OvertakingLegend/Assets/Amazing Assets/Curved World/Shaders/Built-In/One Directional Light/ForwardBase.cginc

434 lines
11 KiB
HLSL

// Curved World <http://u3d.as/1W8h>
// Copyright (c) Amazing Assets <https://amazingassets.world>
#ifndef CURVEDWORLD_FORWARDBASE_CGINC
#define CURVEDWORLD_FORWARDBASE_CGINC
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "../../Core/CurvedWorldTransform.cginc"
//Defines/////////////////////////////////////////////////////////////
#ifdef _NORMALMAP
#define FORWARD_LIGHTDIR i.lightDir
#else
#define FORWARD_LIGHTDIR _WorldSpaceLightPos0.xyz
#endif
#if defined(_REFLECTION) || (defined(_SPECULAR) && !defined(_NORMALMAP))
#define NEED_VIEWDIR_WS
#endif
#if defined(_REFLECTION) || defined(_RIM) || (defined(_SPECULAR) && defined(_NORMALMAP))
#define NEED_VIEWDIR_OS
#endif
//Variables/////////////////////////////////////////////////////////////
float4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
float2 _MainTex_Scroll;
float _IncludeVertexColor;
#ifdef _LIGHTLOOKUP
sampler2D _LightLookupTex;
float _LightLookupOffset;
#endif
#ifdef _NORMALMAP
sampler2D _NormalMap;
float4 _NormalMap_ST;
float2 _NormalMap_Scroll;
float _NormalMapStrength;
#endif
#ifdef _SPECULAR
float4 _SpecularColor;
float _Shininess;
float _SpecularMaskOffset;
#endif
#if defined(_REFLECTION)
samplerCUBE _ReflectionCubeMap;
float4 _ReflectionColor;
float _ReflectionMaskOffset;
float _ReflectionFresnelBias;
#endif
#if defined(_TEXTUREMIX_BY_MAIN_ALPHA) || defined(_TEXTUREMIX_BY_SECONDARY_ALPHA) || defined(_TEXTUREMIX_MULTIPLE) || defined(_TEXTUREMIX_ADDITIVE) || defined(_TEXTUREMIX_BY_VERTEX_ALPHA)
sampler2D _SecondaryTex;
float4 _SecondaryTex_ST;
float2 _SecondaryTex_Scroll;
#ifdef _TEXTUREMIX_BY_VERTEX_ALPHA
float _SecondaryTex_Blend;
#endif
#ifdef _NORMALMAP
sampler2D _SecondaryNormalMap;
float4 _SecondaryNormalMap_ST;
float2 _SecondaryNormalMap_Scroll;
#endif
#endif
#ifdef _ALPHATEST_ON
float _Cutoff;
#endif
#ifdef _EMISSION
sampler2D _EmissionMap;
float4 _EmissionColor;
float4 _EmissionMap_ST;
float2 _EmissionMap_Scroll;
#endif
#ifdef _RIM
float4 _RimColor;
float _RimBias;
#endif
//Structs///////////////////////////////////////////////////////////////
struct vInput
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
#ifndef LIGHTMAP_OFF
float4 texcoord1 : TEXCOORD1;
#endif
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct vOutput
{
float4 pos : SV_POSITION;
float2 texcoord : TEXCOORD0;
float4 normal : TEXCOORD1; //xyz - normal, w - rim
#if defined(_REFLECTION)
float4 refl : TEXCOORD2; //xyz - refl, w - fresnel
#endif
float4 color : COLOR0;
UNITY_FOG_COORDS(3)
#ifndef LIGHTMAP_OFF
float2 lm : TEXCOORD4;
#if defined(_RIM)
float4 viewDir : TEXCOORD5;
#endif
#else
float4 vLight : TEXCOORD4;
#if defined(_SPECULAR) || defined(_RIM)
float4 viewDir : TEXCOORD5; //xyz - viewdir, w - specular(nh)
#endif
#ifdef _NORMALMAP
float3 lightDir : TEXCOORD6;
#endif
SHADOW_COORDS(7)
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
//Vertex////////////////////////////////////////////////////////////////
vOutput vert(vInput v)
{
UNITY_SETUP_INSTANCE_ID(v);
vOutput o;
UNITY_INITIALIZE_OUTPUT(vOutput, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
//Curved World
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
#ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent)
