewVertexPosition63_g23 = ( _VertexPos3_g23 + transform47_g23 );
|
||||
float4 vertexPosition48_g22 = _NewVertexPosition63_g23;
|
||||
v.vertex.xyz = vertexPosition48_g22.xyz;
|
||||
float3 vertexNormal49_g22 = float3(0,1,0);
|
||||
v.normal = vertexNormal49_g22;
|
||||
}
|
||||
|
||||
void surf( Input i , inout SurfaceOutput o )
|
||||
{
|
||||
float4 _Color22_g22 = _Color;
|
||||
float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
half4 temp_output_37_0_g22 = ( _Color22_g22 * tex2D( _MainTex, uv0_MainTex ) );
|
||||
float _Occlusion12_g22 = _Occlusion;
|
||||
half lerpResult29_g22 = lerp( 0.0 , _Occlusion12_g22 , ( ( 1.0 - i.uv_texcoord.y ) * ( 1.0 - i.uv_texcoord.y ) ));
|
||||
float4 albedoColor50_g22 = ( temp_output_37_0_g22 - half4( ( 0.5 * float3(1,1,1) * lerpResult29_g22 ) , 0.0 ) );
|
||||
o.Albedo = albedoColor50_g22.rgb;
|
||||
o.Alpha = 1;
|
||||
float alpha47_g22 = temp_output_37_0_g22.a;
|
||||
clip( alpha47_g22 - _Cutoff );
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=18000
|
||||
835;319;1906;879;1054.042;176.5205;1;True;False
|
||||
Node;AmplifyShaderEditor.FunctionNode;104;-432,128;Inherit;False;GrassBaseGraph;1;;22;ad52558deb80624468aa023b05a9535b;0;0;4;COLOR;0;FLOAT;54;FLOAT4;56;FLOAT3;58
|
||||
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;76;0,0;Half;False;True;-1;0;;0;0;Lambert;Polaris/BuiltinRP/Foliage/Grass;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;False;True;False;False;False;True;Off;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Custom;0;True;True;0;True;Opaque;;AlphaTest;All;14;all;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;0;0;False;-1;0;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;True;Absolute;0;;0;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
|
||||
WireConnection;76;0;104;0
|
||||
WireConnection;76;10;104;54
|
||||
WireConnection;76;11;104;56
|
||||
WireConnection;76;12;104;58
|
||||
ASEEND*/
|
||||
//CHKSM=200553EEED5E127828E7B77C2F29D6E2DACF95F2
|
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
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guid: a857939804d34a84eb84f8bafff0c693
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
|
@@ -0,0 +1,126 @@
|
||||
// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "Polaris/BuiltinRP/Foliage/GrassBillboard"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Cutoff( "Mask Clip Value", Float ) = 0
|
||||
_Color("Color", Color) = (1,1,1,1)
|
||||
_NoiseTex("_NoiseTex", 2D) = "white" {}
|
||||
_MainTex("MainTex", 2D) = "white" {}
|
||||
_Occlusion("Occlusion", Range( 0 , 1)) = 0.2
|
||||
[HideInInspector]_BendFactor("Bend Factor", Float) = 1
|
||||
_WaveDistance("Wave Distance", Float) = 0.1
|
||||
_Wind("Wind", Vector) = (1,1,4,8)
|
||||
_FadeMinDistance("Fade Min Distance", Float) = 50
|
||||
_FadeMaxDistance("Fade Max Distance", Float) = 100
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "AlphaTest+0" "IgnoreProjector" = "True" "DisableBatching" = "True" }
|
||||
Cull Off
|
||||
CGPROGRAM
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#pragma target 3.0
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options nolodfade nolightmap
|
||||
#pragma surface surf Lambert keepalpha addshadow fullforwardshadows vertex:vertexDataFunc
|
||||
struct Input
|
||||
{
|
||||
float2 uv_texcoord;
|
||||
};
|
||||
|
||||
uniform half _FadeMaxDistance;
|
||||
uniform half _FadeMinDistance;
|
||||
uniform sampler2D _NoiseTex;
|
||||
uniform float4 _Wind;
|
||||
uniform float _Occlusion;
|
||||
uniform float _WaveDistance;
|
||||
uniform float _BendFactor;
|
||||
uniform float4 _Color;
|
||||
uniform sampler2D _MainTex;
|
||||
uniform float4 _MainTex_ST;
|
||||
uniform float _Cutoff = 0;
|
||||
|
||||
void vertexDataFunc( inout appdata_full v, out Input o )
|
||||
{
|
||||
UNITY_INITIALIZE_OUTPUT( Input, o );
|
||||
float3 ase_vertex3Pos = v.vertex.xyz;
|
||||
half3 objToView2_g20 = mul( UNITY_MATRIX_MV, float4( ase_vertex3Pos, 1 ) ).xyz;
|
||||
half _FadeMaxDistance67_g18 = _FadeMaxDistance;
|
||||
half temp_output_1_0_g21 = _FadeMaxDistance67_g18;
|
||||
half _FadeMinDistance65_g18 = _FadeMinDistance;
|
||||
half clampResult7_g20 = clamp( ( ( -objToView2_g20.z - temp_output_1_0_g21 ) / ( _FadeMinDistance65_g18 - temp_output_1_0_g21 ) ) , 0.0 , 1.0 );
|
||||
float4 _VertexPos3_g19 = half4( ( clampResult7_g20 * ase_vertex3Pos ) , 0.0 );
|
||||
half3 objToWorld64_g19 = mul( unity_ObjectToWorld, float4( _VertexPos3_g19.xyz, 1 ) ).xyz;
|
||||
half2 appendResult22_g19 = (half2(objToWorld64_g19.x , objToWorld64_g19.z));
|
||||
float2 worldPosXZ21_g19 = appendResult22_g19;
|
||||
float _WindDirX25_g18 = _Wind.x;
|
||||
float _WindDirX5_g19 = _WindDirX25_g18;
|
||||
float _Occlusion12_g18 = _Occlusion;
|
||||
float _WindDirY7_g19 = _Occlusion12_g18;
|
||||
half2 appendResult19_g19 = (half2(_WindDirX5_g19 , _WindDirY7_g19));
|
||||
float _WindSpeed33_g18 = _Wind.z;
|
||||
float _WindSpeed9_g19 = _WindSpeed33_g18;
|
||||
float _WindSpread31_g18 = _Wind.w;
|
||||
float _WindSpread10_g19 = _WindSpread31_g18;
|
||||
float2 noisePos32_g19 = ( ( worldPosXZ21_g19 - ( appendResult19_g19 * _WindSpeed9_g19 * _Time.y ) ) / _WindSpread10_g19 );
|
||||
half temp_output_35_0_g19 = ( tex2Dlod( _NoiseTex, float4( noisePos32_g19, 0, 0.0) ).r * v.texcoord.xy.y );
|
||||
float _WaveDistance34_g18 = _WaveDistance;
|
||||
float _WaveDistance12_g19 = _WaveDistance34_g18;
|
||||
float _BendFactor27_g18 = _BendFactor;
|
||||
float _BendFactor38_g19 = _BendFactor27_g18;
|
||||
half4 appendResult42_g19 = (half4(_WindDirX5_g19 , ( temp_output_35_0_g19 * 0.5 ) , _WindDirY7_g19 , 0.0));
|
||||
half4 transform47_g19 = mul(unity_WorldToObject,( temp_output_35_0_g19 * _WaveDistance12_g19 * _BendFactor38_g19 * appendResult42_g19 ));
|
||||
half4 _NewVertexPosition63_g19 = ( _VertexPos3_g19 + transform47_g19 );
|
||||
float4 vertexPosition48_g18 = _NewVertexPosition63_g19;
|
||||
v.vertex.xyz = vertexPosition48_g18.xyz;
|
||||
float3 vertexNormal49_g18 = float3(0,1,0);
|
||||
v.normal = vertexNormal49_g18;
|
||||
//Calculate new billboard vertex position and normal;
|
||||
float3 upCamVec = float3( 0, 1, 0 );
|
||||
float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 );
|
||||
float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 );
|
||||
float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 );
|
||||
v.normal = normalize( mul( float4( v.normal , 0 ), rotationCamMatrix )).xyz;
|
||||
v.vertex.x *= length( unity_ObjectToWorld._m00_m10_m20 );
|
||||
v.vertex.y *= length( unity_ObjectToWorld._m01_m11_m21 );
|
||||
v.vertex.z *= length( unity_ObjectToWorld._m02_m12_m22 );
|
||||
v.vertex = mul( v.vertex, rotationCamMatrix );
|
||||
v.vertex.xyz += unity_ObjectToWorld._m03_m13_m23;
|
||||
//Need to nullify rotation inserted by generated surface shader;
|
||||
v.vertex = mul( unity_WorldToObject, v.vertex );
|
||||
}
|
||||
|
||||
void surf( Input i , inout SurfaceOutput o )
|
||||
{
|
||||
float4 _Color22_g18 = _Color;
|
||||
float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
half4 temp_output_37_0_g18 = ( _Color22_g18 * tex2D( _MainTex, uv0_MainTex ) );
|
||||
float _Occlusion12_g18 = _Occlusion;
|
||||
half lerpResult29_g18 = lerp( 0.0 , _Occlusion12_g18 , ( ( 1.0 - i.uv_texcoord.y ) * ( 1.0 - i.uv_texcoord.y ) ));
|
||||
float4 albedoColor50_g18 = ( temp_output_37_0_g18 - half4( ( 0.5 * float3(1,1,1) * lerpResult29_g18 ) , 0.0 ) );
|
||||
o.Albedo = albedoColor50_g18.rgb;
|
||||
o.Alpha = 1;
|
||||
float alpha47_g18 = temp_output_37_0_g18.a;
|
||||
clip( alpha47_g18 - _Cutoff );
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=18000
|
||||
1534;339;1906;879;1136.054;189.9912;1;True;False
|
||||
Node;AmplifyShaderEditor.FunctionNode;93;-353.3602,109.1532;Inherit;False;GrassBaseGraph;1;;18;ad52558deb80624468aa023b05a9535b;0;0;4;COLOR;0;FLOAT;54;FLOAT4;56;FLOAT3;58
|
||||
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;76;0,0;Half;False;True;-1;2;;0;0;Lambert;Polaris/BuiltinRP/Foliage/GrassBillboard;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;False;True;False;False;False;True;Off;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Custom;0;True;True;0;True;Opaque;;AlphaTest;All;14;all;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;0;0;False;-1;0;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;True;Cylindrical;True;Absolute;0;;0;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
|
||||
WireConnection;76;0;93;0
|
||||
WireConnection;76;10;93;54
|
||||
WireConnection;76;11;93;56
|
||||
WireConnection;76;12;93;58
|
||||
ASEEND*/
|
||||
//CHKSM=39D12AD88416EDC0F0B9B06CEB85EC8A44AF8D2B
|
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1b6888c352808044a92674a4c7503e6f
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,248 @@
|
||||
// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "Polaris/BuiltinRP/Foliage/GrassInteractive"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_NoiseTex("_NoiseTex", 2D) = "white" {}
|
||||
_Color("Color", Color) = (1,1,1,1)
|
||||
_MainTex("MainTex", 2D) = "white" {}
|
||||
_Occlusion("Occlusion", Range( 0 , 1)) = 0.2
|
||||
_AlphaCutoff("Alpha Cutoff", Range( 0 , 1)) = 0.5
|
||||
[HideInInspector]_BendFactor("BendFactor", Float) = 1
|
||||
_WaveDistance("Wave Distance", Float) = 0.1
|
||||
_Wind("Wind", Vector) = (1,1,4,8)
|
||||
_VectorField("VectorField", 2D) = "gray" {}
|
||||
_FadeMinDistance("FadeMinDistance", Float) = 50
|
||||
_FadeMaxDistance("FadeMaxDistance", Float) = 100
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "AlphaTest+0" "IgnoreProjector" = "True" "DisableBatching" = "True" }
|
||||
Cull Off
|
||||
CGPROGRAM
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#pragma target 3.0
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options nolodfade nolightmap
|
||||
#pragma surface surf Lambert keepalpha addshadow fullforwardshadows vertex:vertexDataFunc
|
||||
struct Input
|
||||
{
|
||||
float2 uv_texcoord;
|
||||
};
|
||||
|
||||
uniform sampler2D _VectorField;
|
||||
uniform float4x4 _WorldToNormalized;
|
||||
uniform float _FadeMaxDistance;
|
||||
uniform float _FadeMinDistance;
|
||||
uniform float _BendFactor;
|
||||
uniform sampler2D _NoiseTex;
|
||||
SamplerState sampler_NoiseTex;
|
||||
uniform float4 _Wind;
|
||||
uniform float _WaveDistance;
|
||||
uniform float4 _Color;
|
||||
uniform sampler2D _MainTex;
|
||||
uniform float4 _MainTex_ST;
|
||||
uniform float _Occlusion;
|
||||
uniform float _AlphaCutoff;
|
||||
|
||||
void vertexDataFunc( inout appdata_full v, out Input o )
|
||||
{
|
||||
UNITY_INITIALIZE_OUTPUT( Input, o );
|
||||
float4x4 myLocalVar55_g2 = _WorldToNormalized;
|
||||
float4x4 _WorldToNormalized8_g2 = myLocalVar55_g2;
|
||||
float3 ase_vertex3Pos = v.vertex.xyz;
|
||||
float3 objToView2_g18 = mul( UNITY_MATRIX_MV, float4( ase_vertex3Pos, 1 ) ).xyz;
|
||||
float _FadeMaxDistance118 = _FadeMaxDistance;
|
||||
float temp_output_1_0_g19 = _FadeMaxDistance118;
|
||||
float _FadeMinDistance117 = _FadeMinDistance;
|
||||
float clampResult7_g18 = clamp( ( ( -objToView2_g18.z - temp_output_1_0_g19 ) / ( _FadeMinDistance117 - temp_output_1_0_g19 ) ) , 0.0 , 1.0 );
|
||||
float4 _VertexPos3_g2 = float4( ( clampResult7_g18 * ase_vertex3Pos ) , 0.0 );
|
||||
float4 break68_g2 = _VertexPos3_g2;
|
||||
float4 appendResult69_g2 = (float4(break68_g2.x , break68_g2.y , break68_g2.z , 1.0));
|
||||
float4 break28_g2 = mul( _WorldToNormalized8_g2, mul( unity_ObjectToWorld, appendResult69_g2 ) );
|
||||
float4 appendResult29_g2 = (float4(break28_g2.x , break28_g2.z , 0.0 , 0.0));
|
||||
float4 vectorFieldUV30_g2 = appendResult29_g2;
|
||||
float4 bendVector33_g2 = tex2Dlod( _VectorField, float4( vectorFieldUV30_g2.xy, 0, 0.0) );
|
||||
float4 break36_g2 = bendVector33_g2;
|
||||
float4 appendResult43_g2 = (float4(( ( break36_g2.r * 2.0 ) - 1.0 ) , ( ( break36_g2.g * 2.0 ) - 1.0 ) , ( ( break36_g2.b * 2.0 ) - 1.0 ) , 0.0));
|
||||
float4 remappedBendVector44_g2 = appendResult43_g2;
|
||||
float _BendFactor71 = _BendFactor;
|
||||
float _BendFactor51_g2 = _BendFactor71;
|
||||
float4 newVertexPosition52_g2 = ( ( remappedBendVector44_g2 * v.texcoord.xy.y * _BendFactor51_g2 ) + _VertexPos3_g2 );
|
||||
float4 _VertexPos3_g32 = newVertexPosition52_g2;
|
||||
float3 objToWorld64_g32 = mul( unity_ObjectToWorld, float4( _VertexPos3_g32.xyz, 1 ) ).xyz;
|
||||
float2 appendResult22_g32 = (float2(objToWorld64_g32.x , objToWorld64_g32.z));
|
||||
float2 worldPosXZ21_g32 = appendResult22_g32;
|
||||
float _WindDirX11 = _Wind.x;
|
||||
float _WindDirX5_g32 = _WindDirX11;
|
||||
float _WindDirY12 = _Wind.y;
|
||||
float _WindDirY7_g32 = _WindDirY12;
|
||||
float2 appendResult19_g32 = (float2(_WindDirX5_g32 , _WindDirY7_g32));
|
||||
float _WindSpeed13 = _Wind.z;
|
||||
float _WindSpeed9_g32 = _WindSpeed13;
|
||||
float _WindSpread14 = _Wind.w;
|
||||
float _WindSpread10_g32 = _WindSpread14;
|
||||
float2 noisePos32_g32 = ( ( worldPosXZ21_g32 - ( appendResult19_g32 * _WindSpeed9_g32 * _Time.y ) ) / _WindSpread10_g32 );
|
||||
float temp_output_35_0_g32 = ( tex2Dlod( _NoiseTex, float4( noisePos32_g32, 0, 0.0) ).r * v.texcoord.xy.y );
|
||||
float _WaveDistance9 = _WaveDistance;
|
||||
float _WaveDistance12_g32 = _WaveDistance9;
|
||||
float _BendFactor38_g32 = _BendFactor71;
|
||||
float4 appendResult42_g32 = (float4(_WindDirX5_g32 , ( temp_output_35_0_g32 * 0.5 ) , _WindDirY7_g32 , 0.0));
|
||||
float4 transform47_g32 = mul(unity_WorldToObject,( temp_output_35_0_g32 * _WaveDistance12_g32 * _BendFactor38_g32 * appendResult42_g32 ));
|
||||
float4 _NewVertexPosition63_g32 = ( _VertexPos3_g32 + transform47_g32 );
|
||||
float4 finalVertexPosition83 = _NewVertexPosition63_g32;
|
||||
v.vertex.xyz = finalVertexPosition83.xyz;
|
||||
float3 vertexNormal55 = float3(0,1,0);
|
||||
v.normal = vertexNormal55;
|
||||
}
|
||||
|
||||
void surf( Input i , inout SurfaceOutput o )
|
||||
{
|
||||
float4 _Color5 = _Color;
|
||||
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float4 temp_output_24_0 = ( _Color5 * tex2D( _MainTex, uv_MainTex ) );
|
||||
float _Occlusion18 = _Occlusion;
|
||||
float lerpResult33 = lerp( 0.0 , _Occlusion18 , ( ( 1.0 - i.uv_texcoord.y ) * ( 1.0 - i.uv_texcoord.y ) ));
|
||||
float4 albedoColor40 = ( temp_output_24_0 - float4( ( 0.5 * float3(1,1,1) * lerpResult33 ) , 0.0 ) );
|
||||
o.Albedo = albedoColor40.rgb;
|
||||
float alpha45 = temp_output_24_0.a;
|
||||
float temp_output_46_0 = alpha45;
|
||||
o.Alpha = temp_output_46_0;
|
||||
clip( temp_output_46_0 - _AlphaCutoff );
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
CustomEditor "ASEMaterialInspector"
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=18400
|
||||
1631;73;1531;1286;2861.304;-1253.962;1.168632;True;False
|
||||
Node;AmplifyShaderEditor.CommentaryNode;41;-3517.229,-256.6267;Inherit;False;1899.109;1469.351;;6;40;39;37;38;44;45;Albedo;1,1,1,1;0;0
|
||||
