BumpDiffuse.shader 4.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135
  1. Shader "SupGames/PlanarReflection/Bumped Diffuse"
  2. {
  3. Properties{
  4. _Color("Color", Color) = (1,1,1,1)
  5. _MainTex("Main Texture", 2D) = "white" {}
  6. _BumpTex("Normal Map", 2D) = "bump" {}
  7. _Distort("Distort Amount", Range(0.01,10)) = 1
  8. _MaskTex("Mask Texture", 2D) = "white" {}
  9. _BlurAmount("Blur Amount", Range(0,7)) = 1
  10. }
  11. SubShader{
  12. Tags {"RenderType" = "Opaque"}
  13. LOD 150
  14. Pass {
  15. Tags { "LightMode" = "ForwardBase" }
  16. CGPROGRAM
  17. #pragma vertex vert
  18. #pragma fragment frag
  19. #pragma fragmentoption ARB_precision_hint_fastest
  20. #pragma shader_feature_local BLUR
  21. #pragma shader_feature_local VRon
  22. #pragma multi_compile_fwdbase novertexlight
  23. #pragma multi_compile_instancing
  24. #pragma multi_compile_fog
  25. #include "UnityCG.cginc"
  26. #include "AutoLight.cginc"
  27. UNITY_DECLARE_SCREENSPACE_TEXTURE(_ReflectionTex);
  28. #ifdef VRon
  29. UNITY_DECLARE_SCREENSPACE_TEXTURE(_ReflectionTexRight);
  30. #endif
  31. UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
  32. UNITY_DECLARE_SCREENSPACE_TEXTURE(_BumpTex);
  33. UNITY_DECLARE_SCREENSPACE_TEXTURE(_MaskTex);
  34. fixed _RefAlpha;
  35. fixed _Distort;
  36. fixed4 _MainTex_ST;
  37. fixed4 _BumpTex_ST;
  38. fixed4 _Color;
  39. fixed _ReflectionAlpha;
  40. fixed4 _LightColor0;
  41. fixed4 _ReflectionTex_TexelSize;
  42. fixed _BlurAmount;
  43. struct appdata
  44. {
  45. fixed4 vertex : POSITION;
  46. fixed4 uv : TEXCOORD0;
  47. fixed3 normal : NORMAL;
  48. fixed4 tangent : TANGENT;
  49. UNITY_VERTEX_INPUT_INSTANCE_ID
  50. };
  51. struct v2f
  52. {
  53. fixed4 pos : SV_POSITION;
  54. fixed4 uv : TEXCOORD0;
  55. fixed4 normal : TEXCOORD1;
  56. fixed3 tangent : TEXCOORD2;
  57. fixed3 bitangent : TEXCOORD3;
  58. #if defined(BLUR)
  59. fixed4 offset : TEXCOORD4;
  60. #endif
  61. LIGHTING_COORDS(5, 6)
  62. UNITY_FOG_COORDS(7)
  63. UNITY_VERTEX_INPUT_INSTANCE_ID
  64. UNITY_VERTEX_OUTPUT_STEREO
  65. };
  66. v2f vert(appdata v)
  67. {
  68. v2f o;
  69. UNITY_SETUP_INSTANCE_ID(v);
  70. UNITY_INITIALIZE_OUTPUT(v2f, o);
  71. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  72. o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
  73. fixed3 viewDirection = _WorldSpaceCameraPos - mul(unity_ObjectToWorld, v.vertex).xyz;
  74. o.normal.xyz = normalize(mul(fixed4(v.normal, 0.0h), unity_WorldToObject).xyz);
  75. o.tangent = normalize(mul(unity_ObjectToWorld, fixed4(v.tangent.xyz, 0.0h)).xyz);
  76. o.bitangent = normalize(cross(o.normal.xyz, o.tangent.xyz)) * v.tangent.w * unity_WorldTransformParams.w;
  77. o.pos = UnityObjectToClipPos(v.vertex);
  78. fixed4 scrPos = ComputeNonStereoScreenPos(o.pos);
  79. o.uv.zw = scrPos.xy;
  80. o.normal.w = scrPos.w;
  81. #if defined(BLUR)
  82. fixed2 offset = _BlurAmount * _ReflectionTex_TexelSize.xy;
  83. o.offset = fixed4(-offset, offset);
  84. #endif
  85. TRANSFER_VERTEX_TO_FRAGMENT(o);
  86. UNITY_TRANSFER_FOG(o, o.pos);
  87. return o;
  88. }
  89. fixed4 frag(v2f i) : SV_Target
  90. {
  91. UNITY_SETUP_INSTANCE_ID(i);
  92. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
  93. fixed4 encodedNormal = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_BumpTex, _BumpTex_ST.xy * i.uv + _BumpTex_ST.zw);
  94. fixed3 localCoords = UnpackNormal(encodedNormal);
  95. fixed4 color = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv.xy) * fixed4(UNITY_LIGHTMODEL_AMBIENT.rgb + _LightColor0.rgb * dot(normalize(mul(localCoords, fixed3x3(i.tangent, i.bitangent, i.normal.xyz))), _WorldSpaceLightPos0.xyz) * LIGHT_ATTENUATION(i), 1.0h);
  96. fixed4 mask = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MaskTex, i.uv.xy);
  97. fixed4 bump = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_BumpTex, i.uv.xy);
  98. i.uv.z += (bump.x - 0.5h) * _Distort;
  99. i.uv.w += (0.5h - bump.y) * _Distort;
  100. i.uv.zw /= i.normal.w;
  101. fixed4 reflection = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ReflectionTex, i.uv.zw);
  102. #if defined(BLUR)
  103. i.offset /= i.normal.w;
  104. i.offset = fixed4(i.uv.zz + i.offset.xz, i.uv.ww + i.offset.yw);
  105. reflection += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ReflectionTex, i.offset.xz);
  106. reflection += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ReflectionTex, i.offset.xw);
  107. reflection += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ReflectionTex, i.offset.yz);
  108. reflection += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ReflectionTex, i.offset.yw);
  109. reflection *= 0.2h;
  110. #endif
  111. #ifdef VRon
  112. fixed4 reflectionr = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ReflectionTexRight, i.uv.zw);
  113. #ifdef BLUR
  114. reflectionr += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ReflectionTexRight, i.offset.xz);
  115. reflectionr += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ReflectionTexRight, i.offset.xw);
  116. reflectionr += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ReflectionTexRight, i.offset.yz);
  117. reflectionr += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ReflectionTexRight, i.offset.yw);
  118. reflectionr *= 0.2h;
  119. #endif
  120. reflection = lerp(reflection, reflectionr, unity_StereoEyeIndex);
  121. #endif
  122. UNITY_APPLY_FOG(i.fogCoord, color);
  123. return (lerp(color, reflection, _RefAlpha * mask.r) + lerp(reflection, color, 1 - _RefAlpha * mask.r)) * _Color * 0.5h;
  124. }
  125. ENDCG
  126. }
  127. }
  128. }