292 lines
16 KiB
Plaintext
292 lines
16 KiB
Plaintext
// Made with Amplify Shader Editor v1.9.8.1
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Light Volume Samples/Light Volumes Detector"
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{
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Properties
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{
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_Cutoff( "Mask Clip Value", Float ) = 0.5
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_MainTex("Texture", 2D) = "white" {}
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_Metallic("Metallic", Range( 0 , 1)) = 0
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_Glossiness("Smoothness", Range( 0 , 1)) = 1
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[Enum(UnityEngine.Rendering.CullMode)]_Culling("Culling", Float) = 2
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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" = "TransparentCutout" "Queue" = "AlphaTest+0" "IsEmissive" = "true" }
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Cull [_Culling]
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CGINCLUDE
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#include "Packages/red.sim.lightvolumes/Shaders/LightVolumes.cginc"
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#include "UnityStandardBRDF.cginc"
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 5.0
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#define ASE_VERSION 19801
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struct Input
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{
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float2 uv_texcoord;
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float3 worldNormal;
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float3 worldPos;
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};
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uniform float _Culling;
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uniform sampler2D _MainTex;
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uniform float _Metallic;
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uniform float _Glossiness;
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uniform float _Cutoff = 0.5;
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float2 appendResult471 = (float2(1.0 , 0.5));
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float lerpResult469 = lerp( 0.0 , 0.5 , saturate( _UdonLightVolumeEnabled ));
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float2 appendResult472 = (float2(0.0 , lerpResult469));
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float4 tex2DNode3 = tex2D( _MainTex, (i.uv_texcoord*appendResult471 + appendResult472) );
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float3 Albedo337 = tex2DNode3.rgb;
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float3 temp_output_454_0 = Albedo337;
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o.Albedo = temp_output_454_0;
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float3 ase_normalWS = i.worldNormal;
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float3 normalizeResult17_g223 = normalize( ase_normalWS );
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float3 worldNormal2_g223 = normalizeResult17_g223;
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float localLightVolumeSH1_g3 = ( 0.0 );
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float3 ase_positionWS = i.worldPos;
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float3 temp_output_6_0_g3 = ase_positionWS;
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float3 worldPos1_g3 = temp_output_6_0_g3;
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float3 L01_g3 = float3( 0,0,0 );
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float3 L1r1_g3 = float3( 0,0,0 );
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float3 L1g1_g3 = float3( 0,0,0 );
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float3 L1b1_g3 = float3( 0,0,0 );
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LightVolumeSH( worldPos1_g3 , L01_g3 , L1r1_g3 , L1g1_g3 , L1b1_g3 );
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float3 L098 = L01_g3;
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float3 L02_g223 = L098;
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float3 L1r99 = L1r1_g3;
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float3 L1r2_g223 = L1r99;
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float3 L1g100 = L1g1_g3;
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float3 L1g2_g223 = L1g100;
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float3 L1b101 = L1b1_g3;
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float3 L1b2_g223 = L1b101;
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float3 localLightVolumeEvaluate2_g223 = LightVolumeEvaluate( worldNormal2_g223 , L02_g223 , L1r2_g223 , L1g2_g223 , L1b2_g223 );
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float Metallic334 = ( (Albedo337).x * _Metallic );
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float3 temp_output_138_0_g224 = Albedo337;
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float3 albedo157_g224 = temp_output_138_0_g224;
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float Smoothness109 = ( (Albedo337).y * _Glossiness );
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float temp_output_3_0_g224 = Smoothness109;
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float smoothness157_g224 = temp_output_3_0_g224;
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float temp_output_137_0_g224 = Metallic334;
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float metallic157_g224 = temp_output_137_0_g224;
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float3 normalizeResult161_g224 = normalize( ase_normalWS );
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float3 temp_output_2_0_g224 = normalizeResult161_g224;
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float3 worldNormal157_g224 = temp_output_2_0_g224;
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float3 ase_viewVectorWS = ( _WorldSpaceCameraPos.xyz - ase_positionWS );
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float3 ase_viewDirSafeWS = Unity_SafeNormalize( ase_viewVectorWS );
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float3 temp_output_9_0_g224 = ase_viewDirSafeWS;
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float3 viewDir157_g224 = temp_output_9_0_g224;
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float3 temp_output_65_0_g224 = L098;
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float3 L0157_g224 = temp_output_65_0_g224;
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float3 temp_output_1_0_g224 = L1r99;
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float3 L1r157_g224 = temp_output_1_0_g224;
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float3 temp_output_36_0_g224 = L1g100;
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float3 L1g157_g224 = temp_output_36_0_g224;
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float3 temp_output_37_0_g224 = L1b101;
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float3 L1b157_g224 = temp_output_37_0_g224;
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float3 localLightVolumeSpecular157_g224 = LightVolumeSpecular( albedo157_g224 , smoothness157_g224 , metallic157_g224 , worldNormal157_g224 , viewDir157_g224 , L0157_g224 , L1r157_g224 , L1g157_g224 , L1b157_g224 );
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float3 Speculars412 = localLightVolumeSpecular157_g224;
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float3 Emission452 = ( ( localLightVolumeEvaluate2_g223 * Albedo337 * ( 1.0 - Metallic334 ) ) + Speculars412 );
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o.Emission = ( ( Albedo337 + Emission452 ) * 0.5 );
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o.Metallic = Metallic334;
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o.Smoothness = Smoothness109;
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o.Alpha = 1;
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float Opacity455 = tex2DNode3.a;
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clip( Opacity455 - _Cutoff );
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf Standard keepalpha fullforwardshadows exclude_path:deferred noambient
