Created
October 8, 2017 21:28
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Shader "PicaVoxel/PicaVoxel Diffuse With Offset" { | |
Properties { | |
_Tint ("Tint", Color) = (1,1,1,1) | |
_Offset("Offset", float) = 0 | |
} | |
SubShader { | |
Offset[_Offset],[_Offset] | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
CGPROGRAM | |
#pragma surface surf Lambert | |
float4 _Tint; | |
struct Input { | |
float4 color: COLOR; | |
}; | |
void surf (Input IN, inout SurfaceOutput o) { | |
o.Albedo = (IN.color * _Tint); | |
o.Alpha = _Tint.a; | |
} | |
ENDCG | |
} | |
Fallback "VertexLit" | |
} |
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// Shader created with Shader Forge v1.37 | |
// 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:1.37;sub:START;pass:START;ps:flbk:PicaVoxel/PicaVoxel Diffuse,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:3,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:True,hqlp:True,rprd:True,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,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,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:2865,x:32721,y:32712,varname:node_2865,prsc:2|diff-6776-OUT,spec-358-OUT,gloss-1813-OUT;n:type:ShaderForge.SFN_Slider,id:358,x:32250,y:32780,ptovrint:False,ptlb:Metallic,ptin:_Metallic,varname:node_358,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Slider,id:1813,x:32250,y:32882,ptovrint:False,ptlb:Gloss,ptin:_Gloss,varname:_Metallic_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_VertexColor,id:6849,x:31991,y:32450,varname:node_6849,prsc:2;n:type:ShaderForge.SFN_Color,id:480,x:32123,y:32578,ptovrint:False,ptlb:Tint,ptin:_Tint,varname:node_480,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:6776,x:32334,y:32474,varname:node_6776,prsc:2|A-6849-RGB,B-480-RGB;n:type:ShaderForge.SFN_Vector3,id:966,x:32066,y:32780,varname:node_966,prsc:2,v1:0,v2:0,v3:0;proporder:358-1813-480;pass:END;sub:END;*/ | |
Shader "PicaVoxel/PicaVoxel PBR Offset" { | |
Properties { | |
_Metallic ("Metallic", Range(0, 1)) = 0 | |
_Gloss ("Gloss", Range(0, 1)) = 0 | |
_Tint ("Tint", Color) = (1,1,1,1) | |
_Offset ("Offset", float) = 0 | |
} | |
SubShader { | |
Tags { | |
"RenderType"="Opaque" | |
} | |
Pass { | |
Offset [_Offset], [_Offset] | |
Name "FORWARD" | |
Tags { | |
"LightMode"="ForwardBase" | |
} | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#define UNITY_PASS_FORWARDBASE | |
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) | |
#define _GLOSSYENV 1 | |
#include "UnityCG.cginc" | |
#include "AutoLight.cginc" | |
#include "Lighting.cginc" | |
#include "UnityPBSLighting.cginc" | |
#include "UnityStandardBRDF.cginc" | |
#pragma multi_compile_fwdbase_fullshadows | |
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON | |
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE | |
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON | |
#pragma multi_compile_fog | |
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu | |
#pragma target 3.0 | |
uniform float _Metallic; | |
uniform float _Gloss; | |
uniform float4 _Tint; | |
struct VertexInput { | |
float4 vertex : POSITION; | |
float3 normal : NORMAL; | |
float4 tangent : TANGENT; | |
float2 texcoord1 : TEXCOORD1; | |
float2 texcoord2 : TEXCOORD2; | |
float4 vertexColor : COLOR; | |
}; | |
struct VertexOutput { | |
float4 pos : SV_POSITION; | |
float2 uv1 : TEXCOORD0; | |
float2 uv2 : TEXCOORD1; | |
float4 posWorld : TEXCOORD2; | |
float3 normalDir : TEXCOORD3; | |
float3 tangentDir : TEXCOORD4; | |
float3 bitangentDir : TEXCOORD5; | |
float4 vertexColor : COLOR; | |
LIGHTING_COORDS(6,7) | |
UNITY_FOG_COORDS(8) | |
#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) | |
float4 ambientOrLightmapUV : TEXCOORD9; | |
#endif | |
}; | |
VertexOutput vert (VertexInput v) { | |
VertexOutput o = (VertexOutput)0; | |
o.uv1 = v.texcoord1; | |
o.uv2 = v.texcoord2; | |
o.vertexColor = v.vertexColor; | |
#ifdef LIGHTMAP_ON | |
o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; | |
o.ambientOrLightmapUV.zw = 0; | |
#endif | |
#ifdef DYNAMICLIGHTMAP_ON | |
o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; | |
#endif | |
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); | |
TRANSFER_VERTEX_TO_FRAGMENT(o) | |
return o; | |
} | |
float4 frag(VertexOutput i) : COLOR { | |
i.normalDir = normalize(i.normalDir); | |
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); | |
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); | |
float3 normalDirection = i.normalDir; | |
float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); | |
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); | |
