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