Check out this example shader implemented in both assets from the following website. Notice that the Shader Forge node data is a single line whereas Amplify is multiple lines but still far shorter. Keep in mind that I have little to no experience writing shader code so my choice of words might be off and there may be a reason for them being this long that I’m not aware of.
http://blog.kjinteractive.net/2016/shader-forge-vs-amplify-shader-editor/
Amplify Shader
Shader "EcoTales/EcoTales_PBR_Test_Amplify"
{
Properties
{
_LerpTex("LerpTex", 2D) = "white" {}
_MainTex("MainTex", 2D) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
_NormalMap("NormalMap", 2D) = "bump" {}
_ColorWhite("ColorWhite", Color) = (0,0,0,0)
_ColorBlack("ColorBlack", Color) = (1,1,1,0)
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry0" }
Cull Back
CGPROGRAM
#pragma target 3.0
#pragma surface surf Standard keepalpha addshadow fullforwardshadows
struct Input
{
float2 uv_NormalMap;
float2 uv_LerpTex;
float2 uv_MainTex;
};
uniform sampler2D _NormalMap;
uniform float4 _ColorWhite;
uniform float4 _ColorBlack;
uniform sampler2D _LerpTex;
uniform sampler2D _MainTex;
void surf( Input input , inout SurfaceOutputStandard output )
{
output.Normal = UnpackNormal( tex2D( _NormalMap,input.uv_NormalMap) );
output.Albedo = ( lerp( _ColorWhite , _ColorBlack , tex2D( _LerpTex,input.uv_LerpTex).r ) * tex2D( _MainTex,input.uv_MainTex) ).xyz;
float3 _Vector0 = float3(0,0,0);
output.Metallic = _Vector0.x;
output.Smoothness = _Vector0.x;
}
ENDCG
}
Fallback "Diffuse"
}
/*ASEBEGIN
Version=10
0;678;934;350;716.2492;-115.1004;1.6;True;False
Node;AmplifyShaderEditor.LerpOp;8;-57.45016,92.30013;0.0,0,0,0;0.0,0,0,0;0.0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;10;234.3494,117.0001;0.0,0,0,0;0.0,0,0,0
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;559.8005,58.89998;True;Standard;EcoTales/EcoTales_PBR_Test_Amplify;False;False;False;False;False;False;False;False;False;False;False;False;Back;On;LEqual;Opaque;0.5;True;True;0;0,0,0;0,0,0;0,0,0;0.0;0.0;0.0;0.0;0.0;0.0;0.0;0.0;0,0,0
Node;AmplifyShaderEditor.ColorNode;6;-445.9497,-9.900023;Property;_ColorBlack;ColorBlack;1,1,1,0
Node;AmplifyShaderEditor.SamplerNode;7;-444.6508,212.2997;Property;_LerpTex;LerpTex;None;True;0;False;white;Auto;False;0,0;1.0
Node;AmplifyShaderEditor.SamplerNode;9;-302.9506,446.3002;Property;_MainTex;MainTex;None;True;0;False;white;Auto;False;0,0;1.0
Node;AmplifyShaderEditor.SamplerNode;12;-259.7502,676.7004;Property;_NormalMap;NormalMap;None;True;0;True;bump;Auto;True;0,0;1.0
Node;AmplifyShaderEditor.ColorNode;5;-444.649,-189.3003;Property;_ColorWhite;ColorWhite;0,0,0,0
Node;AmplifyShaderEditor.Vector3Node;17;183.3508,304.4001;Constant;_Vector0;Vector 0;0,0,0
WireConnection;8;0;5;0
WireConnection;8;1;6;0
WireConnection;8;2;7;1
WireConnection;10;0;8;0
WireConnection;10;1;9;0
WireConnection;0;0;10;0
WireConnection;0;1;12;0
WireConnection;0;3;17;0
WireConnection;0;4;17;0
ASEEND*/
//CHKSM=9173DEF0D32FC428CFFEA7A13AECBF946DB306D8
Shader Forge - Forward Shader
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.28
// 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:1.28;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:3,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:True,hqlp:False,rprd:True,enco:False,rmgx: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,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;n:type:ShaderForge.SFN_Final,id:2865,x:32719,y:32712,varname:node_2865,prsc:2|diff-6343-OUT,spec-383-OUT,gloss-383-OUT,normal-5964-RGB;n:type:ShaderForge.SFN_Multiply,id:6343,x:32399,y:32683,varname:node_6343,prsc:2|A-8466-OUT,B-7736-RGB;n:type:ShaderForge.SFN_Tex2d,id:7736,x:31710,y:32879,ptovrint:True,ptlb:Base Color,ptin:_MainTex,varname:_MainTex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:5964,x:32055,y:32936,ptovrint:True,ptlb:Normal Map,ptin:_BumpMap,varname:_BumpMap,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Lerp,id:8466,x:31852,y:32462,varname:node_8466,prsc:2|A-1185-RGB,B-626-RGB,T-5966-R;n:type:ShaderForge.SFN_Color,id:1185,x:31592,y:32244,ptovrint:False,ptlb:ColorWhite,ptin:_ColorWhite,varname:node_1185,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Color,id:626,x:31592,y:32420,ptovrint:False,ptlb:ColorBlack,ptin:_ColorBlack,varname:node_626,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Tex2d,id:5966,x:31592,y:32652,ptovrint:False,ptlb:LerpTex,ptin:_LerpTex,varname:node_5966,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Vector1,id:383,x:32459,y:32494,varname:node_383,prsc:2,v1:0;proporder:5964-7736-1185-626-5966;pass:END;sub:END;*/