Node;AmplifyShaderEditor.CommentaryNode;19;-2343.704,-2056.074;Inherit;False;681.3742;1685.453;;23;15;16;5;4;18;17;7;6;12;9;13;81;11;71;14;10;80;70;8;115;116;117;118;Properties;1,1,1,1;0;0
|
||||
Node;AmplifyShaderEditor.CommentaryNode;37;-3415.318,290.2566;Inherit;False;1270.362;876.2831;;7;35;34;33;30;32;31;36;Occlusion;1,1,1,1;0;0
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||||
Node;AmplifyShaderEditor.TexturePropertyNode;6;-2216.348,-1819.075;Float;True;Property;_MainTex;MainTex;3;0;Create;True;0;0;False;0;False;None;None;False;white;LockedToTexture2D;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
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||||
Node;AmplifyShaderEditor.CommentaryNode;36;-3395.857,845.9573;Inherit;False;711;293;;4;26;27;28;29;Occlusion factor;1,1,1,1;0;0
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||||
Node;AmplifyShaderEditor.RangedFloatNode;17;-2289.935,-799.0703;Float;False;Property;_Occlusion;Occlusion;4;0;Create;True;0;0;False;0;False;0.2;0.2;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.TextureCoordinatesNode;26;-3345.857,910.957;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.CommentaryNode;38;-3109.156,-135.5909;Inherit;False;957;392;;5;21;22;23;25;24;Color;1,1,1,1;0;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;7;-1910.346,-1818.075;Float;False;_MainTex;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;116;-2220.509,-489.8274;Inherit;False;Property;_FadeMaxDistance;FadeMaxDistance;11;0;Create;True;0;0;False;0;False;100;0;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;115;-2220.509,-589.8274;Inherit;False;Property;_FadeMinDistance;FadeMinDistance;10;0;Create;True;0;0;False;0;False;50;0;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.OneMinusNode;27;-3060.857,895.9569;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;117;-1928.509,-591.8274;Inherit;False;_FadeMinDistance;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;70;-2179.777,-697.3823;Float;False;Property;_BendFactor;BendFactor;6;1;[HideInInspector];Create;True;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.OneMinusNode;28;-3065.857,1028.956;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;118;-1922.509,-487.8274;Inherit;False;_FadeMaxDistance;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.CommentaryNode;75;-2991.674,1324.012;Inherit;False;1411.137;1925.975;;13;55;54;83;79;82;120;121;68;66;65;64;63;72;Vertex Animation, Normal;1,1,1,1;0;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;18;-1912.209,-796.5604;Float;False;_Occlusion;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.ColorNode;4;-2200.348,-2005.074;Float;False;Property;_Color;Color;2;0;Create;True;0;0;False;0;False;1,1,1,1;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.TexturePropertyNode;80;-2218.335,-1608.123;Float;True;Property;_VectorField;VectorField;9;0;Create;True;0;0;False;0;False;None;None;False;gray;LockedToTexture2D;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;22;-3011.407,8.565916;Inherit;False;7;_MainTex;1;0;OBJECT;0;False;1;SAMPLER2D;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;81;-1906.155,-1606.096;Float;False;_VectorField;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;120;-2884.402,1597.212;Inherit;False;118;_FadeMaxDistance;1;0;OBJECT;;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;8;-2194.579,-1353.997;Float;False;Property;_WaveDistance;Wave Distance;7;0;Create;True;0;0;False;0;False;0.1;0.2;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.Vector4Node;10;-2195.579,-1252.998;Float;False;Property;_Wind;Wind;8;0;Create;True;0;0;False;0;False;1,1,4,8;1,1,7,7;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;119;-2888.422,1492.67;Inherit;False;117;_FadeMinDistance;1;0;OBJECT;;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;5;-1911.346,-2006.074;Float;False;_Color;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.TextureCoordinatesNode;23;-3059.156,100.409;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;29;-2853.856,953.9564;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;35;-2931.117,686.2404;Inherit;False;18;_Occlusion;1;0;OBJECT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;34;-2847.918,578.3406;Float;False;Constant;_Float1;Float 1;6;0;Create;True;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;71;-1919.776,-693.3823;Float;False;_BendFactor;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
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Node;AmplifyShaderEditor.RegisterLocalVarNode;9;-1907.577,-1352.997;Float;False;_WaveDistance;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode;79;-2877.412,1735.809;Inherit;False;81;_VectorField;1;0;OBJECT;0;False;1;SAMPLER2D;0
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Node;AmplifyShaderEditor.GetLocalVarNode;72;-2872.56,2378.925;Inherit;False;71;_BendFactor;1;0;OBJECT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode;63;-2869.945,1949.457;Inherit;False;11;_WindDirX;1;0;OBJECT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode;65;-2876.345,2108.931;Inherit;False;13;_WindSpeed;1;0;OBJECT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;45;-1844.054,53.72989;Float;False;alpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;83;-1873.551,1999.116;Float;False;finalVertexPosition;-1;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0
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WireConnection;7;0;6;0
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WireConnection;27;0;26;2
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WireConnection;117;0;115;0
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WireConnection;28;0;26;2
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WireConnection;29;1;28;0
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WireConnection;14;0;10;4
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WireConnection;33;0;34;0
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WireConnection;33;2;29;0
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WireConnection;13;0;10;3
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WireConnection;9;0;8;0
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WireConnection;11;0;10;1
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WireConnection;21;0;22;0
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WireConnection;21;1;23;0
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WireConnection;12;0;10;2
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WireConnection;121;4;119;0
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WireConnection;121;5;120;0
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WireConnection;176;2;121;0
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WireConnection;176;4;79;0
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WireConnection;176;50;82;0
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WireConnection;24;1;21;0
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WireConnection;30;0;31;0
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WireConnection;30;1;32;0
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WireConnection;30;2;33;0
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WireConnection;44;0;24;0
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WireConnection;144;51;63;0
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WireConnection;144;52;64;0
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WireConnection;144;54;66;0
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WireConnection;144;55;68;0
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WireConnection;144;56;72;0
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WireConnection;39;0;24;0
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WireConnection;39;1;30;0
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WireConnection;40;0;39;0
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WireConnection;55;0;54;0
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WireConnection;45;0;44;3
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WireConnection;83;0;144;0
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WireConnection;16;0;15;0
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WireConnection;110;0;42;0
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WireConnection;110;9;46;0
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WireConnection;110;10;46;0
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WireConnection;110;11;73;0
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WireConnection;110;12;59;0
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ASEEND*/
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//CHKSM=AB66B735D926BDF112589D997FEB34BBA45B0A74
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fileFormatVersion: 2
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guid: c8548a86f213c6f49bd2a98c5daa2cbf
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
|
@@ -0,0 +1,58 @@
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#ifndef GRIFFIN_BILLBOARD_COMMON_INCLUDED
|
||||
#define GRIFFIN_BILLBOARD_COMMON_INCLUDED
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct Input
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||||
{
|
||||
float2 uv_MainTex;
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||||
float2 imageTexcoord;
|
||||
float face : VFACE;
|
||||
};
|
||||
|
||||
fixed4 _ImageTexcoords[256];
|
||||
int _ImageCount;
|
||||
|
||||
void GetImageTexcoord(appdata_full i, inout Input IN)
|
||||
{
|
||||
fixed3 normal = normalize(UnityObjectToWorldNormal(i.normal));
|
||||
fixed dotZ = dot(normal, fixed3(0,0,1));
|
||||
fixed dotX = dot(normal, fixed3(1,0,0));
|
||||
fixed rad = atan2(dotZ, dotX);
|
||||
rad = (rad + UNITY_TWO_PI) % UNITY_TWO_PI;
|
||||
fixed f = rad/UNITY_TWO_PI - 0.5/_ImageCount;
|
||||
int imageIndex = f*_ImageCount;
|
||||
|
||||
fixed4 rect = _ImageTexcoords[imageIndex];
|
||||
fixed2 min = rect.xy;
|
||||
fixed2 max = rect.xy + rect.zw;
|
||||
|
||||
fixed2 result = fixed2(
|
||||
lerp(min.x, max.x, i.texcoord.x),
|
||||
lerp(min.y, max.y, i.texcoord.y));
|
||||
IN.imageTexcoord = result;
|
||||
}
|
||||
|
||||
void TreeBillboardVert(inout appdata_full v, out Input o)
|
||||
{
|
||||
UNITY_INITIALIZE_OUTPUT(Input, o);
|
||||
|
||||
//Calculate new billboard vertex position and normal;
|
||||
float3 upCamVec = float3(0, 1, 0);
|
||||
float3 forwardCamVec = -normalize(UNITY_MATRIX_V._m20_m21_m22);
|
||||
float3 rightCamVec = normalize(UNITY_MATRIX_V._m00_m01_m02);
|
||||
float4x4 rotationCamMatrix = float4x4(rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1);
|
||||
v.normal = mul(unity_WorldToObject, -forwardCamVec);
|
||||
v.tangent = mul(unity_WorldToObject, float4(rightCamVec, 0));
|
||||
v.vertex.x *= length(unity_ObjectToWorld._m00_m10_m20);
|
||||
v.vertex.y *= length(unity_ObjectToWorld._m01_m11_m21);
|
||||
v.vertex.z *= length(unity_ObjectToWorld._m02_m12_m22);
|
||||
v.vertex = mul(v.vertex, rotationCamMatrix);
|
||||
v.vertex.xyz += unity_ObjectToWorld._m03_m13_m23;
|
||||
//Need to nullify rotation inserted by generated surface shader;
|
||||
v.vertex = mul(unity_WorldToObject, v.vertex);
|
||||
|
||||
GetImageTexcoord(v, o);
|
||||
}
|
||||
|
||||
#endif //GRIFFIN_BILLBOARD_COMMON_INCLUDED
|
@@ -0,0 +1,9 @@
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||||
fileFormatVersion: 2
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||||
guid: 95f404c2840f23b49bca7fd2b1bae724
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||||
ShaderImporter:
|
||||
externalObjects: {}
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||||
defaultTextures: []
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nonModifiableTextures: []
|
||||
userData:
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||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,49 @@
|
||||
Shader "Polaris/BuiltinRP/Foliage/TreeBillboard"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Color ("Color", Color) = (1,1,1,1)
|
||||
_MainTex ("Albedo (RGB)", 2D) = "white" {}
|
||||
[Normal] _BumpMap ("Normal Map", 2D) = "bump" {}
|
||||
_Cutoff ("Alpha cutoff", Range(0.01,0.9)) = 0.3
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue" = "AlphaTest"
|
||||
"RenderType" = "TransparentCutout"
|
||||
"DisableBatching" = "True"
|
||||
"IgnoreProjector" = "True"
|
||||
}
|
||||
|
||||
CGPROGRAM
|
||||
#include "GriffinBillboardCommon.cginc"
|
||||
#pragma surface surf Lambert alphatest:_Cutoff addshadow vertex:TreeBillboardVert nolightmap nodirlightmap
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options nolodfade nolightmap
|
||||
#pragma target 3.0
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _BumpMap;
|
||||
fixed4 _Color;
|
||||
|
||||
UNITY_INSTANCING_BUFFER_START(Props)
|
||||
// put more per-instance properties here
|
||||
UNITY_INSTANCING_BUFFER_END(Props)
|
||||
|
||||
void surf (Input IN, inout SurfaceOutput o)
|
||||
{
|
||||
fixed4 c = tex2D (_MainTex, IN.imageTexcoord) * _Color;
|
||||
o.Albedo = c;
|
||||
|
||||
fixed4 normalColor = (tex2D(_BumpMap, IN.imageTexcoord));
|
||||
fixed3 normal = UnpackNormal(normalColor);
|
||||
|
||||
o.Normal = normal;
|
||||
o.Alpha = c.a;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: aee22a69f12b82344bae380fe8570e61
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 779e2a19617443e41adaf2a6b42043e3
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,121 @@
|
||||
// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "Polaris/BuiltinRP/Terrain/BlinnPhong_4Splats"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Color("Color", Color) = (1,1,1,1)
|
||||
_SpecColor("Specular Color",Color)=(1,1,1,1)
|
||||
_Specular("Specular", Range( 0 , 1)) = 0.5
|
||||
_Gloss("Gloss", Float) = 1
|
||||
_Control0("Control0", 2D) = "black" {}
|
||||
_Splat0("Splat0", 2D) = "white" {}
|
||||
_Splat1("Splat1", 2D) = "white" {}
|
||||
_Splat2("Splat2", 2D) = "white" {}
|
||||
_Splat3("Splat3", 2D) = "white" {}
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "DisableBatching" = "True" }
|
||||
Cull Back
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma surface surf BlinnPhong keepalpha addshadow fullforwardshadows noinstancing
|
||||
struct Input
|
||||
{
|
||||
float2 uv_texcoord;
|
||||
};
|
||||
|
||||
uniform float4 _Color;
|
||||
uniform sampler2D _Splat0;
|
||||
uniform float4 _Splat0_ST;
|
||||
uniform sampler2D _Control0;
|
||||
uniform sampler2D _Splat1;
|
||||
uniform float4 _Splat1_ST;
|
||||
uniform sampler2D _Splat2;
|
||||
uniform float4 _Splat2_ST;
|
||||
uniform sampler2D _Splat3;
|
||||
uniform float4 _Splat3_ST;
|
||||
uniform float _Specular;
|
||||
uniform float _Gloss;
|
||||
|
||||
void surf( Input i , inout SurfaceOutput o )
|
||||
{
|
||||
float4 _Color59 = _Color;
|
||||
float2 uv0_Splat0 = i.uv_texcoord * _Splat0_ST.xy + _Splat0_ST.zw;
|
||||
