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ef47cb19b0
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ef47cb19b0 | ||
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cc175a66c0 | ||
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d5e7b41114 |
6
.vsconfig
Normal file
6
.vsconfig
Normal file
@ -0,0 +1,6 @@
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19
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19
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using System.Collections;
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{
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11
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11
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_BladeWidth("Blade Width", Range(0.003, .1)) = 0.01
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46
Assets/Shaders/SkyColorTestShader.shader
Normal file
46
Assets/Shaders/SkyColorTestShader.shader
Normal file
@ -0,0 +1,46 @@
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Shader "Unlit/SkyColorTestShader"
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{
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struct v2f {
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half3 worldRefl : TEXCOORD0;
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// output it!
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ENDHLSL
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9
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83
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83
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailAlbedoMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailMask:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailNormalMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _EmissionMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MainTex:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MetallicGlossMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _OcclusionMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _ParallaxMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- _BumpScale: 1
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- _Cutoff: 0.5
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- _DetailNormalMapScale: 1
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- _DstBlend: 0
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- _GlossMapScale: 1
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- _Glossiness: 0.5
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- _GlossyReflections: 1
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- _Metallic: 0
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- _Mode: 0
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- _OcclusionStrength: 1
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- _Parallax: 0.02
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- _SmoothnessTextureChannel: 0
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- _SpecularHighlights: 1
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- _SrcBlend: 1
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- _UVSec: 0
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- _ZWrite: 1
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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m_BuildTextureStacks: []
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8
Assets/Shaders/SkyTest.mat.meta
Normal file
8
Assets/Shaders/SkyTest.mat.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 944161d6703f1e244a9216da9f82501b
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 2100000
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,6 +1,8 @@
|
||||
// Material Properties
|
||||
float _BladeWidth, _BendStrength;
|
||||
float4 _Color0, _Color1, _Color2, _Color3;
|
||||
float4 _Color0, _Color1, _Color2, _Color3, _InnerColor;
|
||||
float _SegmentsMinusOne, _FieldSize, _AOStrength, _Translucency, _SSSStrength, _Metallic, _Roughness, _BladeBow, _MaxBladeHeight, _HighlightStrength, _BladeWidthTexStrength;
|
||||
sampler2D _FrabVarianz, _BladeWidthTex;
|
||||
|
||||
float2 _TransitionRange;
|
||||
|
||||
@ -21,6 +23,8 @@ struct v2g {
|
||||
struct g2f {
|
||||
float4 pos : SV_POSITION;
|
||||
#ifdef IS_IN_BASE_PASS
|
||||
float3 normal : NORMAL;
|
||||
float3 worldPos : TEXCOORD3;
|
||||
float2 uv : TEXCOORD0; // bottom left 0.0 top right 1.1 (values converge - 0 and 1 meet at the tip)
|
||||
SHADOW_COORDS(1) // put shadows data into TEXCOORD1
|
||||
float transitionInterpolator : TEXCOORD2;
|
||||
@ -97,12 +101,17 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
|
||||
#elif _LOD_LOD_3
|
||||
int numSegments = 1;
|
||||
#endif
|
||||
|
||||
float3 localCameraPos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos.xyz, 1.0)).xyz;
|
||||
|
||||
for (int i = 0; i < numSegments; i++) {
|
||||
const float lowerThickness = 0.8;
|
||||
|
||||
// LOD 3 has a different algorithm
|
||||
#if _LOD_LOD_3
|
||||
{
|
||||
|
||||
|
||||
const float segmentWidth = halfWidth * pow(sin(lowerThickness * 3.141), .8);
|
||||
const float3 widthOffset = getWidthOffset(segmentWidth, tipOffset.xz) * max(1, cameraDistance / 10);
|
||||
float3 segmentCenterBase = basePos;
|
||||
@ -111,37 +120,63 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
|
||||
const float3 vertRightBase = segmentCenterBase - widthOffset * 2.5;
|
||||
const float3 vertLeftTip = segmentCenterTip + widthOffset * 0.4;
|
||||
const float3 vertRightTip = segmentCenterTip - widthOffset * 0.4;
|
||||
|
||||
const float3 surfTangent1 = vertLeftBase - vertLeftTip;
|
||||
const float3 surfTangent2 = vertLeftBase - vertRightBase;
|
||||
const float3 normal = normalize(cross(surfTangent1, surfTangent2)); // TODO remove normalize
|
||||
float3 normalWS = UnityObjectToWorldNormal(normal);
|
||||
|
||||
|
||||
const float3 camVec = normalize(vertLeftBase - localCameraPos);
|
||||
|
||||
// at which side of the blade are we looking?
