123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245 |
- // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- // Shader created with Shader Forge v1.05
- // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
- // Note: Manually altering this data may prevent you from opening it in Shader Forge
- /*SF_DATA;ver:1.05;sub:START;pass:START;ps:flbk:,lico:1,lgpr:1,nrmq:1,limd:1,uamb:True,mssp:True,lmpd:False,lprd:False,rprd:False,enco:False,frtr:True,vitr:True,dbil:False,rmgx:True,rpth:0,hqsc:True,hqlp:False,tesm:0,blpr:0,bsrc:0,bdst:1,culm:2,dpts:2,wrdp:False,dith:2,ufog:True,aust:False,igpj:True,qofs:0,qpre:4,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,ofsf:0,ofsu:0,f2p0:False;n:type:ShaderForge.SFN_Final,id:2397,x:33022,y:32711,varname:node_2397,prsc:2|diff-5316-OUT,spec-3636-OUT,gloss-6641-OUT,normal-7213-RGB,transm-4222-OUT,lwrap-4222-OUT,alpha-2748-OUT,refract-8574-OUT;n:type:ShaderForge.SFN_ComponentMask,id:91,x:32284,y:32977,varname:node_91,prsc:2,cc1:0,cc2:1,cc3:-1,cc4:-1|IN-7213-RGB;n:type:ShaderForge.SFN_Multiply,id:9028,x:32511,y:32997,varname:node_9028,prsc:2|A-91-OUT,B-6398-OUT;n:type:ShaderForge.SFN_Fresnel,id:5316,x:32265,y:32629,varname:node_5316,prsc:2;n:type:ShaderForge.SFN_Vector1,id:4222,x:32265,y:32841,varname:node_4222,prsc:2,v1:1;n:type:ShaderForge.SFN_Tex2d,id:7213,x:32101,y:32927,ptovrint:False,ptlb:Texture,ptin:_Texture,varname:node_7213,prsc:2,ntxv:3,isnm:True|UVIN-7100-UVOUT;n:type:ShaderForge.SFN_Vector1,id:3636,x:32458,y:32734,varname:node_3636,prsc:2,v1:6;n:type:ShaderForge.SFN_Vector1,id:6641,x:32413,y:32788,varname:node_6641,prsc:2,v1:0.8;n:type:ShaderForge.SFN_Panner,id:7100,x:31850,y:32927,varname:node_7100,prsc:2,spu:-6,spv:-10;n:type:ShaderForge.SFN_Slider,id:6398,x:31981,y:33183,ptovrint:False,ptlb:Distortion_Strength,ptin:_Distortion_Strength,varname:node_6398,prsc:2,min:0,cur:0,max:0.1;n:type:ShaderForge.SFN_Tex2d,id:3875,x:32534,y:33148,ptovrint:False,ptlb:Mask,ptin:_Mask,varname:node_3875,prsc:2,tex:5881beee1f3bab347b0a3302e6dddd17,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Vector1,id:2748,x:32779,y:33220,varname:node_2748,prsc:2,v1:0;n:type:ShaderForge.SFN_Lerp,id:8574,x:32734,y:33044,varname:node_8574,prsc:2|A-8736-OUT,B-9028-OUT,T-3875-R;n:type:ShaderForge.SFN_Vector1,id:8736,x:32643,y:32958,varname:node_8736,prsc:2,v1:0;proporder:7213-3875-6398;pass:END;sub:END;*/
- Shader "FT/Distortion" {
- Properties {
- _Texture ("Texture", 2D) = "bump" {}
- _Mask ("Mask", 2D) = "white" {}
- _Distortion_Strength ("Distortion_Strength", Range(0, 0.1)) = 0
- [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
- }
- SubShader {
- Tags {
- "IgnoreProjector"="True"
- "Queue"="Overlay"
- "RenderType"="Transparent"
- }
- GrabPass{ }
- Pass {
- Name "ForwardBase"
- Tags {
- "LightMode"="ForwardBase"
- }
- Cull Off
- ZWrite Off
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDBASE
- #include "UnityCG.cginc"
- #pragma multi_compile_fwdbase
- #pragma exclude_renderers xbox360 ps3 flash d3d11_9x
- #pragma target 3.0
- uniform float4 _LightColor0;
- uniform sampler2D _GrabTexture;
- uniform float4 _TimeEditor;
- uniform sampler2D _Texture; uniform float4 _Texture_ST;
- uniform float _Distortion_Strength;
- uniform sampler2D _Mask; uniform float4 _Mask_ST;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float2 texcoord0 : TEXCOORD0;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float4 posWorld : TEXCOORD1;
