KYJxierang/Assets/Extractive_Industry_2/Shaders/Glass.shader
2024-12-23 06:02:30 +08:00

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14 KiB
Plaintext

// Made with Amplify Shader Editor v1.9.2.2
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Glass"
{
Properties
{
_Color1("Color 1", Color) = (0.3411765,0.4117647,0.4627451,1)
_Color2("Color 2", Color) = (0.1882353,0.2196079,0.2431373,1)
_Smoothness("Smoothness", Range( 0 , 1)) = 1
_Metallic("Metallic", Range( 0 , 1)) = 0
_DepthFade("Depth Fade", Float) = 0.1
_ReflectionScale("Reflection Scale", Float) = 8
_ReflectionStr("Reflection Str", Float) = 0.1
_FresnelScale("Fresnel Scale", Float) = 4
_FresnelPower("Fresnel Power", Float) = 2
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" }
Cull Back
CGINCLUDE
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
#ifdef UNITY_PASS_SHADOWCASTER
#undef INTERNAL_DATA
#undef WorldReflectionVector
#undef WorldNormalVector
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
#endif
struct Input
{
float3 worldPos;
float3 worldNormal;
INTERNAL_DATA
float2 uv_texcoord;
float4 screenPos;
float eyeDepth;
};
uniform float _ReflectionScale;
uniform float _ReflectionStr;
uniform float4 _Color1;
uniform float4 _Color2;
UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
uniform float4 _CameraDepthTexture_TexelSize;
uniform float _DepthFade;
uniform float _FresnelScale;
uniform float _FresnelPower;
uniform float _Metallic;
uniform float _Smoothness;
//https://www.shadertoy.com/view/XdXGW8
float2 GradientNoiseDir( float2 x )
{
const float2 k = float2( 0.3183099, 0.3678794 );
x = x * k + k.yx;
return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) );
}
float GradientNoise( float2 UV, float Scale )
{
float2 p = UV * Scale;
float2 i = floor( p );
float2 f = frac( p );
float2 u = f * f * ( 3.0 - 2.0 * f );
return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ),
dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ),
lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ),
dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y );
}
float3 PerturbNormal107_g2( float3 surf_pos, float3 surf_norm, float height, float scale )
{
// "Bump Mapping Unparametrized Surfaces on the GPU" by Morten S. Mikkelsen
float3 vSigmaS = ddx( surf_pos );
float3 vSigmaT = ddy( surf_pos );
float3 vN = surf_norm;
float3 vR1 = cross( vSigmaT , vN );
float3 vR2 = cross( vN , vSigmaS );
float fDet = dot( vSigmaS , vR1 );
float dBs = ddx( height );
float dBt = ddy( height );
float3 vSurfGrad = scale * 0.05 * sign( fDet ) * ( dBs * vR1 + dBt * vR2 );
return normalize ( abs( fDet ) * vN - vSurfGrad );
}
void vertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
o.eyeDepth = -UnityObjectToViewPos( v.vertex.xyz ).z;
}
void surf( Input i , inout SurfaceOutputStandard o )
{
float3 ase_worldPos = i.worldPos;
float3 surf_pos107_g2 = ase_worldPos;
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
float3 surf_norm107_g2 = ase_worldNormal;
float gradientNoise20 = GradientNoise(i.uv_texcoord,_ReflectionScale);
gradientNoise20 = gradientNoise20*0.5 + 0.5;
float height107_g2 = gradientNoise20;
float scale107_g2 = _ReflectionStr;
float3 localPerturbNormal107_g2 = PerturbNormal107_g2( surf_pos107_g2 , surf_norm107_g2 , height107_g2 , scale107_g2 );
float3 ase_worldTangent = WorldNormalVector( i, float3( 1, 0, 0 ) );
float3 ase_worldBitangent = WorldNormalVector( i, float3( 0, 1, 0 ) );
float3x3 ase_worldToTangent = float3x3( ase_worldTangent, ase_worldBitangent, ase_worldNormal );
float3 worldToTangentDir42_g2 = mul( ase_worldToTangent, localPerturbNormal107_g2);
float3 temp_output_18_40 = worldToTangentDir42_g2;
o.Normal = temp_output_18_40;
float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth4 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy ));
float distanceDepth4 = saturate( abs( ( screenDepth4 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _DepthFade ) ) );
float4 lerpResult7 = lerp( _Color1 , _Color2 , distanceDepth4);
float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
float3x3 ase_tangentToWorldFast = float3x3(ase_worldTangent.x,ase_worldBitangent.x,ase_worldNormal.x,ase_worldTangent.y,ase_worldBitangent.y,ase_worldNormal.y,ase_worldTangent.z,ase_worldBitangent.z,ase_worldNormal.z);
float fresnelNdotV23 = dot( mul(ase_tangentToWorldFast,temp_output_18_40), ase_worldViewDir );
float fresnelNode23 = ( 0.0 + _FresnelScale * pow( 1.0 - fresnelNdotV23, _FresnelPower ) );
float2 _Vector0 = float2(0,0);
float cameraDepthFade21 = (( i.eyeDepth -_ProjectionParams.y - _Vector0.y ) / _Vector0.x);
float clampResult35 = clamp( cameraDepthFade21 , 0.0 , 2.0 );
float4 lerpResult36 = lerp( lerpResult7 , _Color1 , ( fresnelNode23 * clampResult35 ));
o.Albedo = lerpResult36.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Smoothness;
o.Alpha = 1;
}
ENDCG
CGPROGRAM
#pragma surface surf Standard alpha:fade keepalpha fullforwardshadows vertex:vertexDataFunc
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;
float3 customPack1 : TEXCOORD1;
float4 screenPos : TEXCOORD2;
float4 tSpace0 : TEXCOORD3;
float4 tSpace1 : TEXCOORD4;
float4 tSpace2 : TEXCOORD5;
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;
vertexDataFunc( v, customInputData );
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
o.customPack1.xy = customInputData.uv_texcoord;
o.customPack1.xy = v.texcoord;
o.customPack1.z = customInputData.eyeDepth;
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
o.screenPos = ComputeScreenPos( o.pos );
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;
surfIN.eyeDepth = IN.customPack1.z;
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
surfIN.worldPos = worldPos;
surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
surfIN.screenPos = IN.screenPos;
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"
CustomEditor "ASEMaterialInspector"
}
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