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