|
||||
const bool lookingFromAbove = dot(camVec, normalWS) > 0;
|
||||
if (lookingFromAbove) {
|
||||
normalWS = -normalWS;
|
||||
}
|
||||
|
||||
//normalWS = float3(1,1,1) * lookingFromAbove;
|
||||
//normalWS = basePosWS - _WorldSpaceCameraPos.xyz;
|
||||
//normalWS = camVec;
|
||||
|
||||
o.pos = UnityObjectToClipPos(vertLeftBase);
|
||||
#ifdef IS_IN_BASE_PASS
|
||||
#ifndef IS_IN_SHADOW_PASS
|
||||
|
||||
o.uv = float2(0, 0);
|
||||
TRANSFER_SHADOW(o)
|
||||
o.transitionInterpolator = interpolator;
|
||||
o.normal = normalWS;
|
||||
o.worldPos = mul(unity_ObjectToWorld, vertLeftBase).xyz;
|
||||
#endif
|
||||
triStream.Append(o);
|
||||
|
||||
o.pos = UnityObjectToClipPos(vertRightBase);
|
||||
#ifdef IS_IN_BASE_PASS
|
||||
#ifndef IS_IN_SHADOW_PASS
|
||||
o.uv = float2(1, 0);
|
||||
TRANSFER_SHADOW(o)
|
||||
o.transitionInterpolator = interpolator;
|
||||
o.normal = normalWS;
|
||||
o.worldPos = mul(unity_ObjectToWorld, vertRightBase).xyz;
|
||||
#endif
|
||||
triStream.Append(o);
|
||||
|
||||
o.pos = UnityObjectToClipPos(vertLeftTip);
|
||||
#ifdef IS_IN_BASE_PASS
|
||||
#ifndef IS_IN_SHADOW_PASS
|
||||
o.uv = float2(0, 1);
|
||||
TRANSFER_SHADOW(o)
|
||||
o.transitionInterpolator = interpolator;
|
||||
o.normal = normalWS;
|
||||
o.worldPos = mul(unity_ObjectToWorld, vertLeftTip).xyz;
|
||||
#endif
|
||||
triStream.Append(o);
|
||||
|
||||
o.pos = UnityObjectToClipPos(vertRightTip);
|
||||
#ifdef IS_IN_BASE_PASS
|
||||
#ifndef IS_IN_SHADOW_PASS
|
||||
o.uv = float2(1, 1);
|
||||
TRANSFER_SHADOW(o)
|
||||
o.transitionInterpolator = interpolator;
|
||||
o.normal = normalWS;
|
||||
o.worldPos = mul(unity_ObjectToWorld, vertRightTip).xyz;
|
||||
#endif
|
||||
triStream.Append(o);
|
||||
}
|
||||
@ -160,20 +195,17 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
|
||||
|
||||
const float3 vertLeft = segmentCenter + widthOffset;
|
||||
const float3 vertRight = segmentCenter - widthOffset;
|
||||
// const float3 nextSegmentCenter = basePos + bendParabula(tipPos, nextSegmentHeight01);
|
||||
//const float3 nextSegmentCenter = basePos + bendParabula(tipPos, nextSegmentHeight01);
|
||||
|
||||
#ifdef IS_IN_BASE_PASS
|
||||
#ifndef IS_IN_SHADOW_PASS
|
||||
// calculate normal
|
||||
const float3 surfTangent1 = previousSegmentCenter - segmentCenter;
|
||||
const float3 surfTangent2 = previousSegmentCenter - vertLeft;
|
||||
const float3 normal = normalize(cross(surfTangent1, surfTangent2)); // TODO remove normalize
|
||||
float3 normalWS = UnityObjectToWorldNormal(normal);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
const float3 camVec = normalize(segmentCenter - _WorldSpaceCameraPosEditor.xyz);
|
||||
#else
|
||||
const float3 camVec = normalize(segmentCenter - _WorldSpaceCameraPos.xyz);
|
||||
#endif
|
||||
|
||||
const float3 camVec = normalize(segmentCenter - localCameraPos);
|
||||
|
||||
// at which side of the blade are we looking?
