炮台
@ -4,15 +4,22 @@ using System.Collections;
|
||||
public class Doors : MonoBehaviour {
|
||||
|
||||
private Animator anim = null;
|
||||
<<<<<<< HEAD
|
||||
public float currentHP = 20;
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
=======
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
>>>>>>> 3df1d470175ac538f391b4bdce6704fcbf8bc330
|
||||
anim = GetComponent<Animator> ();
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
<<<<<<< HEAD
|
||||
Open();
|
||||
if (currentHP <= 0)
|
||||
{
|
||||
@ -50,4 +57,17 @@ public class Doors : MonoBehaviour {
|
||||
this.currentHP -= Attack;
|
||||
return false;
|
||||
}
|
||||
=======
|
||||
|
||||
}
|
||||
|
||||
void OnTriggerEnter(Collider collider)
|
||||
{
|
||||
anim.SetBool ("itsopen", true);
|
||||
}
|
||||
void OnTriggerExit(Collider collider)
|
||||
{
|
||||
anim.SetBool ("itsopen", false);
|
||||
}
|
||||
>>>>>>> 3df1d470175ac538f391b4bdce6704fcbf8bc330
|
||||
}
|
||||
|
@ -664,8 +664,12 @@ AnimatorStateMachine:
|
||||
m_State: {fileID: 110232336}
|
||||
m_Position: {x: 312, y: 348, z: 0}
|
||||
m_ChildStateMachines: []
|
||||
<<<<<<< HEAD
|
||||
m_AnyStateTransitions:
|
||||
- {fileID: 5928579238428754973}
|
||||
=======
|
||||
m_AnyStateTransitions: []
|
||||
>>>>>>> 3df1d470175ac538f391b4bdce6704fcbf8bc330
|
||||
m_EntryTransitions: []
|
||||
m_StateMachineTransitions: {}
|
||||
m_StateMachineBehaviours: []
|
||||
@ -674,6 +678,7 @@ AnimatorStateMachine:
|
||||
m_ExitPosition: {x: 800, y: 120, z: 0}
|
||||
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
|
||||
m_DefaultState: {fileID: 110249708}
|
||||
<<<<<<< HEAD
|
||||
--- !u!1101 &5928579238428754973
|
||||
AnimatorStateTransition:
|
||||
m_ObjectHideFlags: 1
|
||||
@ -696,3 +701,5 @@ AnimatorStateTransition:
|
||||
m_InterruptionSource: 0
|
||||
m_OrderedInterruption: 1
|
||||
m_CanTransitionToSelf: 1
|
||||
=======
|
||||
>>>>>>> 3df1d470175ac538f391b4bdce6704fcbf8bc330
|
||||
|
@ -1,5 +1,6 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
<<<<<<< HEAD
|
||||
--- !u!1101 &-8262018747909486562
|
||||
AnimatorStateTransition:
|
||||
m_ObjectHideFlags: 1
|
||||
@ -22,6 +23,8 @@ AnimatorStateTransition:
|
||||
m_InterruptionSource: 0
|
||||
m_OrderedInterruption: 1
|
||||
m_CanTransitionToSelf: 1
|
||||
=======
|
||||
>>>>>>> 3df1d470175ac538f391b4bdce6704fcbf8bc330
|
||||
--- !u!91 &9100000
|
||||
AnimatorController:
|
||||
m_ObjectHideFlags: 0
|
||||
@ -664,8 +667,12 @@ AnimatorStateMachine:
|
||||
m_State: {fileID: 110233972}
|
||||
m_Position: {x: 300, y: 348, z: 0}
|
||||
m_ChildStateMachines: []
|
||||
<<<<<<< HEAD
|
||||
m_AnyStateTransitions:
|
||||
- {fileID: -8262018747909486562}
|
||||
=======
|
||||
m_AnyStateTransitions: []
|
||||
>>>>>>> 3df1d470175ac538f391b4bdce6704fcbf8bc330
|
||||
m_EntryTransitions: []
|
||||
m_StateMachineTransitions: {}
|
||||
m_StateMachineBehaviours: []
|
||||
|
@ -577,16 +577,25 @@ AnimatorStateMachine:
|
||||
m_State: {fileID: 110268674}
|
||||
m_Position: {x: 300, y: 240, z: 0}
|
||||
m_ChildStateMachines: []
|
||||
<<<<<<< HEAD
|
||||
m_AnyStateTransitions:
|
||||
- {fileID: 3592677004677095205}
|
||||
m_EntryTransitions: []
|
||||
m_StateMachineTransitions: {}
|
||||
m_StateMachineBehaviours: []
|
||||
m_AnyStatePosition: {x: 60, y: -20, z: 0}
|
||||
=======
|
||||
m_AnyStateTransitions: []
|
||||
m_EntryTransitions: []
|
||||
m_StateMachineTransitions: {}
|
||||
m_StateMachineBehaviours: []
|
||||
m_AnyStatePosition: {x: 50, y: 20, z: 0}
|
||||
>>>>>>> 3df1d470175ac538f391b4bdce6704fcbf8bc330
|
||||
m_EntryPosition: {x: 50, y: 120, z: 0}
|
||||
m_ExitPosition: {x: 800, y: 120, z: 0}
|
||||
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
|
||||
m_DefaultState: {fileID: 110202958}
|
||||
<<<<<<< HEAD
|
||||
--- !u!1101 &3592677004677095205
|
||||
AnimatorStateTransition:
|
||||
m_ObjectHideFlags: 1
|
||||
@ -609,3 +618,5 @@ AnimatorStateTransition:
|
||||
m_InterruptionSource: 0
|
||||
m_OrderedInterruption: 1
|
||||
m_CanTransitionToSelf: 1
|
||||
=======
|
||||
>>>>>>> 3df1d470175ac538f391b4bdce6704fcbf8bc330
|
||||
|
@ -10,9 +10,16 @@ Material:
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m_Shader: {fileID: 47, guid: 0000000000000000f000000000000000, type: 0}
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m_ValidKeywords:
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<<<<<<< HEAD
|
||||
- _NORMALMAP
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m_InvalidKeywords: []
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m_LightmapFlags: 6
|
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=======
|
||||
- _EMISSION
|
||||
- _NORMALMAP
|
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m_InvalidKeywords: []
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m_LightmapFlags: 2
|
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>>>>>>> 3df1d470175ac538f391b4bdce6704fcbf8bc330
|
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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|
@ -9,9 +9,18 @@ Material:
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m_PrefabAsset: {fileID: 0}
|
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m_Name: T_Muscomorph_BaseColor
|
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m_Shader: {fileID: 47, guid: 0000000000000000f000000000000000, type: 0}
|
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<<<<<<< HEAD
|
||||
m_ValidKeywords: []
|
||||
m_InvalidKeywords: []
|
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m_LightmapFlags: 6
|
||||
=======
|
||||
m_ValidKeywords:
|
||||
- _EMISSION
|
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- _NORMALMAP
|
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- _SPECGLOSSMAP
|
||||
m_InvalidKeywords: []
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m_LightmapFlags: 2
|
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>>>>>>> 3df1d470175ac538f391b4bdce6704fcbf8bc330
|
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
|
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m_CustomRenderQueue: -1
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|
@ -1,5 +1,6 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
<<<<<<< HEAD
|
||||
--- !u!1101 &-2032231047758095853
|
||||
AnimatorStateTransition:
|
||||
m_ObjectHideFlags: 1
|
||||
@ -22,6 +23,8 @@ AnimatorStateTransition:
|
||||
m_InterruptionSource: 0
|
||||
m_OrderedInterruption: 1
|
||||
m_CanTransitionToSelf: 1
|
||||
=======
|
||||
>>>>>>> 3df1d470175ac538f391b4bdce6704fcbf8bc330
|
||||
--- !u!91 &9100000
|
||||
AnimatorController:
|
||||
m_ObjectHideFlags: 0
|
||||
@ -808,8 +811,12 @@ AnimatorStateMachine:
|
||||
m_State: {fileID: 110296216}
|
||||
m_Position: {x: 288, y: 396, z: 0}
|
||||
m_ChildStateMachines: []
|
||||
<<<<<<< HEAD
|
||||
m_AnyStateTransitions:
|
||||
- {fileID: -2032231047758095853}
|
||||
=======
|
||||
m_AnyStateTransitions: []
|
||||
>>>>>>> 3df1d470175ac538f391b4bdce6704fcbf8bc330
|
||||
m_EntryTransitions: []
|
||||
m_StateMachineTransitions: {}
|
||||
m_StateMachineBehaviours: []
|
||||
|
9
Assets/mat/Source.meta
Normal file
@ -0,0 +1,9 @@
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licenseType: Store
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
|
9
Assets/mat/Source/Materials.meta
Normal file
@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 07789cd83df7a114a96fde496f302a28
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folderAsset: yes
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timeCreated: 1507227757
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licenseType: Store
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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132
Assets/mat/Source/Materials/Crystal_1.mat
Normal file
@ -0,0 +1,132 @@
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%YAML 1.1
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// Shader created with Shader Forge v1.38
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// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
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// Note: Manually altering this data may prevent you from opening it in Shader Forge
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Shader "Shader Forge/NewShader" {
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Properties {
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_MainTex ("Albedo", 2D) = "white" {}
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_MSA ("MSA", 2D) = "white" {}
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_BumpMap ("Normal Map", 2D) = "bump" {}