half4 break34_g1 = tex2D( _Control0, i.uv_texcoord );
|
||||
float2 uv0_Splat1 = i.uv_texcoord * _Splat1_ST.xy + _Splat1_ST.zw;
|
||||
float2 uv0_Splat2 = i.uv_texcoord * _Splat2_ST.xy + _Splat2_ST.zw;
|
||||
float2 uv0_Splat3 = i.uv_texcoord * _Splat3_ST.xy + _Splat3_ST.zw;
|
||||
float4 splatColor52_g1 = ( ( tex2D( _Splat0, uv0_Splat0 ) * break34_g1.r ) + ( tex2D( _Splat1, uv0_Splat1 ) * break34_g1.g ) + ( tex2D( _Splat2, uv0_Splat2 ) * break34_g1.b ) + ( tex2D( _Splat3, uv0_Splat3 ) * break34_g1.a ) );
|
||||
float4 albedo55 = ( _Color59 * splatColor52_g1 );
|
||||
o.Albedo = albedo55.rgb;
|
||||
float _Specular69 = _Specular;
|
||||
o.Specular = _Specular69;
|
||||
float _Gloss71 = _Gloss;
|
||||
o.Gloss = _Gloss71;
|
||||
o.Alpha = 1;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
}
|
||||
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ASEEND*/
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//CHKSM=E36E1117F712479A93E143ACFC095B2B53EB55FD
|
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fileFormatVersion: 2
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guid: 302b95a44b67e11488203a6699357982
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ShaderImporter:
|
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,159 @@
|
||||
// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "Polaris/BuiltinRP/Terrain/BlinnPhong_4Splats4Normals"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_SpecColor("Specular Color",Color)=(1,1,1,1)
|
||||
_Color("Color", Color) = (1,1,1,1)
|
||||
_Control0("Control0", 2D) = "black" {}
|
||||
_Splat0("Splat0", 2D) = "white" {}
|
||||
_Specular("Specular", Range( 0 , 1)) = 0.5
|
||||
_Splat1("Splat1", 2D) = "white" {}
|
||||
_Gloss("Gloss", Float) = 1
|
||||
_Splat2("Splat2", 2D) = "white" {}
|
||||
_Splat3("Splat3", 2D) = "white" {}
|
||||
_Normal0("Normal0", 2D) = "bump" {}
|
||||
_Normal1("Normal1", 2D) = "bump" {}
|
||||
_Normal2("Normal2", 2D) = "bump" {}
|
||||
_Normal3("Normal3", 2D) = "bump" {}
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "DisableBatching" = "True" }
|
||||
Cull Back
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma surface surf BlinnPhong keepalpha addshadow fullforwardshadows noinstancing
|
||||
struct Input
|
||||
{
|
||||
float2 uv_texcoord;
|
||||
};
|
||||
|
||||
uniform sampler2D _Normal0;
|
||||
uniform sampler2D _Splat0;
|
||||
uniform float4 _Splat0_ST;
|
||||
uniform sampler2D _Control0;
|
||||
uniform sampler2D _Normal1;
|
||||
uniform sampler2D _Splat1;
|
||||
uniform float4 _Splat1_ST;
|
||||
uniform sampler2D _Normal2;
|
||||
uniform sampler2D _Splat2;
|
||||
uniform float4 _Splat2_ST;
|
||||
uniform sampler2D _Normal3;
|
||||
uniform sampler2D _Splat3;
|
||||
uniform float4 _Splat3_ST;
|
||||
uniform float4 _Color;
|
||||
uniform float _Specular;
|
||||
uniform float _Gloss;
|
||||
|
||||
void surf( Input i , inout SurfaceOutput o )
|
||||
{
|
||||
float2 uv0_Splat0 = i.uv_texcoord * _Splat0_ST.xy + _Splat0_ST.zw;
|
||||
half4 tex2DNode31_g15 = tex2D( _Control0, i.uv_texcoord );
|
||||
half4 break125_g15 = tex2DNode31_g15;
|
||||
float2 uv0_Splat1 = i.uv_texcoord * _Splat1_ST.xy + _Splat1_ST.zw;
|
||||
float2 uv0_Splat2 = i.uv_texcoord * _Splat2_ST.xy + _Splat2_ST.zw;
|
||||
float2 uv0_Splat3 = i.uv_texcoord * _Splat3_ST.xy + _Splat3_ST.zw;
|
||||
half3 lerpResult128_g15 = lerp( float3(0,0,0.5) , UnpackNormal( ( ( tex2D( _Normal0, uv0_Splat0 ) * break125_g15.r ) + ( tex2D( _Normal1, uv0_Splat1 ) * break125_g15.g ) + ( tex2D( _Normal2, uv0_Splat2 ) * break125_g15.b ) + ( tex2D( _Normal3, uv0_Splat3 ) * break125_g15.a ) ) ) , ( break125_g15.r + break125_g15.g + break125_g15.b + break125_g15.a ));
|
||||
float3 normalVector114_g15 = lerpResult128_g15;
|
||||
float3 normalVector80 = normalVector114_g15;
|
||||
o.Normal = normalVector80;
|
||||
float4 _Color59 = _Color;
|
||||
half4 break34_g15 = tex2DNode31_g15;
|
||||
float4 splatColor52_g15 = ( ( tex2D( _Splat0, uv0_Splat0 ) * break34_g15.r ) + ( tex2D( _Splat1, uv0_Splat1 ) * break34_g15.g ) + ( tex2D( _Splat2, uv0_Splat2 ) * break34_g15.b ) + ( tex2D( _Splat3, uv0_Splat3 ) * break34_g15.a ) );
|
||||
float4 albedo55 = ( _Color59 * splatColor52_g15 );
|
||||
o.Albedo = albedo55.rgb;
|
||||
float _Specular87 = _Specular;
|
||||
o.Specular = _Specular87;
|
||||
float _Gloss88 = _Gloss;
|
||||
o.Gloss = _Gloss88;
|
||||
o.Alpha = 1;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
}
|
||||
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|
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userData:
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assetBundleName:
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assetBundleVariant:
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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Polaris/BuiltinRP/Terrain/BlinnPhong_8Splats"
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{
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Properties
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{
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_SpecColor("Specular Color",Color)=(1,1,1,1)
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_Color("Color", Color) = (1,1,1,1)
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_Control0("Control0", 2D) = "black" {}
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_Specular("Specular", Range( 0 , 1)) = 0.5
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_Control1("Control1", 2D) = "black" {}
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_Gloss("Gloss", Float) = 1
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_Splat0("Splat0", 2D) = "white" {}
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_Splat1("Splat1", 2D) = "white" {}
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_Splat2("Splat2", 2D) = "white" {}
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_Splat3("Splat3", 2D) = "white" {}
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||||
_Splat4("Splat4", 2D) = "white" {}
|
||||
_Splat5("Splat5", 2D) = "white" {}
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||||
_Splat6("Splat6", 2D) = "white" {}
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||||
_Splat7("Splat7", 2D) = "white" {}
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "DisableBatching" = "True" }
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Cull Back
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||||
CGPROGRAM
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||||
#pragma target 3.0
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#pragma surface surf BlinnPhong keepalpha addshadow fullforwardshadows noinstancing
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||||
struct Input
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{
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||||
float2 uv_texcoord;
|
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};
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uniform float4 _Color;
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uniform sampler2D _Splat0;
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uniform float4 _Splat0_ST;
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uniform sampler2D _Control0;
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uniform sampler2D _Splat1;
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uniform float4 _Splat1_ST;
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uniform sampler2D _Splat2;
|
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uniform float4 _Splat2_ST;
|
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uniform sampler2D _Splat3;
|
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uniform float4 _Splat3_ST;
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uniform sampler2D _Splat4;
|
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uniform float4 _Splat4_ST;
|
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uniform sampler2D _Control1;
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uniform sampler2D _Splat5;
|
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uniform float4 _Splat5_ST;
|
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uniform sampler2D _Splat6;
|
||||
uniform float4 _Splat6_ST;
|
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uniform sampler2D _Splat7;
|
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uniform float4 _Splat7_ST;
|
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uniform float _Specular;
|
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uniform float _Gloss;
|
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|
||||
void surf( Input i , inout SurfaceOutput o )
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{
|
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float4 _Color59 = _Color;
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float2 uv0_Splat0 = i.uv_texcoord * _Splat0_ST.xy + _Splat0_ST.zw;
|
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half4 break34_g20 = tex2D( _Control0, i.uv_texcoord );
|
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float2 uv0_Splat1 = i.uv_texcoord * _Splat1_ST.xy + _Splat1_ST.zw;
|
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float2 uv0_Splat2 = i.uv_texcoord * _Splat2_ST.xy + _Splat2_ST.zw;
|
||||
float2 uv0_Splat3 = i.uv_texcoord * _Splat3_ST.xy + _Splat3_ST.zw;
|
||||
float4 splatColor52_g20 = ( ( tex2D( _Splat0, uv0_Splat0 ) * break34_g20.r ) + ( tex2D( _Splat1, uv0_Splat1 ) * break34_g20.g ) + ( tex2D( _Splat2, uv0_Splat2 ) * break34_g20.b ) + ( tex2D( _Splat3, uv0_Splat3 ) * break34_g20.a ) );
|
||||
float4 splatColor055 = splatColor52_g20;
|
||||
float2 uv0_Splat4 = i.uv_texcoord * _Splat4_ST.xy + _Splat4_ST.zw;
|
||||
half4 break34_g19 = tex2D( _Control1, i.uv_texcoord );
|
||||
float2 uv0_Splat5 = i.uv_texcoord * _Splat5_ST.xy + _Splat5_ST.zw;
|
||||
float2 uv0_Splat6 = i.uv_texcoord * _Splat6_ST.xy + _Splat6_ST.zw;
|
||||
float2 uv0_Splat7 = i.uv_texcoord * _Splat7_ST.xy + _Splat7_ST.zw;
|
||||
float4 splatColor52_g19 = ( ( tex2D( _Splat4, uv0_Splat4 ) * break34_g19.r ) + ( tex2D( _Splat5, uv0_Splat5 ) * break34_g19.g ) + ( tex2D( _Splat6, uv0_Splat6 ) * break34_g19.b ) + ( tex2D( _Splat7, uv0_Splat7 ) * break34_g19.a ) );
|
||||
float4 splatColor1117 = splatColor52_g19;
|
||||
float4 albedoColor125 = ( _Color59 * ( splatColor055 + splatColor1117 ) );
|
||||
o.Albedo = albedoColor125.rgb;
|
||||
float _Specular140 = _Specular;
|
||||
o.Specular = _Specular140;
|
||||
float _Gloss141 = _Gloss;
|
||||
o.Gloss = _Gloss141;
|
||||
o.Alpha = 1;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
}
|
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WireConnection;135;4;143;0
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ASEEND*/
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//CHKSM=6E26207ED61903AF092F636593F79EF4B01036A6
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fileFormatVersion: 2
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assetBundleVariant:
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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Polaris/BuiltinRP/Terrain/BlinnPhong_ColorMap"
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{
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Properties
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{
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_SpecColor("Specular Color",Color)=(1,1,1,1)
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_Specular("Specular", Range( 0 , 1)) = 0.5
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_Gloss("Gloss", Float) = 1
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_MainTex("_MainTex", 2D) = "white" {}
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "DisableBatching" = "True" }
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Cull Back
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CGPROGRAM
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#pragma target 3.0
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#pragma surface surf BlinnPhong keepalpha addshadow fullforwardshadows noinstancing
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struct Input
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{
|
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float2 uv_texcoord;
|
||||
};
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uniform sampler2D _MainTex;
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uniform half4 _MainTex_ST;
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uniform float _Specular;
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uniform float _Gloss;
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void surf( Input i , inout SurfaceOutput o )
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{
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float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
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o.Albedo = tex2D( _MainTex, uv_MainTex ).rgb;
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float _Specular22 = _Specular;
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o.Specular = _Specular22;
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float _Gloss23 = _Gloss;
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o.Gloss = _Gloss23;
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o.Alpha = 1;
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}
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ENDCG
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}
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Fallback "Diffuse"
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}
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//CHKSM=9EB03EA78077666F9E150F95F75CFFABCD01C83E
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userData:
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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Polaris/BuiltinRP/Terrain/BlinnPhong_GradientLookup"
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{
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Properties
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{
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_SpecColor("Specular Color",Color)=(1,1,1,1)
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_Color("Color", Color) = (1,1,1,1)
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_ColorByHeight("Color By Height", 2D) = "white" {}
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||||
_Specular("Specular", Range( 0 , 1)) = 0.5
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_ColorByNormal("Color By Normal", 2D) = "white" {}
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_Gloss("Gloss", Float) = 1
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_ColorBlend("ColorBlend", 2D) = "white" {}
