hellcat-nardo-felidal/Assets/Deuzear/Shaders/Standard-HueShift-Metallic.shader
2023-09-09 21:16:23 -07:00

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Executable file

Shader "Custom/Standard-HueShift Metallic"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Cutoff ("Cutoff", Range(0,1)) = 0
_MetallicGlossMap ("Metallic Gloss Map", 2D) = "white" {}
_Metallic("Metallic",Range(0,1)) = 0
_Glossiness("Smoothness",Range(0,1)) = 0.5
[Toggle(USE_EMIT_UV)] _UseEmitUv("Use Emission UV Offsets", Float) = 0
_EmissionMap ("Emission", 2D) = "white" {}
_EmissionColor ("Emission Color", Color) = (0,0,0,1)
_EmissionIntensity("Emission Intensity", Range(0,1)) = 1
_BaseEmission("Base Emission", Range(0,1)) = 0
_BumpMap ("Bumpmap", 2D) = "bump" {}
_BumpMapSecondary ("Secondary Bumpmap", 2D) = "bump" {}
_BumpMapSecondaryIntensity ("Secondary Bumpmap Intensity", Range(0,1)) = 0
_BumpMapTertiary ("Tertiary Bumpmap", 2D) = "bump" {}
_BumpMapTertiaryIntensity ("Tertiary Bumpmap Intensity", Range(0,1)) = 0
_Hue ("Hue", Range(0,6.28)) = 0
_EmissionHue ("Emission Hue", Range(0,6.28)) = 0
_NoiseMap ("Noise Texture",2D) = "white" {}
_Dissolve ("Dissolve Progress", Range(0,1)) = 0
_OcclusionMap("AO", 2D) = "white" {}
_OcclusionIntensity("Occlusion Intensity",Range(0,1)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
Cull Off
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows addshadow nodirlightmap
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
#pragma shader_feature USE_EMIT_UV
sampler2D _MainTex;
sampler2D _MetallicGlossMap;
sampler2D _EmissionMap;
sampler2D _BumpMap;
sampler2D _BumpMapSecondary;
sampler2D _BumpMapTertiary;
sampler2D _NoiseMap;
sampler2D _OcclusionMap;
struct Input
{
float2 uv_MainTex;
float2 uv_NoiseMap;
float2 uv_EmissionMap;
};
half _Specular;
half _Glossiness;
half _Metallic;
half _BumpMapSecondaryIntensity;
half _BumpMapTertiaryIntensity;
fixed4 _Color;
fixed4 _EmissionColor;
fixed _Hue;
fixed _EmissionHue;
fixed _EmissionIntensity;
fixed _Dissolve;
fixed _OcclusionIntensity;
fixed _BaseEmission;
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
float4 ApplyHue(float4 col, float hueAdjust)
{
const float3 k = float3(0.57735, 0.57735, 0.57735);
half cosAngle = cos(hueAdjust);
return float4(col.rgb * cosAngle + cross(k, col.rgb) * sin(hueAdjust) + k * dot(k, col.rgb) * (1.0 - cosAngle),col.a);
}
float3 BlendNormalRNM(float3 n1, float3 n2)
{
float3 t = n1.xyz + float3(0.0, 0.0, 1.0);
float3 u = n2.xyz * float3(-1.0, -1.0, 1.0);
float3 r = (t / t.z) * dot(t, u) - u;
return r;
}
float _Cutoff;
void surf (Input IN, inout SurfaceOutputStandard o)
{
#ifdef USE_EMIT_UV
float2 uv = IN.uv_EmissionMap;
#else
float2 uv = IN.uv_MainTex;
#endif
_Dissolve = (_Dissolve - 0.02) * 1.04;
float noise = tex2D(_NoiseMap, IN.uv_NoiseMap).r;
// Albedo comes from a texture tinted by color
float4 c = ApplyHue(tex2D (_MainTex, uv) * _Color,_Hue);
if (noise < _Dissolve || c.a < _Cutoff) {
discard;
}
fixed4 metalMap = tex2D (_MetallicGlossMap, uv);
float3 normal = UnpackNormal (tex2D (_BumpMap, uv));
float3 secondaryNormal = UnpackScaleNormal (tex2D (_BumpMapSecondary, uv), _BumpMapSecondaryIntensity);
float3 tertiaryNormal = UnpackScaleNormal (tex2D (_BumpMapTertiary, uv), _BumpMapTertiaryIntensity);
o.Normal = BlendNormalRNM(BlendNormalRNM(normal,secondaryNormal),tertiaryNormal);
if (noise < _Dissolve + 0.02)
o.Emission = _EmissionColor;
o.Albedo = c.rgb* lerp(1,tex2D(_OcclusionMap, uv).rgb, _OcclusionIntensity);
o.Emission = ApplyHue(tex2D(_EmissionMap,uv) * _EmissionColor,_EmissionHue)* _EmissionIntensity + _BaseEmission*o.Albedo;
// Metallic and smoothness come from slider variables
o.Metallic = metalMap.r*_Metallic;
o.Smoothness = metalMap.a*_Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}