[TASK] Working on duck-catching minigame
This commit is contained in:
91
Assets/PolygonNature/Shaders/SyntyStudios_LOD.shader
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91
Assets/PolygonNature/Shaders/SyntyStudios_LOD.shader
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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "SyntyStudios/LOD"
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{
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Properties
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||||
{
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_MainTexture("MainTexture", 2D) = "white" {}
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_ColorMask("ColorMask", 2D) = "white" {}
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_ColorTint("ColorTint", Color) = (0,0,0,0)
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_EmissionMask("EmissionMask", 2D) = "white" {}
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_Emission("Emission", Color) = (0,0,0,0)
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_Cutoff( "Mask Clip Value", Float ) = 0.5
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "AlphaTest+0" "IgnoreProjector" = "True" "DisableBatching" = "True" "IsEmissive" = "true" }
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Cull Off
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Stencil
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{
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Ref 0
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}
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CGPROGRAM
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#pragma target 3.0
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#pragma instancing_options procedural:setup
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#pragma multi_compile GPU_FRUSTUM_ON __
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#include "VS_indirect.cginc"
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#pragma surface surf Standard keepalpha addshadow fullforwardshadows
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struct Input
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{
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float2 uv_texcoord;
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};
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uniform sampler2D _MainTexture;
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uniform float4 _MainTexture_ST;
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uniform float4 _ColorTint;
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uniform sampler2D _ColorMask;
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uniform float4 _ColorMask_ST;
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uniform float4 _Emission;
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uniform sampler2D _EmissionMask;
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uniform float4 _EmissionMask_ST;
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uniform float _Cutoff = 0.5;
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float2 uv_MainTexture = i.uv_texcoord * _MainTexture_ST.xy + _MainTexture_ST.zw;
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float4 tex2DNode2 = tex2D( _MainTexture, uv_MainTexture );
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float2 uv_ColorMask = i.uv_texcoord * _ColorMask_ST.xy + _ColorMask_ST.zw;
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float4 lerpResult162 = lerp( _ColorTint , float4(1,1,1,0) , tex2D( _ColorMask, uv_ColorMask ));
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o.Albedo = ( tex2DNode2 * lerpResult162 ).rgb;
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float2 uv_EmissionMask = i.uv_texcoord * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
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float4 lerpResult163 = lerp( _Emission , float4(0,0,0,0) , tex2D( _EmissionMask, uv_EmissionMask ));
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o.Emission = lerpResult163.rgb;
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o.Alpha = 1;
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clip( tex2DNode2.a - _Cutoff );
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}
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ENDCG
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}
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Fallback "Diffuse"
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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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||||
Version=16200
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Node;AmplifyShaderEditor.ColorNode;158;-70.3692,67.59215;Float;False;Property;_ColorTint;ColorTint;2;0;Create;True;0;0;False;0;0,0,0,0;1,0,0,0;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SamplerNode;166;-71.01499,1006.532;Float;True;Property;_EmissionMask;EmissionMask;3;0;Create;True;0;0;False;0;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.ColorNode;165;-72.48363,816.1592;Float;False;Constant;_Color1;Color 1;5;0;Create;True;0;0;False;0;0,0,0,0;0,0,0,0;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SamplerNode;2;79.45497,-132.4299;Float;True;Property;_MainTexture;MainTexture;0;0;Create;True;0;0;False;0;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.LerpOp;163;431.9861,483.2733;Float;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;159;447.6012,-100.7083;Float;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;647.9548,-143.48;Float;False;True;2;Float;ASEMaterialInspector;0;0;Standard;SyntyStudios/LOD;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;False;False;False;False;False;Off;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Custom;0.5;True;True;0;True;Opaque;;AlphaTest;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;0;False;-1;True;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;0;5;False;-1;10;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;5;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;3;Pragma;instancing_options procedural:setup;False;;Pragma;multi_compile GPU_FRUSTUM_ON __;False;;Include;VS_indirect.cginc;False;;0;0;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
