OvertakingLegend/Assets/Amazing Assets/Curved World/Shaders/Built-In/Unlit/Unlit.cginc

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// Curved World <http://u3d.as/1W8h>
// Copyright (c) Amazing Assets <https://amazingassets.world>
#ifndef CURVEDWORLD_UNLIT_CGINC
#define CURVEDWORLD_UNLIT_CGINC
#include "UnityCG.cginc"
#include "../../Core/CurvedWorldTransform.cginc"
#if !defined(_REFLECTION) && !defined(_MATCAP) && !defined(_RIM)
#ifdef _NORMALMAP
#undef _NORMALMAP
#endif
#endif
//Variables/////////////////////////////////////////////////////////////
float4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
float2 _MainTex_Scroll;
float _IncludeVertexColor;
#ifdef _NORMALMAP
sampler2D _NormalMap;
float4 _NormalMap_ST;
float2 _NormalMap_Scroll;
float _NormalMapStrength;
#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
#if defined(_MATCAP)
sampler2D _MatcapMap;
float _MatcapIntensity;
float _MatcapBlendMode; //0 - multiply, 1 - additive
#endif
//Structs///////////////////////////////////////////////////////////////
struct vInput
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct vOutput
{
float4 pos : SV_POSITION;
float2 texcoord : TEXCOORD0;
float4 normal : TEXCOORD1; //xyz - normal
#if defined(_REFLECTION)
float4 refl : TEXCOORD2; //xyz - refl, w - fresnel
#endif
UNITY_FOG_COORDS(3)
#ifdef _MATCAP
#ifdef _NORMALMAP
float3 matcapTan : TEXCOORD4;
float3 matcapBiN : TEXCOORD5;
#else
float2 matcap : TEXCOORD4;
#endif
#endif
#if defined(_RIM)
float4 viewDir : TEXCOORD6;
#endif
float4 color : COLOR;
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;
#if defined(_REFLECTION)
float3 viewDir_WS = WorldSpaceViewDir(v.vertex);
#endif
#if defined(_REFLECTION) || defined(_RIM)
float3 viewDir_OS = normalize(ObjSpaceViewDir(v.vertex));
#endif
#if defined(_REFLECTION) || defined(_RIM) || defined(_MATCAP)
float3 normal_WS = UnityObjectToWorldNormal(v.normal);
#endif
#if defined(_RIM) || defined(_MATCAP)
o.normal.xyz = normal_WS;
#endif
#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 _MATCAP
#ifdef _NORMALMAP
fixed3 tangent_WS = UnityObjectToWorldDir(v.tangent.xyz);
fixed3 binormal_WS = cross(normal_WS, tangent_WS) * v.tangent.w;
o.matcapTan = tangent_WS;
o.matcapBiN = binormal_WS;
#else
float3 normal_OS = normalize(unity_WorldToObject[0].xyz * v.normal.x + unity_WorldToObject[1].xyz * v.normal.y + unity_WorldToObject[2].xyz * v.normal.z);
o.matcap.xy = mul((float3x3)UNITY_MATRIX_V, normal_OS) * 0.5 + 0.5;
#endif
#endif
#ifdef _RIM
#ifdef _NORMALMAP
TANGENT_SPACE_ROTATION;
o.viewDir.xyz = mul (rotation, viewDir_OS);
#else
o.viewDir.xyz = WorldSpaceViewDir(v.vertex);
#endif
#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
#ifdef _MATCAP
#ifdef _NORMALMAP
float3 matcapN = float3(dot(float3(i.matcapTan.x, i.matcapBiN.x, i.normal.x), bumpNormal),
dot(float3(i.matcapTan.y, i.matcapBiN.y, i.normal.y), bumpNormal),
dot(float3(i.matcapTan.z, i.matcapBiN.z, i.normal.z), bumpNormal));
matcapN = mul((float3x3)UNITY_MATRIX_V, matcapN);
float4 matColor = tex2D(_MatcapMap, matcapN.xy * 0.5 + 0.5) * _MatcapIntensity;
#else
float4 matColor = tex2D(_MatcapMap, i.matcap) * _MatcapIntensity;
#endif
retColor.rgb = lerp(retColor.rgb * matColor.rgb, retColor.rgb + matColor.rgb, _MatcapBlendMode); //0 - multiply, 1 - additive
#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(mainTex.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
#ifdef _NORMALMAP
float rimFresnel = 1 - saturate(dot (bumpNormal, normalize(i.viewDir.xyz)) + _RimBias);
#else
float rimFresnel = 1 - saturate(dot (i.normal.xyz, 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