// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Shader created with Shader Forge v1.26 // 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:1.26;sub:START;pass:START;ps:flbk:Standard,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:3,spmd:1,trmd:0,grmd:1,uamb:True,mssp:True,bkdf:True,hqlp:False,rprd:False,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:2,rntp:3,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:0,x:33923,y:32537,varname:node_0,prsc:2|diff-1-RGB,spec-4845-OUT,gloss-3069-OUT,normal-2-RGB,clip-8287-OUT,voffset-1237-OUT;n:type:ShaderForge.SFN_Tex2d,id:1,x:33406,y:32318,ptovrint:False,ptlb:Diffuse,ptin:_Diffuse,varname:_Diffuse,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:66321cc856b03e245ac41ed8a53e0ecc,ntxv:3,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:2,x:33500,y:32579,ptovrint:False,ptlb:Normal,ptin:_Normal,varname:_Normal,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:cb6c5165ed180c543be39ed70e72abc8,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Time,id:2279,x:32808,y:33081,varname:node_2279,prsc:2;n:type:ShaderForge.SFN_Slider,id:4845,x:33143,y:32694,ptovrint:False,ptlb:Metallic,ptin:_Metallic,varname:_Metallic,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Slider,id:3069,x:33143,y:32555,ptovrint:False,ptlb:Rough,ptin:_Rough,varname:_Rough,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Multiply,id:9464,x:33009,y:33150,varname:node_9464,prsc:2|A-2279-T,B-7411-OUT;n:type:ShaderForge.SFN_Panner,id:8305,x:33229,y:33072,varname:node_8305,prsc:2,spu:1,spv:1|UVIN-1847-OUT,DIST-9464-OUT;n:type:ShaderForge.SFN_FragmentPosition,id:9646,x:32808,y:32860,varname:node_9646,prsc:2;n:type:ShaderForge.SFN_ComponentMask,id:1847,x:32989,y:32906,varname:node_1847,prsc:2,cc1:0,cc2:1,cc3:-1,cc4:-1|IN-9646-XYZ;n:type:ShaderForge.SFN_Multiply,id:1237,x:33647,y:33044,varname:node_1237,prsc:2|A-7769-RGB,B-712-UVOUT,C-8578-OUT;n:type:ShaderForge.SFN_TexCoord,id:712,x:33171,y:32838,varname:node_712,prsc:2,uv:0;n:type:ShaderForge.SFN_ValueProperty,id:8578,x:33546,y:33284,ptovrint:False,ptlb:Amplitude,ptin:_Amplitude,varname:_Amplitude,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.1;n:type:ShaderForge.SFN_ValueProperty,id:7411,x:32824,y:33308,ptovrint:False,ptlb:Wind speed,ptin:_Windspeed,varname:_Windspeed,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.1;n:type:ShaderForge.SFN_Tex2d,id:7769,x:33415,y:33086,ptovrint:False,ptlb:Defrom_txt,ptin:_Defrom_txt,varname:_Defrom_txt,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:28c7aad1372ff114b90d330f8a2dd938,ntxv:0,isnm:False|UVIN-8305-UVOUT;n:type:ShaderForge.SFN_Multiply,id:8287,x:33665,y:32795,varname:node_8287,prsc:2|A-1-A,B-660-OUT;n:type:ShaderForge.SFN_Slider,id:660,x:33343,y:32853,ptovrint:False,ptlb:Alpha_cutoff,ptin:_Alpha_cutoff,varname:_Alpha_cutoff,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;proporder:1-2-4845-3069-8578-7411-7769-660;pass:END;sub:END;*/ Shader "Shader Forge/Examples/Animated Vegetation" { Properties { _Diffuse ("Diffuse", 2D) = "bump" {} _Normal ("Normal", 2D) = "bump" {} _Metallic ("Metallic", Range(0, 1)) = 0 _Rough ("Rough", Range(0, 1)) = 0 _Amplitude ("Amplitude", Float ) = 0.1 _Windspeed ("Wind speed", Float ) = 0.1 _Defrom_txt ("Defrom_txt", 2D) = "white" {} _Alpha_cutoff ("Alpha_cutoff", Range(0, 1)) = 1 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" } 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) ) #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 gles xbox360 ps3 #pragma target 3.0 #pragma glsl uniform float4 _TimeEditor; uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; uniform sampler2D _Normal; uniform float4 _Normal_ST; uniform float _Metallic; uniform float _Rough; uniform float _Amplitude; uniform float _Windspeed; uniform sampler2D _Defrom_txt; uniform float4 _Defrom_txt_ST; uniform float _Alpha_cutoff; 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); float4 node_2279 = _Time + _TimeEditor; float2 node_8305 = (mul(unity_ObjectToWorld, v.vertex).rgb.rg+(node_2279.g*_Windspeed)*float2(1,1)); float4 _Defrom_txt_var = tex2Dlod(_Defrom_txt,float4(TRANSFORM_TEX(node_8305, _Defrom_txt),0.0,0)); v.vertex.xyz += (_Defrom_txt_var.rgb*float3(o.uv0,0.0)*_Amplitude); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos(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 _Normal_var = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal))); float3 normalLocal = _Normal_var.rgb; float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse)); clip((_Diffuse_var.a*_Alpha_cutoff) - 0.5); 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 gloss = 1.0 - _Rough; // Convert roughness to gloss 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 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 diffuseColor = _Diffuse_var.rgb; // Need this for specular when using metallic float specularMonochrome; float3 specularColor; diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); specularMonochrome = 1-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 = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); float specularPBL = max(0, (NdotL*visTerm*normTerm) * (UNITY_PI / 4) ); float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); float3 specular = directSpecular; /////// Diffuse: NdotL = max(0.0,dot( normalDirection, lightDirection )); half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * 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) ) #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 gles xbox360 ps3 #pragma target 3.0 #pragma glsl uniform float4 _TimeEditor; uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; uniform sampler2D _Normal; uniform float4 _Normal_ST; uniform float _Metallic; uniform float _Rough; uniform float _Amplitude; uniform float _Windspeed; uniform sampler2D _Defrom_txt; uniform float4 _Defrom_txt_ST; uniform float _Alpha_cutoff; 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); float4 node_2279 = _Time + _TimeEditor; float2 node_8305 = (mul(unity_ObjectToWorld, v.vertex).rgb.rg+(node_2279.g*_Windspeed)*float2(1,1)); float4 _Defrom_txt_var = tex2Dlod(_Defrom_txt,float4(TRANSFORM_TEX(node_8305, _Defrom_txt),0.0,0)); v.vertex.xyz += (_Defrom_txt_var.rgb*float3(o.uv0,0.0)*_Amplitude); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos(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 _Normal_var = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal))); float3 normalLocal = _Normal_var.rgb; float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse)); clip((_Diffuse_var.a*_Alpha_cutoff) - 0.5); 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 gloss = 1.0 - _Rough; // Convert roughness to gloss 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 diffuseColor = _Diffuse_var.rgb; // Need this for specular when using metallic float specularMonochrome; float3 specularColor; diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); specularMonochrome = 1-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 = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); float specularPBL = max(0, (NdotL*visTerm*normTerm) * (UNITY_PI / 4) ); float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); float3 specular = directSpecular; /////// Diffuse: NdotL = max(0.0,dot( normalDirection, lightDirection )); half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * 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 "ShadowCaster" Tags { "LightMode"="ShadowCaster" } Offset 1, 1 CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_SHADOWCASTER #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) #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 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 gles xbox360 ps3 #pragma target 3.0 #pragma glsl uniform float4 _TimeEditor; uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; uniform float _Amplitude; uniform float _Windspeed; uniform sampler2D _Defrom_txt; uniform float4 _Defrom_txt_ST; uniform float _Alpha_cutoff; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; }; struct VertexOutput { V2F_SHADOW_CASTER; float2 uv0 : TEXCOORD1; float2 uv1 : TEXCOORD2; float2 uv2 : TEXCOORD3; float4 posWorld : TEXCOORD4; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv1 = v.texcoord1; o.uv2 = v.texcoord2; float4 node_2279 = _Time + _TimeEditor; float2 node_8305 = (mul(unity_ObjectToWorld, v.vertex).rgb.rg+(node_2279.g*_Windspeed)*float2(1,1)); float4 _Defrom_txt_var = tex2Dlod(_Defrom_txt,float4(TRANSFORM_TEX(node_8305, _Defrom_txt),0.0,0)); v.vertex.xyz += (_Defrom_txt_var.rgb*float3(o.uv0,0.0)*_Amplitude); o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityObjectToClipPos(v.vertex ); TRANSFER_SHADOW_CASTER(o) return o; } float4 frag(VertexOutput i) : COLOR { float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse)); clip((_Diffuse_var.a*_Alpha_cutoff) - 0.5); SHADOW_CASTER_FRAGMENT(i) } 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) ) #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 gles xbox360 ps3 #pragma target 3.0 #pragma glsl uniform float4 _TimeEditor; uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; uniform float _Metallic; uniform float _Rough; uniform float _Amplitude; uniform float _Windspeed; uniform sampler2D _Defrom_txt; uniform float4 _Defrom_txt_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; float4 node_2279 = _Time + _TimeEditor; float2 node_8305 = (mul(unity_ObjectToWorld, v.vertex).rgb.rg+(node_2279.g*_Windspeed)*float2(1,1)); float4 _Defrom_txt_var = tex2Dlod(_Defrom_txt,float4(TRANSFORM_TEX(node_8305, _Defrom_txt),0.0,0)); v.vertex.xyz += (_Defrom_txt_var.rgb*float3(o.uv0,0.0)*_Amplitude); 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 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse)); float3 diffColor = _Diffuse_var.rgb; float specularMonochrome; float3 specColor; diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); float roughness = _Rough; o.Albedo = diffColor + specColor * roughness * roughness * 0.5; return UnityMetaFragment( o ); } ENDCG } } FallBack "Standard" CustomEditor "ShaderForgeMaterialInspector" }