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WireConnection;162;0;158;0
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WireConnection;162;1;164;0
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WireConnection;162;2;161;0
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WireConnection;163;0;160;0
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WireConnection;163;1;165;0
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WireConnection;163;2;166;0
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WireConnection;159;0;2;0
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WireConnection;159;1;162;0
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WireConnection;0;0;159;0
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WireConnection;0;2;163;0
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WireConnection;0;10;2;4
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ASEEND*/
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//CHKSM=153FD1F8210D5702A3BA78EED5501D14B2ABE8B1
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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||||
guid: 3357a1db18fee1f4f8fab7bf6f39c214
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timeCreated: 1548813975
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licenseType: Store
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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185
Assets/PolygonNature/Shaders/SyntyStudios_Moss.shader
Normal file
185
Assets/PolygonNature/Shaders/SyntyStudios_Moss.shader
Normal file
@@ -0,0 +1,185 @@
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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "SyntyStudios/Moss"
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{
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Properties
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{
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_Texture("Texture", 2D) = "white" {}
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_MossTexture("Moss Texture", 2D) = "white" {}
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_FallOff("FallOff", Range( 0 , 100)) = 100
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[HideInInspector]_Black("Black", 2D) = "white" {}
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||||
_Mask("Mask", 2D) = "white" {}
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||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
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||||
[HideInInspector] __dirty( "", Int ) = 1
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||||
}
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||||
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SubShader
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||||
{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
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Cull Back
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CGINCLUDE
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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#pragma instancing_options procedural:setup
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#pragma multi_compile GPU_FRUSTUM_ON __
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#include "VS_indirect.cginc"
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#ifdef UNITY_PASS_SHADOWCASTER
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#undef INTERNAL_DATA
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#undef WorldReflectionVector
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#undef WorldNormalVector
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#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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#endif
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||||
struct Input
|
||||
{
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||||
float2 uv_texcoord;
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||||
float3 worldPos;
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float3 worldNormal;
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INTERNAL_DATA
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};
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uniform sampler2D _Texture;
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uniform float4 _Texture_ST;
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uniform sampler2D _MossTexture;
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uniform float4 _MossTexture_ST;
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uniform sampler2D _Mask;
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uniform sampler2D _Black;
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uniform float _FallOff;
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inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 normalScale, float3 index )
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{
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float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
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projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
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float3 nsign = sign( worldNormal );
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float negProjNormalY = max( 0, projNormal.y * -nsign.y );
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projNormal.y = max( 0, projNormal.y * nsign.y );
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half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
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xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
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yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
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yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
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zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
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return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
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||||
}
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||||
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||||
