| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210 | 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"}
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