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_Dimension("Dimension", Vector) = (1,1,1,0)
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_MainTex("MainTex", 2D) = "white" {}
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "DisableBatching" = "True" }
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Cull Back
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||||
CGINCLUDE
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#pragma target 3.0
|
||||
struct Input
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{
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||||
float3 worldPos;
|
||||
half3 worldNormal;
|
||||
float2 uv_texcoord;
|
||||
};
|
||||
|
||||
uniform sampler2D _ColorByHeight;
|
||||
uniform float3 _Dimension;
|
||||
uniform sampler2D _ColorBlend;
|
||||
uniform sampler2D _ColorByNormal;
|
||||
uniform sampler2D _MainTex;
|
||||
uniform float4 _Color;
|
||||
uniform float _Specular;
|
||||
uniform float _Gloss;
|
||||
|
||||
void surf( Input i , inout SurfaceOutput o )
|
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{
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float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) );
|
||||
float _Height22 = _Dimension.y;
|
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float heightFraction59 = (0.0 + (ase_vertex3Pos.y - 0.0) * (1.0 - 0.0) / (_Height22 - 0.0));
|
||||
half2 appendResult25 = (half2(heightFraction59 , 0.5));
|
||||
float4 colorByHeightResult30 = tex2D( _ColorByHeight, appendResult25 );
|
||||
half2 appendResult63 = (half2(heightFraction59 , 0.5));
|
||||
half4 tex2DNode65 = tex2D( _ColorBlend, appendResult63 );
|
||||
half3 ase_worldNormal = i.worldNormal;
|
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half3 ase_vertexNormal = mul( unity_WorldToObject, float4( ase_worldNormal, 0 ) );
|
||||
half2 appendResult41 = (half2(saturate( ase_vertexNormal.y ) , 0.5));
|
||||
float4 colorByNormalResult43 = tex2D( _ColorByNormal, appendResult41 );
|
||||
float4 mainTexColor53 = tex2D( _MainTex, i.uv_texcoord );
|
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float4 _Color9 = _Color;
|
||||
float4 albedoResult78 = ( ( ( ( ( colorByHeightResult30 * ( 1.0 - tex2DNode65.r ) ) + ( colorByNormalResult43 * tex2DNode65.r ) ) * ( 1.0 - mainTexColor53.a ) ) + mainTexColor53 ) * _Color9 );
|
||||
o.Albedo = albedoResult78.rgb;
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||||
float _Specular85 = _Specular;
|
||||
o.Specular = _Specular85;
|
||||
float _Gloss86 = _Gloss;
|
||||
o.Gloss = _Gloss86;
|
||||
o.Alpha = 1;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
CGPROGRAM
|
||||
#pragma surface surf BlinnPhong keepalpha fullforwardshadows noinstancing
|
||||
|
||||
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"
|
||||
struct v2f
|
||||
{
|
||||
V2F_SHADOW_CASTER;
|
||||
float2 customPack1 : TEXCOORD1;
|
||||
float3 worldPos : TEXCOORD2;
|
||||
float3 worldNormal : TEXCOORD3;
|
||||
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 );
|
||||
o.worldNormal = worldNormal;
|
||||
o.customPack1.xy = customInputData.uv_texcoord;
|
||||
o.customPack1.xy = v.texcoord;
|
||||
o.worldPos = worldPos;
|
||||
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 = IN.worldPos;
|
||||
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
|
||||
surfIN.worldPos = worldPos;
|
||||
surfIN.worldNormal = IN.worldNormal;
|
||||
SurfaceOutput o;
|
||||
UNITY_INITIALIZE_OUTPUT( SurfaceOutput, o )
|
||||
surf( surfIN, o );
|
||||
#if defined( CAN_SKIP_VPOS )
|
||||
float2 vpos = IN.pos;
|
||||
#endif
|
||||
SHADOW_CASTER_FRAGMENT( IN )
|
||||
}
|
||||
ENDCG
|
||||
}
|
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}
|
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Fallback "Diffuse"
|
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}
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ASEEND*/
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//CHKSM=6E8DCA84CCEA4EB8FF348992A7D73051319B9D7A
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fileFormatVersion: 2
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externalObjects: {}
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Polaris/BuiltinRP/Terrain/BlinnPhong_VertexColor"
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{
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Properties
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{
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_SpecColor("Specular Color",Color)=(1,1,1,1)
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_Color("Color", Color) = (1,1,1,1)
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_Specular("Specular", Range( 0 , 1)) = 0.5
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_Gloss("Gloss", Float) = 1
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "DisableBatching" = "True" }
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Cull Back
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CGPROGRAM
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#pragma target 3.0
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#pragma surface surf BlinnPhong keepalpha addshadow fullforwardshadows noinstancing
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struct Input
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{
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float4 vertexColor : COLOR;
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};
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uniform float4 _Color;
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uniform float _Specular;
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uniform float _Gloss;
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void surf( Input i , inout SurfaceOutput o )
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{
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float4 _Color5 = _Color;
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float4 albedo10 = ( _Color5 * i.vertexColor );
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o.Albedo = albedo10.rgb;
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float _Specular22 = _Specular;
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o.Specular = _Specular22;
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float _Gloss23 = _Gloss;
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o.Gloss = _Gloss23;
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o.Alpha = 1;
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}
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ENDCG
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}
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Fallback "Diffuse"
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}
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WireConnection;9;1;7;0
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ASEEND*/
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|
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fileFormatVersion: 2
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
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Shader "Polaris/BuiltinRP/Terrain/Lambert_4Splats"
|
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{
|
||||
Properties
|
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{
|
||||
_Color("Color", Color) = (1,1,1,1)
|
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_Control0("Control0", 2D) = "black" {}
|
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_Splat0("Splat0", 2D) = "white" {}
|
||||
_Splat1("Splat1", 2D) = "white" {}
|
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_Splat2("Splat2", 2D) = "white" {}
|
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_Splat3("Splat3", 2D) = "white" {}
|
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "DisableBatching" = "True" }
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Cull Back
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CGPROGRAM
|
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#pragma target 3.0
|
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#pragma surface surf Lambert keepalpha addshadow fullforwardshadows noinstancing
|
||||
struct Input
|
||||
{
|
||||
float2 uv_texcoord;
|
||||
};
|
||||
|
||||
uniform float4 _Color;
|
||||
uniform sampler2D _Splat0;
|
||||
uniform float4 _Splat0_ST;
|
||||
uniform sampler2D _Control0;
|
||||
uniform sampler2D _Splat1;
|
||||
uniform float4 _Splat1_ST;
|
||||
uniform sampler2D _Splat2;
|
||||
uniform float4 _Splat2_ST;
|
||||
uniform sampler2D _Splat3;
|
||||
uniform float4 _Splat3_ST;
|
||||
|
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void surf( Input i , inout SurfaceOutput o )
|
||||
{
|
||||
float4 _Color59 = _Color;
|
||||
float2 uv0_Splat0 = i.uv_texcoord * _Splat0_ST.xy + _Splat0_ST.zw;
|
||||
half4 break34_g1 = tex2D( _Control0, i.uv_texcoord );
|
||||
float2 uv0_Splat1 = i.uv_texcoord * _Splat1_ST.xy + _Splat1_ST.zw;
|
||||
float2 uv0_Splat2 = i.uv_texcoord * _Splat2_ST.xy + _Splat2_ST.zw;
|
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float2 uv0_Splat3 = i.uv_texcoord * _Splat3_ST.xy + _Splat3_ST.zw;
|
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float4 splatColor52_g1 = ( ( tex2D( _Splat0, uv0_Splat0 ) * break34_g1.r ) + ( tex2D( _Splat1, uv0_Splat1 ) * break34_g1.g ) + ( tex2D( _Splat2, uv0_Splat2 ) * break34_g1.b ) + ( tex2D( _Splat3, uv0_Splat3 ) * break34_g1.a ) );
|
||||
float4 albedo55 = ( _Color59 * splatColor52_g1 );
|
||||
o.Albedo = albedo55.rgb;
|
||||
o.Alpha = 1;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
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Fallback "Diffuse"
|
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}
|
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Node;AmplifyShaderEditor.RegisterLocalVarNode;6;-2348.642,-864.1251;Float;False;_Splat0;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
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Node;AmplifyShaderEditor.GetLocalVarNode;61;-2245.136,166.0216;Inherit;False;59;_Color;1;0;OBJECT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;66;0,0;Half;False;True;-1;2;;0;0;Lambert;Polaris/BuiltinRP/Terrain/Lambert_4Splats;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;True;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;All;14;all;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;0;0;False;-1;0;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
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ASEEND*/
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//CHKSM=2DB8BD90FE1D6E291D0B2220537DA7A8E6E053A0
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,141 @@
|
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// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "Polaris/BuiltinRP/Terrain/Lambert_4Splats4Normals"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Color("Color", Color) = (1,1,1,1)
|
||||
_Control0("Control0", 2D) = "black" {}
|
||||
_Splat0("Splat0", 2D) = "white" {}
|
||||
_Splat1("Splat1", 2D) = "white" {}
|
||||
_Splat2("Splat2", 2D) = "white" {}
|
||||
_Splat3("Splat3", 2D) = "white" {}
|
||||
_Normal0("Normal0", 2D) = "bump" {}
|
||||
_Normal1("Normal1", 2D) = "bump" {}
|
||||
_Normal2("Normal2", 2D) = "bump" {}
|
||||
_Normal3("Normal3", 2D) = "bump" {}
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "DisableBatching" = "True" }
|
||||
Cull Back
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma surface surf Lambert keepalpha addshadow fullforwardshadows noinstancing
|
||||
struct Input
|
||||
{
|
||||
float2 uv_texcoord;
|
||||
};
|
||||
|
||||
uniform sampler2D _Normal0;
|
||||
uniform sampler2D _Splat0;
|
||||
uniform float4 _Splat0_ST;
|
||||
uniform sampler2D _Control0;
|
||||
uniform sampler2D _Normal1;
|
||||
uniform sampler2D _Splat1;
|
||||
uniform float4 _Splat1_ST;
|
||||
uniform sampler2D _Normal2;
|
||||
uniform sampler2D _Splat2;
|
||||
uniform float4 _Splat2_ST;
|
||||
uniform sampler2D _Normal3;
|
||||
uniform sampler2D _Splat3;
|
||||
uniform float4 _Splat3_ST;
|
||||
uniform float4 _Color;
|
||||
|
||||
void surf( Input i , inout SurfaceOutput o )
|
||||
{
|
||||
float2 uv0_Splat0 = i.uv_texcoord * _Splat0_ST.xy + _Splat0_ST.zw;
|
||||
half4 tex2DNode31_g15 = tex2D( _Control0, i.uv_texcoord );
|
||||
half4 break125_g15 = tex2DNode31_g15;
|
||||
float2 uv0_Splat1 = i.uv_texcoord * _Splat1_ST.xy + _Splat1_ST.zw;
|
||||
float2 uv0_Splat2 = i.uv_texcoord * _Splat2_ST.xy + _Splat2_ST.zw;
|
||||
float2 uv0_Splat3 = i.uv_texcoord * _Splat3_ST.xy + _Splat3_ST.zw;
|
||||
half3 lerpResult128_g15 = lerp( float3(0,0,0.5) , UnpackNormal( ( ( tex2D( _Normal0, uv0_Splat0 ) * break125_g15.r ) + ( tex2D( _Normal1, uv0_Splat1 ) * break125_g15.g ) + ( tex2D( _Normal2, uv0_Splat2 ) * break125_g15.b ) + ( tex2D( _Normal3, uv0_Splat3 ) * break125_g15.a ) ) ) , ( break125_g15.r + break125_g15.g + break125_g15.b + break125_g15.a ));
|
||||
float3 normalVector114_g15 = lerpResult128_g15;
|
||||
float3 normalVector80 = normalVector114_g15;
|
||||
o.Normal = normalVector80;
|
||||
float4 _Color59 = _Color;
|
||||
half4 break34_g15 = tex2DNode31_g15;
|
||||
float4 splatColor52_g15 = ( ( tex2D( _Splat0, uv0_Splat0 ) * break34_g15.r ) + ( tex2D( _Splat1, uv0_Splat1 ) * break34_g15.g ) + ( tex2D( _Splat2, uv0_Splat2 ) * break34_g15.b ) + ( tex2D( _Splat3, uv0_Splat3 ) * break34_g15.a ) );
|
||||
float4 albedo55 = ( _Color59 * splatColor52_g15 );
|
||||
o.Albedo = albedo55.rgb;
|
||||
o.Alpha = 1;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
CustomEditor "ASEMaterialInspector"
|
||||
}
|
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/*ASEBEGIN
|
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ASEEND*/
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Polaris/BuiltinRP/Terrain/Lambert_8Splats"
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{
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Properties
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{
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_Color("Color", Color) = (1,1,1,1)
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_Control0("Control0", 2D) = "black" {}
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_Control1("Control1", 2D) = "black" {}
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_Splat0("Splat0", 2D) = "white" {}
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_Splat1("Splat1", 2D) = "white" {}
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_Splat2("Splat2", 2D) = "white" {}
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_Splat3("Splat3", 2D) = "white" {}
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_Splat4("Splat4", 2D) = "white" {}
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_Splat5("Splat5", 2D) = "white" {}
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_Splat6("Splat6", 2D) = "white" {}