- float3 normalDir : TEXCOORD2;
- float3 tangentDir : TEXCOORD3;
- float3 binormalDir : TEXCOORD4;
- float4 screenPos : TEXCOORD5;
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.normalDir = mul(unity_ObjectToWorld, float4(v.normal,0)).xyz;
- o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
- o.binormalDir = 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);
- o.screenPos = o.pos;
- return o;
- }
- fixed4 frag(VertexOutput i) : COLOR {
- #if UNITY_UV_STARTS_AT_TOP
- float grabSign = -_ProjectionParams.x;
- #else
- float grabSign = _ProjectionParams.x;
- #endif
- i.normalDir = normalize(i.normalDir);
- i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 );
- i.screenPos.y *= _ProjectionParams.x;
- float node_8736 = 0.0;
- float4 node_2569 = _Time + _TimeEditor;
- float2 node_7100 = (i.uv0+node_2569.g*float2(-6,-10));
- float3 _Texture_var = UnpackNormal(tex2D(_Texture,TRANSFORM_TEX(node_7100, _Texture)));
- float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(i.uv0, _Mask));
- float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + lerp(float2(node_8736,node_8736),(_Texture_var.rgb.rg*_Distortion_Strength),_Mask_var.r);
- float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
- float3x3 tangentTransform = float3x3( i.tangentDir, i.binormalDir, i.normalDir);
- /////// Vectors:
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float3 normalLocal = _Texture_var.rgb;
- float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
-
- float nSign = sign( dot( viewDirection, i.normalDir ) ); // Reverse normal if this is a backface
- i.normalDir *= nSign;
- normalDirection *= nSign;
-
- float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
- float3 lightColor = _LightColor0.rgb;
- float3 halfDirection = normalize(viewDirection+lightDirection);
- ////// Lighting:
- float attenuation = 1;
- float3 attenColor = attenuation * _LightColor0.xyz;
- ///////// Gloss:
- float gloss = 0.8;
- float specPow = exp2( gloss * 10.0+1.0);
- ////// Specular:
- float NdotL = max(0, dot( normalDirection, lightDirection ));
- float node_3636 = 6.0;
- float3 specularColor = float3(node_3636,node_3636,node_3636);
- float3 directSpecular = (floor(attenuation) * _LightColor0.xyz) * pow(max(0,dot(halfDirection,normalDirection)),specPow);
- float3 specular = directSpecular * specularColor;
- /////// Diffuse:
- NdotL = dot( normalDirection, lightDirection );
- float node_4222 = 1.0;
- float3 w = float3(node_4222,node_4222,node_4222)*0.5; // Light wrapping
- float3 NdotLWrap = NdotL * ( 1.0 - w );
- float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w );
- float3 backLight = max(float3(0.0,0.0,0.0), -NdotLWrap + w ) * float3(node_4222,node_4222,node_4222);
- float3 indirectDiffuse = float3(0,0,0);
- float3 directDiffuse = (forwardLight+backLight) * attenColor;
- indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
- float node_5316 = (1.0-max(0,dot(normalDirection, viewDirection)));
- float3 diffuse = (directDiffuse + indirectDiffuse) * float3(node_5316,node_5316,node_5316);
- /// Final Color:
- float3 finalColor = diffuse + specular;
- return fixed4(lerp(sceneColor.rgb, finalColor,0.0),1);
- }
- ENDCG
- }
- Pass {
- Name "ForwardAdd"
- Tags {
- "LightMode"="ForwardAdd"
- }
- Blend One One
- Cull Off
- ZWrite Off
-
- Fog { Color (0,0,0,0) }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #define UNITY_PASS_FORWARDADD
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- #pragma multi_compile_fwdadd
