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- 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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