float3 lightColor = _LightColor0.rgb; | |
float3 halfDirection = normalize(viewDirection+lightDirection); | |
////// Lighting: | |
float attenuation = LIGHT_ATTENUATION(i); | |
float3 attenColor = attenuation * _LightColor0.xyz; | |
float Pi = 3.141592654; | |
float InvPi = 0.31830988618; | |
///////// Gloss: | |
float gloss = _Gloss; | |
float perceptualRoughness = 1.0 - _Gloss; | |
float roughness = perceptualRoughness * perceptualRoughness; | |
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(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) | |
d.ambient = 0; | |
d.lightmapUV = i.ambientOrLightmapUV; | |
#else | |
d.ambient = i.ambientOrLightmapUV; | |
#endif | |
#if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION | |
d.boxMin[0] = unity_SpecCube0_BoxMin; | |
d.boxMin[1] = unity_SpecCube1_BoxMin; | |
#endif | |
#if 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 = saturate(dot( normalDirection, lightDirection )); | |
float LdotH = saturate(dot(lightDirection, halfDirection)); | |
float3 specularColor = _Metallic; | |
float specularMonochrome; | |
float3 diffuseColor = (i.vertexColor.rgb*_Tint.rgb); // Need this for specular when using metallic | |
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome ); | |
specularMonochrome = 1.0-specularMonochrome; | |
float NdotV = abs(dot( normalDirection, viewDirection )); | |
float NdotH = saturate(dot( normalDirection, halfDirection )); | |
float VdotH = saturate(dot( viewDirection, halfDirection )); | |
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness ); | |
float normTerm = GGXTerm(NdotH, roughness); | |
float specularPBL = (visTerm*normTerm) * UNITY_PI; | |
#ifdef UNITY_COLORSPACE_GAMMA | |
specularPBL = sqrt(max(1e-4h, specularPBL)); | |
#endif | |
specularPBL = max(0, specularPBL * NdotL); | |
#if defined(_SPECULARHIGHLIGHTS_OFF) | |
specularPBL = 0.0; | |
#endif | |
half surfaceReduction; | |
#ifdef UNITY_COLORSPACE_GAMMA | |
surfaceReduction = 1.0-0.28*roughness*perceptualRoughness; | |
#else | |
surfaceReduction = 1.0/(roughness*roughness + 1.0); | |
#endif | |
specularPBL *= any(specularColor) ? 1.0 : 0.0; | |
float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH); | |
half grazingTerm = saturate( gloss + specularMonochrome ); | |
float3 indirectSpecular = (gi.indirect.specular); | |
indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); | |
indirectSpecular *= surfaceReduction; | |
float3 specular = (directSpecular + indirectSpecular); | |
/////// Diffuse: | |
NdotL = max(0.0,dot( normalDirection, lightDirection )); | |
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); | |
float nlPow5 = Pow5(1-NdotL); | |
float nvPow5 = Pow5(1-NdotV); | |
float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor; | |
float3 indirectDiffuse = float3(0,0,0); | |
indirectDiffuse += gi.indirect.diffuse; | |
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; | |
/// Final Color: | |
float3 finalColor = diffuse + specular; | |
fixed4 finalRGBA = fixed4(finalColor,1); | |
UNITY_APPLY_FOG(i.fogCoord, finalRGBA); | |
return finalRGBA; | |
} | |
ENDCG | |
} | |
Pass { | |
Offset[_Offset],[_Offset] | |
Name "FORWARD_DELTA" | |
Tags { | |
"LightMode"="ForwardAdd" | |
} | |
Blend One One | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#define UNITY_PASS_FORWARDADD | |
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) | |
#define _GLOSSYENV 1 | |
#include "UnityCG.cginc" | |
#include "AutoLight.cginc" | |
#include "Lighting.cginc" | |
#include "UnityPBSLighting.cginc" | |
#include "UnityStandardBRDF.cginc" | |
#pragma multi_compile_fwdadd_fullshadows | |
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON | |
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE | |
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON | |
#pragma multi_compile_fog | |
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu | |
#pragma target 3.0 | |
uniform float _Metallic; | |
uniform float _Gloss; | |
uniform float4 _Tint; | |
struct VertexInput { | |
float4 vertex : POSITION; | |
float3 normal : NORMAL; | |
float4 tangent : TANGENT; | |
float2 texcoord1 : TEXCOORD1; | |
float2 texcoord2 : TEXCOORD2; | |
float4 vertexColor : COLOR; | |
}; | |
struct VertexOutput { | |
float4 pos : SV_POSITION; | |
float2 uv1 : TEXCOORD0; | |
float2 uv2 : TEXCOORD1; | |
float4 posWorld : TEXCOORD2; | |
float3 normalDir : TEXCOORD3; | |
float3 tangentDir : TEXCOORD4; | |
float3 bitangentDir : TEXCOORD5; | |
float4 vertexColor : COLOR; | |
LIGHTING_COORDS(6,7) | |
UNITY_FOG_COORDS(8) | |
}; | |
VertexOutput vert (VertexInput v) { | |
VertexOutput o = (VertexOutput)0; | |
o.uv1 = v.texcoord1; | |
o.uv2 = v.texcoord2; | |