Shader "EcoTales/EcoTales_PBR_Test_ShaderForge" {
Properties {
_BumpMap ("Normal Map", 2D) = "bump" {}
_MainTex ("Base Color", 2D) = "white" {}
_ColorWhite ("ColorWhite", Color) = (0.5,0.5,0.5,1)
_ColorBlack ("ColorBlack", Color) = (0.5,0.5,0.5,1)
_LerpTex ("LerpTex", 2D) = "white" {}
}
SubShader {
Tags {
"RenderType"="Opaque"
}
Pass {
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 exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
uniform float4 _ColorWhite;
uniform float4 _ColorBlack;
uniform sampler2D _LerpTex; uniform float4 _LerpTex_ST;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
float3 tangentDir : TEXCOORD5;
float3 bitangentDir : TEXCOORD6;
LIGHTING_COORDS(7,8)
UNITY_FOG_COORDS(9)
#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
float4 ambientOrLightmapUV : TEXCOORD10;
#endif
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
#ifdef LIGHTMAP_ON
o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
o.ambientOrLightmapUV.zw = 0;
#elif UNITY_SHOULD_SAMPLE_SH
#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 = mul(UNITY_MATRIX_MVP, 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 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
float3 normalLocal = _BumpMap_var.rgb;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
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 node_383 = 0.0;
float gloss = node_383;
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
d.boxMax[0] = unity_SpecCube0_BoxMax;
d.boxMin[0] = unity_SpecCube0_BoxMin;
d.probePosition[0] = unity_SpecCube0_ProbePosition;
d.probeHDR[0] = unity_SpecCube0_HDR;
d.boxMax[1] = unity_SpecCube1_BoxMax;
d.boxMin[1] = unity_SpecCube1_BoxMin;
d.probePosition[1] = unity_SpecCube1_ProbePosition;
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 = node_383;
float specularMonochrome;
float4 _LerpTex_var = tex2D(_LerpTex,TRANSFORM_TEX(i.uv0, _LerpTex));
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 diffuseColor = (lerp(_ColorWhite.rgb,_ColorBlack.rgb,_LerpTex_var.r)*_MainTex_var.rgb); // 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 = 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 {
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 exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
uniform float4 _ColorWhite;
uniform float4 _ColorBlack;
uniform sampler2D _LerpTex; uniform float4 _LerpTex_ST;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
float3 tangentDir : TEXCOORD5;
float3 bitangentDir : TEXCOORD6;
LIGHTING_COORDS(7,8)
UNITY_FOG_COORDS(9)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
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 = mul(UNITY_MATRIX_MVP, 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 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
float3 normalLocal = _BumpMap_var.rgb;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
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 node_383 = 0.0;
float gloss = node_383;
float specPow = exp2( gloss * 10.0+1.0);
////// Specular:
float NdotL = max(0, dot( normalDirection, lightDirection ));
float LdotH = max(0.0,dot(lightDirection, halfDirection));
float3 specularColor = node_383;
float specularMonochrome;
float4 _LerpTex_var = tex2D(_LerpTex,TRANSFORM_TEX(i.uv0, _LerpTex));
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 diffuseColor = (lerp(_ColorWhite.rgb,_ColorBlack.rgb,_LerpTex_var.r)*_MainTex_var.rgb); // 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 = 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 {
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 exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform float4 _ColorWhite;
uniform float4 _ColorBlack;
uniform sampler2D _LerpTex; uniform float4 _LerpTex_ST;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
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;
float4 _LerpTex_var = tex2D(_LerpTex,TRANSFORM_TEX(i.uv0, _LerpTex));
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 diffColor = (lerp(_ColorWhite.rgb,_ColorBlack.rgb,_LerpTex_var.r)*_MainTex_var.rgb);
float specularMonochrome;
float3 specColor;
float node_383 = 0.0;
diffColor = DiffuseAndSpecularFromMetallic( diffColor, node_383, specColor, specularMonochrome );
float roughness = 1.0 - node_383;
o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
return UnityMetaFragment( o );
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}
Shader Forge - Deferred Shader
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.29
