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111 lines
3.5 KiB
Plaintext
111 lines
3.5 KiB
Plaintext
Shader "MoreMountains/MMMatcap"
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{
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Properties
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{
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_MatcapTexture("MatcapTexture", 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
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{
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"RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true"
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}
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Cull Back
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ZTest LEqual
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CGINCLUDE
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#include "UnityShaderVariables.cginc"
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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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struct Input
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{
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half3 worldNormal;
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};
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uniform sampler2D _MatcapTexture;
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void surf(Input i, inout SurfaceOutputStandard o)
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{
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half3 ase_worldNormal = i.worldNormal;
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o.Emission = tex2D(_MatcapTexture,
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((mul(half4(ase_worldNormal, 0.0), UNITY_MATRIX_V).xyz * 0.5) + 0.5).xy).rgb;
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o.Alpha = 1;
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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
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{
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"LightMode" = "ShadowCaster"
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}
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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
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#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"
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#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || 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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{
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V2F_SHADOW_CASTER;
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float3 worldPos : TEXCOORD1;
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float3 worldNormal : TEXCOORD2;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert(appdata_full v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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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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o.worldNormal = worldNormal;
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o.worldPos = worldPos;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
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return o;
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}
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half4 frag(v2f IN
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#if !defined( CAN_SKIP_VPOS )
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, UNITY_VPOS_TYPE vpos : VPOS
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#endif
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) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(IN);
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Input surfIN;
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UNITY_INITIALIZE_OUTPUT(Input, surfIN);
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float3 worldPos = IN.worldPos;
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half3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
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surfIN.worldNormal = IN.worldNormal;
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SurfaceOutputStandard o;
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UNITY_INITIALIZE_OUTPUT(SurfaceOutputStandard, o)
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surf(surfIN, o);
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#if defined( CAN_SKIP_VPOS )
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float2 vpos = IN.pos;
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#endif
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SHADOW_CASTER_FRAGMENT(IN)
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}
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ENDCG
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}
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}
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Fallback "Diffuse"
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} |