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ENDCG
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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ZWrite On
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 5.0
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#pragma multi_compile_shadowcaster
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#pragma multi_compile UNITY_PASS_SHADOWCASTER
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#include "HLSLSupport.cginc"
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#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
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#define CAN_SKIP_VPOS
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#endif
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float2 customPack1 : TEXCOORD1;
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float3 worldPos : TEXCOORD2;
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float3 worldNormal : TEXCOORD3;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert( appdata_full v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_INITIALIZE_OUTPUT( v2f, o );
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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Input customInputData;
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float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
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half3 worldNormal = UnityObjectToWorldNormal( v.normal );
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o.worldNormal = worldNormal;
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o.customPack1.xy = customInputData.uv_texcoord;
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o.customPack1.xy = v.texcoord;
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o.worldPos = worldPos;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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return o;
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}
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half4 frag( v2f IN
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#if !defined( CAN_SKIP_VPOS )
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, UNITY_VPOS_TYPE vpos : VPOS
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#endif
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) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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Input surfIN;
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UNITY_INITIALIZE_OUTPUT( Input, surfIN );
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surfIN.uv_texcoord = IN.customPack1.xy;
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float3 worldPos = IN.worldPos;
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half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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surfIN.worldPos = worldPos;
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surfIN.worldNormal = IN.worldNormal;
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SurfaceOutputStandard o;
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UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
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surf( surfIN, o );
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#if defined( CAN_SKIP_VPOS )
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float2 vpos = IN.pos;
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#endif
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SHADOW_CASTER_FRAGMENT( IN )
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}
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ENDCG
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}
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}
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Fallback "Diffuse"
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CustomEditor "AmplifyShaderEditor.MaterialInspector"
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}
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/*ASEBEGIN
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Version=19801
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Node;AmplifyShaderEditor.LerpOp;469;-2720,-800;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0.5;False;2;FLOAT;0;False;1;FLOAT;0
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WireConnection;468;0;467;0
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WireConnection;469;2;468;0
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WireConnection;472;1;469;0
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WireConnection;473;0;470;0
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WireConnection;473;1;471;0
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WireConnection;473;2;472;0
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WireConnection;3;1;473;0
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WireConnection;337;0;3;5
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WireConnection;483;0;481;0
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WireConnection;486;0;481;0
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WireConnection;485;0;483;0
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WireConnection;485;1;52;0
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WireConnection;488;0;486;0
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WireConnection;488;1;53;0
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WireConnection;334;0;488;0
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WireConnection;109;0;485;0
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WireConnection;99;0;78;14
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WireConnection;100;0;78;15
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WireConnection;101;0;78;16
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WireConnection;98;0;78;13
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WireConnection;475;138;339;0
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WireConnection;475;3;111;0
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WireConnection;475;137;340;0
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WireConnection;475;65;115;0
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WireConnection;475;1;108;0
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WireConnection;475;36;122;0
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WireConnection;475;37;123;0
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WireConnection;80;0;336;0
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WireConnection;474;13;448;0
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WireConnection;474;14;449;0
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WireConnection;474;15;450;0
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WireConnection;474;16;451;0
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WireConnection;412;0;475;0
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WireConnection;406;0;474;0
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WireConnection;406;1;338;0
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WireConnection;406;2;80;0
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WireConnection;124;0;406;0
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WireConnection;124;1;413;0
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WireConnection;452;0;124;0
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WireConnection;455;0;3;4
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WireConnection;479;0;454;0
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WireConnection;479;1;453;0
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WireConnection;477;0;479;0
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WireConnection;477;1;478;0
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WireConnection;72;0;454;0
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WireConnection;72;2;477;0
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WireConnection;72;3;440;0
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WireConnection;72;4;441;0
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WireConnection;72;10;456;0
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ASEEND*/
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//CHKSM=B30D14C9F821086CB14EB26BF33592B134A7B3EF |