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			211 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			Plaintext
		
	
		
		
			
		
	
	
			211 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			Plaintext
		
	
| 
											2 years ago
										 | Shader "Custom/Ice" { | ||
|  | 	Properties { | ||
|  | 		_Color ("Color", Color) = (1,1,1,1) | ||
|  | 		_FresnelColor ("_FresnelColor", Color) = (1,1,1) | ||
|  | 		_MainTex ("Albedo (RGB)", 2D) = "white" {} | ||
|  | 		_Glossiness ("Smoothness", Range(0,1)) = 0.5 | ||
|  | 		_Metallic ("Metallic", Range(0,1)) = 0.0 | ||
|  | 		_BumpAmt  ("Distortion", range (0,1000)) = 10 | ||
|  | 		_BumpMap ("Normalmap", 2D) = "bump" {} | ||
|  | 		_Fresnel ("Fresnel", Range(1.0,12.0)) = 3.0 | ||
|  | 		_marchDistance ("March Distance", Float) = 3.0 | ||
|  | 		_numSteps ("Steps", Float) = 4.0 | ||
|  | 		_Ramp ("Ramp", 2D) = "white" {} | ||
|  | 		_InnerRamp ("_InnerRamp", 2D) = "white" {} | ||
|  | 	} | ||
|  | 	SubShader { | ||
|  | 		Tags { "Queue"="Transparent" "RenderType"="Transparent" } | ||
|  | 		LOD 200 | ||
|  | 
 | ||
|  | 
 | ||
|  | 
 | ||
|  | 		GrabPass { | ||
|  | 			Name "BASE" | ||
|  | 			Tags { "LightMode" = "Always" } | ||
|  | 		} | ||
|  | 
 | ||
|  | 		Pass { | ||
|  | 			Name "BASE" | ||
|  | 
 | ||
|  | 			 | ||
|  | 			CGPROGRAM | ||
|  | 			#pragma vertex vert | ||
|  | 			#pragma fragment frag | ||
|  | 			#pragma multi_compile_fog | ||
|  | 			#include "UnityCG.cginc" | ||
|  | 
 | ||
|  | 
 | ||
|  | 			struct appdata_t { | ||
|  | 				float4 vertex : POSITION; | ||
|  | 				float2 texcoord: TEXCOORD0; | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			struct v2f { | ||
|  | 				float4 vertex : SV_POSITION; | ||
|  | 				float4 uvgrab : TEXCOORD0; | ||
|  | 				float2 uvbump : TEXCOORD1; | ||
|  | 				float2 uvmain : TEXCOORD2; | ||
|  | 				UNITY_FOG_COORDS(3) | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			float _BumpAmt; | ||
|  | 
 | ||
|  | 			float4 _BumpMap_ST; | ||
|  | 			float4 _MainTex_ST; | ||
|  | 
 | ||
|  | 			v2f vert (appdata_t v) | ||
|  | 			{ | ||
|  | 				v2f o; | ||
|  | 				o.vertex = UnityObjectToClipPos(v.vertex); | ||
|  | 				#if UNITY_UV_STARTS_AT_TOP | ||
|  | 				float scale = -1.0; | ||
|  | 				#else | ||
|  | 				float scale = 1.0; | ||
|  | 				#endif | ||
|  | 				o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5; | ||
|  | 				o.uvgrab.zw = o.vertex.zw; | ||
|  | 				o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap ); | ||
|  | 				o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex ); | ||
|  | 				UNITY_TRANSFER_FOG(o,o.vertex); | ||
|  | 				return o; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			sampler2D _GrabTexture; | ||
|  | 			float4 _GrabTexture_TexelSize; | ||
|  | 			sampler2D _BumpMap; | ||
|  | 			sampler2D _MainTex; | ||
|  | 
 | ||
|  | 			half4 frag (v2f i) : SV_Target | ||
|  | 			{ | ||
|  | 				// calculate perturbed coordinates | ||
|  | 				half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg; // we could optimize this by just reading the x & y without reconstructing the Z | ||
|  | 				float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy; | ||
|  | 				i.uvgrab.xy = offset + i.uvgrab.xy; | ||
|  | 				 | ||
|  | 				half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); | ||
|  | 				//half4 tint = tex2D(_MainTex, i.uvmain); | ||
|  | 				//col *= tint; | ||
|  | 				UNITY_APPLY_FOG(i.fogCoord, col); | ||
|  | 				return col; | ||
|  | 			} | ||
|  | 			ENDCG | ||
|  | 		} | ||
|  | 
 | ||
|  | 		//Blend SrcBlend OneMinusSrcAlpha | ||
|  | 		CGPROGRAM | ||
|  | 
 | ||
|  | 		// Physically based Standard lighting model, and enable shadows on all light types | ||
|  | 		//#pragma surface surf Standard alpha:fade fullforwardshadows | ||
|  | 		#pragma surface surf RampSpec alpha:fade fullforwardshadows | ||
|  | 
 | ||
|  | 
 | ||
|  | 		// Use shader model 3.0 target, to get nicer looking lighting | ||
|  | 		#pragma target 3.0 | ||
|  | 		#include "UnityPBSLighting.cginc" | ||
|  | 
 | ||
|  | 		sampler2D _MainTex; | ||
|  | 		sampler2D _BumpMap; | ||
|  | 		sampler2D _Ramp, _InnerRamp; | ||
|  | 
 | ||
|  | 		struct Input { | ||
|  | 			float2 uv_MainTex; | ||
|  | 			float2 uv_BumpMap; | ||