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||||
void surf( Input i , inout SurfaceOutputStandard o )
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||||
{
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||||
o.Normal = float3(0,0,1);
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float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw;
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float2 uv_MossTexture = i.uv_texcoord * _MossTexture_ST.xy + _MossTexture_ST.zw;
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float3 ase_worldPos = i.worldPos;
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float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
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float4 triplanar5 = TriplanarSamplingCF( _Mask, _Black, _Black, ase_worldPos, ase_worldNormal, _FallOff, 1.0, float3( 1,1,1 ), float3(0,0,0) );
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float4 lerpResult17 = lerp( tex2D( _Texture, uv_Texture ) , tex2D( _MossTexture, uv_MossTexture ) , triplanar5.x);
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o.Albedo = lerpResult17.rgb;
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||||
o.Alpha = 1;
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||||
}
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||||
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||||
ENDCG
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||||
CGPROGRAM
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||||
#pragma surface surf Standard keepalpha fullforwardshadows
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||||
|
||||
ENDCG
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||||
Pass
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||||
{
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||||
Name "ShadowCaster"
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||||
Tags{ "LightMode" = "ShadowCaster" }
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||||
ZWrite On
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||||
CGPROGRAM
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||||
#pragma vertex vert
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||||
#pragma fragment frag
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||||
#pragma target 3.0
|
||||
#pragma multi_compile_shadowcaster
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||||
#pragma multi_compile UNITY_PASS_SHADOWCASTER
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||||
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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||||
#include "HLSLSupport.cginc"
|
||||
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
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||||
#define CAN_SKIP_VPOS
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||||
#endif
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||||
#include "UnityCG.cginc"
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||||
#include "Lighting.cginc"
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||||
#include "UnityPBSLighting.cginc"
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||||
struct v2f
|
||||
{
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||||
V2F_SHADOW_CASTER;
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||||
float2 customPack1 : TEXCOORD1;
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||||
float4 tSpace0 : TEXCOORD2;
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||||
float4 tSpace1 : TEXCOORD3;
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||||
float4 tSpace2 : TEXCOORD4;
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||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
v2f vert( appdata_full v )
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID( v );
|
||||
UNITY_INITIALIZE_OUTPUT( v2f, o );
|
||||
UNITY_TRANSFER_INSTANCE_ID( v, o );
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||||
Input customInputData;
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||||
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
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||||
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
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||||
half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
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||||
half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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||||
half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
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o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
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||||
o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
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||||
o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
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||||
o.customPack1.xy = customInputData.uv_texcoord;
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||||
o.customPack1.xy = v.texcoord;
|
||||
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
|
||||
return o;
|
||||
}
|
||||
half4 frag( v2f IN
|
||||
#if !defined( CAN_SKIP_VPOS )
|
||||
, UNITY_VPOS_TYPE vpos : VPOS
|
||||
#endif
|
||||
) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
Input surfIN;
|
||||
UNITY_INITIALIZE_OUTPUT( Input, surfIN );
|
||||
surfIN.uv_texcoord = IN.customPack1.xy;
|
||||
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
|
||||
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
|
||||
surfIN.worldPos = worldPos;
|
||||
surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
|
||||
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
|
||||
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
|
||||
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
|
||||
SurfaceOutputStandard o;
|
||||
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
|
||||
surf( surfIN, o );
|
||||
#if defined( CAN_SKIP_VPOS )
|
||||
float2 vpos = IN.pos;
|
||||
#endif
|
||||
SHADOW_CASTER_FRAGMENT( IN )
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
CustomEditor "ASEMaterialInspector"
|
||||
}
|
||||
/*ASEBEGIN
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Version=16200