- #pragma exclude_renderers xbox360 ps3 flash d3d11_9x
- #pragma target 3.0
- uniform float4 _LightColor0;
- uniform sampler2D _GrabTexture;
- uniform float4 _TimeEditor;
- uniform sampler2D _Texture; uniform float4 _Texture_ST;
- uniform float _Distortion_Strength;
- uniform sampler2D _Mask; uniform float4 _Mask_ST;
- struct VertexInput {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float2 texcoord0 : TEXCOORD0;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float4 posWorld : TEXCOORD1;
- float3 normalDir : TEXCOORD2;
- float3 tangentDir : TEXCOORD3;
- float3 binormalDir : TEXCOORD4;
- float4 screenPos : TEXCOORD5;
- LIGHTING_COORDS(6,7)
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.normalDir = mul(unity_ObjectToWorld, float4(v.normal,0)).xyz;
- o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
- o.binormalDir = 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);
- o.screenPos = o.pos;
- TRANSFER_VERTEX_TO_FRAGMENT(o)
- return o;
- }
- fixed4 frag(VertexOutput i) : COLOR {
- #if UNITY_UV_STARTS_AT_TOP
- float grabSign = -_ProjectionParams.x;
- #else
- float grabSign = _ProjectionParams.x;
- #endif
- i.normalDir = normalize(i.normalDir);
- i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 );
- i.screenPos.y *= _ProjectionParams.x;
- float node_8736 = 0.0;
- float4 node_472 = _Time + _TimeEditor;
- float2 node_7100 = (i.uv0+node_472.g*float2(-6,-10));
- float3 _Texture_var = UnpackNormal(tex2D(_Texture,TRANSFORM_TEX(node_7100, _Texture)));
- float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(i.uv0, _Mask));
- float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + lerp(float2(node_8736,node_8736),(_Texture_var.rgb.rg*_Distortion_Strength),_Mask_var.r);
- float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
- float3x3 tangentTransform = float3x3( i.tangentDir, i.binormalDir, i.normalDir);
- /////// Vectors:
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float3 normalLocal = _Texture_var.rgb;
- float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
-
- float nSign = sign( dot( viewDirection, i.normalDir ) ); // Reverse normal if this is a backface
- i.normalDir *= nSign;
- normalDirection *= nSign;
-
- 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;
- ///////// Gloss:
- float gloss = 0.8;
- float specPow = exp2( gloss * 10.0+1.0);
- ////// Specular:
- float NdotL = max(0, dot( normalDirection, lightDirection ));
- float node_3636 = 6.0;
- float3 specularColor = float3(node_3636,node_3636,node_3636);
- float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow);
- float3 specular = directSpecular * specularColor;
- /////// Diffuse:
- NdotL = dot( normalDirection, lightDirection );
- float node_4222 = 1.0;
- float3 w = float3(node_4222,node_4222,node_4222)*0.5; // Light wrapping
- float3 NdotLWrap = NdotL * ( 1.0 - w );
- float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w );
- float3 backLight = max(float3(0.0,0.0,0.0), -NdotLWrap + w ) * float3(node_4222,node_4222,node_4222);
- float3 directDiffuse = (forwardLight+backLight) * attenColor;
- float node_5316 = (1.0-max(0,dot(normalDirection, viewDirection)));
- float3 diffuse = directDiffuse * float3(node_5316,node_5316,node_5316);
- /// Final Color:
- float3 finalColor = diffuse + specular;
- return fixed4(finalColor * 0.0,0);
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- CustomEditor "ShaderForgeMaterialInspector"
- }
|