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_Splat7("Splat7", 2D) = "white" {}
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "DisableBatching" = "True" }
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Cull Back
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CGPROGRAM
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#pragma target 3.0
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#pragma surface surf Lambert keepalpha addshadow fullforwardshadows noinstancing
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struct Input
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||||
{
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float2 uv_texcoord;
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||||
};
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|
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uniform float4 _Color;
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uniform sampler2D _Splat0;
|
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uniform float4 _Splat0_ST;
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uniform sampler2D _Control0;
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uniform sampler2D _Splat1;
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uniform float4 _Splat1_ST;
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uniform sampler2D _Splat2;
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uniform float4 _Splat2_ST;
|
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uniform sampler2D _Splat3;
|
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uniform float4 _Splat3_ST;
|
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uniform sampler2D _Splat4;
|
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uniform float4 _Splat4_ST;
|
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uniform sampler2D _Control1;
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uniform sampler2D _Splat5;
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uniform float4 _Splat5_ST;
|
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uniform sampler2D _Splat6;
|
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uniform float4 _Splat6_ST;
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uniform sampler2D _Splat7;
|
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uniform float4 _Splat7_ST;
|
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|
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void surf( Input i , inout SurfaceOutput o )
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{
|
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float4 _Color59 = _Color;
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float2 uv0_Splat0 = i.uv_texcoord * _Splat0_ST.xy + _Splat0_ST.zw;
|
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half4 break34_g20 = tex2D( _Control0, i.uv_texcoord );
|
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float2 uv0_Splat1 = i.uv_texcoord * _Splat1_ST.xy + _Splat1_ST.zw;
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float2 uv0_Splat2 = i.uv_texcoord * _Splat2_ST.xy + _Splat2_ST.zw;
|
||||
float2 uv0_Splat3 = i.uv_texcoord * _Splat3_ST.xy + _Splat3_ST.zw;
|
||||
float4 splatColor52_g20 = ( ( tex2D( _Splat0, uv0_Splat0 ) * break34_g20.r ) + ( tex2D( _Splat1, uv0_Splat1 ) * break34_g20.g ) + ( tex2D( _Splat2, uv0_Splat2 ) * break34_g20.b ) + ( tex2D( _Splat3, uv0_Splat3 ) * break34_g20.a ) );
|
||||
float4 splatColor055 = splatColor52_g20;
|
||||
float2 uv0_Splat4 = i.uv_texcoord * _Splat4_ST.xy + _Splat4_ST.zw;
|
||||
half4 break34_g19 = tex2D( _Control1, i.uv_texcoord );
|
||||
float2 uv0_Splat5 = i.uv_texcoord * _Splat5_ST.xy + _Splat5_ST.zw;
|
||||
float2 uv0_Splat6 = i.uv_texcoord * _Splat6_ST.xy + _Splat6_ST.zw;
|
||||
float2 uv0_Splat7 = i.uv_texcoord * _Splat7_ST.xy + _Splat7_ST.zw;
|
||||
float4 splatColor52_g19 = ( ( tex2D( _Splat4, uv0_Splat4 ) * break34_g19.r ) + ( tex2D( _Splat5, uv0_Splat5 ) * break34_g19.g ) + ( tex2D( _Splat6, uv0_Splat6 ) * break34_g19.b ) + ( tex2D( _Splat7, uv0_Splat7 ) * break34_g19.a ) );
|
||||
float4 splatColor1117 = splatColor52_g19;
|
||||
float4 albedoColor125 = ( _Color59 * ( splatColor055 + splatColor1117 ) );
|
||||
o.Albedo = albedoColor125.rgb;
|
||||
o.Alpha = 1;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
}
|
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;135;-1217.387,-533.661;Half;False;True;-1;2;;0;0;Lambert;Polaris/BuiltinRP/Terrain/Lambert_8Splats;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;True;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;All;14;all;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;0;0;False;-1;0;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
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WireConnection;59;0;58;0
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WireConnection;122;1;121;0
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WireConnection;124;1;122;0
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WireConnection;125;0;124;0
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WireConnection;135;0;62;0
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ASEEND*/
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//CHKSM=3A54688BF5BFC95ACA00909E4FD4E6A28FFE6FE2
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fileFormatVersion: 2
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guid: 6274885df2685194ba437d1fb7c6c369
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Polaris/BuiltinRP/Terrain/Lambert_ColorMap"
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{
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Properties
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{
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_MainTex("_MainTex", 2D) = "white" {}
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
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Cull Back
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CGPROGRAM
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#pragma target 3.0
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#pragma surface surf Lambert keepalpha addshadow fullforwardshadows noinstancing
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struct Input
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{
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float2 uv_texcoord;
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};
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uniform sampler2D _MainTex;
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uniform half4 _MainTex_ST;
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|
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void surf( Input i , inout SurfaceOutput o )
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{
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float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
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o.Albedo = tex2D( _MainTex, uv_MainTex ).rgb;
|
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o.Alpha = 1;
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}
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ENDCG
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}
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Fallback "Diffuse"
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}
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WireConnection;2;0;1;0
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WireConnection;4;0;3;0
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ASEEND*/
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//CHKSM=4E3FF19461DAEEC36B8E3569FAD47DCA04F2D11F
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userData:
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assetBundleName:
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assetBundleVariant:
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// Made with Amplify Shader Editor
|
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Polaris/BuiltinRP/Terrain/Lambert_GradientLookup"
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||||
{
|
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Properties
|
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{
|
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_Color("Color", Color) = (1,1,1,1)
|
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_ColorByHeight("Color By Height", 2D) = "white" {}
|
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_ColorByNormal("Color By Normal", 2D) = "white" {}
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_ColorBlend("ColorBlend", 2D) = "white" {}
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_Dimension("Dimension", Vector) = (1,1,1,0)
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_MainTex("MainTex", 2D) = "white" {}
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "DisableBatching" = "True" }
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Cull Back
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CGINCLUDE
|
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#include "UnityShaderVariables.cginc"
|
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#include "UnityPBSLighting.cginc"
|
||||
#include "Lighting.cginc"
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#pragma target 3.0
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struct Input
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{
|
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float3 worldPos;
|
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half3 worldNormal;
|
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float2 uv_texcoord;
|
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};
|
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|
||||
uniform sampler2D _ColorByHeight;
|
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uniform float3 _Dimension;
|
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uniform sampler2D _ColorBlend;
|
||||
uniform sampler2D _ColorByNormal;
|
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uniform sampler2D _MainTex;
|
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uniform float4 _Color;
|
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|
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void surf( Input i , inout SurfaceOutput o )
|
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{
|
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float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) );
|
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float _Height22 = _Dimension.y;
|
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float heightFraction59 = (0.0 + (ase_vertex3Pos.y - 0.0) * (1.0 - 0.0) / (_Height22 - 0.0));
|
||||
half2 appendResult25 = (half2(heightFraction59 , 0.5));
|
||||
float4 colorByHeightResult30 = tex2D( _ColorByHeight, appendResult25 );
|
||||
half2 appendResult63 = (half2(heightFraction59 , 0.5));
|
||||
half4 tex2DNode65 = tex2D( _ColorBlend, appendResult63 );
|
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half3 ase_worldNormal = i.worldNormal;
|
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half3 ase_vertexNormal = mul( unity_WorldToObject, float4( ase_worldNormal, 0 ) );
|
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half2 appendResult41 = (half2(saturate( ase_vertexNormal.y ) , 0.5));
|
||||
float4 colorByNormalResult43 = tex2D( _ColorByNormal, appendResult41 );
|
||||
float4 mainTexColor53 = tex2D( _MainTex, i.uv_texcoord );
|
||||
float4 _Color9 = _Color;
|
||||
float4 albedoResult78 = ( ( ( ( ( colorByHeightResult30 * ( 1.0 - tex2DNode65.r ) ) + ( colorByNormalResult43 * tex2DNode65.r ) ) * ( 1.0 - mainTexColor53.a ) ) + mainTexColor53 ) * _Color9 );
|
||||
o.Albedo = albedoResult78.rgb;
|
||||
o.Alpha = 1;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
CGPROGRAM
|
||||
#pragma surface surf Lambert keepalpha fullforwardshadows noinstancing
|
||||
|
||||
ENDCG
|
||||
Pass
|
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
|
||||
ZWrite On
|
||||
CGPROGRAM
|
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#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 3.0
|
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#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"
|
||||
struct v2f
|
||||
{
|
||||
V2F_SHADOW_CASTER;
|
||||
float2 customPack1 : TEXCOORD1;
|
||||
float3 worldPos : TEXCOORD2;
|
||||
float3 worldNormal : TEXCOORD3;
|
||||
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 );
|
||||
o.worldNormal = worldNormal;
|
||||
o.customPack1.xy = customInputData.uv_texcoord;
|
||||
o.customPack1.xy = v.texcoord;
|
||||
o.worldPos = worldPos;
|
||||
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 = IN.worldPos;
|
||||
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
|
||||
surfIN.worldPos = worldPos;
|
||||
surfIN.worldNormal = IN.worldNormal;
|
||||
SurfaceOutput o;
|
||||
UNITY_INITIALIZE_OUTPUT( SurfaceOutput, o )
|
||||
surf( surfIN, o );
|
||||
#if defined( CAN_SKIP_VPOS )
|
||||
float2 vpos = IN.pos;
|
||||
#endif
|
||||
SHADOW_CASTER_FRAGMENT( IN )
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
}
|
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Node;AmplifyShaderEditor.CommentaryNode;29;-4462.73,222.3531;Inherit;False;1705.197;471.512;;9;21;20;23;59;27;26;28;25;30;Sample Color By Height;1,1,1,1;0;0
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Node;AmplifyShaderEditor.PosVertexDataNode;20;-4431.73,366.4063;Inherit;False;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.GetLocalVarNode;21;-4420.388,526.8657;Inherit;False;22;_Height;1;0;OBJECT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.CommentaryNode;46;-4251.19,848.2155;Inherit;False;1479.913;393.3013;;7;44;38;45;40;41;42;43;Sample Color By Normal;1,1,1,1;0;0
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Node;AmplifyShaderEditor.NormalVertexDataNode;44;-4201.19,985.4062;Inherit;False;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.TexturePropertyNode;10;-3411.312,-826.9905;Float;True;Property;_ColorByHeight;Color By Height;1;0;Create;True;0;0;False;0;None;None;False;white;LockedToTexture2D;Texture2D;-1;0;1;SAMPLER2D;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;59;-3919.558,376.0131;Float;False;heightFraction;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.TexturePropertyNode;15;-3414.915,-403.4093;Float;True;Property;_ColorBlend;ColorBlend;3;0;Create;True;0;0;False;0;None;None;False;white;LockedToTexture2D;Texture2D;-1;0;1;SAMPLER2D;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;33;-3015.051,-1030.608;Float;False;_MainTex;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
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Node;AmplifyShaderEditor.CommentaryNode;56;-4035.565,1390.725;Inherit;False;1219.639;322.5514;;4;53;49;50;47;Sample Color Map;1,1,1,1;0;0