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2567;32;2546;1397;1723.833;676.2026;1;True;False
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Node;AmplifyShaderEditor.SamplerNode;18;-875.8334,-84.70258;Float;True;Property;_MossTexture;Moss Texture;1;0;Create;True;0;0;False;0;84508b93f15f2b64386ec07486afc7a3;84508b93f15f2b64386ec07486afc7a3;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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|
||||
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11
Assets/PolygonNature/Shaders/SyntyStudios_Moss.shader.meta
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11
Assets/PolygonNature/Shaders/SyntyStudios_Moss.shader.meta
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fileFormatVersion: 2
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guid: 0ed42b95263e7c644b6121f9648bb339
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timeCreated: 1548814003
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licenseType: Store
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ShaderImporter:
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defaultTextures:
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- _Texture: {fileID: 2800000, guid: 84508b93f15f2b64386ec07486afc7a3, type: 3}
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- _MossTexture: {fileID: 2800000, guid: 84508b93f15f2b64386ec07486afc7a3, type: 3}
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userData:
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assetBundleName:
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assetBundleVariant:
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83
Assets/PolygonNature/Shaders/SyntyStudios_SkyGradient.shader
Normal file
83
Assets/PolygonNature/Shaders/SyntyStudios_SkyGradient.shader
Normal file
@@ -0,0 +1,83 @@
|
||||
// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "SyntyStudios/SkyGradient"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_ColorTop("Color Top", Color) = (0,1,0.7517242,0)
|
||||
_ColorBottom("Color Bottom", Color) = (0,1,0.7517242,0)
|
||||
_Offset("Offset", Float) = 0
|
||||
_Distance("Distance", Float) = 0
|
||||
_Falloff("Falloff", Range( 0.001 , 100)) = 0.001
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
|
||||
Cull Back
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma instancing_options procedural:setup
|
||||
#pragma multi_compile GPU_FRUSTUM_ON __
|
||||
#include "VS_indirect.cginc"
|
||||
#pragma surface surf Unlit keepalpha noshadow nofog
|
||||
struct Input
|
||||
{
|
||||
float3 worldPos;
|
||||
};
|
||||
|
||||
uniform float4 _ColorBottom;
|
||||
uniform float4 _ColorTop;
|
||||
uniform float _Offset;
|
||||
uniform float _Distance;
|
||||
uniform float _Falloff;
|
||||
|
||||
inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
|
||||
{
|
||||
return half4 ( 0, 0, 0, s.Alpha );
|
||||
}
|
||||
|
||||
void surf( Input i , inout SurfaceOutput o )
|
||||
{
|
||||
float3 ase_worldPos = i.worldPos;
|
||||
float clampResult40 = clamp( ( ( _Offset + ase_worldPos.y ) / _Distance ) , 0.0 , 1.0 );
|
||||
float4 lerpResult11 = lerp( _ColorBottom , _ColorTop , saturate( pow( clampResult40 , _Falloff ) ));
|
||||
o.Emission = lerpResult11.rgb;
|
||||
o.Alpha = 1;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
CustomEditor "ASEMaterialInspector"
|
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}
|
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Node;AmplifyShaderEditor.PowerNode;41;288.2426,279.4253;Float;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ColorNode;18;-335.864,-108.367;Float;False;Property;_ColorTop;Color Top;0;0;Create;True;0;0;False;0;0,1,0.7517242,0;0.691,1,1,0;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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WireConnection;43;0;42;0
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WireConnection;43;1;50;2
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WireConnection;39;0;43;0
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WireConnection;39;1;37;0
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WireConnection;40;0;39;0
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WireConnection;11;2;32;0
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WireConnection;49;2;11;0
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ASEEND*/
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//CHKSM=DE7D3B73551FE6781407EFBDBC82E3FEE5B78507
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guid: fefd59ec9a96d744aa1f9f12938abd4e
|
||||
timeCreated: 1521058554
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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174
Assets/PolygonNature/Shaders/SyntyStudios_Trees.shader
Normal file
174
Assets/PolygonNature/Shaders/SyntyStudios_Trees.shader
Normal file
@@ -0,0 +1,174 @@
|
||||
// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "SyntyStudios/Trees"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Emission("Emission", 2D) = "white" {}
|
||||
_MainTexture("_MainTexture", 2D) = "white" {}
|
||||
_ColorTint("_ColorTint", Color) = (0,0,0,0)
|
||||
_EmissionColor("EmissionColor", Color) = (0,0,0,0)
|
||||
_Tree_NoiseTexture("Tree_NoiseTexture", 2D) = "white" {}
|
||||
_Big_Wave("Big_Wave", Range( 0 , 10)) = 0
|
||||
_Big_Windspeed("Big_Windspeed", Float) = 0
|
||||
_Big_WindAmount("Big_WindAmount", Float) = 1
|
||||
_Leaves_NoiseTexture("Leaves_NoiseTexture", 2D) = "white" {}
|
||||
_Small_Wave("Small_Wave", Range( 0 , 10)) = 0
|
||||
_Small_WindSpeed("Small_WindSpeed", Float) = 0
|
||||
_Small_WindAmount("Small_WindAmount", Float) = 1
|
||||
_Cutoff( "Mask Clip Value", Float ) = 0.5
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "AlphaTest+0" "IgnoreProjector" = "True" "DisableBatching" = "True" "IsEmissive" = "true" }
|
||||
Cull Off
|
||||
Stencil
|
||||
{
|
||||
Ref 0
|
||||
}
|
||||
CGPROGRAM
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#pragma target 3.0
|
||||
#pragma instancing_options procedural:setup
|
||||
#pragma multi_compile GPU_FRUSTUM_ON __
|
||||
#include "VS_indirect.cginc"
|
||||
#pragma surface surf Standard keepalpha addshadow fullforwardshadows vertex:vertexDataFunc
|
||||
struct Input
|
||||
{
|
||||
float2 uv_texcoord;
|
||||
};
|
||||
|
||||
uniform float _Small_WindAmount;
|
||||
