Heroes_of_Hiis/Assets/Fantasy Adventure Environment/Shaders/FAE_Water.shader

227 lines
12 KiB
GLSL

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "FAE/Water" {
Properties {
_WaterColor ("Water Color", Color) = (0.1467344,0.4798458,0.8676471,1)
_RimColor ("Rim Color", Color) = (1,1,1,1)
_Transparency ("Transparency", Range(0, 1)) = 0
_Glossiness ("Glossiness", Range(0, 1)) = 0
_Depth ("Depth", Range(0, 30)) = 0.5
_Depthdarkness ("Depth darkness", Range(0, 1)) = 1
_RimSize ("Rim Size", Range(0, 4)) = 1.5
_Rimfalloff ("Rim falloff", Float ) = 1.5
_RefractionAmount ("Refraction Amount", Range(0, 0.2)) = 0
[NoScaleOffset][Normal]_Normals ("Normals", 2D) = "bump" {}
[NoScaleOffset]_Shadermap ("Shadermap", 2D) = "bump" {}
_Tiling ("Tiling", Float ) = 0.05
_FlowSpeed ("FlowSpeed", Float ) = 1
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent-1"
"RenderType"="Transparent"
}
GrabPass{ }
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
//#define UNITY_PASS_FORWARDBASE
#define _GLOSSYENV 1
#include "UnityCG.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma exclude_renderers xbox360 ps3 psp2
#pragma target 3.0
uniform sampler2D _GrabTexture;
uniform sampler2D _CameraDepthTexture;
uniform float4 _TimeEditor;
uniform float _RimSize;
uniform float4 _WaterColor;
uniform float4 _RimColor;
uniform float _Rimfalloff;
uniform sampler2D _Shadermap;
uniform float _RefractionAmount;
uniform float _Transparency;
uniform sampler2D _Normals;
uniform float _Glossiness;
uniform float _Depth;
uniform float _Depthdarkness;
uniform float _Tiling;
uniform float _FlowSpeed;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float4 posWorld : TEXCOORD0;
float3 normalDir : TEXCOORD1;
float3 tangentDir : TEXCOORD2;
float3 bitangentDir : TEXCOORD3;
float4 screenPos : TEXCOORD4;
float4 projPos : TEXCOORD5;
UNITY_FOG_COORDS(6)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = 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 );
UNITY_TRANSFER_FOG(o,o.pos);
o.projPos = ComputeScreenPos (o.pos);
COMPUTE_EYEDEPTH(o.projPos.z);
o.screenPos = o.pos;
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
#if UNITY_UV_STARTS_AT_TOP
float grabSign = -_ProjectionParams.x;
#else
float grabSign = _ProjectionParams.x;
#endif
i.normalDir = normalize(i.normalDir);
i.normalDir *= faceSign;
i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 );
i.screenPos.y *= _ProjectionParams.x;
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float4 node_8305 = _Time + _TimeEditor;
float node_3981 = (node_8305.r*0.8);
float2 node_4686 = i.posWorld.rgb.rb;
float2 node_5510 = (node_4686*_Tiling);
float2 node_9360 = (node_5510+node_3981*float2(0,1.1));
float3 node_4911 = UnpackNormal(tex2D(_Normals,node_9360));
float2 node_1488 = (node_5510+node_3981*float2(0.9,0));
float3 node_49111 = UnpackNormal(tex2D(_Normals,node_1488));
float3 node_1309_nrm_base = node_4911.rgb + float3(0,0,1);
float3 node_1309_nrm_detail = node_49111.rgb * float3(-1,-1,1);
float3 node_1309_nrm_combined = node_1309_nrm_base*dot(node_1309_nrm_base, node_1309_nrm_detail)/node_1309_nrm_base.z - node_1309_nrm_detail;
float3 node_1309 = node_1309_nrm_combined;
float3 Normals = node_1309;
float3 normalLocal = Normals;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g);
float partZ = max(0,i.projPos.z - _ProjectionParams.g);
float2 Refraction = (float2(node_4911.r,node_49111.g)*_RefractionAmount);
float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5 + Refraction;
float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
float attenuation = 1;
float3 attenColor = attenuation * _LightColor0.xyz;
float Pi = 3.141592654;
float InvPi = 0.31830988618;
///////// Gloss:
float gloss = 1.0 - (saturate(( node_49111.b > 0.5 ? (1.0-(1.0-2.0*(node_49111.b-0.5))*(1.0-node_4911.b)) : (2.0*node_49111.b*node_4911.b) ))*_Glossiness); // Convert roughness to gloss
float specPow = exp2( gloss * 10.0+1.0);
/////// GI Data:
UnityLight light;
#ifdef LIGHTMAP_OFF
light.color = lightColor;
light.dir = lightDirection;
light.ndotl = LambertTerm (normalDirection, light.dir);
