Shader "Raliv/Penetrator" { Properties { _MainTex("MainTex", 2D) = "white" {} _Color("Color", Color) = (0,0,0,0) _Metallic("Metallic", 2D) = "black" {} _Smoothness("Smoothness", Range( 0 , 1)) = 1 _BumpMap("Normal Map", 2D) = "bump" {} _Emission("Emission", 2D) = "black" {} _EmissionPower("EmissionPower", Range( 0 , 3)) = 1 _Occlusion("Occlusion", 2D) = "white" {} [Header(Penetration Entry Deformation)]_Squeeze("Squeeze Minimum Size", Range( 0 , 0.2)) = 0 _SqueezeDist("Squeeze Smoothness", Range( 0 , 0.1)) = 0 _BulgePower("Bulge Amount", Range( 0 , 1)) = 0 _BulgeOffset("Bulge Length", Range( 0 , 0.3)) = 0 _Length("Length of Penetrator Model", Range( 0 , 3)) = 0 [Header(Alignment Adjustment)]_EntranceStiffness("Entrance Stiffness", Range( 0.01 , 1)) = 0.01 [Header(Resting Curvature)]_Curvature("Curvature", Range( -1 , 1)) = 0 _ReCurvature("ReCurvature", Range( -1 , 1)) = 0 [Header(Movement)]_Wriggle("Wriggle Amount", Range( 0 , 1)) = 0 _WriggleSpeed("Wriggle Speed", Range( 0.1 , 30)) = 0.28 [Header(Toon Shading (Check to activate))]_CellShadingSharpness("Cell Shading Sharpness", Range( 0 , 1)) = 0 _ToonSpecularSize("ToonSpecularSize", Range( 0 , 1)) = 0 _ToonSpecularIntensity("ToonSpecularIntensity", Range( 0 , 1)) = 0 [Toggle(_TOONSHADING_ON)] _ToonShading("Toon Shading", Float) = 0 [Header(Advanced)]_OrificeChannel("OrificeChannel Please Use 0", Float) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry" } Cull Back CGPROGRAM #include "UnityPBSLighting.cginc" #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #pragma target 3.0 #pragma multi_compile __ _TOONSHADING_ON #pragma surface surf StandardCustomLighting keepalpha noshadow vertex:vertexDataFunc struct Input { float2 uv_texcoord; float3 worldNormal; INTERNAL_DATA float3 worldPos; }; struct SurfaceOutputCustomLightingCustom { half3 Albedo; half3 Normal; half3 Emission; half Metallic; half Smoothness; half Occlusion; half Alpha; Input SurfInput; UnityGIInput GIData; }; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float4 _Color; uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; uniform sampler2D _Emission; uniform float4 _Emission_ST; uniform float _EmissionPower; uniform sampler2D _Metallic; uniform float4 _Metallic_ST; uniform float _Smoothness; uniform sampler2D _Occlusion; uniform float4 _Occlusion_ST; uniform float _CellShadingSharpness; uniform float _ToonSpecularSize; uniform float _ToonSpecularIntensity; #define RALIV_PENETRATOR; #include "../Plugins/RalivDPS_Defines.cginc" #include "../Plugins/RalivDPS_Functions.cginc" void vertexDataFunc( inout appdata_full v, out Input o ) { UNITY_INITIALIZE_OUTPUT( Input, o ); PenetratorReshape(v.vertex, v.normal); /*float orificeType = 0; float3 orificePositionTracker = float3(0,0,100); float3 orificeNormalTracker = float3(0,0,99); float3 penetratorPositionTracker = float3(0,0,1); float pl=0; GetBestLights(_OrificeChannel, orificeType, orificePositionTracker, orificeNormalTracker, penetratorPositionTracker, pl); float3 orificeNormal = normalize( lerp( ( orificePositionTracker - orificeNormalTracker ) , orificePositionTracker , max( _EntranceStiffness , 0.01 )) ); float3 PhysicsNormal = normalize(penetratorPositionTracker.xyz) * _Length * 0.3; float wriggleTime = _Time.y * _WriggleSpeed; float temp_output_257_0 = ( _Length * ( ( cos( wriggleTime ) * _Wriggle ) + _Curvature ) ); float wiggleTime = _Time.y * ( _WriggleSpeed * 0.39 ); float distanceToOrifice = length( orificePositionTracker ); float enterFactor = smoothstep( ( _Length + -0.05 ) , _Length , distanceToOrifice); float3 finalOrificeNormal = normalize( lerp( orificeNormal , ( PhysicsNormal + ( ( float3(0,1,0) * ( temp_output_257_0 + ( _Length * ( _ReCurvature + ( ( sin( wriggleTime ) * 0.3 ) * _Wriggle ) ) * 2.0 ) ) ) + ( float3(0.5,0,0) * ( cos( wiggleTime ) * _Wriggle ) ) ) ) , enterFactor) ); float smoothstepResult186 = smoothstep( _Length , ( _Length + 0.05 ) , distanceToOrifice); float3 finalOrificePosition = lerp( orificePositionTracker , ( ( normalize(penetratorPositionTracker) * _Length ) + ( float3(0,0.2,0) * ( sin( ( wriggleTime + UNITY_PI ) ) * _Wriggle ) * _Length ) + ( float3(0.2,0,0) * _Length * ( sin( ( wiggleTime + UNITY_PI ) ) * _Wriggle ) ) ) , smoothstepResult186); float finalOrificeDistance = length( finalOrificePosition ); float3 bezierBasePosition = float3(0,0,0); float temp_output_59_0 = ( finalOrificeDistance / 3.0 ); float3 lerpResult274 = lerp( float3( 0,0,0 ) , ( float3(0,1,0) * ( temp_output_257_0 * -0.2 ) ) , saturate( ( distanceToOrifice / _Length ) )); float3 temp_output_267_0 = ( ( temp_output_59_0 * float3(0,0,1) ) + lerpResult274 ); float3 bezierBaseNormal = temp_output_267_0; float3 temp_output_63_0 = ( finalOrificePosition - ( temp_output_59_0 * finalOrificeNormal ) ); float3 bezierOrificeNormal = temp_output_63_0; float3 bezierOrificePosition = finalOrificePosition; float vertexBaseTipPosition = ( v.vertex.z / finalOrificeDistance ); float t = saturate(vertexBaseTipPosition); float oneMinusT = 1 - t; float3 bezierPoint = oneMinusT * oneMinusT * oneMinusT * bezierBasePosition + 3 * oneMinusT * oneMinusT * t * bezierBaseNormal + 3 * oneMinusT * t * t * bezierOrificeNormal + t * t * t * bezierOrificePosition; float3 straightLine = (float3(0.0 , 0.0 , v.vertex.z)); float baseFactor = smoothstep( 0.05 , -0.05 , v.vertex.z); bezierPoint = lerp( bezierPoint , straightLine , baseFactor); bezierPoint = lerp( ( ( finalOrificeNormal * ( v.vertex.z - finalOrificeDistance ) ) + finalOrificePosition ) , bezierPoint , step( vertexBaseTipPosition , 1.0 )); float3 bezierDerivitive = 3 * oneMinusT * oneMinusT * (bezierBaseNormal - bezierBasePosition) + 6 * oneMinusT * t * (bezierOrificeNormal - bezierBaseNormal) + 3 * t * t * (bezierOrificePosition - bezierOrificeNormal); bezierDerivitive = normalize( lerp( bezierDerivitive , float3(0,0,1) , baseFactor) ); float bezierUpness = dot( bezierDerivitive , float3( 0,1,0 ) ); float3 bezierUp = lerp( float3(0,1,0) , float3( 0,0,-1 ) , saturate( bezierUpness )); float bezierDownness = dot( bezierDerivitive , float3( 0,-1,0 ) ); bezierUp = normalize( lerp( bezierUp , float3( 0,0,1 ) , saturate( bezierDownness )) ); float3 bezierSpaceX = normalize( cross( bezierDerivitive , bezierUp ) ); float3 bezierSpaceY = normalize( cross( bezierDerivitive , -bezierSpaceX ) ); float3 bezierSpaceVertexOffset = ( ( v.vertex.y * bezierSpaceY ) + ( v.vertex.x * -bezierSpaceX ) ); float3 bezierSpaceVertexOffsetNormal = normalize( bezierSpaceVertexOffset ); float distanceFromTip = ( finalOrificeDistance - v.vertex.z ); float squeezeFactor = smoothstep( 0.0 , _SqueezeDist , -distanceFromTip); squeezeFactor = max( squeezeFactor , smoothstep( 0.0 , _SqueezeDist , distanceFromTip)); float3 bezierSpaceVertexOffsetSqueezed = lerp( ( bezierSpaceVertexOffsetNormal * min( length( bezierSpaceVertexOffset ) , _squeeze ) ) , bezierSpaceVertexOffset , squeezeFactor); float bulgeFactor = smoothstep( 0.0 , _BulgeOffset , abs( ( finalOrificeDistance - v.vertex.z ) )); float bulgeFactorBaseClip = smoothstep( 0.0 , 0.05 , v.vertex.z); float bezierSpaceVertexOffsetBulged = lerp( 1.0 , ( 1.0 + _BulgePower ) , ( ( 1.0 - bulgeFactor ) * 100.0 * bulgeFactorBaseClip )); float3 bezierSpaceVertexOffsetFinal = lerp( ( bezierSpaceVertexOffsetSqueezed * bezierSpaceVertexOffsetBulged ) , bezierSpaceVertexOffset , enterFactor); float3 bezierConstructedVertex = ( bezierPoint + bezierSpaceVertexOffsetFinal ); float3 sphereifyDistance = ( bezierConstructedVertex - finalOrificePosition ); float3 sphereifyNormal = normalize( sphereifyDistance ); float sphereifyFactor = smoothstep( 0.05 , -0.05 , distanceFromTip); float killSphereifyForRing = lerp( sphereifyFactor , 0.0 , orificeType); bezierConstructedVertex = lerp( bezierConstructedVertex , ( ( min( length( sphereifyDistance ) , _squeeze ) * sphereifyNormal ) + finalOrificePosition ) , killSphereifyForRing); float3 ase_worldPos = mul( unity_ObjectToWorld, v.vertex ); float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); bezierConstructedVertex = lerp( bezierConstructedVertex , ( -ase_worldViewDir * float3( 10000,10000,10000 ) ) , _WorldSpaceLightPos0.w); */ //v.normal = normalize( ( ( -bezierSpaceX * v.normal.x ) + ( bezierSpaceY * v.normal.y ) + ( bezierDerivitive * v.normal.z ) ) ); //v.vertex.xyz = bezierConstructedVertex; //v.vertex.w = 1; } inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi ) { UnityGIInput data = s.GIData; Input i = s.SurfInput; half4 c = 0; SurfaceOutputStandard s393 = (SurfaceOutputStandard ) 0; float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode145 = tex2D( _MainTex, uv_MainTex ); float4 temp_output_146_0 = ( tex2DNode145 * _Color ); s393.Albedo = temp_output_146_0.rgb; float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw; float3 tex2DNode147 = UnpackNormal( tex2D( _BumpMap, uv_BumpMap ) ); s393.Normal = WorldNormalVector( i , tex2DNode147 ); float2 uv_Emission = i.uv_texcoord * _Emission_ST.xy + _Emission_ST.zw; float4 tex2DNode283 = tex2D( _Emission, uv_Emission ); s393.Emission = ( tex2DNode283 * _EmissionPower ).rgb; float2 uv_Metallic = i.uv_texcoord * _Metallic_ST.xy + _Metallic_ST.zw; float4 