uniform sampler2D _Leaves_NoiseTexture;
|
||||
uniform float _Small_WindSpeed;
|
||||
uniform float _Small_Wave;
|
||||
uniform float _Big_WindAmount;
|
||||
uniform sampler2D _Tree_NoiseTexture;
|
||||
uniform float _Big_Windspeed;
|
||||
uniform float _Big_Wave;
|
||||
uniform sampler2D _MainTexture;
|
||||
uniform float4 _MainTexture_ST;
|
||||
uniform float4 _ColorTint;
|
||||
uniform sampler2D _Emission;
|
||||
uniform float4 _Emission_ST;
|
||||
uniform float4 _EmissionColor;
|
||||
uniform float _Cutoff = 0.5;
|
||||
|
||||
|
||||
float4 CalculateContrast( float contrastValue, float4 colorTarget )
|
||||
{
|
||||
float t = 0.5 * ( 1.0 - contrastValue );
|
||||
return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
|
||||
}
|
||||
|
||||
void vertexDataFunc( inout appdata_full v, out Input o )
|
||||
{
|
||||
UNITY_INITIALIZE_OUTPUT( Input, o );
|
||||
float3 ase_vertex3Pos = v.vertex.xyz;
|
||||
float2 temp_cast_0 = (( ( ase_vertex3Pos.x + ( _Time.y * _Small_WindSpeed ) ) / ( 1.0 - _Small_Wave ) )).xx;
|
||||
float lerpResult143 = lerp( tex2Dlod( _Leaves_NoiseTexture, float4( temp_cast_0, 0, 0.0) ).r , 0.0 , v.color.r);
|
||||
float3 appendResult160 = (float3(lerpResult143 , 0.0 , 0.0));
|
||||
float2 temp_cast_2 = (( ( _Time.y * _Big_Windspeed ) / ( 1.0 - _Big_Wave ) )).xx;
|
||||
float lerpResult170 = lerp( ( _Big_WindAmount * tex2Dlod( _Tree_NoiseTexture, float4( temp_cast_2, 0, 0.0) ).r ) , 0.0 , v.color.b);
|
||||
float3 appendResult172 = (float3(lerpResult170 , 0.0 , 0.0));
|
||||
v.vertex.xyz += ( CalculateContrast(_Small_WindAmount,float4( (appendResult160).xz, 0.0 , 0.0 )) + float4( (appendResult172).xz, 0.0 , 0.0 ) ).rgb;
|
||||
}
|
||||
|
||||
void surf( Input i , inout SurfaceOutputStandard o )
|
||||
{
|
||||
float2 uv_MainTexture = i.uv_texcoord * _MainTexture_ST.xy + _MainTexture_ST.zw;
|
||||
float4 tex2DNode2 = tex2D( _MainTexture, uv_MainTexture );
|
||||
o.Albedo = ( tex2DNode2 * _ColorTint ).rgb;
|
||||
float2 uv_Emission = i.uv_texcoord * _Emission_ST.xy + _Emission_ST.zw;
|
||||
o.Emission = ( tex2D( _Emission, uv_Emission ) * _EmissionColor ).rgb;
|
||||
o.Alpha = 1;
|
||||
clip( tex2DNode2.a - _Cutoff );
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
CustomEditor "ASEMaterialInspector"
|
||||
}
|
||||
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||||
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Node;AmplifyShaderEditor.SimpleTimeNode;152;-860.587,437.8969;Float;False;1;0;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;138;-859.3361,576.2771;Float;False;Property;_Small_WindSpeed;Small_WindSpeed;10;0;Create;True;0;0;False;0;0;0;0;0;0;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.SimpleTimeNode;187;-828.7344,966.4954;Float;False;1;0;FLOAT;1;False;1;FLOAT;0
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|
||||
Node;AmplifyShaderEditor.RangedFloatNode;140;-860.8595,679.9767;Float;False;Property;_Small_Wave;Small_Wave;9;0;Create;True;0;0;False;0;0;0;0;10;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;189;-549.7344,1038.495;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.OneMinusNode;186;-526.7344,1243.495;Float;False;1;0;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.SimpleAddOpNode;136;-485.1785,309.377;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.OneMinusNode;163;-558.629,685.0221;Float;False;1;0;FLOAT;0;False;1;FLOAT;0
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||||
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||||
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||||
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||||
Node;AmplifyShaderEditor.SamplerNode;145;-241.9585,568.3162;Float;True;Property;_Leaves_NoiseTexture;Leaves_NoiseTexture;8;0;Create;False;0;0;False;0;None;bdbe94d7623ec3940947b62544306f1c;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
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||||
Node;AmplifyShaderEditor.VertexColorNode;169;-386.5864,853.6269;Float;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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||||
Node;AmplifyShaderEditor.LerpOp;143;47.41158,292.7952;Float;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
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||||
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119
Assets/PolygonNature/Shaders/SyntyStudios_Vines.shader
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119
Assets/PolygonNature/Shaders/SyntyStudios_Vines.shader
Normal file
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// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "SyntyStudios/Vines"
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{
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Properties
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{
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_MainTexture("_MainTexture", 2D) = "white" {}
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_TextureSample0("Texture Sample 0", 2D) = "white" {}
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_Cutoff( "Mask Clip Value", Float ) = 0.5
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_Wave("Wave", Range( 0 , 10)) = 0
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_WindSpeed("WindSpeed", Float) = 0
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_Amount("Amount", Float) = 1
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_ColorTint("_ColorTint", Color) = (0,0,0,0)
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "AlphaTest+0" "IgnoreProjector" = "True" "DisableBatching" = "True" }
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Cull Off
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Stencil
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{
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Ref 0
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}
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CGPROGRAM
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#include "UnityShaderVariables.cginc"
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#pragma target 3.0
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#pragma instancing_options procedural:setup
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#pragma multi_compile GPU_FRUSTUM_ON __
