96 lines
3.9 KiB
Plaintext
96 lines
3.9 KiB
Plaintext
Shader "NatureManufacture Shaders/Trees/Tree Bark Metalic"
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{
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Properties
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{
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_Color("Color", Color) = (1,1,1,0)
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_MainTex("MainTex", 2D) = "white" {}
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[NoScaleOffset]_BumpMap("BumpMap", 2D) = "bump" {}
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_BumpScale("BumpScale", Range( 0 , 5)) = 1
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[NoScaleOffset]_MetalicRAOGSmothnessA("Metalic (R) AO (G) Smothness (A)", 2D) = "white" {}
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_MetallicPower("Metallic Power", Range( 0 , 2)) = 0
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_AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 1
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_SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 0
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_DetailMask("DetailMask", 2D) = "black" {}
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_DetailAlbedoMap("DetailAlbedoMap", 2D) = "white" {}
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[Toggle(_DETALUSEUV3_ON)] _DetalUseUV3("Detal Use UV3", Float) = 0
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[NoScaleOffset]_DetailNormalMap("DetailNormalMap", 2D) = "bump" {}
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_DetailNormalMapScale("DetailNormalMapScale", Range( 0 , 5)) = 1
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[NoScaleOffset]_DetailMetalicRAOGSmothnessA("Detail Metalic (R) AO (G) Smothness (A) ", 2D) = "white" {}
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_InitialBend("Wind Initial Bend", Float) = 1
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_Stiffness("Wind Stiffness", Float) = 1
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_Drag("Wind Drag", Float) = 1
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[Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive("TouchReactActive", Float) = 0
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[HideInInspector] _texcoord3( "", 2D ) = "white" {}
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
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Cull Back
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CGPROGRAM
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#include "UnityStandardUtils.cginc"
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#pragma target 3.0
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#pragma multi_compile_instancing
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#pragma shader_feature _TOUCHREACTACTIVE_ON
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#pragma shader_feature _DETALUSEUV3_ON
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#include "NMWindNoShiver.cginc"
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#include "NM_indirect.cginc"
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#pragma vertex vert
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#pragma instancing_options procedural:setup
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#pragma multi_compile GPU_FRUSTUM_ON __
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#pragma surface surf Standard keepalpha addshadow fullforwardshadows dithercrossfade
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struct Input
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{
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float2 uv_texcoord;
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float2 uv3_texcoord3;
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};
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uniform float _BumpScale;
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uniform sampler2D _BumpMap;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform float _DetailNormalMapScale;
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uniform sampler2D _DetailNormalMap;
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uniform sampler2D _DetailAlbedoMap;
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uniform float4 _DetailAlbedoMap_ST;
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uniform float4 _DetailNormalMap_ST;
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uniform sampler2D _DetailMask;
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uniform float4 _DetailMask_ST;
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uniform float4 _Color;
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uniform sampler2D _MetalicRAOGSmothnessA;
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uniform sampler2D _DetailMetalicRAOGSmothnessA;
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uniform float _MetallicPower;
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uniform float _SmoothnessPower;
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uniform float _AmbientOcclusionPower;
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
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float2 uv0_DetailAlbedoMap = i.uv_texcoord * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
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float2 uv2_DetailNormalMap = i.uv3_texcoord3 * _DetailNormalMap_ST.xy + _DetailNormalMap_ST.zw;
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#ifdef _DETALUSEUV3_ON
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float2 staticSwitch280 = uv2_DetailNormalMap;
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#else
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float2 staticSwitch280 = uv0_DetailAlbedoMap;
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#endif
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float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw;
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float4 tex2DNode25 = tex2D( _DetailMask, uv_DetailMask );
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float3 lerpResult19 = lerp( UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale ) , UnpackScaleNormal( tex2D( _DetailNormalMap, staticSwitch280 ), _DetailNormalMapScale ) , tex2DNode25.a);
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o.Normal = lerpResult19;
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float4 lerpResult16 = lerp( tex2D( _MainTex, uv0_MainTex ) , tex2D( _DetailAlbedoMap, staticSwitch280 ) , tex2DNode25.a);
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o.Albedo = ( lerpResult16 * _Color ).rgb;
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float4 lerpResult18 = lerp( tex2D( _MetalicRAOGSmothnessA, uv0_MainTex ) , tex2D( _DetailMetalicRAOGSmothnessA, staticSwitch280 ) , tex2DNode25.a);
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float4 break22 = lerpResult18;
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o.Metallic = ( break22.r * _MetallicPower );
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o.Smoothness = ( break22.a * _SmoothnessPower );
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float clampResult31 = clamp( break22.g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 );
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o.Occlusion = clampResult31;
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o.Alpha = 1;
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}
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ENDCG
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}
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Fallback "Diffuse"
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} |