120 lines
3.9 KiB
GLSL
120 lines
3.9 KiB
GLSL
// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
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Shader "Smkgames/Iridescence/DistortionView" {
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Properties {
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[Space(20)][Header(MainTex and ColorRamp)][Space(20)]
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_ColorRamp("ColorRamp",2D) = "white"{}
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_Blend("Blend",Range(0,1)) = 0.5
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[Space(20)][Header(Mask)][Space(20)]
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_Mask("Mask",2D) = "white"{}
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[Space(20)][Header(Adding Distortion)][Space(20)]
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_Noise ("Noise", 2D) = "white" {}
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_Distortion("Distortion",Float) = 6
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[Space(20)][Header(BumpMap and BumpPower)][Space(20)]
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_BumpMap ("Bumpmap", 2D) = "bump" {}
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_BumpPower("BumpPower",Range(0.1,1)) = 0.1
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[Space(20)][Header(Change ColorRamp)][Space(20)]
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_Hue ("Hue", Range(0, 1.0)) = 0
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_Saturation ("Saturation", Range(0, 1.0)) = 0.5
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_Brightness ("Brightness", Range(0, 1.0)) = 0.5
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_Contrast ("Contrast", Range(0, 1.0)) = 0.5
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[Space(20)][Header(Smoothness and Metallic)][Space(20)]
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 200
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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 Standard fullforwardshadows
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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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sampler2D _MainTex,_ColorRamp,_Noise,_Mask;
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sampler2D _BumpMap;
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float4 _RimColor;
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float _BumpIntensity;
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struct Input {
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float2 uv_MainTex;
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float2 uv_Mask;
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float2 uv_Noise;
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float2 uv_BumpMap;
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float2 uv_ColorRamp;
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float3 viewDir;
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float3 worldPos;
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};
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float4 _ColorRamp_ST;
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half _Glossiness;
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half _Metallic;
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float _Blend;
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float _BumpPower;
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float _Distortion;
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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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fixed _Hue, _Saturation, _Brightness, _Contrast;
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inline float3 applyHue(float3 aColor, float aHue)
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{
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float angle = radians(aHue);
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float3 k = float3(0.57735, 0.57735, 0.57735);
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float cosAngle = cos(angle);
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return aColor * cosAngle + cross(k, aColor) * sin(angle) + k * dot(k, aColor) * (1 - cosAngle);
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}
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inline float4 applyHSBCEffect(float4 startColor, fixed4 hsbc)
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{
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float hue = 360 * hsbc.r;
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float saturation = hsbc.g * 2;
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float brightness = hsbc.b * 2 - 1;
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float contrast = hsbc.a * 2;
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float4 outputColor = startColor;
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outputColor.rgb = applyHue(outputColor.rgb, hue);
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outputColor.rgb = (outputColor.rgb - 0.5f) * contrast + 0.5f;
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outputColor.rgb = outputColor.rgb + brightness;
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float3 intensity = dot(outputColor.rgb, float3(0.39, 0.59, 0.11));
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outputColor.rgb = lerp(intensity, outputColor.rgb, saturation);
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return outputColor;
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}
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void surf (Input IN, inout SurfaceOutputStandard o) {
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// Albedo comes from a texture tinted by color
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float4 c = tex2D (_MainTex, IN.uv_MainTex);
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float noise = tex2D(_Noise,IN.uv_Noise);
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fixed3 normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
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normal.z /= _BumpPower;
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o.Normal = normalize(normal);
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float2 rim = dot (normalize(IN.viewDir), o.Normal);
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//float2 rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
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float2 noiseRim = rim*(noise*_Distortion);
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float4 mask = tex2D(_Mask,IN.uv_Mask);
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float4 colorRamp = tex2D(_ColorRamp,TRANSFORM_TEX(noiseRim+IN.viewDir.xyz, _ColorRamp))*mask;
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colorRamp = max(colorRamp,(1-mask)* c);
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fixed4 hsbc = fixed4(_Hue, _Saturation, _Brightness, _Contrast);
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float4 colorRampHSBC = applyHSBCEffect(colorRamp, hsbc);
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o.Albedo = lerp(c,colorRampHSBC,_Blend);
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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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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