// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "CharacterBuildingShader" { Properties { [HideInInspector] __dirty( "", Int ) = 1 _Texture("Texture", 2D) = "white" {} _CharacterPosition("CharacterPosition", Vector) = (0,0,0,0) _Range("Range", Float) = 0 _Tile("Tile", Float) = 1 _FadeEnd("FadeEnd", Float) = 2 _Color("Color", Color) = (0,0,0,0) _BaseColor("BaseColor", Color) = (0,0,0,0) } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } Cull Back CGINCLUDE #include "UnityShaderVariables.cginc" #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 #ifdef UNITY_PASS_SHADOWCASTER #undef INTERNAL_DATA #undef WorldReflectionVector #undef WorldNormalVector #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) #endif struct Input { float3 worldPos; float3 worldNormal; INTERNAL_DATA }; uniform float4 _BaseColor; uniform sampler2D _Texture; uniform float _Tile; uniform float4 _Color; uniform float _FadeEnd; uniform float3 _CharacterPosition; uniform float _Range; inline float4 TriplanarSampling( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float vertex ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= projNormal.x + projNormal.y + projNormal.z; float3 nsign = sign( worldNormal ); half4 xNorm; half4 yNorm; half4 zNorm; if(vertex == 1){ xNorm = ( tex2Dlod( topTexMap, float4((tilling * worldPos.zy * float2( nsign.x, 1.0 )).xy,0,0) ) ); yNorm = ( tex2Dlod( topTexMap, float4((tilling * worldPos.zx).xy,0,0) ) ); zNorm = ( tex2Dlod( topTexMap, float4((tilling * worldPos.xy * float2( -nsign.z, 1.0 )).xy,0,0) ) ); } else { xNorm = ( tex2D( topTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) ); yNorm = ( tex2D( topTexMap, tilling * worldPos.zx ) ); zNorm = ( tex2D( topTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) ); } return xNorm* projNormal.x + yNorm* projNormal.y + zNorm* projNormal.z; } float3 mod289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } void vertexDataFunc( inout appdata_full v, out Input o ) { UNITY_INITIALIZE_OUTPUT( Input, o ); float3 ase_worldPos = mul(unity_ObjectToWorld, v.vertex); float2 componentMask36 = ase_worldPos.xz; float2 componentMask37 = _CharacterPosition.xz; float clampResult16 = clamp( (0.0 + (pow( distance( componentMask36 , componentMask37 ) , 3.0 ) - 0.0) * (1.0 - 0.0) / (pow( _Range , 3.0 ) - 0.0)) , 0.0 , 1.0 ); float lerpResult19 = lerp( 0.0 , ase_worldPos.y , ( 1.0 - clampResult16 )); float4 appendResult17 = (float4(0.0 , ( lerpResult19 * -0.94 ) , 0.0 , 0.0)); v.vertex.xyz += appendResult17.xyz; } void surf( Input i , inout SurfaceOutputStandard o ) { o.Normal = float3(0,0,1); float3 ase_worldPos = i.worldPos; float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); float4 triplanar41 = TriplanarSampling( _Texture, _Texture, _Texture, ase_worldPos, ase_worldNormal, 1.0, _Tile, 0 ); float2 componentMask69 = ase_worldPos.xz; float mulTime75 = _Time.y * 0.2; float simplePerlin2D68 = snoise( ( ( componentMask69 / float2( 8,8 ) ) + mulTime75 ) ); float clampResult66 = clamp( (0.0 + (( simplePerlin2D68 + ase_worldPos.y ) - 0.0) * (1.0 - 0.0) / (_FadeEnd - 0.0)) , 0.0 , 1.0 ); float clampResult53 = clamp( ( 1.0 - clampResult66 ) , 0.1 , 1.0 ); float4 lerpResult48 = lerp( _BaseColor , ( triplanar41 * _Color ) , clampResult53); o.Albedo = lerpResult48.xyz; o.Emission = lerpResult48.xyz; o.Alpha = 1; } ENDCG CGPROGRAM #pragma surface surf Standard keepalpha fullforwardshadows vertex:vertexDataFunc ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_shadowcaster #pragma multi_compile UNITY_PASS_SHADOWCASTER #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 # include "HLSLSupport.cginc" #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" sampler3D _DitherMaskLOD; struct v2f { V2F_SHADOW_CASTER; float3 worldPos : TEXCOORD6; float4 tSpace0 : TEXCOORD1; float4 tSpace1 : TEXCOORD2; float4 tSpace2 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); Input customInputData; vertexDataFunc( v, customInputData ); float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); o.worldPos = worldPos; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) return o; } fixed4 frag( v2f IN ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); Input surfIN; UNITY_INITIALIZE_OUTPUT( Input, surfIN ); float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldPos = worldPos; surfIN.worldNormal = float3( IN.tSpace0.z, 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