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{
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Cull Back
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CGPROGRAM
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struct Input
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{
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float4 vertexColor : COLOR;
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};
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uniform float4 _Color;
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void surf( Input i , inout SurfaceOutput o )
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{
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float4 _Color5 = _Color;
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float4 albedo10 = ( _Color5 * i.vertexColor );
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o.Albedo = albedo10.rgb;
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o.Alpha = 1;
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}
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ENDCG
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}
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Fallback "Diffuse"
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WireConnection;5;0;4;0
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ASEEND*/
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//CHKSM=DA67832A0CB0B9D9881C4FDF5079BA853F047650
|
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fileFormatVersion: 2
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guid: 17d0bc0fd9c32f144bd77b1540c6b405
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
|
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// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
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Shader "Polaris/BuiltinRP/Terrain/PBR_4Splats"
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||||
{
|
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Properties
|
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{
|
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_Color("Color", Color) = (1,1,1,1)
|
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_Control0("Control0", 2D) = "black" {}
|
||||
_Splat0("Splat0", 2D) = "white" {}
|
||||
_Splat1("Splat1", 2D) = "white" {}
|
||||
_Splat2("Splat2", 2D) = "white" {}
|
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_Splat3("Splat3", 2D) = "white" {}
|
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_Metallic0("Metallic0", Range( 0 , 1)) = 0
|
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_Metallic1("Metallic1", Range( 0 , 1)) = 0
|
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_Metallic2("Metallic2", Range( 0 , 1)) = 0
|
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_Metallic3("Metallic3", Range( 0 , 1)) = 0
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_Smoothness0("Smoothness0", Range( 0 , 1)) = 0
|
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_Smoothness1("Smoothness1", Range( 0 , 1)) = 0
|
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_Smoothness2("Smoothness2", Range( 0 , 1)) = 0
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_Smoothness3("Smoothness3", Range( 0 , 1)) = 0
|
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "DisableBatching" = "True" }
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Cull Back
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CGPROGRAM
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#pragma target 3.0
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#pragma surface surf Standard keepalpha addshadow fullforwardshadows noinstancing
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struct Input
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{
|
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float2 uv_texcoord;
|
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};
|
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|
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uniform float4 _Color;
|
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uniform sampler2D _Splat0;
|
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uniform float4 _Splat0_ST;
|
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uniform sampler2D _Control0;
|
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uniform sampler2D _Splat1;
|
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uniform float4 _Splat1_ST;
|
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uniform sampler2D _Splat2;
|
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uniform float4 _Splat2_ST;
|
||||
uniform sampler2D _Splat3;
|
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uniform float4 _Splat3_ST;
|
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uniform float _Metallic0;
|
||||
uniform float _Metallic1;
|
||||
uniform float _Metallic2;
|
||||
uniform float _Metallic3;
|
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uniform float _Smoothness0;
|
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uniform float _Smoothness1;
|
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uniform float _Smoothness2;
|
||||
uniform float _Smoothness3;
|
||||
|
||||
void surf( Input i , inout SurfaceOutputStandard o )
|
||||
{
|
||||
float4 _Color59 = _Color;
|
||||
float2 uv_Splat0 = i.uv_texcoord * _Splat0_ST.xy + _Splat0_ST.zw;
|
||||
half4 tex2DNode31_g11 = tex2D( _Control0, i.uv_texcoord );
|
||||
half4 break34_g11 = tex2DNode31_g11;
|
||||
float2 uv_Splat1 = i.uv_texcoord * _Splat1_ST.xy + _Splat1_ST.zw;
|
||||
float2 uv_Splat2 = i.uv_texcoord * _Splat2_ST.xy + _Splat2_ST.zw;
|
||||
float2 uv_Splat3 = i.uv_texcoord * _Splat3_ST.xy + _Splat3_ST.zw;
|
||||
float4 splatColor52_g11 = ( ( tex2D( _Splat0, uv_Splat0 ) * break34_g11.r ) + ( tex2D( _Splat1, uv_Splat1 ) * break34_g11.g ) + ( tex2D( _Splat2, uv_Splat2 ) * break34_g11.b ) + ( tex2D( _Splat3, uv_Splat3 ) * break34_g11.a ) );
|
||||
float4 albedo55 = ( _Color59 * splatColor52_g11 );
|
||||
o.Albedo = albedo55.rgb;
|
||||
float _Metallic014 = _Metallic0;
|
||||
float _Metallic013_g11 = _Metallic014;
|
||||
half4 break67_g11 = tex2DNode31_g11;
|
||||
float _Metallic119 = _Metallic1;
|
||||
float _Metallic116_g11 = _Metallic119;
|
||||
float _Metallic222 = _Metallic2;
|
||||
float _Metallic221_g11 = _Metallic222;
|
||||
float _Metallic316 = _Metallic3;
|
||||
float _Metallic326_g11 = _Metallic316;
|
||||
float metallicValue77_g11 = ( ( _Metallic013_g11 * break67_g11.r ) + ( _Metallic116_g11 * break67_g11.g ) + ( _Metallic221_g11 * break67_g11.b ) + ( _Metallic326_g11 * break67_g11.a ) );
|
||||
float metallicValue56 = metallicValue77_g11;
|
||||
o.Metallic = metallicValue56;
|
||||
float _Smoothness027 = _Smoothness0;
|
||||
float _Smoothness014_g11 = _Smoothness027;
|
||||
half4 break80_g11 = tex2DNode31_g11;
|
||||
float _Smoothness118 = _Smoothness1;
|
||||
float _Smoothness119_g11 = _Smoothness118;
|
||||
float _Smoothness223 = _Smoothness2;
|
||||
float _Smoothness223_g11 = _Smoothness223;
|
||||
float _Smoothness315 = _Smoothness3;
|
||||
float _Smoothness327_g11 = _Smoothness315;
|
||||
float smoothnessValue82_g11 = ( ( _Smoothness014_g11 * break80_g11.r ) + ( _Smoothness119_g11 * break80_g11.g ) + ( _Smoothness223_g11 * break80_g11.b ) + ( _Smoothness327_g11 * break80_g11.a ) );
|
||||
float smoothnessValue57 = smoothnessValue82_g11;
|
||||
o.Smoothness = smoothnessValue57;
|
||||
o.Alpha = 1;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=18400
|
||||
835;319;1906;879;1313.265;197.4003;1;True;False
|
||||
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|
||||
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|
||||
Node;AmplifyShaderEditor.TexturePropertyNode;10;-1862.24,-544.5253;Float;True;Property;_Splat2;Splat2;4;0;Create;True;0;0;False;0;False;None;None;False;white;LockedToTexture2D;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;17;-2527.276,-662.0006;Float;False;Property;_Smoothness1;Smoothness1;11;0;Create;True;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;25;-2530.276,-894.5005;Float;False;Property;_Smoothness0;Smoothness0;10;0;Create;True;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;21;-2520.276,-444.0007;Float;False;Property;_Smoothness2;Smoothness2;12;0;Create;True;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
||||
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|
||||
Node;AmplifyShaderEditor.RangedFloatNode;20;-2522.276,-533.0005;Float;False;Property;_Metallic2;Metallic2;8;0;Create;True;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;29;-2529.276,-751.0005;Float;False;Property;_Metallic1;Metallic1;7;0;Create;True;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;24;-2518.366,-319.5409;Float;False;Property;_Metallic3;Metallic3;9;0;Create;True;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.TexturePropertyNode;31;-1872.24,-1208.525;Float;True;Property;_Control0;Control0;1;0;Create;True;0;0;False;0;False;None;None;False;black;LockedToTexture2D;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;30;-2532.276,-983.5005;Float;False;Property;_Metallic0;Metallic0;6;0;Create;True;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;28;-2516.366,-230.5408;Float;False;Property;_Smoothness3;Smoothness3;13;0;Create;True;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.TexturePropertyNode;7;-1872.24,-986.5253;Float;True;Property;_Splat0;Splat0;2;0;Create;True;0;0;False;0;False;None;None;False;white;LockedToTexture2D;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
|
||||
Node;AmplifyShaderEditor.CommentaryNode;65;-2670.415,123.9284;Inherit;False;1445.194;1141.626;;19;38;39;42;41;52;53;49;46;40;51;50;48;47;54;61;60;55;56;57;Albedo, Metallic, Smoothness;1,1,1,1;0;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;23;-2192.277,-442.0007;Float;False;_Smoothness2;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;6;-1574.24,-982.5253;Float;False;_Splat0;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;18;-2199.277,-660.0006;Float;False;_Smoothness1;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;27;-2202.277,-892.5005;Float;False;_Smoothness0;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;19;-2196.277,-748.0005;Float;False;_Metallic1;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;15;-2188.367,-228.5408;Float;False;_Smoothness3;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;26;-1574.24,-1204.525;Float;False;_Control;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;11;-1564.24,-540.5253;Float;False;_Splat2;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
|
||||
Node;AmplifyShaderEditor.ColorNode;58;-2524.98,-1184.629;Float;False;Property;_Color;Color;0;0;Create;True;0;0;False;0;False;1,1,1,1;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;16;-2190.367,-317.5409;Float;False;_Metallic3;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;9;-1569.24,-750.5253;Float;False;_Splat1;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;12;-1565.784,-324.9691;Float;False;_Splat3;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;22;-2194.277,-531.0005;Float;False;_Metallic2;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;14;-2204.277,-981.5005;Float;False;_Metallic0;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;41;-2591.789,413.9284;Inherit;False;11;_Splat2;1;0;OBJECT;0;False;1;SAMPLER2D;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;40;-2594.789,333.9284;Inherit;False;9;_Splat1;1;0;OBJECT;0;False;1;SAMPLER2D;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;51;-2616.415,1072.555;Inherit;False;23;_Smoothness2;1;0;OBJECT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;49;-2589.415,821.5549;Inherit;False;16;_Metallic3;1;0;OBJECT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;47;-2590.415,743.555;Inherit;False;22;_Metallic2;1;0;OBJECT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;46;-2593.415,663.555;Inherit;False;19;_Metallic1;1;0;OBJECT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;48;-2594.415,583.555;Inherit;False;14;_Metallic0;1;0;OBJECT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;53;-2615.415,1150.555;Inherit;False;15;_Smoothness3;1;0;OBJECT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;59;-2193.028,-1186.264;Float;False;_Color;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;42;-2590.789,491.9283;Inherit;False;12;_Splat3;1;0;OBJECT;0;False;1;SAMPLER2D;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;50;-2619.415,992.555;Inherit;False;18;_Smoothness1;1;0;OBJECT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;39;-2595.789,253.9284;Inherit;False;6;_Splat0;1;0;OBJECT;0;False;1;SAMPLER2D;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;52;-2620.415,912.555;Inherit;False;27;_Smoothness0;1;0;OBJECT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;38;-2598.789,173.9284;Inherit;False;26;_Control;1;0;OBJECT;0;False;1;SAMPLER2D;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;61;-2006.835,362.3217;Inherit;False;59;_Color;1;0;OBJECT;0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.FunctionNode;54;-2147.638,489.7514;Inherit;False;Sample4SplatsPBR;-1;;11;a6f307978ba7ac84eb0587d072b0df93;0;13;54;SAMPLER2D;0;False;55;SAMPLER2D;0;False;56;SAMPLER2D;0;False;57;SAMPLER2D;0;False;58;SAMPLER2D;0;False;59;FLOAT;0;False;61;FLOAT;0;False;63;FLOAT;0;False;65;FLOAT;0;False;60;FLOAT;0;False;62;FLOAT;0;False;64;FLOAT;0;False;66;FLOAT;0;False;3;COLOR;0;FLOAT;79;FLOAT;92
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;60;-1729.835,466.3217;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;57;-1493.221,664.9777;Float;False;smoothnessValue;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;55;-1491.863,461.057;Float;False;albedo;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;56;-1489.193,560.8465;Float;False;metallicValue;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;63;-346.2018,101.0122;Inherit;False;56;metallicValue;1;0;OBJECT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;62;-309.2018,0.01220703;Inherit;False;55;albedo;1;0;OBJECT;0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;64;-365.2018,201.0122;Inherit;False;57;smoothnessValue;1;0;OBJECT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;66;0,0;Half;False;True;-1;2;;0;0;Standard;Polaris/BuiltinRP/Terrain/PBR_4Splats;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;True;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;All;14;all;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;0;1;False;-1;1;False;-1;0;1;False;-1;1;False;-1;1;False;-1;1;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;False;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
|
||||
WireConnection;23;0;21;0
|
||||
WireConnection;6;0;7;0
|
||||
WireConnection;18;0;17;0
|
||||
WireConnection;27;0;25;0
|
||||
WireConnection;19;0;29;0
|
||||