tex2DNode148 = tex2D( _Metallic, uv_Metallic ); s393.Metallic = tex2DNode148.r; s393.Smoothness = ( tex2DNode148.a * _Smoothness ); float2 uv_Occlusion = i.uv_texcoord * _Occlusion_ST.xy + _Occlusion_ST.zw; s393.Occlusion = tex2D( _Occlusion, uv_Occlusion ).r; data.light = gi.light; UnityGI gi393 = gi; #ifdef UNITY_PASS_FORWARDBASE Unity_GlossyEnvironmentData g393 = UnityGlossyEnvironmentSetup( s393.Smoothness, data.worldViewDir, s393.Normal, float3(0,0,0)); gi393 = UnityGlobalIllumination( data, s393.Occlusion, s393.Normal, g393 ); #endif float3 surfResult393 = LightingStandard ( s393, viewDir, gi393 ).rgb; surfResult393 += s393.Emission; #ifdef UNITY_PASS_FORWARDADD//393 surfResult393 -= s393.Emission; #endif//393 #if defined(LIGHTMAP_ON) && ( UNITY_VERSION < 560 || ( defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN) ) )//aselc float4 ase_lightColor = 0; #else //aselc float4 ase_lightColor = _LightColor0; #endif //aselc float3 newWorldNormal396 = (WorldNormalVector( i , tex2DNode147 )); float3 ase_worldPos = i.worldPos; #if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld float3 ase_worldlightDir = 0; #else //aseld float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) ); #endif //aseld float dotResult5_g1 = dot( newWorldNormal396 , ase_worldlightDir ); float temp_output_402_0 = ( _CellShadingSharpness * 10.0 ); UnityGI gi411 = gi; float3 diffNorm411 = WorldNormalVector( i , tex2DNode147 ); gi411 = UnityGI_Base( data, 1, diffNorm411 ); float3 indirectDiffuse411 = gi411.indirect.diffuse + diffNorm411 * 0.0001; float temp_output_470_0 = ( 1.0 - _ToonSpecularSize ); float temp_output_457_0 = ( temp_output_470_0 * temp_output_470_0 ); float3 normalizeResult446 = normalize( reflect( -ase_worldlightDir , newWorldNormal396 ) ); float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); float dotResult418 = dot( normalizeResult446 , ase_worldViewDir ); float saferPower437 = max( dotResult418 , 0.0001 ); float temp_output_437_0 = pow( saferPower437 , 20.0 ); float smoothstepResult449 = smoothstep( temp_output_457_0 , ( temp_output_457_0 + ( ( 1.1 - temp_output_457_0 ) * 0.5 ) ) , temp_output_437_0); #ifdef _TOONSHADING_ON float4 staticSwitch436 = ( ( ase_lightColor * max( saturate( (-temp_output_402_0 + ((dotResult5_g1*0.5 + 0.5) - 0.0) * (( temp_output_402_0 + 1.0 ) - -temp_output_402_0) / (1.0 - 0.0)) ) , 0.1 ) * temp_output_146_0 ) + ( float4( indirectDiffuse411 , 0.0 ) * temp_output_146_0 ) + ( ase_lightColor * saturate( smoothstepResult449 ) * _ToonSpecularIntensity ) ); #else float4 staticSwitch436 = float4( surfResult393 , 0.0 ); #endif c.rgb = staticSwitch436.rgb; c.a = 1; return c; } inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi ) { s.GIData = data; } void surf( Input i , inout SurfaceOutputCustomLightingCustom o ) { o.SurfInput = i; o.Normal = float3(0,0,1); float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode145 = tex2D( _MainTex, uv_MainTex ); float4 temp_output_146_0 = ( tex2DNode145 * _Color ); o.Albedo = temp_output_146_0.rgb; } ENDCG } }