#else
light.color = half3(0.f, 0.f, 0.f);
light.ndotl = 0.0f;
light.dir = half3(0.f, 0.f, 0.f);
#endif
UnityGIInput d;
d.light = light;
d.worldPos = i.posWorld.xyz;
d.worldViewDir = viewDirection;
d.atten = attenuation;
#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) || defined(UNITY_ENABLE_REFLECTION_BUFFERS)
d.boxMin[0] = unity_SpecCube0_BoxMin;
d.boxMin[1] = unity_SpecCube1_BoxMin;
#endif
#ifdef UNITY_SPECCUBE_BOX_PROJECTION
d.boxMax[0] = unity_SpecCube0_BoxMax;
d.boxMax[1] = unity_SpecCube1_BoxMax;
d.probePosition[0] = unity_SpecCube0_ProbePosition;
d.probePosition[1] = unity_SpecCube1_ProbePosition;
#endif
d.probeHDR[0] = unity_SpecCube0_HDR;
d.probeHDR[1] = unity_SpecCube1_HDR;
Unity_GlossyEnvironmentData ugls_en_data;
ugls_en_data.roughness = 1.0 - gloss;
ugls_en_data.reflUVW = viewReflectDirection;
UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
lightDirection = gi.light.dir;
lightColor = gi.light.color;
////// Specular:
float NdotL = max(0, dot( normalDirection, lightDirection ));
float LdotH = max(0.0,dot(lightDirection, halfDirection));
float3 specularColor = 0.0;
float specularMonochrome;
float2 node_1318 = ((node_4686*0.5)+node_3981*float2(0.9,0));
float4 node_1028 = tex2D(_Shadermap,node_1318);
float2 node_6391 = ((0.2*node_4686)+node_3981*float2(0,1.1));
float4 node_6468 = tex2D(_Shadermap,node_6391);
float node_8987 = saturate((pow(saturate((sceneZ-partZ)/_RimSize),_Rimfalloff) > 0.5 ? (1.0-(1.0-2.0*(pow(saturate((sceneZ-partZ)/_RimSize),_Rimfalloff)-0.5))*(1.0-(node_1028.b*node_6468.b))) : (2.0*pow(saturate((sceneZ-partZ)/_RimSize),_Rimfalloff)*(node_1028.b*node_6468.b))) );
float3 node_5570 = lerp(_RimColor.rgb,_WaterColor.rgb,node_8987);
float node_4175 = saturate((sceneZ-partZ)/_Depth);
float2 node_2371 = ((node_5510*0.25)+(node_3981*_FlowSpeed)*float2(0,1));
float4 _node_1611 = tex2D(_Shadermap,node_2371);
float3 diffuseColor = (lerp(node_5570,(node_5570*(1.0 - _Depthdarkness)),node_4175)+((1.0 - _node_1611.b)*0.1)); // Need this for specular when using metallic
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
specularMonochrome = 1.0-specularMonochrome;
float NdotV = max(0.0,dot( normalDirection, viewDirection ));
float NdotH = max(0.0,dot( normalDirection, halfDirection ));
float VdotH = max(0.0,dot( viewDirection, halfDirection ));
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss );
float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss));
float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4);
if (IsGammaSpace())
specularPBL = sqrt(max(1e-4h, specularPBL));
specularPBL = max(0, specularPBL * NdotL);
float3 directSpecular = (floor(attenuation) * _LightColor0.xyz)*specularPBL*FresnelTerm(specularColor, LdotH);
half grazingTerm = saturate( gloss + specularMonochrome );
float3 indirectSpecular = (gi.indirect.specular);
indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
float3 specular = (directSpecular + indirectSpecular);
/////// Diffuse:
NdotL = dot( normalDirection, lightDirection );
float3 NdotLWrap = NdotL * ( 1.0 );
float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap);
NdotL = max(0.0,dot( normalDirection, lightDirection ));
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
float nlPow5 = Pow5(1-NdotLWrap);
float nvPow5 = Pow5(1-NdotV);
float3 directDiffuse = (forwardLight + ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL)) * attenColor;
float3 indirectDiffuse = float3(0,0,0);
indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
//indirectDiffuse += UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, viewReflectDirection).rgb * 0.0; // Diffuse Ambient Light
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
/// Final Color:
float3 finalColor = diffuse + specular;
fixed4 finalRGBA = fixed4(lerp(sceneColor.rgb, finalColor,saturate(( lerp(1.0,_Transparency,node_8987) > 0.5 ? (1.0-(1.0-2.0*(lerp(1.0,_Transparency,node_8987)-0.5))*(1.0-node_4175)) : (2.0*lerp(1.0,_Transparency,node_8987)*node_4175) ))),1);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
}
//FallBack "Diffuse"
}