|  | 			float3 viewDir; | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		half _Glossiness; | ||
|  | 		half _Metallic; | ||
|  | 		fixed4 _Color; | ||
|  | 		float _Fresnel; | ||
|  | 		fixed3 _FresnelColor; | ||
|  | 		fixed _marchDistance, _numSteps; | ||
|  | 
 | ||
|  | 
 | ||
|  | 		half3 RampShading (float3 normal, half3 lightDir, half3 viewDir, half3 lightCol) { | ||
|  | 	        half NdotL = dot (normal, lightDir); | ||
|  | 	        half diff = NdotL * 0.5 + 0.5; | ||
|  | 	        half3 ramp = tex2D (_Ramp, float2(diff, 0.5)).rgb; | ||
|  | 	        half3 c; | ||
|  | 	        c.rgb = ramp * lightCol; | ||
|  | 	        return c; | ||
|  | 
 | ||
|  | 	    } | ||
|  | 
 | ||
|  | 	    half4 LightingRampSpec(SurfaceOutputStandardSpecular s, half3 viewDir, UnityGI gi) | ||
|  | 		{ | ||
|  | 			s.Normal = normalize(s.Normal); | ||
|  | 
 | ||
|  | 			// energy conservation | ||
|  | 			half oneMinusReflectivity; | ||
|  | 			s.Albedo = EnergyConservationBetweenDiffuseAndSpecular(s.Albedo, s.Specular, /*out*/ oneMinusReflectivity); | ||
|  | 
 | ||
|  | 			// shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha) | ||
|  | 			// this is necessary to handle transparency in physically correct way - only diffuse component gets affected by alpha | ||
|  | 			half outputAlpha; | ||
|  | 			s.Albedo = PreMultiplyAlpha(s.Albedo, s.Alpha, oneMinusReflectivity, /*out*/ outputAlpha); | ||
|  | 
 | ||
|  | 			half4 c = UNITY_BRDF_PBS(s.Albedo, s.Specular, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, gi.light, gi.indirect); | ||
|  | 
 | ||
|  | 			c.rgb += RampShading(s.Normal, gi.light.dir, viewDir,  gi.light.color) * _Color; | ||
|  | 			//c.rgb += SubsurfaceShadingSimple(_InternalColor, s.Normal, viewDir, s.Alpha*_SSS, gi.light.dir, gi.light.color); | ||
|  | 
 | ||
|  | 			c.a = outputAlpha; | ||
|  | 			return c; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		inline void LightingRampSpec_GI( | ||
|  | 			SurfaceOutputStandardSpecular s, | ||
|  | 			UnityGIInput data, | ||
|  | 			inout UnityGI gi) | ||
|  | 		{ | ||
|  | 		#if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS | ||
|  | 				gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal); | ||
|  | 		#else | ||
|  | 				Unity_GlossyEnvironmentData g = UnityGlossyEnvironmentSetup(s.Smoothness, data.worldViewDir, s.Normal, s.Specular); | ||
|  | 				gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal, g); | ||
|  | 		#endif | ||
|  | 		} | ||
|  | 
 | ||
|  | 		void surf(Input IN, inout SurfaceOutputStandardSpecular o) { | ||
|  | 
 | ||
|  | 			// Albedo comes from a texture tinted by color | ||
|  | 			fixed4 c = _Color; | ||
|  | 			//half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg; | ||
|  | 
 | ||
|  | 			//Inner structure parallax | ||
|  | 			float3 InnerStructure = float3(0, 0, 0); | ||
|  | 			float2 UV = IN.uv_MainTex; | ||
|  | 			float offset =  1; | ||
|  | 			for (float d = 0.0; d < _marchDistance; d += _marchDistance / _numSteps) | ||
|  | 			{ | ||
|  | 				UV -= (IN.viewDir*d)/_numSteps *  tex2D (_MainTex, IN.uv_MainTex).g; | ||
|  | 				float4 Ldensity = tex2D(_MainTex, UV).r; | ||
|  | 				InnerStructure += saturate(Ldensity[0])*tex2D(_InnerRamp, float2(1/_numSteps * offset, 0.5)); | ||
|  | 				offset ++; | ||
|  | 			} | ||
|  | 
 | ||
|  | 
 | ||
|  | 			// Metallic and smoothness come from slider variables | ||
|  | 			o.Normal = UnpackScaleNormal (tex2D (_BumpMap, IN.uv_BumpMap), 0.2); | ||
|  | 
 | ||
|  | 			half rim = saturate(dot (normalize(IN.viewDir), o.Normal)); | ||
|  | 			half rim2 = 1 - saturate(dot (normalize(IN.viewDir), o.Normal)); | ||
|  | 			float fresnel = pow(rim2, _Fresnel);// + pow(rim2, _Fresnel); | ||
|  | 
 | ||
|  | 			o.Alpha = clamp(c.a + fresnel + InnerStructure, 0, 1) + 0.2; | ||
|  | 			o.Albedo = _Color + InnerStructure * _FresnelColor; | ||
|  | 
 | ||
|  | 
 | ||
|  | 			o.Specular = _Metallic; | ||
|  | 			o.Smoothness = _Glossiness; | ||
|  | 			//o.Emission = SubsurfaceShadingSimple(_InternalColor, o.Normal, IN.viewDir, c.a*_SSS, IN.lightDir, _LightColor0); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		ENDCG | ||
|  | 		 | ||
|  | 		 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	FallBack "Diffuse" | ||
|  | } |