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_Emission ("Emission", 2D) = "white" {}
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_EmissionIntensity ("Emission Intensity", Range(0, 2)) = 0.5
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_RefractionNormal ("Refraction Normal", 2D) = "white" {}
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_RefractionIntensity ("Refraction Intensity", Range(0, 1)) = 0
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_Opacity ("Opacity", Range(0, 1)) = 1
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[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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}
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SubShader {
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Tags {
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"Queue"="Transparent"
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"RenderType"="Transparent"
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"DisableBatching"="True"
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GrabPass{ }
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Pass {
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Name "FORWARD"
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Tags {
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"LightMode"="ForwardBase"
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}
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Blend SrcAlpha OneMinusSrcAlpha
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Stencil {
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Ref 128
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define UNITY_PASS_FORWARDBASE
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#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
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#define _GLOSSYENV 1
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#pragma multi_compile_fwdbase_fullshadows
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 n3ds wiiu
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#pragma target 3.0
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uniform sampler2D _GrabTexture;
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uniform float4 _Color_Edge;
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uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
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uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
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uniform sampler2D _MSA; uniform float4 _MSA_ST;
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uniform sampler2D _Emission; uniform float4 _Emission_ST;
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uniform float _EmissionIntensity;
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uniform sampler2D _RefractionNormal; uniform float4 _RefractionNormal_ST;
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uniform float _RefractionIntensity;
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uniform float _Opacity;
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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float4 posWorld : TEXCOORD3;
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float3 normalDir : TEXCOORD4;
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float3 tangentDir : TEXCOORD5;
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float3 bitangentDir : TEXCOORD6;
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float4 projPos : TEXCOORD7;
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LIGHTING_COORDS(8,9)
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UNITY_FOG_COORDS(10)
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#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
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float4 ambientOrLightmapUV : TEXCOORD11;
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};
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VertexOutput vert (VertexInput v) {
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o.uv0 = v.texcoord0;
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o.uv1 = v.texcoord1;
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o.uv2 = v.texcoord2;
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#ifdef LIGHTMAP_ON