|
||||
const bool lookingFromAbove = dot(camVec, normalWS) > 0;
|
||||
@ -182,63 +214,92 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
|
||||
}
|
||||
#endif
|
||||
o.pos = UnityObjectToClipPos(vertLeft);
|
||||
#ifdef IS_IN_BASE_PASS
|
||||
#ifndef IS_IN_SHADOW_PASS
|
||||
o.uv = float2(0, segmentHeightNormalized);
|
||||
TRANSFER_SHADOW(o)
|
||||
o.transitionInterpolator = interpolator;
|
||||
#endif
|
||||
o.normal = normalize(lerp(normalWS, UnityObjectToWorldNormal(normalize(widthOffset)), _BladeBow));
|
||||
o.worldPos = mul(unity_ObjectToWorld, vertLeft).xyz;
|
||||
#endif
|
||||
triStream.Append(o);
|
||||
|
||||
o.pos = UnityObjectToClipPos(vertRight);
|
||||
#ifdef IS_IN_BASE_PASS
|
||||
#ifndef IS_IN_SHADOW_PASS
|
||||
o.uv = float2(1, segmentHeightNormalized);
|
||||
TRANSFER_SHADOW(o)
|
||||
|
||||
o.transitionInterpolator = interpolator;
|
||||
o.normal = normalize(lerp(normalWS, UnityObjectToWorldNormal(-normalize(widthOffset)), _BladeBow));
|
||||
o.worldPos = mul(unity_ObjectToWorld, vertRight).xyz;
|
||||
#endif
|
||||
triStream.Append(o);
|
||||
|
||||
previousSegmentCenter = segmentCenterSnapshot;
|
||||
}
|
||||
|
||||
o.pos = UnityObjectToClipPos(basePos + tipOffset * float3(_BendStrength,1,_BendStrength));
|
||||
#ifdef IS_IN_BASE_PASS
|
||||
|
||||
o.pos = UnityObjectToClipPos(basePos + tipOffset * float3(_BendStrength, 1, _BendStrength));
|
||||
#ifndef IS_IN_SHADOW_PASS
|
||||
o.uv = float2(.5, 1);
|
||||
TRANSFER_SHADOW(o)
|
||||
o.transitionInterpolator = interpolator;
|
||||
o.normal = o.normal > 0 ? float3(0, 1, 0) : float3(0, -1, 0);
|
||||
#endif
|
||||
triStream.Append(o);
|
||||
}
|
||||
|
||||
float4 frag(g2f i) : SV_Target{
|
||||
#ifdef IS_IN_SHADOW_PASS
|
||||
|
||||
#ifndef IS_IN_SHADOW_PASS
|
||||
|
||||
float3 worldNormal = normalize(i.normal);
|
||||
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
|
||||
|
||||
|
||||
half3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
|
||||
half3 worldRefl = reflect(-worldViewDir, worldNormal);
|
||||
|
||||
// same as in previous shader
|
||||
half4 skyData = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, worldRefl, 0);
|
||||
half3 skyColor = DecodeHDR(skyData, unity_SpecCube0_HDR);
|
||||
|
||||
float3 lightReflectDirection = reflect(-lightDirection, worldNormal);
|
||||
float3 viewDirection = normalize(float3(float4(_WorldSpaceCameraPos.xyz, 1.0) - i.worldPos.xyz));
|
||||
|
||||
float atten = 1.0;
|
||||
|
||||
float3 translucency = atten * _LightColor0.xyz * max(0.0, dot(worldNormal, -lightDirection)) * _Translucency;
|
||||
float3 subsurf = max(0.0, dot(lightReflectDirection, -viewDirection)) * _SSSStrength * _InnerColor;
|
||||
const fixed shadow = SHADOW_ATTENUATION(i);
|
||||
|
||||
float3 lightFinal = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, worldNormal, 2.0);
|
||||
lightFinal += translucency;
|
||||
lightFinal += subsurf;
|
||||
lightFinal *= max(.35, shadow);
|
||||
lightFinal *= 1.0;
|
||||
|
||||
fixed4 middleCol = min(1, abs(i.uv.x - 0.5) * 1);
|
||||
fixed4 col = max(0.87, pow(middleCol, .01));
|
||||
fixed4 farbvarianz = tex2Dlod(_FrabVarianz, float4(i.worldPos.xz / 40, 0, 3));
|
||||
fixed4 farbvarianz2 = tex2Dlod(_FrabVarianz, float4(i.worldPos.xz / 10, 0, 3));
|
||||
fixed4 farbvarianz3 = tex2Dlod(_FrabVarianz, float4(i.worldPos.xz / 3, 0, 3));
|
||||
fixed4 bladeWidthTex = tex2Dlod(_BladeWidthTex, float4(i.uv.x, 0, 0, 3));
|
||||
|
||||
fixed4 albedo = lerp(farbvarianz2, farbvarianz3, 0.4);
|
||||
albedo = lerp(albedo, farbvarianz, _Metallic) * 0.7;
|
||||
albedo *= 1 + _AOStrength;
|
||||
albedo *= lerp(1, bladeWidthTex.x * 2.5, _BladeWidthTexStrength);
|
||||
|
||||
fixed3 color = fixed3(skyColor * max(.35, shadow) * .2 + lightFinal * albedo * col);
|
||||
fixed3 highlightedColor = lerp(color, fixed3(2.5, 0.7, 0.5), 0.5);
|
||||
fixed3 finalTestColor = albedo.xyz ;
|
||||
|
||||
lightFinal = min(1.4, max(0.4, lightFinal));
|
||||
|
||||
return float4(lightFinal * albedo * 2, 0);
|
||||
//return float4(worldNormal, 0); dot(worldNormal, lightDirection)
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
