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PuddleShader.shader
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Shader "Custom/PuddleShader" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_NormalTex ("Normal Map", 2D) = "white" {}
_NormalValue("Normal Value", Float) = 5
_HeightMap ("Height Map", 2D) = "white" {}
_HeightMapScale ("Height", Range(0,1)) = 0.0
_OcclusionMap("OcclusionMap", 2D) = "white" {}
_OcclusionStrength("Occlusion Strength", Range(0,1)) = 0.0
_EmissionColor("Emission Color", Color) = (0,0,0,0)
_EmissionValue("Emission Value", Range(0,1)) = 0.0
_PuddleTex("Puddle", 2D) = "white" {}
_PuddleColor("Puddle Color", Color) = (1,1,1,1)
_Intensity("Puddle Intensity", Range(0,1)) = 0.5
_Wet("Wetness", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf StandardSpecular fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _NormalTex;
sampler2D _PuddleTex;
sampler2D _OcclusionMap;
sampler2D _HeightMap;
struct Input {
float2 uv_MainTex;
float2 uv_PuddleTex;
};
fixed4 _Color;
fixed4 _PuddleColor;
fixed4 _EmissionColor;
half _Wet;
half _Intensity;
half _OcclusionStrength;
half _HeightMapScale;
half _EmissionValue;
half _NormalValue;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_CBUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_CBUFFER_END
void surf (Input IN, inout SurfaceOutputStandardSpecular o)
{
float3 normalMap = UnpackNormal(tex2D(_NormalTex, IN.uv_MainTex));
half4 puddleSpec = tex2D(_PuddleTex, IN.uv_PuddleTex);
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
// Albedo comes from a texture tinted by color
o.Albedo = c.rgb;
o.Normal = normalMap.rgb*_NormalValue;
o.Alpha = c.a;
o.Specular = puddleSpec.a * _Wet * _PuddleColor;
o.Occlusion = tex2D(_OcclusionMap, IN.uv_MainTex) * _OcclusionStrength;
o.Smoothness = _Intensity * puddleSpec.a;
o.Emission = _EmissionColor.rgb * _EmissionValue;
}
ENDCG
}
FallBack "Diffuse"
}