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#include "VS_indirect.cginc"
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#pragma surface surf Standard keepalpha addshadow fullforwardshadows vertex:vertexDataFunc
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struct Input
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{
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float2 uv_texcoord;
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};
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|
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uniform sampler2D _TextureSample0;
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uniform float _WindSpeed;
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uniform float _Wave;
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uniform float _Amount;
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uniform sampler2D _MainTexture;
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uniform float4 _MainTexture_ST;
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uniform float4 _ColorTint;
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uniform float _Cutoff = 0.5;
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|
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void vertexDataFunc( inout appdata_full v, out Input o )
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{
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UNITY_INITIALIZE_OUTPUT( Input, o );
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float2 temp_cast_0 = (( ( _Time.y * _WindSpeed ) / ( 1.0 - _Wave ) )).xx;
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float4 temp_cast_1 = (_SinTime.x).xxxx;
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float4 lerpResult167 = lerp( ( tex2Dlod( _TextureSample0, float4( temp_cast_0, 0, 0.0) ) * _Amount ) , temp_cast_1 , float4( 0,0,0,0 ));
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float4 lerpResult143 = lerp( lerpResult167 , float4( 0,0,0,0 ) , v.color.r);
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float3 appendResult160 = (float3(( lerpResult143 / -60.0 ).rgb));
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v.vertex.xyz += float3( (appendResult160).xz , 0.0 );
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}
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float2 uv_MainTexture = i.uv_texcoord * _MainTexture_ST.xy + _MainTexture_ST.zw;
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float4 tex2DNode2 = tex2D( _MainTexture, uv_MainTexture );
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o.Albedo = ( tex2DNode2 * _ColorTint ).rgb;
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o.Alpha = 1;
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clip( tex2DNode2.a - _Cutoff );
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}
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|
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ENDCG
|
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}
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Fallback "Diffuse"
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CustomEditor "ASEMaterialInspector"
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}
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//CHKSM=752954C4C33E46F8E2AA0E481BACF1B40C7CB986
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fileFormatVersion: 2
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timeCreated: 1548814055
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||||
licenseType: Store
|
||||
ShaderImporter:
|
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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179
Assets/PolygonNature/Shaders/SyntyStudios_Water.shader
Normal file
179
Assets/PolygonNature/Shaders/SyntyStudios_Water.shader
Normal file
@@ -0,0 +1,179 @@
|
||||
// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "SyntyStudios/Water"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_WaterNormal("Water Normal", 2D) = "bump" {}
|
||||
_WaterScale("Water Scale", Range( 0 , 1)) = 0
|
||||
_WaterSpeed("Water Speed", Range( 0 , 1)) = 0
|
||||
_WaterDepth("Water Depth", Range( 0 , 1)) = 0
|
||||
_WaterShallowColor("Water ShallowColor", Color) = (0,0,0,0)
|
||||
_WaterDeepColor("Water DeepColor", Color) = (1,1,1,0)
|
||||
_WaterFalloff("Water Falloff", Range( 0 , 10)) = 0
|
||||
_WaterSpecular("Water Specular", Range( 0 , 1)) = 0
|
||||
_WaterSmoothness("Water Smoothness", Float) = 0
|
||||
_WaterReflection("Water Reflection", Range( 0 , 1)) = 0
|
||||
_Foam_Texture("Foam_Texture", 2D) = "white" {}
|
||||
_FoamDepth("Foam Depth", Range( 0 , 10)) = 0
|
||||
_FoamFalloff("Foam Falloff", Float) = 0
|
||||
_FoamSmoothness("Foam Smoothness", Float) = 0
|
||||
_WaterOpacity("Water Opacity", Range( 0 , 1)) = 0
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
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SubShader
|
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{
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Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" }
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Cull Back
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CGPROGRAM
|
||||
#include "UnityStandardUtils.cginc"
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#include "UnityCG.cginc"
|
||||
#pragma target 3.0
|
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#pragma instancing_options procedural:setup
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#pragma multi_compile GPU_FRUSTUM_ON __
|
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#include "VS_indirect.cginc"
|
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#pragma surface surf StandardSpecular alpha:fade keepalpha
|
||||
struct Input
|
||||
{
|
||||
half2 uv_texcoord;
|
||||
float4 screenPos;
|
||||
};
|
||||
|
||||
uniform half _WaterScale;
|
||||
uniform sampler2D _WaterNormal;
|
||||
uniform half _WaterSpeed;
|
||||
uniform float4 _WaterNormal_ST;
|
||||
uniform half4 _WaterShallowColor;
|
||||
uniform half4 _WaterDeepColor;
|
||||
uniform sampler2D _CameraDepthTexture;
|
||||
uniform half _WaterDepth;
|
||||
uniform half _WaterFalloff;
|
||||
uniform half _FoamDepth;
|
||||
uniform half _FoamFalloff;
|
||||
uniform sampler2D _Foam_Texture;
|
||||
uniform float4 _Foam_Texture_ST;