#else
CURVEDWORLD_TRANSFORM_VERTEX(v.vertex)
#endif
#endif
o.pos = UnityObjectToClipPos(v.vertex);
o.texcoord.xy = v.texcoord.xy;
o.color = v.color;
float3 normal_WS = UnityObjectToWorldNormal(v.normal);
#ifdef NEED_VIEWDIR_WS
float3 viewDir_WS = WorldSpaceViewDir(v.vertex);
#endif
#ifdef NEED_VIEWDIR_OS
float3 viewDir_OS = normalize(ObjSpaceViewDir(v.vertex));
#endif
#ifndef LIGHTMAP_OFF
o.lm = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#if defined(_RIM)
o.viewDir.xyz = WorldSpaceViewDir(v.vertex);
#endif
#else
#ifdef UNITY_SHOULD_SAMPLE_SH
#ifdef _AMBIENTLIGHTS_ON
o.vLight.rgb = ShadeSH9 (float4(normal_WS, 1.0));
#endif
#if defined(VERTEXLIGHT_ON) && defined(_PERVERTEXLIGHTS_ON)
float3 pos_WS = mul(unity_ObjectToWorld, v.vertex).xyz;
o.vLight.rgb += Shade4PointLights ( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, pos_WS, normal_WS );
#endif
#endif
#ifdef _NORMALMAP
TANGENT_SPACE_ROTATION;
o.lightDir = normalize(mul (rotation, ObjSpaceLightDir(v.vertex)));
#if defined(_SPECULAR) || defined(_RIM)
o.viewDir.xyz = mul (rotation, viewDir_OS);
#endif
#else
#if defined(_SPECULAR) || defined(_RIM)
o.viewDir.xyz = WorldSpaceViewDir(v.vertex);
#endif
#endif
#endif
o.normal.xyz = normal_WS;
#if defined(_REFLECTION)
o.refl.xyz = normalize(reflect(-viewDir_WS, normal_WS));
float fresnel = 1 - saturate(dot (v.normal, viewDir_OS) + _ReflectionFresnelBias);
o.refl.w = fresnel * fresnel;
#endif
#ifdef LIGHTMAP_OFF
TRANSFER_SHADOW(o);
#endif
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
//Fragment//////////////////////////////////////////////////////////////
float4 frag (vOutput i) : SV_Target
{
float2 mainUV = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw + _MainTex_Scroll.xy * _Time.x;
float4 mainTex = tex2D(_MainTex, mainUV);
#if defined(_TEXTUREMIX_BY_MAIN_ALPHA) || defined(_TEXTUREMIX_BY_SECONDARY_ALPHA) || defined(_TEXTUREMIX_MULTIPLE) || defined(_TEXTUREMIX_ADDITIVE) || defined(_TEXTUREMIX_BY_VERTEX_ALPHA)
float2 secondaryUV = i.texcoord.xy * _SecondaryTex_ST.xy + _SecondaryTex_ST.zw + _SecondaryTex_Scroll.xy * _Time.x;
#endif
#ifdef _TEXTUREMIX_BY_MAIN_ALPHA
float4 decal = tex2D(_SecondaryTex, secondaryUV);
float4 retColor = lerp(decal, mainTex, mainTex.a);
#elif defined(_TEXTUREMIX_BY_SECONDARY_ALPHA)
float4 decal = tex2D(_SecondaryTex, secondaryUV);
float4 retColor = lerp(mainTex, decal, decal.a);
#elif defined(_TEXTUREMIX_MULTIPLE)
float4 retColor = mainTex;
retColor *= tex2D(_SecondaryTex, secondaryUV);
#elif defined(_TEXTUREMIX_ADDITIVE)
float4 retColor = mainTex;
retColor = saturate(retColor + tex2D(_SecondaryTex, secondaryUV));
#elif defined(_TEXTUREMIX_BY_VERTEX_ALPHA)
float vBlend = clamp(_SecondaryTex_Blend + i.color.a, 0, 1);
float4 retColor = lerp(mainTex, tex2D(_SecondaryTex, secondaryUV), vBlend);
#else
float4 retColor = mainTex;
#endif
retColor *= _Color;
//Vertex Color
retColor.rgb *= lerp(1, i.color.rgb, _IncludeVertexColor);
#if defined(_ALPHATEST_ON)
clip(retColor.a - _Cutoff * 1.01);
#endif
#ifdef _NORMALMAP
float2 mainNormalUV = i.texcoord.xy * _NormalMap_ST.xy + _NormalMap_ST.zw + _NormalMap_Scroll.xy * _Time.x;
float4 normalMap = tex2D(_NormalMap, mainNormalUV);
#if defined(_TEXTUREMIX_BY_MAIN_ALPHA) || defined(_TEXTUREMIX_BY_SECONDARY_ALPHA) || defined(_TEXTUREMIX_MULTIPLE) || defined(_TEXTUREMIX_ADDITIVE) || defined(_TEXTUREMIX_BY_VERTEX_ALPHA)