WireConnection;15;0;28;0
|
||||
WireConnection;26;0;31;0
|
||||
WireConnection;11;0;10;0
|
||||
WireConnection;16;0;24;0
|
||||
WireConnection;9;0;8;0
|
||||
WireConnection;12;0;13;0
|
||||
WireConnection;22;0;20;0
|
||||
WireConnection;14;0;30;0
|
||||
WireConnection;59;0;58;0
|
||||
WireConnection;54;54;38;0
|
||||
WireConnection;54;55;39;0
|
||||
WireConnection;54;56;40;0
|
||||
WireConnection;54;57;41;0
|
||||
WireConnection;54;58;42;0
|
||||
WireConnection;54;59;48;0
|
||||
WireConnection;54;61;46;0
|
||||
WireConnection;54;63;47;0
|
||||
WireConnection;54;65;49;0
|
||||
WireConnection;54;60;52;0
|
||||
WireConnection;54;62;50;0
|
||||
WireConnection;54;64;51;0
|
||||
WireConnection;54;66;53;0
|
||||
WireConnection;60;0;61;0
|
||||
WireConnection;60;1;54;0
|
||||
WireConnection;57;0;54;92
|
||||
WireConnection;55;0;60;0
|
||||
WireConnection;56;0;54;79
|
||||
WireConnection;66;0;62;0
|
||||
WireConnection;66;3;63;0
|
||||
WireConnection;66;4;64;0
|
||||
ASEEND*/
|
||||
//CHKSM=12598FE64267B9D0A77AA67F359DB06E05EEDE3E
|
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f54667240fe3ec649aa0a8917a7c7549
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,228 @@
|
||||
// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "Polaris/BuiltinRP/Terrain/PBR_4Splats4Normals"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Color("Color", Color) = (1,1,1,1)
|
||||
_Control0("Control0", 2D) = "black" {}
|
||||
_Splat0("Splat0", 2D) = "white" {}
|
||||
_Splat1("Splat1", 2D) = "white" {}
|
||||
_Splat2("Splat2", 2D) = "white" {}
|
||||
_Splat3("Splat3", 2D) = "white" {}
|
||||
_Normal0("Normal0", 2D) = "bump" {}
|
||||
_Normal1("Normal1", 2D) = "bump" {}
|
||||
_Normal2("Normal2", 2D) = "bump" {}
|
||||
_Normal3("Normal3", 2D) = "bump" {}
|
||||
_Metallic0("Metallic0", Range( 0 , 1)) = 0
|
||||
_Metallic1("Metallic1", Range( 0 , 1)) = 0
|
||||
_Metallic2("Metallic2", Range( 0 , 1)) = 0
|
||||
_Metallic3("Metallic3", Range( 0 , 1)) = 0
|
||||
_Smoothness0("Smoothness0", Range( 0 , 1)) = 0
|
||||
_Smoothness1("Smoothness1", Range( 0 , 1)) = 0
|
||||
_Smoothness2("Smoothness2", Range( 0 , 1)) = 0
|
||||
_Smoothness3("Smoothness3", Range( 0 , 1)) = 0
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "DisableBatching" = "True" }
|
||||
Cull Back
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma surface surf Standard keepalpha addshadow fullforwardshadows noinstancing
|
||||
struct Input
|
||||
{
|
||||
float2 uv_texcoord;
|
||||
};
|
||||
|
||||
uniform sampler2D _Normal0;
|
||||
uniform sampler2D _Splat0;
|
||||
uniform float4 _Splat0_ST;
|
||||
uniform sampler2D _Control0;
|
||||
uniform sampler2D _Normal1;
|
||||
uniform sampler2D _Splat1;
|
||||
uniform float4 _Splat1_ST;
|
||||
uniform sampler2D _Normal2;
|
||||
uniform sampler2D _Splat2;
|
||||
uniform float4 _Splat2_ST;
|
||||
uniform sampler2D _Normal3;
|
||||
uniform sampler2D _Splat3;
|
||||
uniform float4 _Splat3_ST;
|
||||
uniform float4 _Color;
|
||||
uniform float _Metallic0;
|
||||
uniform float _Metallic1;
|
||||
uniform float _Metallic2;
|
||||
uniform float _Metallic3;
|
||||
uniform float _Smoothness0;
|
||||
uniform float _Smoothness1;
|
||||
uniform float _Smoothness2;
|
||||
uniform float _Smoothness3;
|
||||
|
||||
void surf( Input i , inout SurfaceOutputStandard o )
|
||||
{
|
||||
float2 uv0_Splat0 = i.uv_texcoord * _Splat0_ST.xy + _Splat0_ST.zw;
|
||||
half4 tex2DNode31_g14 = tex2D( _Control0, i.uv_texcoord );
|
||||
half4 break125_g14 = tex2DNode31_g14;
|
||||
float2 uv0_Splat1 = i.uv_texcoord * _Splat1_ST.xy + _Splat1_ST.zw;
|
||||
float2 uv0_Splat2 = i.uv_texcoord * _Splat2_ST.xy + _Splat2_ST.zw;
|
||||
float2 uv0_Splat3 = i.uv_texcoord * _Splat3_ST.xy + _Splat3_ST.zw;
|
||||
half3 lerpResult128_g14 = lerp( float3(0,0,0.5) , UnpackNormal( ( ( tex2D( _Normal0, uv0_Splat0 ) * break125_g14.r ) + ( tex2D( _Normal1, uv0_Splat1 ) * break125_g14.g ) + ( tex2D( _Normal2, uv0_Splat2 ) * break125_g14.b ) + ( tex2D( _Normal3, uv0_Splat3 ) * break125_g14.a ) ) ) , ( break125_g14.r + break125_g14.g + break125_g14.b + break125_g14.a ));
|
||||
float3 normalVector114_g14 = lerpResult128_g14;
|
||||
float3 normalVector80 = normalVector114_g14;
|
||||
o.Normal = normalVector80;
|
||||
float4 _Color59 = _Color;
|
||||
half4 break34_g14 = tex2DNode31_g14;
|
||||
float4 splatColor52_g14 = ( ( tex2D( _Splat0, uv0_Splat0 ) * break34_g14.r ) + ( tex2D( _Splat1, uv0_Splat1 ) * break34_g14.g ) + ( tex2D( _Splat2, uv0_Splat2 ) * break34_g14.b ) + ( tex2D( _Splat3, uv0_Splat3 ) * break34_g14.a ) );
|
||||
float4 albedo55 = ( _Color59 * splatColor52_g14 );
|
||||
o.Albedo = albedo55.rgb;
|
||||
float _Metallic014 = _Metallic0;
|
||||
float _Metallic013_g14 = _Metallic014;
|
||||
half4 break67_g14 = tex2DNode31_g14;
|
||||
float _Metallic119 = _Metallic1;
|
||||
float _Metallic116_g14 = _Metallic119;
|
||||
float _Metallic222 = _Metallic2;
|
||||
float _Metallic221_g14 = _Metallic222;
|
||||
float _Metallic316 = _Metallic3;
|
||||
float _Metallic326_g14 = _Metallic316;
|
||||
float metallicValue77_g14 = ( ( _Metallic013_g14 * break67_g14.r ) + ( _Metallic116_g14 * break67_g14.g ) + ( _Metallic221_g14 * break67_g14.b ) + ( _Metallic326_g14 * break67_g14.a ) );
|
||||
float metallicValue56 = metallicValue77_g14;
|
||||
o.Metallic = metallicValue56;
|
||||
float _Smoothness027 = _Smoothness0;
|
||||
float _Smoothness014_g14 = _Smoothness027;
|
||||
half4 break80_g14 = tex2DNode31_g14;
|
||||
float _Smoothness118 = _Smoothness1;
|
||||
float _Smoothness119_g14 = _Smoothness118;
|
||||
float _Smoothness223 = _Smoothness2;
|
||||
float _Smoothness223_g14 = _Smoothness223;
|
||||
float _Smoothness315 = _Smoothness3;
|
||||
float _Smoothness327_g14 = _Smoothness315;
|
||||
float smoothnessValue82_g14 = ( ( _Smoothness014_g14 * break80_g14.r ) + ( _Smoothness119_g14 * break80_g14.g ) + ( _Smoothness223_g14 * break80_g14.b ) + ( _Smoothness327_g14 * break80_g14.a ) );
|
||||
float smoothnessValue57 = smoothnessValue82_g14;
|
||||
o.Smoothness = smoothnessValue57;
|
||||
o.Alpha = 1;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
}
|
||||
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ASEEND*/
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//CHKSM=2ABE3EE18BD72489DE7741F481B3709643BD298F
|
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fileFormatVersion: 2
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guid: 0daeea0bdfb38ad45ac38e3e143549fe
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ShaderImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "Polaris/BuiltinRP/Terrain/PBR_8Splats"
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||||
{
|
||||
Properties
|
||||
{
|
||||
_Color("Color", Color) = (1,1,1,1)
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_Control0("Control0", 2D) = "black" {}
|
||||
_Control1("Control1", 2D) = "black" {}
|
||||
_Splat0("Splat0", 2D) = "white" {}
|
||||
_Splat1("Splat1", 2D) = "white" {}
|
||||
_Splat2("Splat2", 2D) = "white" {}
|
||||
_Splat3("Splat3", 2D) = "white" {}
|
||||
_Splat4("Splat4", 2D) = "white" {}
|
||||
_Splat5("Splat5", 2D) = "white" {}
|
||||
_Splat6("Splat6", 2D) = "white" {}
|
||||
_Splat7("Splat7", 2D) = "white" {}
|
||||
_Metallic0("Metallic0", Range( 0 , 1)) = 0
|
||||
_Metallic1("Metallic1", Range( 0 , 1)) = 0
|
||||
_Metallic2("Metallic2", Range( 0 , 1)) = 0
|
||||
_Metallic3("Metallic3", Range( 0 , 1)) = 0
|
||||
_Metallic4("Metallic4", Range( 0 , 1)) = 0
|
||||
_Metallic5("Metallic5", Range( 0 , 1)) = 0
|
||||
_Metallic6("Metallic6", Range( 0 , 1)) = 0
|
||||
_Metallic7("Metallic7", Range( 0 , 1)) = 0
|
||||
_Smoothness0("Smoothness0", Range( 0 , 1)) = 0
|
||||
_Smoothness1("Smoothness1", Range( 0 , 1)) = 0
|
||||
_Smoothness2("Smoothness2", Range( 0 , 1)) = 0
|
||||
_Smoothness3("Smoothness3", Range( 0 , 1)) = 0
|
||||
_Smoothness4("Smoothness4", Range( 0 , 1)) = 0
|
||||
_Smoothness5("Smoothness5", Range( 0 , 1)) = 0
|
||||
_Smoothness6("Smoothness6", Range( 0 , 1)) = 0
|
||||
_Smoothness7("Smoothness7", Range( 0 , 1)) = 0
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "DisableBatching" = "True" }
|
||||
Cull Back
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma surface surf Standard keepalpha addshadow fullforwardshadows noinstancing
|
||||
struct Input
|
||||
{
|
||||
float2 uv_texcoord;
|
||||
};
|
||||
|
||||
uniform float4 _Color;
|
||||
uniform sampler2D _Splat0;
|
||||
uniform float4 _Splat0_ST;
|
||||
uniform sampler2D _Control0;
|
||||
uniform sampler2D _Splat1;
|
||||
uniform float4 _Splat1_ST;
|
||||
uniform sampler2D _Splat2;
|
||||
uniform float4 _Splat2_ST;
|
||||
uniform sampler2D _Splat3;
|
||||
uniform float4 _Splat3_ST;
|
||||
uniform sampler2D _Splat4;
|
||||
uniform float4 _Splat4_ST;
|
||||
uniform sampler2D _Control1;
|
||||
uniform sampler2D _Splat5;
|
||||
uniform float4 _Splat5_ST;
|
||||
uniform sampler2D _Splat6;
|
||||
uniform float4 _Splat6_ST;
|
||||
uniform sampler2D _Splat7;
|
||||
uniform float4 _Splat7_ST;
|
||||
uniform float _Metallic0;
|
||||
uniform float _Metallic1;
|
||||
uniform float _Metallic2;
|
||||
uniform float _Metallic3;
|
||||
uniform float _Metallic4;
|
||||
uniform float _Metallic5;
|
||||
uniform float _Metallic6;
|
||||
uniform float _Metallic7;
|
||||
uniform float _Smoothness0;
|
||||
uniform float _Smoothness1;
|
||||
uniform float _Smoothness2;
|
||||
uniform float _Smoothness3;
|
||||
uniform float _Smoothness4;
|
||||
uniform float _Smoothness5;
|
||||
uniform float _Smoothness6;
|
||||
uniform float _Smoothness7;
|
||||
|
||||
void surf( Input i , inout SurfaceOutputStandard o )
|
||||
{
|
||||
float4 _Color59 = _Color;
|
||||
float2 uv0_Splat0 = i.uv_texcoord * _Splat0_ST.xy + _Splat0_ST.zw;
|
||||
half4 tex2DNode31_g17 = tex2D( _Control0, i.uv_texcoord );
|
||||
half4 break34_g17 = tex2DNode31_g17;
|
||||
float2 uv0_Splat1 = i.uv_texcoord * _Splat1_ST.xy + _Splat1_ST.zw;
|
||||
float2 uv0_Splat2 = i.uv_texcoord * _Splat2_ST.xy + _Splat2_ST.zw;
|
||||
float2 uv0_Splat3 = i.uv_texcoord * _Splat3_ST.xy + _Splat3_ST.zw;
|
||||
float4 splatColor52_g17 = ( ( tex2D( _Splat0, uv0_Splat0 ) * break34_g17.r ) + ( tex2D( _Splat1, uv0_Splat1 ) * break34_g17.g ) + ( tex2D( _Splat2, uv0_Splat2 ) * break34_g17.b ) + ( tex2D( _Splat3, uv0_Splat3 ) * break34_g17.a ) );
|
||||
float4 splatColor055 = splatColor52_g17;
|
||||
float2 uv0_Splat4 = i.uv_texcoord * _Splat4_ST.xy + _Splat4_ST.zw;
|
||||
half4 tex2DNode31_g16 = tex2D( _Control1, i.uv_texcoord );
|
||||
half4 break34_g16 = tex2DNode31_g16;
|
||||
float2 uv0_Splat5 = i.uv_texcoord * _Splat5_ST.xy + _Splat5_ST.zw;
|
||||
float2 uv0_Splat6 = i.uv_texcoord * _Splat6_ST.xy + _Splat6_ST.zw;
|
||||
float2 uv0_Splat7 = i.uv_texcoord * _Splat7_ST.xy + _Splat7_ST.zw;
|
||||
float4 splatColor52_g16 = ( ( tex2D( _Splat4, uv0_Splat4 ) * break34_g16.r ) + ( tex2D( _Splat5, uv0_Splat5 ) * break34_g16.g ) + ( tex2D( _Splat6, uv0_Splat6 ) * break34_g16.b ) + ( tex2D( _Splat7, uv0_Splat7 ) * break34_g16.a ) );
|
||||
float4 splatColor1117 = splatColor52_g16;
|
||||
float4 albedoColor125 = ( _Color59 * ( splatColor055 + splatColor1117 ) );
|
||||
o.Albedo = albedoColor125.rgb;
|
||||
float _Metallic014 = _Metallic0;
|
||||
float _Metallic013_g17 = _Metallic014;
|
||||
half4 break67_g17 = tex2DNode31_g17;
|
||||
float _Metallic119 = _Metallic1;
|
||||
float _Metallic116_g17 = _Metallic119;
|
||||
float _Metallic222 = _Metallic2;
|
||||
float _Metallic221_g17 = _Metallic222;
|
||||
float _Metallic316 = _Metallic3;
|
||||
float _Metallic326_g17 = _Metallic316;
|
||||
float metallicValue77_g17 = ( ( _Metallic013_g17 * break67_g17.r ) + ( _Metallic116_g17 * break67_g17.g ) + ( _Metallic221_g17 * break67_g17.b ) + ( _Metallic326_g17 * break67_g17.a ) );
|
||||
float metallicValue056 = metallicValue77_g17;
|
||||
float _Metallic499 = _Metallic4;
|
||||
float _Metallic013_g16 = _Metallic499;
|
||||
half4 break67_g16 = tex2DNode31_g16;
|
||||
float _Metallic5100 = _Metallic5;
|
||||
float _Metallic116_g16 = _Metallic5100;
|
||||
float _Metallic696 = _Metallic6;
|
||||
float _Metallic221_g16 = _Metallic696;
|
||||
float _Metallic797 = _Metallic7;
|
||||
float _Metallic326_g16 = _Metallic797;
|
||||
float metallicValue77_g16 = ( ( _Metallic013_g16 * break67_g16.r ) + ( _Metallic116_g16 * break67_g16.g ) + ( _Metallic221_g16 * break67_g16.b ) + ( _Metallic326_g16 * break67_g16.a ) );
|
||||
float metallicValue1118 = metallicValue77_g16;
|
||||
float metallic129 = ( metallicValue056 + metallicValue1118 );
|
||||
o.Metallic = metallic129;
|
||||
float _Smoothness027 = _Smoothness0;
|
||||
float _Smoothness014_g17 = _Smoothness027;
|
||||
half4 break80_g17 = tex2DNode31_g17;
|
||||
float _Smoothness118 = _Smoothness1;
|
||||
float _Smoothness119_g17 = _Smoothness118;
|
||||
float _Smoothness223 = _Smoothness2;
|
||||
float _Smoothness223_g17 = _Smoothness223;
|
||||
float _Smoothness315 = _Smoothness3;
|
||||
float _Smoothness327_g17 = _Smoothness315;
|
||||
float smoothnessValue82_g17 = ( ( _Smoothness014_g17 * break80_g17.r ) + ( _Smoothness119_g17 * break80_g17.g ) + ( _Smoothness223_g17 * break80_g17.b ) + ( _Smoothness327_g17 * break80_g17.a ) );
|
||||
float smoothnessValue057 = smoothnessValue82_g17;
|
||||
float _Smoothness494 = _Smoothness4;
|
||||
float _Smoothness014_g16 = _Smoothness494;
|
||||
half4 break80_g16 = tex2DNode31_g16;
|
||||
float _Smoothness595 = _Smoothness5;
|
||||
float _Smoothness119_g16 = _Smoothness595;
|
||||
float _Smoothness698 = _Smoothness6;
|
||||
float _Smoothness223_g16 = _Smoothness698;
|
||||
float _Smoothness793 = _Smoothness7;
|
||||
float _Smoothness327_g16 = _Smoothness793;
|
||||
float smoothnessValue82_g16 = ( ( _Smoothness014_g16 * break80_g16.r ) + ( _Smoothness119_g16 * break80_g16.g ) + ( _Smoothness223_g16 * break80_g16.b ) + ( _Smoothness327_g16 * break80_g16.a ) );
|
||||
float smoothnessValue1119 = smoothnessValue82_g16;
|
||||
float smoothness133 = ( smoothnessValue057 + smoothnessValue1119 );
|
||||
o.Smoothness = smoothness133;
|
||||
o.Alpha = 1;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
}
|
||||
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Node;AmplifyShaderEditor.RangedFloatNode;89;-2856.721,-2152.409;Float;False;Property;_Metallic4;Metallic4;15;0;Create;True;0;0;False;0;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;28;-3471.579,-1404.597;Float;False;Property;_Smoothness3;Smoothness3;22;0;Create;True;0;0;False;0;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.TexturePropertyNode;10;-2069.251,-1718.582;Float;True;Property;_Splat2;Splat2;5;0;Create;True;0;0;False;0;None;None;False;white;LockedToTexture2D;Texture2D;-1;0;1;SAMPLER2D;0
