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@BenWoodford
Created January 24, 2020 16:11
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// Upgrade NOTE: commented out 'float4 unity_LightmapST', a built-in variable
// Upgrade NOTE: commented out 'sampler2D unity_Lightmap', a built-in variable
// Upgrade NOTE: replaced tex2D unity_Lightmap with UNITY_SAMPLE_TEX2D
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Fennec Labs/Environment"
{
Properties
{
_MainTex("Albedo", 2D) = "white" {}
[HideInInspector][PerRendererData]unity_Lightmap("unity_Lightmap", 2D) = "white" {}
_BumpMap("Normal Map", 2D) = "bump" {}
_EmissionMap("Emission", 2D) = "white" {}
_MetallicGlossMap("Metallic", 2D) = "white" {}
[HDR]_EmissionColor("Emission Colour", Color) = (1,1,1,1)
_Color("Color", Color) = (1,1,1,1)
_GlossMapScale("Smoothness", Float) = 0
[HideInInspector] _texcoord2( "", 2D ) = "white" {}
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
[Header(Forward Rendering Options)]
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
Cull Back
CGINCLUDE
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _GLOSSYREFLECTIONS_OFF
#include "BakeryASE.cginc"
#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
{
float2 uv_texcoord;
float2 uv2_texcoord2;
float3 worldNormal;
INTERNAL_DATA
float3 worldPos;
};
uniform float4 _Color;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
// uniform sampler2D unity_Lightmap;
// uniform float4 unity_LightmapST;
uniform sampler2D _BumpMap;
uniform float4 _BumpMap_ST;
uniform sampler2D _MetallicGlossMap;
uniform float4 _MetallicGlossMap_ST;
uniform float _GlossMapScale;
uniform sampler2D _EmissionMap;
uniform float4 _EmissionMap_ST;
uniform float4 _EmissionColor;
float3 BakerySpecularSH( float3 L0 , float3 normalWorld , float2 uv , float3 viewDir , float smoothness , out float3 specularSH )
{
float2 uvOut = 1;
LightmapUV_float(uv, uvOut);
float3 diff = 0;
BakerySpecSH_float(L0, normalWorld, uvOut, viewDir, smoothness, diff, specularSH);
return diff;
}
void surf( Input i , inout SurfaceOutputStandard o )
{
o.Normal = float3(0,0,1);
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
float4 temp_output_94_0 = ( _Color * tex2D( _MainTex, uv_MainTex ) );
o.Albedo = temp_output_94_0.rgb;
float3 L019_g37 = UNITY_SAMPLE_TEX2D( unity_Lightmap, (i.uv2_texcoord2*(unity_LightmapST).xy + (unity_LightmapST).zw) ).rgb;
float3 ase_worldTangent = WorldNormalVector( i, float3( 1, 0, 0 ) );
float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw;
float3 mapNormal16_g38 = UnpackNormal( tex2D( _BumpMap, uv_BumpMap ) );
float3 ase_worldBitangent = WorldNormalVector( i, float3( 0, 1, 0 ) );
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
float3 normalWorld19_g37 = ( ( ase_worldTangent * mapNormal16_g38.x ) + ( ase_worldBitangent * mapNormal16_g38.y ) + ( ase_worldNormal * mapNormal16_g38.z ) );
float2 uv19_g37 = i.uv2_texcoord2;
float3 ase_worldPos = i.worldPos;
float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
float3 viewDir19_g37 = ase_worldViewDir;
float2 uv_MetallicGlossMap = i.uv_texcoord * _MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw;
float4 tex2DNode88 = tex2D( _MetallicGlossMap, uv_MetallicGlossMap );
float smoothness19_g37 = ( tex2DNode88.a * _GlossMapScale );
float3 specularSH19_g37 = float3( 0,0,0 );
float3 localBakerySpecularSH19_g37 = BakerySpecularSH( L019_g37 , normalWorld19_g37 , uv19_g37 , viewDir19_g37 , smoothness19_g37 , specularSH19_g37 );
float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
o.Emission = ( ( temp_output_94_0 * float4( localBakerySpecularSH19_g37 , 0.0 ) ) + float4( specularSH19_g37 , 0.0 ) + ( tex2D( _EmissionMap, uv_EmissionMap ) * _EmissionColor ) ).rgb;
o.Metallic = (tex2DNode88).rgb.x;
o.Occlusion = 1.0;
o.Alpha = 1;
}
ENDCG
CGPROGRAM
#pragma surface surf Standard keepalpha fullforwardshadows exclude_path:deferred
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;
float4 customPack1 : TEXCOORD1;
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
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;
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.zw = customInputData.uv2_texcoord2;
o.customPack1.zw = v.texcoord1;
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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.uv2_texcoord2 = IN.customPack1.zw;
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;
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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//CHKSM=BBA8E04A691FA229FC9C66B347584C1D551687D3
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