o.vertexColor = v.vertexColor; | |
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); | |
TRANSFER_VERTEX_TO_FRAGMENT(o) | |
return o; | |
} | |
float4 frag(VertexOutput i) : COLOR { | |
i.normalDir = normalize(i.normalDir); | |
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); | |
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); | |
float3 normalDirection = i.normalDir; | |
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; | |
float Pi = 3.141592654; | |
float InvPi = 0.31830988618; | |
///////// Gloss: | |
float gloss = _Gloss; | |
float perceptualRoughness = 1.0 - _Gloss; | |
float roughness = perceptualRoughness * perceptualRoughness; | |
float specPow = exp2( gloss * 10.0 + 1.0 ); | |
////// Specular: | |
float NdotL = saturate(dot( normalDirection, lightDirection )); | |
float LdotH = saturate(dot(lightDirection, halfDirection)); | |
float3 specularColor = _Metallic; | |
float specularMonochrome; | |
float3 diffuseColor = (i.vertexColor.rgb*_Tint.rgb); // Need this for specular when using metallic | |
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome ); | |
specularMonochrome = 1.0-specularMonochrome; | |
float NdotV = abs(dot( normalDirection, viewDirection )); | |
float NdotH = saturate(dot( normalDirection, halfDirection )); | |
float VdotH = saturate(dot( viewDirection, halfDirection )); | |
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness ); | |
float normTerm = GGXTerm(NdotH, roughness); | |
float specularPBL = (visTerm*normTerm) * UNITY_PI; | |
#ifdef UNITY_COLORSPACE_GAMMA | |
specularPBL = sqrt(max(1e-4h, specularPBL)); | |
#endif | |
specularPBL = max(0, specularPBL * NdotL); | |
#if defined(_SPECULARHIGHLIGHTS_OFF) | |
specularPBL = 0.0; | |
#endif | |
specularPBL *= any(specularColor) ? 1.0 : 0.0; | |
float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH); | |
float3 specular = directSpecular; | |
/////// Diffuse: | |
NdotL = max(0.0,dot( normalDirection, lightDirection )); | |
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); | |
float nlPow5 = Pow5(1-NdotL); | |
float nvPow5 = Pow5(1-NdotV); | |
float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor; | |
float3 diffuse = directDiffuse * diffuseColor; | |
/// Final Color: | |
float3 finalColor = diffuse + specular; | |
fixed4 finalRGBA = fixed4(finalColor * 1,0); | |
UNITY_APPLY_FOG(i.fogCoord, finalRGBA); | |
return finalRGBA; | |
} | |
ENDCG | |
} | |
Pass { | |
Offset[_Offset],[_Offset] | |
Name "Meta" | |
Tags { | |
"LightMode"="Meta" | |
} | |
Cull Off | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#define UNITY_PASS_META 1 | |
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) | |
#define _GLOSSYENV 1 | |
#include "UnityCG.cginc" | |
#include "Lighting.cginc" | |
#include "UnityPBSLighting.cginc" | |
#include "UnityStandardBRDF.cginc" | |
#include "UnityMetaPass.cginc" | |
#pragma fragmentoption ARB_precision_hint_fastest | |
#pragma multi_compile_shadowcaster | |
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON | |
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE | |
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON | |
#pragma multi_compile_fog | |
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu | |
#pragma target 3.0 | |
uniform float _Metallic; | |
uniform float _Gloss; | |
uniform float4 _Tint; | |
struct VertexInput { | |
float4 vertex : POSITION; | |
float2 texcoord1 : TEXCOORD1; | |
float2 texcoord2 : TEXCOORD2; | |
float4 vertexColor : COLOR; | |
}; | |
struct VertexOutput { | |
float4 pos : SV_POSITION; | |
float2 uv1 : TEXCOORD0; | |
float2 uv2 : TEXCOORD1; | |
float4 posWorld : TEXCOORD2; | |
float4 vertexColor : COLOR; | |
}; | |
VertexOutput vert (VertexInput v) { | |
VertexOutput o = (VertexOutput)0; | |
o.uv1 = v.texcoord1; | |
o.uv2 = v.texcoord2; | |
o.vertexColor = v.vertexColor; | |
o.posWorld = mul(unity_ObjectToWorld, v.vertex); | |
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); | |
return o; | |
} | |
float4 frag(VertexOutput i) : SV_Target { | |
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); | |
UnityMetaInput o; | |
UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); | |
o.Emission = 0; | |
float3 diffColor = (i.vertexColor.rgb*_Tint.rgb); | |
float specularMonochrome; | |
float3 specColor; | |
diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); | |
float roughness = 1.0 - _Gloss; | |
o.Albedo = diffColor + specColor * roughness * roughness * 0.5; | |
return UnityMetaFragment( o ); | |
} | |
ENDCG | |
} | |
} | |
FallBack "PicaVoxel/PicaVoxel Diffuse" | |
CustomEditor "ShaderForgeMaterialInspector" | |
} |
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