// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "SyntyStudios/Prototype_Object" { Properties { _BaseColor("BaseColor", Color) = (0.06228374,0.8320726,0.9411765,0) _Grid("Grid", 2D) = "white" {} _GridScale("GridScale", Float) = 5 _Falloff("Falloff", Float) = 50 _OverlayAmount("OverlayAmount", Range( 0 , 1)) = 1 [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } Cull Back CGINCLUDE #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) half3(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 _Grid; uniform float _GridScale; uniform float _Falloff; uniform float _OverlayAmount; inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= projNormal.x + projNormal.y + projNormal.z; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) ); yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) ); yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) ); zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) ); return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z; } 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 ) ); float3 localPos = mul( unity_WorldToObject, float4( ase_worldPos, 1 ) ); float3 localNormal = mul( unity_WorldToObject, float4( ase_worldNormal, 0 ) ); float4 triplanar6 = TriplanarSamplingCF( _Grid, _Grid, _Grid, localPos, localNormal, _Falloff, _GridScale, float3( 1,1,1 ), float3(0,0,0) ); float4 lerpResult15 = lerp( float4(1,1,1,0) , triplanar6 , _OverlayAmount); o.Albedo = ( _BaseColor * lerpResult15 ).rgb; o.Alpha = 1; } ENDCG CGPROGRAM #pragma surface surf Standard keepalpha fullforwardshadows 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" struct v2f { V2F_SHADOW_CASTER; 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 ); float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); half tangentSign = v.tangent.w * unity_WorldTransformParams.w; half3 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 ); TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) return o; } half4 frag( v2f IN #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : VPOS #endif ) : 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 ); half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldPos = worldPos; surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; SurfaceOutputStandard o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=15900 0;92;2040;787;798.358;273.502;1;True;False Node;AmplifyShaderEditor.RangedFloatNode;2;-365.939,248.7368;Float;False;Property;_Falloff;Falloff;3;0;Create;True;0;0;False;0;50;1;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.TexturePropertyNode;4;-430.7379,-43.00558;Float;True;Property;_Grid;Grid;1;0;Create;True;0;0;False;0;None;93e718fcc411432439749387d41fa07a;False;white;Auto;Texture2D;0;1;SAMPLER2D;0 Node;AmplifyShaderEditor.RangedFloatNode;3;-370.328,165.2742;Float;False;Property;_GridScale;GridScale;2;0;Create;True;0;0;False;0;5;1.36;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.TriplanarNode;6;-128.2589,26.68451;Float;True;Cylindrical;Object;False;Top Texture 0;_TopTexture0;white;2;None;Mid Texture 0;_MidTexture0;white;1;None;Bot Texture 0;_BotTexture0;white;2;None;Triplanar Sampler;False;9;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;8;FLOAT3;1,1,1;False;3;FLOAT;1;False;4;FLOAT;100;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RangedFloatNode;5;24.57001,259.4728;Float;False;Property;_OverlayAmount;OverlayAmount;4;0;Create;True;0;0;False;0;1;3.52;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.ColorNode;16;262,-23.5;Float;False;Constant;_White;White;5;0;Create;True;0;0;False;0;1,1,1,0;0,0,0,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ColorNode;9;265,-214.5;Float;False;Property;_BaseColor;BaseColor;0;0;Create;True;0;0;False;0;0.06228374,0.8320726,0.9411765,0;0,0,0,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.LerpOp;15;514,126.5;Float;False;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;10;701,-52.5;Float;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT4;0.2627451,0.7960785,0.572549,0;False;1;COLOR;0 Node;AmplifyShaderEditor.StandardSurfaceOutputNode;1;921,11;Float;False;True;2;Float;ASEMaterialInspector;0;0;Standard;SyntyStudios/Prototype_Object;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;0;0;False;-1;0;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0 WireConnection;6;0;4;0 WireConnection;6;1;4;0 WireConnection;6;2;4;0 WireConnection;6;3;3;0 WireConnection;6;4;2;0 WireConnection;15;0;16;0 WireConnection;15;1;6;0 WireConnection;15;2;5;0 WireConnection;10;0;9;0 WireConnection;10;1;15;0 WireConnection;1;0;10;0 ASEEND*/ //CHKSM=9DFBB57FBFD631EA24E55184E1F6D105DDEB889F