BITFALL/Assets/Plugins/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Shaders/Internal/Topographic/Topographic.shader

100 lines
1.8 KiB
GLSL

Shader "Griffin/~Internal/Topographic"
{
Properties
{
_Saturation("Saturation", Range(0,1)) = 1
_Value("Value", Range(0,1)) = 1
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 localPos : TEXCOORD0;
float3 normal : NORMAL;
};
float _Saturation;
float _Value;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.localPos = v.vertex;
o.normal = v.normal;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float f = frac(i.localPos.y / 360);
float h = f * 359.0;
float s = _Saturation;
float v = _Value;
float mod60 = h % 60;
float ep60 = 0.5;
float mod6 = h % 10;
float ep6 = 0.25;
if (h < 5)
{
}
else if (mod60 <= ep60)
{
v *= 0.65;
}
else if (mod6 <= ep6)
{
v *= 0.85;
}
float c = s * v;
float x = c * (1 - abs((h / 60) % 2 - 1));
float m = v - c;
float3 rgb0 =
fixed3(c, x, 0) * (0 <= h) * (h < 60) +
fixed3(x, c, 0) * (60 <= h) * (h < 120) +
fixed3(0, c, x) * (120 <= h) * (h < 180) +
fixed3(0, x, c) * (180 <= h) * (h < 240) +
fixed3(x, 0, c) * (240 <= h) * (h < 300) +
fixed3(c, 0, x) * (300 <= h) * (h < 360);
float3 Albedo = rgb0 + float3(m, m, m);
float3 viewDir = UNITY_MATRIX_V[2].xyz;
float3 worldNormal = mul(unity_ObjectToWorld, i.normal.xyz);
float nDotV = dot(worldNormal, viewDir);
nDotV = lerp(0.5, 1, nDotV);
Albedo *= nDotV;
float fresnel = pow(1 - nDotV, 3);
Albedo += fresnel;
fixed4 col = float4(Albedo.rgb, 1);
return col;
}
ENDCG
}
}
}