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o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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o.ambientOrLightmapUV.zw = 0;
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#ifdef DYNAMICLIGHTMAP_ON
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o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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#endif
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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float3 lightColor = _LightColor0.rgb;
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o.pos = UnityObjectToClipPos( v.vertex );
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UNITY_TRANSFER_FOG(o,o.pos);
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o.projPos = ComputeScreenPos (o.pos);
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COMPUTE_EYEDEPTH(o.projPos.z);
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TRANSFER_VERTEX_TO_FRAGMENT(o)
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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i.normalDir = normalize(i.normalDir);
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float3 normalLocal = _BumpMap_var.rgb;
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float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
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float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
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float3 lightColor = _LightColor0.rgb;
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float3 halfDirection = normalize(viewDirection+lightDirection);
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////// Lighting:
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float attenuation = LIGHT_ATTENUATION(i);
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float3 attenColor = attenuation * _LightColor0.xyz;
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float Pi = 3.141592654;
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float InvPi = 0.31830988618;
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///////// Gloss:
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float4 _MSA_var = tex2D(_MSA,TRANSFORM_TEX(i.uv0, _MSA));
|
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float gloss = _MSA_var.g;
|
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float perceptualRoughness = 1.0 - _MSA_var.g;
|
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float roughness = perceptualRoughness * perceptualRoughness;
|
||||
float specPow = exp2( gloss * 10.0 + 1.0 );
|
||||
/////// GI Data:
|
||||
UnityLight light;
|
||||
#ifdef LIGHTMAP_OFF
|
||||
light.color = lightColor;
|
||||
light.dir = lightDirection;
|
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light.ndotl = LambertTerm (normalDirection, light.dir);
|
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#else
|
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light.color = half3(0.f, 0.f, 0.f);
|
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light.ndotl = 0.0f;
|
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light.dir = half3(0.f, 0.f, 0.f);
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#endif
|
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UnityGIInput d;
|
||||
d.light = light;
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||||
d.worldPos = i.posWorld.xyz;
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||||
d.worldViewDir = viewDirection;
|
||||
d.atten = attenuation;
|
||||
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
|
||||
d.ambient = 0;
|
||||
d.lightmapUV = i.ambientOrLightmapUV;
|
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#else
|
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d.ambient = i.ambientOrLightmapUV;
|
||||
#endif
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||||
#if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
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||||
d.boxMin[0] = unity_SpecCube0_BoxMin;
|
||||
d.boxMin[1] = unity_SpecCube1_BoxMin;
|
||||
#endif
|
||||
#if UNITY_SPECCUBE_BOX_PROJECTION
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||||
d.boxMax[0] = unity_SpecCube0_BoxMax;
|
||||
d.boxMax[1] = unity_SpecCube1_BoxMax;