return 0;
|
||||
#else
|
||||
|
||||
const float shadow = SHADOW_ATTENUATION(i);
|
||||
|
||||
float light = i.uv.y;
|
||||
light *= max(.35, shadow);
|
||||
#if _LOD_LOD_1
|
||||
light = pow(light, 1 + 0.4 * i.transitionInterpolator);
|
||||
#elif _LOD_LOD_2
|
||||
light = pow(light, 1.4); // fake shadow
|
||||
#elif _LOD_LOD_3
|
||||
light = pow(light, 1.4) * 0.7; // fake shadow
|
||||
#endif
|
||||
|
||||
float3 albedo;
|
||||
#if _LOD_LOD_0
|
||||
albedo = lerp(_Color0.xyz, _Color1.xyz, i.transitionInterpolator);
|
||||
#elif _LOD_LOD_1
|
||||
albedo = lerp(_Color1.xyz, _Color2.xyz, i.transitionInterpolator);
|
||||
#elif _LOD_LOD_2
|
||||
albedo = lerp(_Color2.xyz, _Color3.xyz, i.transitionInterpolator);
|
||||
#elif _LOD_LOD_3
|
||||
albedo = _Color3.xyz;
|
||||
#endif
|
||||
albedo = _Color0.xyz;
|
||||
|
||||
return float4(light * albedo, 1);
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
9
Assets/Shaders/include/LodSettings.hlsl
Normal file
9
Assets/Shaders/include/LodSettings.hlsl
Normal file
@ -0,0 +1,9 @@
|
||||
#if _LOD_LOD_0
|
||||
static const int LOD_Settings_MaxVertexCount = 4 + (11 - 1) * 2;
|
||||
#elif _LOD_LOD_1
|
||||
static const int LOD_Settings_MaxVertexCount = 4 + (5 - 1) * 2;
|
||||
#elif _LOD_LOD_2
|
||||
static const int LOD_Settings_MaxVertexCount = 4 + (2 - 1) * 2;
|
||||
#elif _LOD_LOD_3
|
||||
static const int LOD_Settings_MaxVertexCount = 4;
|
||||
#endif
|
||||
7
Assets/Shaders/include/LodSettings.hlsl.meta
Normal file
7
Assets/Shaders/include/LodSettings.hlsl.meta
Normal file
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 69bca620869c1be49ab3923760b0f54e
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ShaderIncludeImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
|
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91
Assets/Textures/Sky.mat
Normal file
91
Assets/Textures/Sky.mat
Normal file
@ -0,0 +1,91 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
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--- !u!21 &2100000
|
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|
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serializedVersion: 8
|
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
|
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m_PrefabAsset: {fileID: 0}
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m_Name: Sky
|
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m_Shader: {fileID: 106, guid: 0000000000000000f000000000000000, type: 0}
|
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m_Parent: {fileID: 0}
|
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords:
|
||||
- _SUNDISK_HIGH_QUALITY
|
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m_InvalidKeywords: []
|
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m_LightmapFlags: 4
|
||||
m_EnableInstancingVariants: 0
|
||||
m_DoubleSidedGI: 0
|
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m_CustomRenderQueue: -1
|
||||
stringTagMap: {}
|
||||
disabledShaderPasses: []
|
||||
m_LockedProperties:
|
||||
m_SavedProperties:
|
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serializedVersion: 3
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m_TexEnvs:
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- _BumpMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailAlbedoMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailNormalMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MainTex:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MetallicGlossMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- _AtmosphereThickness: 1
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- _BumpScale: 1
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- _Cutoff: 0.5
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- _DetailNormalMapScale: 1
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- _DstBlend: 0
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- _Exposure: 1.3
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- _GlossMapScale: 1
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Loading…
Reference in New Issue
Block a user