// 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:1.29;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:3,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:True,hqlp:False,rprd:True,enco:False,rmgx:True,rpth:1,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,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;n:type:ShaderForge.SFN_Final,id:2865,x:32719,y:32712,varname:node_2865,prsc:2|diff-6343-OUT,spec-383-OUT,gloss-383-OUT,normal-5964-RGB;n:type:ShaderForge.SFN_Multiply,id:6343,x:32399,y:32683,varname:node_6343,prsc:2|A-8466-OUT,B-7736-RGB;n:type:ShaderForge.SFN_Tex2d,id:7736,x:31710,y:32879,ptovrint:True,ptlb:Base Color,ptin:_MainTex,varname:_MainTex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:5964,x:32055,y:32936,ptovrint:True,ptlb:Normal Map,ptin:_BumpMap,varname:_BumpMap,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Lerp,id:8466,x:31852,y:32462,varname:node_8466,prsc:2|A-1185-RGB,B-626-RGB,T-5966-R;n:type:ShaderForge.SFN_Color,id:1185,x:31592,y:32244,ptovrint:False,ptlb:ColorWhite,ptin:_ColorWhite,varname:node_1185,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Color,id:626,x:31592,y:32420,ptovrint:False,ptlb:ColorBlack,ptin:_ColorBlack,varname:node_626,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Tex2d,id:5966,x:31592,y:32652,ptovrint:False,ptlb:LerpTex,ptin:_LerpTex,varname:node_5966,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Vector1,id:383,x:32459,y:32494,varname:node_383,prsc:2,v1:0;proporder:5964-7736-1185-626-5966;pass:END;sub:END;*/
Shader "EcoTales/EcoTales_PBR_Test_ShaderForge_Def" {
Properties {
_BumpMap ("Normal Map", 2D) = "bump" {}
_MainTex ("Base Color", 2D) = "white" {}
_ColorWhite ("ColorWhite", Color) = (0.5,0.5,0.5,1)
_ColorBlack ("ColorBlack", Color) = (0.5,0.5,0.5,1)
_LerpTex ("LerpTex", 2D) = "white" {}
}
SubShader {
Tags {
"RenderType"="Opaque"
}
Pass {
Name "DEFERRED"
Tags {
"LightMode"="Deferred"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_DEFERRED
#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"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile ___ UNITY_HDR_ON
#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 exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
uniform float4 _ColorWhite;
uniform float4 _ColorBlack;
uniform sampler2D _LerpTex; uniform float4 _LerpTex_ST;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
float3 tangentDir : TEXCOORD5;
float3 bitangentDir : TEXCOORD6;
#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
float4 ambientOrLightmapUV : TEXCOORD7;
#endif
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
#ifdef LIGHTMAP_ON
o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
o.ambientOrLightmapUV.zw = 0;
#elif UNITY_SHOULD_SAMPLE_SH
#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);
o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
return o;
}
void frag(
VertexOutput i,
out half4 outDiffuse : SV_Target0,
out half4 outSpecSmoothness : SV_Target1,
out half4 outNormal : SV_Target2,
out half4 outEmission : SV_Target3 )
{
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
float3 normalLocal = _BumpMap_var.rgb;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
////// Lighting:
float Pi = 3.141592654;
float InvPi = 0.31830988618;
///////// Gloss:
float node_383 = 0.0;
float gloss = node_383;
/////// GI Data:
UnityLight light; // Dummy light
light.color = 0;
light.dir = half3(0,1,0);
light.ndotl = max(0,dot(normalDirection,light.dir));
UnityGIInput d;
d.light = light;
d.worldPos = i.posWorld.xyz;
d.worldViewDir = viewDirection;
d.atten = 1;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
d.ambient = 0;
d.lightmapUV = i.ambientOrLightmapUV;
#else
d.ambient = i.ambientOrLightmapUV;
#endif
d.boxMax[0] = unity_SpecCube0_BoxMax;
d.boxMin[0] = unity_SpecCube0_BoxMin;
d.probePosition[0] = unity_SpecCube0_ProbePosition;
d.probeHDR[0] = unity_SpecCube0_HDR;
d.boxMax[1] = unity_SpecCube1_BoxMax;
d.boxMin[1] = unity_SpecCube1_BoxMin;
d.probePosition[1] = unity_SpecCube1_ProbePosition;
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 );
////// Specular:
float3 specularColor = node_383;
float specularMonochrome;
float4 _LerpTex_var = tex2D(_LerpTex,TRANSFORM_TEX(i.uv0, _LerpTex));
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 diffuseColor = (lerp(_ColorWhite.rgb,_ColorBlack.rgb,_LerpTex_var.r)*_MainTex_var.rgb); // 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 ));
half grazingTerm = saturate( gloss + specularMonochrome );
float3 indirectSpecular = (gi.indirect.specular);
indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
/////// Diffuse:
float3 indirectDiffuse = float3(0,0,0);
indirectDiffuse += gi.indirect.diffuse;
/// Final Color:
outDiffuse = half4( diffuseColor, 1 );
outSpecSmoothness = half4( specularColor, gloss );
outNormal = half4( normalDirection * 0.5 + 0.5, 1 );
outEmission = half4(0,0,0,1);
outEmission.rgb += indirectSpecular * 1;
outEmission.rgb += indirectDiffuse * diffuseColor;
#ifndef UNITY_HDR_ON
outEmission.rgb = exp2(-outEmission.rgb);
#endif
}
ENDCG
}
Pass {
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 exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
uniform float4 _ColorWhite;
uniform float4 _ColorBlack;
uniform sampler2D _LerpTex; uniform float4 _LerpTex_ST;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
float3 tangentDir : TEXCOORD5;
float3 bitangentDir : TEXCOORD6;
LIGHTING_COORDS(7,8)
UNITY_FOG_COORDS(9)
#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
float4 ambientOrLightmapUV : TEXCOORD10;
#endif
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
#ifdef LIGHTMAP_ON
o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
o.ambientOrLightmapUV.zw = 0;
#elif UNITY_SHOULD_SAMPLE_SH
#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 = mul(UNITY_MATRIX_MVP, 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 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
float3 normalLocal = _BumpMap_var.rgb;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
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 node_383 = 0.0;
float gloss = node_383;
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
d.boxMax[0] = unity_SpecCube0_BoxMax;
d.boxMin[0] = unity_SpecCube0_BoxMin;
d.probePosition[0] = unity_SpecCube0_ProbePosition;
d.probeHDR[0] = unity_SpecCube0_HDR;
d.boxMax[1] = unity_SpecCube1_BoxMax;
d.boxMin[1] = unity_SpecCube1_BoxMin;
d.probePosition[1] = unity_SpecCube1_ProbePosition;
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 = node_383;
float specularMonochrome;
float4 _LerpTex_var = tex2D(_LerpTex,TRANSFORM_TEX(i.uv0, _LerpTex));
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 diffuseColor = (lerp(_ColorWhite.rgb,_ColorBlack.rgb,_LerpTex_var.r)*_MainTex_var.rgb); // 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 = 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 {
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 exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
uniform float4 _ColorWhite;
uniform float4 _ColorBlack;
uniform sampler2D _LerpTex; uniform float4 _LerpTex_ST;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
float3 tangentDir : TEXCOORD5;
float3 bitangentDir : TEXCOORD6;
LIGHTING_COORDS(7,8)
UNITY_FOG_COORDS(9)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
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 = mul(UNITY_MATRIX_MVP, 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 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
float3 normalLocal = _BumpMap_var.rgb;
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
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 node_383 = 0.0;
float gloss = node_383;
float specPow = exp2( gloss * 10.0+1.0);
////// Specular:
float NdotL = max(0, dot( normalDirection, lightDirection ));
float LdotH = max(0.0,dot(lightDirection, halfDirection));
float3 specularColor = node_383;
float specularMonochrome;
float4 _LerpTex_var = tex2D(_LerpTex,TRANSFORM_TEX(i.uv0, _LerpTex));
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 diffuseColor = (lerp(_ColorWhite.rgb,_ColorBlack.rgb,_LerpTex_var.r)*_MainTex_var.rgb); // 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 = 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 {
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 exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform float4 _ColorWhite;
uniform float4 _ColorBlack;
uniform sampler2D _LerpTex; uniform float4 _LerpTex_ST;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
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;
float4 _LerpTex_var = tex2D(_LerpTex,TRANSFORM_TEX(i.uv0, _LerpTex));
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 diffColor = (lerp(_ColorWhite.rgb,_ColorBlack.rgb,_LerpTex_var.r)*_MainTex_var.rgb);
float specularMonochrome;
float3 specColor;
float node_383 = 0.0;
diffColor = DiffuseAndSpecularFromMetallic( diffColor, node_383, specColor, specularMonochrome );
float roughness = 1.0 - node_383;
o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
return UnityMetaFragment( o );
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}