|
||||
d.probePosition[0] = unity_SpecCube0_ProbePosition;
|
||||
d.probePosition[1] = unity_SpecCube1_ProbePosition;
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||||
#endif
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d.probeHDR[0] = unity_SpecCube0_HDR;
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d.probeHDR[1] = unity_SpecCube1_HDR;
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Unity_GlossyEnvironmentData ugls_en_data;
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ugls_en_data.roughness = 1.0 - gloss;
|
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ugls_en_data.reflUVW = viewReflectDirection;
|
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UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
|
||||
lightDirection = gi.light.dir;
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||||
lightColor = gi.light.color;
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////// Specular:
|
||||
float NdotL = saturate(dot( normalDirection, lightDirection ));
|
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float LdotH = saturate(dot(lightDirection, halfDirection));
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float3 specularColor = _MSA_var.r;
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float specularMonochrome;
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float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
|
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float3 diffuseColor = (_MainTex_var.rgb*_Color_Edge.rgb); // Need this for specular when using metallic
|
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diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
|
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specularMonochrome = 1.0-specularMonochrome;
|
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float NdotV = abs(dot( normalDirection, viewDirection ));
|
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float NdotH = saturate(dot( normalDirection, halfDirection ));
|
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float VdotH = saturate(dot( viewDirection, halfDirection ));
|
||||
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
|
||||
float normTerm = GGXTerm(NdotH, roughness);
|
||||
float specularPBL = (visTerm*normTerm) * UNITY_PI;
|
||||
#ifdef UNITY_COLORSPACE_GAMMA
|
||||
specularPBL = sqrt(max(1e-4h, specularPBL));
|
||||
#endif
|
||||
specularPBL = max(0, specularPBL * NdotL);
|
||||
#if defined(_SPECULARHIGHLIGHTS_OFF)
|
||||
specularPBL = 0.0;
|
||||
#endif
|
||||
half surfaceReduction;
|
||||
#ifdef UNITY_COLORSPACE_GAMMA
|
||||
surfaceReduction = 1.0-0.28*roughness*perceptualRoughness;
|
||||
#else
|
||||
surfaceReduction = 1.0/(roughness*roughness + 1.0);
|
||||
#endif
|
||||
specularPBL *= any(specularColor) ? 1.0 : 0.0;
|
||||
float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
|
||||
half grazingTerm = saturate( gloss + specularMonochrome );
|
||||
float3 indirectSpecular = (gi.indirect.specular);
|
||||
indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
|
||||
indirectSpecular *= surfaceReduction;
|
||||
float3 specular = (directSpecular + indirectSpecular);
|
||||
/////// Diffuse:
|
||||
NdotL = max(0.0,dot( normalDirection, lightDirection ));
|
||||
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
|
||||
float nlPow5 = Pow5(1-NdotL);
|
||||
float nvPow5 = Pow5(1-NdotV);
|
||||
float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
|
||||
float3 indirectDiffuse = float3(0,0,0);
|
||||
indirectDiffuse += gi.indirect.diffuse;
|
||||
indirectDiffuse *= _MSA_var.b; // Diffuse AO
|
||||
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
|
||||
////// Emissive:
|
||||
float4 _Emission_var = tex2D(_Emission,TRANSFORM_TEX(i.uv0, _Emission));
|
||||
float3 emissive = (_Emission_var.rgb*2.0*_EmissionIntensity);
|
||||
/// Final Color:
|
||||
float3 finalColor = diffuse + specular + emissive;
|
||||
fixed4 finalRGBA = fixed4(lerp(sceneColor.rgb, finalColor,lerp((1.0 - pow(1.0-max(0,dot(i.normalDir, viewDirection)),_Opacity)),1.0,_Opacity)),1);
|
||||
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
|
||||
return finalRGBA;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
Pass {
|
||||
Name "FORWARD_DELTA"
|
||||
Tags {
|
||||
"LightMode"="ForwardAdd"