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Node;AmplifyShaderEditor.RangedFloatNode;17;-3482.489,-1836.057;Float;False;Property;_Smoothness1;Smoothness1;20;0;Create;True;0;0;False;0;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;24;-3473.579,-1493.597;Float;False;Property;_Metallic3;Metallic3;14;0;Create;True;0;0;False;0;0;0;0;1;0;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.RangedFloatNode;30;-3487.489,-2157.557;Float;False;Property;_Metallic0;Metallic0;11;0;Create;True;0;0;False;0;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;25;-3485.489,-2068.557;Float;False;Property;_Smoothness0;Smoothness0;19;0;Create;True;0;0;False;0;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;20;-3477.489,-1707.057;Float;False;Property;_Metallic2;Metallic2;13;0;Create;True;0;0;False;0;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.TexturePropertyNode;8;-2074.251,-1928.582;Float;True;Property;_Splat1;Splat1;4;0;Create;True;0;0;False;0;None;None;False;white;LockedToTexture2D;Texture2D;-1;0;1;SAMPLER2D;0
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Node;AmplifyShaderEditor.TexturePropertyNode;31;-2079.251,-2382.581;Float;True;Property;_Control0;Control0;1;0;Create;True;0;0;False;0;None;None;False;black;LockedToTexture2D;Texture2D;-1;0;1;SAMPLER2D;0
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Node;AmplifyShaderEditor.TexturePropertyNode;7;-2079.251,-2160.582;Float;True;Property;_Splat0;Splat0;3;0;Create;True;0;0;False;0;None;None;False;white;LockedToTexture2D;Texture2D;-1;0;1;SAMPLER2D;0
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Node;AmplifyShaderEditor.RangedFloatNode;91;-2851.721,-1830.909;Float;False;Property;_Smoothness5;Smoothness5;24;0;Create;True;0;0;False;0;0;0;0;1;0;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.RangedFloatNode;29;-3484.489,-1925.057;Float;False;Property;_Metallic1;Metallic1;12;0;Create;True;0;0;False;0;0;0;0;1;0;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;15;-3143.58,-1402.597;Float;False;_Smoothness3;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;96;-2518.722,-1699.909;Float;False;_Metallic6;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;100;-2520.722,-1916.909;Float;False;_Metallic5;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;93;-2512.812,-1397.449;Float;False;_Smoothness7;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;84;-1217.058,-2373.599;Float;False;_Control1;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
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||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;94;-2526.722,-2061.409;Float;False;_Smoothness4;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;73;-1207.158,-1712.046;Float;False;_Splat6;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
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||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;98;-2516.722,-1610.909;Float;False;_Smoothness6;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;97;-2514.812,-1486.449;Float;False;_Metallic7;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;72;-1212.158,-1922.045;Float;False;_Splat5;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
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||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;70;-1208.702,-1496.49;Float;False;_Splat7;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
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||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;11;-1771.251,-1714.582;Float;False;_Splat2;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
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||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;99;-2528.722,-2150.409;Float;False;_Metallic4;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;71;-1217.158,-2154.046;Float;False;_Splat4;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
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||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;18;-3154.49,-1834.057;Float;False;_Smoothness1;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.CommentaryNode;102;-3547.73,304.941;Inherit;False;1423.094;1149.181;;17;119;118;117;116;115;114;113;112;111;110;109;108;107;106;105;104;103;Second layer;1,1,1,1;0;0
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||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;19;-3151.49,-1922.057;Float;False;_Metallic1;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;14;-3159.49,-2155.557;Float;False;_Metallic0;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;23;-3147.49,-1616.057;Float;False;_Smoothness2;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;16;-3145.58,-1491.597;Float;False;_Metallic3;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;12;-1772.795,-1499.026;Float;False;_Splat3;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
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||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;22;-3149.49,-1705.057;Float;False;_Metallic2;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;26;-1781.251,-2378.581;Float;False;_Control0;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
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||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;95;-2523.722,-1828.909;Float;False;_Smoothness5;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;9;-1776.251,-1924.582;Float;False;_Splat1;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
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||||
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ASEEND*/
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//CHKSM=EA81135A233BBC75B4F502C18DFCC4DCA6848CA6
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Polaris/BuiltinRP/Terrain/PBR_ColorMap"
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{
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Properties
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{
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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Cull Back
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CGPROGRAM
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#pragma surface surf Standard keepalpha addshadow fullforwardshadows noinstancing
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struct Input
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{
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float2 uv_texcoord;
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};
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uniform sampler2D _MainTex;
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uniform half4 _MainTex_ST;
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uniform sampler2D _MetallicGlossMap;
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uniform half4 _MetallicGlossMap_ST;
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
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float2 uv_MetallicGlossMap = i.uv_texcoord * _MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw;
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half4 tex2DNode4 = tex2D( _MetallicGlossMap, uv_MetallicGlossMap );
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o.Alpha = 1;
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}
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ENDCG
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//CHKSM=737DA3374B43A1C3B2823EE86F27FA740651D45D
|
@@ -0,0 +1,9 @@
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||||
fileFormatVersion: 2
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guid: 5dc657d7367f43a4f8aa4571bda72eed
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||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
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||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,267 @@
|
||||
// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "Polaris/BuiltinRP/Terrain/PBR_GradientLookup"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Color("Color", Color) = (1,1,1,1)
|
||||
_ColorByHeight("Color By Height", 2D) = "white" {}
|
||||
_ColorByNormal("Color By Normal", 2D) = "white" {}
|
||||
_ColorBlend("ColorBlend", 2D) = "white" {}
|
||||
_Dimension("Dimension", Vector) = (1,1,1,0)
|
||||
_MainTex("MainTex", 2D) = "black" {}
|
||||
_MetallicGlossMap("MetallicGlossMap", 2D) = "black" {}
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "DisableBatching" = "True" }
|
||||
Cull Back
|
||||
CGINCLUDE
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#pragma target 3.0
|
||||
struct Input
|
||||
{
|
||||
float3 worldPos;
|
||||
half3 worldNormal;
|
||||
float2 uv_texcoord;
|
||||
};
|
||||
|
||||
uniform sampler2D _ColorByHeight;
|
||||
uniform float3 _Dimension;
|
||||
uniform sampler2D _ColorBlend;
|
||||
uniform sampler2D _ColorByNormal;
|
||||
uniform sampler2D _MainTex;
|
||||
uniform float4 _Color;
|
||||
uniform sampler2D _MetallicGlossMap;
|
||||
|
||||
void surf( Input i , inout SurfaceOutputStandard o )
|
||||
{
|
||||
float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) );
|
||||
float _Height22 = _Dimension.y;
|
||||
float heightFraction59 = (0.0 + (ase_vertex3Pos.y - 0.0) * (1.0 - 0.0) / (_Height22 - 0.0));
|
||||
half2 appendResult25 = (half2(heightFraction59 , 0.5));
|
||||
float4 colorByHeightResult30 = tex2D( _ColorByHeight, appendResult25 );
|
||||
half2 appendResult63 = (half2(heightFraction59 , 0.5));
|
||||
half4 tex2DNode65 = tex2D( _ColorBlend, appendResult63 );
|
||||
half3 ase_worldNormal = i.worldNormal;
|
||||
half3 ase_vertexNormal = mul( unity_WorldToObject, float4( ase_worldNormal, 0 ) );
|
||||
half2 appendResult41 = (half2(saturate( ase_vertexNormal.y ) , 0.5));
|
||||
float4 colorByNormalResult43 = tex2D( _ColorByNormal, appendResult41 );
|
||||
float4 mainTexColor53 = tex2D( _MainTex, i.uv_texcoord );
|
||||
float4 _Color9 = _Color;
|
||||
float4 albedoResult78 = ( ( ( ( ( colorByHeightResult30 * ( 1.0 - tex2DNode65.r ) ) + ( colorByNormalResult43 * tex2DNode65.r ) ) * ( 1.0 - mainTexColor53.a ) ) + mainTexColor53 ) * _Color9 );
|
||||
o.Albedo = albedoResult78.rgb;
|
||||
half4 tex2DNode51 = tex2D( _MetallicGlossMap, i.uv_texcoord );
|
||||
float metallicValue54 = tex2DNode51.r;
|
||||
o.Metallic = metallicValue54;
|
||||
float smoothnessValue55 = tex2DNode51.a;
|
||||
o.Smoothness = smoothnessValue55;
|
||||
o.Alpha = 1;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
CGPROGRAM
|
||||
#pragma surface surf Standard keepalpha fullforwardshadows noinstancing
|
||||
|
||||
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"
|
||||
struct v2f
|
||||
{
|
||||
V2F_SHADOW_CASTER;
|
||||
float2 customPack1 : TEXCOORD1;
|
||||
float3 worldPos : TEXCOORD2;
|
||||
float3 worldNormal : TEXCOORD3;
|
||||
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 );
|
||||
o.worldNormal = worldNormal;
|
||||
o.customPack1.xy = customInputData.uv_texcoord;
|
||||
o.customPack1.xy = v.texcoord;
|
||||
o.worldPos = worldPos;
|
||||
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 = IN.worldPos;
|
||||
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
|
||||
surfIN.worldPos = worldPos;
|
||||
surfIN.worldNormal = IN.worldNormal;
|
||||
SurfaceOutputStandard o;
|
||||
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
|
||||
surf( surfIN, o );
|
||||
#if defined( CAN_SKIP_VPOS )
|
||||
float2 vpos = IN.pos;
|
||||
#endif
|
||||
SHADOW_CASTER_FRAGMENT( IN )
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
}
|
||||
/*ASEBEGIN
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||||
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||||
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ASEEND*/
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//CHKSM=9779332916E9A851E71EA1C01C6579878B5AE694
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assetBundleName:
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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Polaris/BuiltinRP/Terrain/PBR_VertexColor"
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{
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Properties
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{
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_Color("Color", Color) = (1,1,1,1)
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_Metallic("Metallic", Range( 0 , 1)) = 0
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_Smoothness("Smoothness", Range( 0 , 1)) = 0
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "DisableBatching" = "True" }
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Cull Back
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CGPROGRAM
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#pragma target 3.0
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#pragma surface surf Standard keepalpha addshadow fullforwardshadows noinstancing
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struct Input
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{
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float4 vertexColor : COLOR;
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};
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uniform float4 _Color;
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uniform float _Metallic;
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uniform float _Smoothness;
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float4 _Color5 = _Color;
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float4 albedo10 = ( _Color5 * i.vertexColor );
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o.Albedo = albedo10.rgb;
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float _Metallic13 = _Metallic;
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o.Metallic = _Metallic13;
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float _Smoothness14 = _Smoothness;
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o.Smoothness = _Smoothness14;
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o.Alpha = 1;
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}
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ENDCG
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}
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Fallback "Diffuse"
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}
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Node;AmplifyShaderEditor.GetLocalVarNode;17;-208.7881,-314.7913;Inherit;False;13;_Metallic;1;0;OBJECT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;19;69,-386;Half;False;True;-1;2;;0;0;Standard;Polaris/BuiltinRP/Terrain/PBR_VertexColor;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;True;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;All;14;all;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;0;0;False;-1;0;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
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externalObjects: {}
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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Reference in New Issue
Block a user