float2 secondaryNormalUV = i.texcoord.xy * _SecondaryNormalMap_ST.xy + _SecondaryNormalMap_ST.zw + _SecondaryNormalMap_Scroll.xy * _Time.x;
#endif
#ifdef _TEXTUREMIX_BY_MAIN_ALPHA
float4 secondN = tex2D(_SecondaryNormalMap, secondaryNormalUV);
normalMap = lerp(secondN, normalMap, mainTex.a);
#elif defined(_TEXTUREMIX_BY_SECONDARY_ALPHA)
float4 secondN = tex2D(_SecondaryNormalMap, secondaryNormalUV);
normalMap = lerp(normalMap, secondN, decal.a);
#elif defined(_TEXTUREMIX_MULTIPLE)
float4 secondN = tex2D(_SecondaryNormalMap, secondaryNormalUV);
normalMap = (normalMap + secondN) * 0.5;
#elif defined(_TEXTUREMIX_ADDITIVE)
float4 secondN = tex2D(_SecondaryNormalMap, secondaryNormalUV);
normalMap = (normalMap + secondN) * 0.5;
#elif defined(_TEXTUREMIX_BY_VERTEX_ALPHA)
float4 secondN = tex2D(_SecondaryNormalMap, secondaryNormalUV);
normalMap = lerp(normalMap, secondN, vBlend);
#endif
fixed3 bumpNormal = UnpackNormal(normalMap);
bumpNormal = normalize(fixed3(bumpNormal.x * _NormalMapStrength, bumpNormal.y * _NormalMapStrength, bumpNormal.z));
#endif
#ifndef LIGHTMAP_OFF
fixed3 diff = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.lm));
#else
float atten = LIGHT_ATTENUATION(i);
#ifdef _NORMALMAP
float3 normal = bumpNormal;
#else
float3 normal = normalize(i.normal.xyz);
#endif
fixed3 diff = _LightColor0.rgb * atten;
#ifdef _LIGHTLOOKUP
float2 rampUV = float2(max(0, saturate(dot(normal, FORWARD_LIGHTDIR) + _LightLookupOffset)), 0.5);
diff *= tex2D(_LightLookupTex, rampUV);
#else
diff *= max(0, dot(normal, FORWARD_LIGHTDIR));
#endif
#ifdef _SPECULAR
#ifdef _LIGHTLOOKUP
float nh = max (0, dot (normal, normalize (FORWARD_LIGHTDIR + normalize(i.viewDir.xyz))));
nh = nh > _Shininess ? 1 : 0;
#else
float nh = max (0, dot (normal, normalize (FORWARD_LIGHTDIR + normalize(i.viewDir.xyz))));
nh = pow(nh, 128 * _Shininess);
#endif
fixed3 specular = _SpecularColor.rgb * _LightColor0.rgb * atten * saturate(retColor.a + _SpecularMaskOffset) * nh;
#endif
//Ambient and per-vertex lights
diff += i.vLight.rgb;
#endif
retColor.rgb = diff * retColor.rgb;
#ifndef LIGHTMAP_OFF
#else
#if defined(_SPECULAR)
retColor.rgb = saturate(retColor.rgb + specular);
#endif
#endif
#if defined(_REFLECTION)
#ifdef _NORMALMAP
float4 reflTex = texCUBE( _ReflectionCubeMap, i.refl.xyz + bumpNormal) * _ReflectionColor;
#else
float4 reflTex = texCUBE( _ReflectionCubeMap, i.refl.xyz ) * _ReflectionColor;
#endif
retColor.rgb += reflTex.rgb * i.refl.w * clamp(retColor.a + _ReflectionMaskOffset, 0, 1);
#endif
#ifdef _EMISSION
float2 emissionUV = i.texcoord.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw + _EmissionMap_Scroll.xy * _Time.x;
retColor.rgb += tex2D(_EmissionMap, emissionUV).rgb * _EmissionColor.rgb;
#endif
#ifdef _RIM
#ifndef LIGHTMAP_OFF
float rimFresnel = 1 - saturate(dot (normalize(i.normal.xyz), normalize(i.viewDir.xyz)) + _RimBias);
#else
float rimFresnel = 1 - saturate(dot (normal, normalize(i.viewDir.xyz)) + _RimBias);
#endif
retColor.rgb += _RimColor.rgb * rimFresnel;
#endif
UNITY_APPLY_FOG(i.fogCoord, retColor);
#if defined(_ALPHABLEND_ON)
retColor.a = retColor.a;
#elif defined(_ALPHAPREMULTIPLY_ON)
retColor.rgb *= retColor.a;
retColor.a = retColor.a;
#else
UNITY_OPAQUE_ALPHA(retColor.a);
#endif
return retColor;
}
#endif