|
||||
}
|
||||
Blend One One
|
||||
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#define UNITY_PASS_FORWARDADD
|
||||
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
|
||||
#define _GLOSSYENV 1
|
||||
#include "UnityCG.cginc"
|
||||
#include "AutoLight.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "UnityStandardBRDF.cginc"
|
||||
#pragma multi_compile_fwdadd_fullshadows
|
||||
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
|
||||
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
|
||||
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
|
||||
#pragma multi_compile_fog
|
||||
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 n3ds wiiu
|
||||
#pragma target 3.0
|
||||
uniform sampler2D _GrabTexture;
|
||||
uniform float4 _Color_Edge;
|
||||
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
|
||||
uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
|
||||
uniform sampler2D _MSA; uniform float4 _MSA_ST;
|
||||
uniform sampler2D _Emission; uniform float4 _Emission_ST;
|
||||
uniform float _EmissionIntensity;
|
||||
uniform sampler2D _RefractionNormal; uniform float4 _RefractionNormal_ST;
|
||||
uniform float _RefractionIntensity;
|
||||
uniform float _Opacity;
|
||||
struct VertexInput {
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
float2 texcoord2 : TEXCOORD2;
|
||||
};
|
||||
struct VertexOutput {
|
||||
float4 pos : SV_POSITION;
|
||||
float2 uv0 : TEXCOORD0;
|
||||
float2 uv1 : TEXCOORD1;
|
||||
float2 uv2 : TEXCOORD2;
|
||||
float4 posWorld : TEXCOORD3;
|
||||
float3 normalDir : TEXCOORD4;
|
||||
float3 tangentDir : TEXCOORD5;
|
||||
float3 bitangentDir : TEXCOORD6;
|
||||
float4 projPos : TEXCOORD7;
|
||||
LIGHTING_COORDS(8,9)
|
||||
UNITY_FOG_COORDS(10)
|
||||
};
|
||||
VertexOutput vert (VertexInput v) {
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
o.uv0 = v.texcoord0;
|
||||
o.uv1 = v.texcoord1;
|
||||
o.uv2 = v.texcoord2;
|
||||
o.normalDir = UnityObjectToWorldNormal(v.normal);
|
||||
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
|
||||
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
|
||||
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||||
float3 lightColor = _LightColor0.rgb;
|
||||
o.pos = UnityObjectToClipPos( v.vertex );
|
||||
UNITY_TRANSFER_FOG(o,o.pos);
|
||||
o.projPos = ComputeScreenPos (o.pos);
|
||||
COMPUTE_EYEDEPTH(o.projPos.z);
|
||||
TRANSFER_VERTEX_TO_FRAGMENT(o)
|
||||
return o;
|
||||
}
|
||||
float4 frag(VertexOutput i) : COLOR {
|
||||
i.normalDir = normalize(i.normalDir);
|
||||
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
|
||||
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
|
||||
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
|
||||
float3 normalLocal = _BumpMap_var.rgb;
|
||||
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
|
||||
float2 node_4474 = (i.uv0*1.0);
|
||||
float4 _RefractionNormal_var = tex2D(_RefractionNormal,TRANSFORM_TEX(node_4474, _RefractionNormal));
|
||||
float2 sceneUVs = (i.projPos.xy / i.projPos.w) + (_RefractionNormal_var.rgb.gr*(_RefractionIntensity*0.2));
|
||||
float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
|
||||
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
|
||||
float3 lightColor = _LightColor0.rgb;
|
||||
float3 halfDirection = normalize(viewDirection+lightDirection);
|
||||
////// Lighting:
|
||||
float attenuation = LIGHT_ATTENUATION(i);
|
||||
float3 attenColor = attenuation * _LightColor0.xyz;
|
||||
float Pi = 3.141592654;
|
||||
float InvPi = 0.31830988618;
|
||||
///////// Gloss:
|
||||
float4 _MSA_var = tex2D(_MSA,TRANSFORM_TEX(i.uv0, _MSA));
|
||||
float gloss = _MSA_var.g;
|
||||
float perceptualRoughness = 1.0 - _MSA_var.g;
|
||||
float roughness = perceptualRoughness * perceptualRoughness;
|
||||
float specPow = exp2( gloss * 10.0 + 1.0 );
|
||||
////// Specular:
|
||||
float NdotL = saturate(dot( normalDirection, lightDirection ));
|
||||
float LdotH = saturate(dot(lightDirection, halfDirection));
|
||||
float3 specularColor = _MSA_var.r;
|
||||
float specularMonochrome;
|
||||
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
|
||||
float3 diffuseColor = (_MainTex_var.rgb*_Color_Edge.rgb); // Need this for specular when using metallic
|
||||
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
|
||||
specularMonochrome = 1.0-specularMonochrome;