|
||||
uniform half _WaterSpecular;
|
||||
uniform half _WaterSmoothness;
|
||||
uniform half _FoamSmoothness;
|
||||
uniform half _WaterReflection;
|
||||
uniform half _WaterOpacity;
|
||||
|
||||
void surf( Input i , inout SurfaceOutputStandardSpecular o )
|
||||
{
|
||||
half2 temp_cast_0 = (_WaterSpeed).xx;
|
||||
float2 uv_WaterNormal = i.uv_texcoord * _WaterNormal_ST.xy + _WaterNormal_ST.zw;
|
||||
float2 panner19 = ( 1.0 * _Time.y * temp_cast_0 + uv_WaterNormal);
|
||||
o.Normal = UnpackScaleNormal( tex2D( _WaterNormal, panner19 ), _WaterScale );
|
||||
float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
|
||||
float eyeDepth1 = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture,UNITY_PROJ_COORD( ase_screenPos ))));
|
||||
float temp_output_89_0 = abs( ( eyeDepth1 - ase_screenPos.w ) );
|
||||
float4 lerpResult13 = lerp( _WaterShallowColor , _WaterDeepColor , saturate( pow( ( temp_output_89_0 + _WaterDepth ) , _WaterFalloff ) ));
|
||||
float2 uv_Foam_Texture = i.uv_texcoord * _Foam_Texture_ST.xy + _Foam_Texture_ST.zw;
|
||||
float2 panner116 = ( 1.0 * _Time.y * float2( -0.01,0.01 ) + uv_Foam_Texture);
|
||||
float temp_output_114_0 = ( saturate( pow( ( temp_output_89_0 + _FoamDepth ) , _FoamFalloff ) ) * tex2D( _Foam_Texture, panner116 ).r );
|
||||
float4 lerpResult117 = lerp( lerpResult13 , half4(1,1,1,0) , temp_output_114_0);
|
||||
o.Albedo = lerpResult117.rgb;
|
||||
float temp_output_104_0 = _WaterSpecular;
|
||||
half3 temp_cast_2 = (temp_output_104_0).xxx;
|
||||
o.Specular = temp_cast_2;
|
||||
float lerpResult133 = lerp( _WaterSmoothness , _FoamSmoothness , temp_output_114_0);
|
||||
o.Smoothness = ( lerpResult133 * _WaterReflection );
|
||||
o.Alpha = _WaterOpacity;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
CustomEditor "ASEMaterialInspector"
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=16200
|
||||
2567;32;2546;1397;1330.299;671.4307;1;True;False
|
||||
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||||
Node;AmplifyShaderEditor.ScreenPosInputsNode;2;-1397.798,-511.9988;Float;False;1;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.ScreenDepthNode;1;-1161.497,-514.499;Float;False;0;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.CommentaryNode;153;-576.1042,-114.6821;Float;False;915.4021;475.1005;Foam;9;114;113;110;115;105;116;106;112;111;;1,1,1,1;0;0
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||||
Node;AmplifyShaderEditor.SimpleSubtractOpNode;3;-954.0988,-469.1988;Float;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.CommentaryNode;159;-577.501,-617.1004;Float;False;918.2009;486.2004;Water Depth;8;13;94;11;87;12;88;10;6;;1,1,1,1;0;0
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||||
Node;AmplifyShaderEditor.AbsOpNode;89;-768.9045,-471.3828;Float;False;1;0;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.RangedFloatNode;111;-553.7032,-52.18102;Float;False;Property;_FoamDepth;Foam Depth;11;0;Create;True;0;0;False;0;0;0.9;0;10;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;112;-551.7026,32.41899;Float;False;Property;_FoamFalloff;Foam Falloff;12;0;Create;True;0;0;False;0;0;-27.57;0;0;0;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.RangedFloatNode;6;-539.6958,-288.6396;Float;False;Property;_WaterDepth;Water Depth;3;0;Create;True;0;0;False;0;0;0.28;0;1;0;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.SimpleAddOpNode;115;-247.5019,-70.18164;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.TextureCoordinatesNode;106;-546.9041,191.8202;Float;False;0;105;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.PannerNode;116;-280.7024,195.1196;Float;False;3;0;FLOAT2;0,0;False;2;FLOAT2;-0.01,0.01;False;1;FLOAT;1;False;1;FLOAT2;0
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||||
Node;AmplifyShaderEditor.PowerNode;110;-98.60252,-70.08109;Float;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.SimpleAddOpNode;88;-272.0506,-387.7826;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;10;-532.8712,-212.8153;Float;False;Property;_WaterFalloff;Water Falloff;6;0;Create;True;0;0;False;0;0;1.09;0;10;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SaturateNode;113;56.99892,-69.48123;Float;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SamplerNode;105;-74.30196,160.1194;Float;True;Property;_Foam_Texture;Foam_Texture;10;0;Create;True;0;0;False;0;None;37e6f91f3efb0954cbdce254638862ea;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;1;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.CommentaryNode;151;-574.9057,-1078.484;Float;False;916.603;446.1994;Water Movement;5;17;19;48;166;21;;1,1,1,1;0;0
|
||||
Node;AmplifyShaderEditor.PowerNode;87;-91.16573,-266.153;Float;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;26;963.1613,-335.5159;Float;False;Property;_WaterSmoothness;Water Smoothness;8;0;Create;True;0;0;False;0;0;-0.4;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;132;966.7835,-242.4849;Float;False;Property;_FoamSmoothness;Foam Smoothness;13;0;Create;True;0;0;False;0;0;-0.1;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;114;202.999,-69.08084;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.TextureCoordinatesNode;21;-524.9058,-955.6854;Float;False;0;17;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.ColorNode;12;-519.4658,-562.4554;Float;False;Property;_WaterShallowColor;Water ShallowColor;4;0;Create;True;0;0;False;0;0,0,0,0;0,0,0,0;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;166;-526.252,-822.3657;Float;False;Property;_WaterSpeed;Water Speed;2;0;Create;True;0;0;False;0;0;0.01;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SaturateNode;94;82.19566,-259.584;Float;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.ColorNode;11;-106.4798,-454.7199;Float;False;Property;_WaterDeepColor;Water DeepColor;5;0;Create;True;0;0;False;0;1,1,1,0;0.1260273,0.5305975,0.8161765,0;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.LerpOp;13;188.1001,-539.2983;Float;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.LerpOp;133;1291.597,-284.68;Float;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;170;1267.408,-125.2565;Float;False;Property;_WaterReflection;Water Reflection;9;0;Create;True;0;0;False;0;0;0;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.ColorNode;108;374.9389,-744.7383;Float;False;Constant;_Color0;Color 