|
||||
float NdotV = abs(dot( normalDirection, viewDirection ));
|
||||
float NdotH = saturate(dot( normalDirection, halfDirection ));
|
||||
float VdotH = saturate(dot( viewDirection, halfDirection ));
|
||||
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
|
||||
float normTerm = GGXTerm(NdotH, roughness);
|
||||
float specularPBL = (visTerm*normTerm) * UNITY_PI;
|
||||
#ifdef UNITY_COLORSPACE_GAMMA
|
||||
specularPBL = sqrt(max(1e-4h, specularPBL));
|
||||
#endif
|
||||
specularPBL = max(0, specularPBL * NdotL);
|
||||
#if defined(_SPECULARHIGHLIGHTS_OFF)
|
||||
specularPBL = 0.0;
|
||||
#endif
|
||||
specularPBL *= any(specularColor) ? 1.0 : 0.0;
|
||||
float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
|
||||
float3 specular = directSpecular;
|
||||
/////// Diffuse:
|
||||
NdotL = max(0.0,dot( normalDirection, lightDirection ));
|
||||
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
|
||||
float nlPow5 = Pow5(1-NdotL);
|
||||
float nvPow5 = Pow5(1-NdotV);
|
||||
float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
|
||||
float3 diffuse = directDiffuse * diffuseColor;
|
||||
/// Final Color:
|
||||
float3 finalColor = diffuse + specular;
|
||||
fixed4 finalRGBA = fixed4(finalColor * lerp((1.0 - pow(1.0-max(0,dot(i.normalDir, viewDirection)),_Opacity)),1.0,_Opacity),0);
|
||||
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
|
||||
return finalRGBA;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
Pass {
|
||||
Name "Meta"
|
||||
Tags {
|
||||
"LightMode"="Meta"
|
||||
}
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#define UNITY_PASS_META 1
|
||||
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
|
||||
#define _GLOSSYENV 1
|
||||
#include "UnityCG.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "UnityStandardBRDF.cginc"
|
||||
#include "UnityMetaPass.cginc"
|
||||
#pragma fragmentoption ARB_precision_hint_fastest
|
||||
#pragma multi_compile_shadowcaster
|
||||
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
|
||||
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
|
||||
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
|
||||
#pragma multi_compile_fog
|
||||
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 n3ds wiiu
|
||||
#pragma target 3.0
|
||||
uniform float4 _Color_Edge;
|
||||
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
|
||||
uniform sampler2D _MSA; uniform float4 _MSA_ST;
|
||||
uniform sampler2D _Emission; uniform float4 _Emission_ST;
|
||||
uniform float _EmissionIntensity;
|
||||
struct VertexInput {
|
||||
float4 vertex : POSITION;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
float2 texcoord2 : TEXCOORD2;
|
||||
};
|
||||
struct VertexOutput {
|
||||
float4 pos : SV_POSITION;
|
||||
float2 uv0 : TEXCOORD0;
|
||||
float2 uv1 : TEXCOORD1;
|
||||
float2 uv2 : TEXCOORD2;
|
||||
float4 posWorld : TEXCOORD3;
|
||||
};
|
||||
VertexOutput vert (VertexInput v) {
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
o.uv0 = v.texcoord0;
|
||||
o.uv1 = v.texcoord1;
|
||||
o.uv2 = v.texcoord2;
|
||||
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||||
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
|
||||
return o;
|
||||
}
|
||||
float4 frag(VertexOutput i) : SV_Target {
|
||||
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
|
||||
UnityMetaInput o;
|
||||
UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
|
||||
|
||||
float4 _Emission_var = tex2D(_Emission,TRANSFORM_TEX(i.uv0, _Emission));
|
||||
o.Emission = (_Emission_var.rgb*2.0*_EmissionIntensity);
|
||||
|
||||
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
|
||||
float3 diffColor = (_MainTex_var.rgb*_Color_Edge.rgb);
|
||||
float specularMonochrome;
|
||||
float3 specColor;
|
||||
float4 _MSA_var = tex2D(_MSA,TRANSFORM_TEX(i.uv0, _MSA));
|
||||
diffColor = DiffuseAndSpecularFromMetallic( diffColor, _MSA_var.r, specColor, specularMonochrome );
|
||||
float roughness = 1.0 - _MSA_var.g;
|
||||
o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
|
||||
|
||||
return UnityMetaFragment( o );
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
FallBack "Unlit/Transparent"
|
||||
CustomEditor "ShaderForgeMaterialInspector"
|
||||
}
|
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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