0;-1;0;Create;True;0;0;False;0;1,1,1,0;0,0,0,0;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.PannerNode;19;-197.7061,-981.3851;Float;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0.04,0.04;False;1;FLOAT;1;False;1;FLOAT2;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;48;-526.5065,-732.2865;Float;False;Property;_WaterScale;Water Scale;1;0;Create;True;0;0;False;0;0;0;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.LerpOp;117;782.4917,-746.7291;Float;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.LerpOp;130;1179.167,527.939;Float;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;167;1340.651,-423.7415;Float;False;Property;_WaterOpacity;Water Opacity;14;0;Create;True;0;0;False;0;0;0.217;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;131;791.0029,568.6337;Float;False;Constant;_FoamSpecular;Foam Specular;12;0;Create;True;0;0;False;0;0;0;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;169;1559.911,-305.0965;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SamplerNode;17;42.69461,-1024.285;Float;True;Property;_WaterNormal;Water Normal;0;0;Create;True;0;0;False;0;None;None;True;0;False;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;1;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;104;994.7629,-669.7719;Float;False;Property;_WaterSpecular;Water Specular;7;0;Create;True;0;0;False;0;0;-1.55;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;1715.601,-737.1998;Half;False;True;2;Half;ASEMaterialInspector;0;0;StandardSpecular;SyntyStudios/Water;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;Back;0;False;-1;3;False;-1;False;0;False;-1;0;False;-1;False;0;Transparent;0.5;True;False;0;False;Transparent;;Transparent;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;0;4;10;25;False;0.5;True;2;5;False;-1;10;False;-1;0;0;False;-1;0;False;-1;1;False;-1;1;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;3;Pragma;instancing_options procedural:setup;False;;Pragma;multi_compile GPU_FRUSTUM_ON __;False;;Include;VS_indirect.cginc;False;;0;0;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
|
||||
WireConnection;1;0;2;0
|
||||
WireConnection;3;0;1;0
|
||||
WireConnection;3;1;2;4
|
||||
WireConnection;89;0;3;0
|
||||
WireConnection;115;0;89;0
|
||||
WireConnection;115;1;111;0
|
||||
WireConnection;116;0;106;0
|
||||
WireConnection;110;0;115;0
|
||||
WireConnection;110;1;112;0
|
||||
WireConnection;88;0;89;0
|
||||
WireConnection;88;1;6;0
|
||||
WireConnection;113;0;110;0
|
||||
WireConnection;105;1;116;0
|
||||
WireConnection;87;0;88;0
|
||||
WireConnection;87;1;10;0
|
||||
WireConnection;114;0;113;0
|
||||
WireConnection;114;1;105;1
|
||||
WireConnection;94;0;87;0
|
||||
WireConnection;13;0;12;0
|
||||
WireConnection;13;1;11;0
|
||||
WireConnection;13;2;94;0
|
||||
WireConnection;133;0;26;0
|
||||
WireConnection;133;1;132;0
|
||||
WireConnection;133;2;114;0
|
||||
WireConnection;19;0;21;0
|
||||
WireConnection;19;2;166;0
|
||||
WireConnection;117;0;13;0
|
||||
WireConnection;117;1;108;0
|
||||
WireConnection;117;2;114;0
|
||||
WireConnection;130;0;104;0
|
||||
WireConnection;130;1;131;0
|
||||
WireConnection;130;2;114;0
|
||||
WireConnection;169;0;133;0
|
||||
WireConnection;169;1;170;0
|
||||
WireConnection;17;1;19;0
|
||||
WireConnection;17;5;48;0
|
||||
WireConnection;0;0;117;0
|
||||
WireConnection;0;1;17;0
|
||||
WireConnection;0;3;104;0
|
||||
WireConnection;0;4;169;0
|
||||
WireConnection;0;9;167;0
|
||||
ASEEND*/
|
||||
//CHKSM=E201A2DE6EBDBEC8E3CD9690EA27A7A87C948536
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1ab581f9e0198304996581171522f458
|
||||
timeCreated: 1548814082
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
50
Assets/PolygonNature/Shaders/VS_indirect.cginc
Normal file
50
Assets/PolygonNature/Shaders/VS_indirect.cginc
Normal file
@@ -0,0 +1,50 @@
|
||||
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
|
||||
|
||||
struct IndirectShaderData
|
||||
{
|
||||
float4x4 PositionMatrix;
|
||||
float4x4 InversePositionMatrix;
|
||||
float4 ControlData;
|
||||
};
|
||||
|
||||
#if defined(SHADER_API_GLCORE) || defined(SHADER_API_D3D11) || defined(SHADER_API_GLES3) || defined(SHADER_API_METAL) || defined(SHADER_API_VULKAN) || defined(SHADER_API_PSSL) || defined(SHADER_API_XBOXONE)
|
||||
StructuredBuffer<IndirectShaderData> IndirectShaderDataBuffer;
|
||||
StructuredBuffer<IndirectShaderData> VisibleShaderDataBuffer;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
void setupScale()
|
||||
{
|
||||
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
|
||||
#ifdef GPU_FRUSTUM_ON
|
||||
unity_ObjectToWorld = VisibleShaderDataBuffer[unity_InstanceID].PositionMatrix;
|
||||
unity_WorldToObject = VisibleShaderDataBuffer[unity_InstanceID].InversePositionMatrix;
|
||||
#else
|
||||
unity_ObjectToWorld = IndirectShaderDataBuffer[unity_InstanceID].PositionMatrix;
|
||||
unity_WorldToObject = IndirectShaderDataBuffer[unity_InstanceID].InversePositionMatrix;
|
||||
#endif
|
||||
|
||||
#ifdef FAR_CULL_ON_PROCEDURAL_INSTANCING
|
||||
#define transformPosition mul(unity_ObjectToWorld, float4(0,0,0,1)).xyz
|
||||
#define distanceToCamera length(transformPosition - _WorldSpaceCameraPos.xyz)
|
||||
float cull = 1.0 - saturate((distanceToCamera - _CullFarStart) / _CullFarDistance);
|
||||
unity_ObjectToWorld = mul(unity_ObjectToWorld, float4x4(cull, 0, 0, 0, 0, cull, 0, 0, 0, 0, cull, 0, 0, 0, 0, 1));
|
||||
#undef transformPosition
|
||||
#undef distanceToCamera
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
void setup()
|
||||
{
|
||||
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
|
||||
#ifdef GPU_FRUSTUM_ON
|
||||
unity_ObjectToWorld = VisibleShaderDataBuffer[unity_InstanceID].PositionMatrix;
|
||||
unity_WorldToObject = VisibleShaderDataBuffer[unity_InstanceID].InversePositionMatrix;
|
||||
#else
|
||||
unity_ObjectToWorld = IndirectShaderDataBuffer[unity_InstanceID].PositionMatrix;
|
||||
unity_WorldToObject = IndirectShaderDataBuffer[unity_InstanceID].InversePositionMatrix;
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
9
Assets/PolygonNature/Shaders/VS_indirect.cginc.meta
Normal file
9
Assets/PolygonNature/Shaders/VS_indirect.cginc.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bb9a521337c27c145a99d34c750ad74b
|
||||
timeCreated: 1491026195
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user