XRoom_Unity/Assets/VR Hands FP Arms/Shaders/Skin Shader Dynamic.shader
2025-05-31 10:20:20 +03:30

140 lines
5.3 KiB
Plaintext

Shader "Nature Manufacture/Skin Shader Dynamic"
{
Properties
{
[HideInInspector] __dirty( "", Int ) = 1
_RimPower("Rim Power", Range( 0 , 10)) = 0
_RimColor("Rim Color", Color) = (0,0,0,0)
_RampPower("Ramp Power", Range( 0 , 2)) = 0
_TransluencyColor("Transluency Color", Color) = (0,0,0,0)
_Albedo("Albedo", 2D) = "white" {}
_Ramp("Ramp", 2D) = "white" {}
_Smothness("Smothness", 2D) = "white" {}
_Normal("Normal", 2D) = "bump" {}
_Transluency("Transluency", 2D) = "white" {}
_Tint("Tint", Color) = (0,0,0,0)
_NormalStrenght("Normal Strenght", Range( 0 , 5)) = 1
_Smoothness("Smoothness", Range( 0 , 5)) = 1
_Metalic("Metalic", Range( 0 , 5)) = 0
_DynamicMask("Dynamic Mask", 2D) = "white" {}
_DynamicMetalic("Dynamic Metalic", Range( 0 , 5)) = 0
_DynamicTexturePower("Dynamic Texture Power", Range( 0 , 1)) = 0
_DynamicSmoothness("Dynamic Smoothness", Range( 0 , 5)) = 0
_DynamicColor("Dynamic Color", Color) = (0,0,0,0)
[Header(Translucency)]
_Translucency("Strength", Range( 0 , 50)) = 1
_TransNormalDistortion("Normal Distortion", Range( 0 , 1)) = 0.1
_TransScattering("Scaterring Falloff", Range( 1 , 50)) = 2
_TransDirect("Direct", Range( 0 , 1)) = 1
_TransAmbient("Ambient", Range( 0 , 1)) = 0.2
_TransShadow("Shadow", Range( 0 , 1)) = 0.9
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
Cull Back
ZTest LEqual
CGPROGRAM
#include "UnityStandardUtils.cginc"
#include "UnityCG.cginc"
#include "UnityPBSLighting.cginc"
#pragma target 3.0
#pragma surface surf StandardCustom keepalpha addshadow fullforwardshadows
struct Input
{
float2 uv_Albedo;
float3 worldNormal;
INTERNAL_DATA
float3 worldPos;
float3 viewDir;
float2 uv_Smothness;
};
struct SurfaceOutputStandardCustom
{
fixed3 Albedo;
fixed3 Normal;
half3 Emission;
half Metallic;
half Smoothness;
half Occlusion;
fixed Alpha;
fixed3 Translucency;
};
uniform fixed _NormalStrenght;
uniform sampler2D _Normal;
uniform fixed4 _Tint;
uniform sampler2D _Albedo;
uniform sampler2D _Ramp;
uniform fixed _RampPower;
uniform fixed4 _DynamicColor;
uniform sampler2D _DynamicMask;
uniform fixed _DynamicTexturePower;
uniform fixed _RimPower;
uniform fixed4 _RimColor;
uniform fixed _Metalic;
uniform fixed _DynamicMetalic;
uniform sampler2D _Smothness;
uniform fixed _Smoothness;
uniform fixed _DynamicSmoothness;
uniform half _Translucency;
uniform half _TransNormalDistortion;
uniform half _TransScattering;
uniform half _TransDirect;
uniform half _TransAmbient;
uniform half _TransShadow;
uniform sampler2D _Transluency;
uniform fixed4 _TransluencyColor;
inline half4 LightingStandardCustom(SurfaceOutputStandardCustom s, half3 viewDir, UnityGI gi )
{
#if !DIRECTIONAL
float3 lightAtten = gi.light.color;
#else
float3 lightAtten = lerp( _LightColor0, gi.light.color, _TransShadow );
#endif
half3 lightDir = gi.light.dir + s.Normal * _TransNormalDistortion;
half transVdotL = pow( saturate( dot( viewDir, -lightDir ) ), _TransScattering );
half3 translucency = lightAtten * (transVdotL * _TransDirect + gi.indirect.diffuse * _TransAmbient) * s.Translucency;
half4 c = half4( s.Albedo * translucency * _Translucency, 0 );
SurfaceOutputStandard r;
r.Albedo = s.Albedo;
r.Normal = s.Normal;
r.Emission = s.Emission;
r.Metallic = s.Metallic;
r.Smoothness = s.Smoothness;
r.Occlusion = s.Occlusion;
r.Alpha = s.Alpha;
return LightingStandard (r, viewDir, gi) + c;
}
inline void LightingStandardCustom_GI(SurfaceOutputStandardCustom s, UnityGIInput data, inout UnityGI gi )
{
UNITY_GI(gi, s, data);
}
void surf( Input input , inout SurfaceOutputStandardCustom output )
{
output.Normal = UnpackScaleNormal( tex2D( _Normal,input.uv_Albedo) ,_NormalStrenght );
fixed2 temp_cast_1 = ( ( dot( WorldNormalVector( input , output.Normal ) , WorldSpaceLightDir( fixed4( input.worldPos, 0) ) ) * 0.5 ) + 0.5 );
fixed4 temp_cast_3 = ( 1.0 / _DynamicTexturePower );
output.Albedo = lerp( ( ( _Tint * tex2D( _Albedo,input.uv_Albedo) ) + lerp( float4( 0,0,0,0 ) , tex2D( _Ramp,temp_cast_1) , _RampPower ) ) , _DynamicColor , clamp( pow( ( tex2D( _DynamicMask,input.uv_Albedo) * clamp( ( _DynamicTexturePower * 5.0 ) , 0.0 , 1.0 ) ) , temp_cast_3 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ).x ).rgb;
fixed3 tex2DNode12 = UnpackScaleNormal( tex2D( _Normal,input.uv_Albedo) ,_NormalStrenght );
output.Emission = ( pow( ( 1.0 - saturate( dot( tex2DNode12 , normalize( input.viewDir ) ) ) ) , _RimPower ) * _RimColor ).rgb;
fixed4 temp_cast_7 = ( 1.0 / _DynamicTexturePower );
output.Metallic = lerp( _Metalic , _DynamicMetalic , clamp( pow( ( tex2D( _DynamicMask,input.uv_Albedo) * clamp( ( _DynamicTexturePower * 5.0 ) , 0.0 , 1.0 ) ) , temp_cast_7 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ).x );
fixed4 tex2DNode19 = tex2D( _Smothness,input.uv_Smothness);
fixed4 temp_cast_9 = ( 1.0 / _DynamicTexturePower );
output.Smoothness = lerp( ( tex2DNode19.a * _Smoothness ) , ( tex2DNode19.a * _DynamicSmoothness ) , clamp( pow( ( tex2D( _DynamicMask,input.uv_Albedo) * clamp( ( _DynamicTexturePower * 5.0 ) , 0.0 , 1.0 ) ) , temp_cast_9 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ).x );
output.Translucency = ( tex2D( _Transluency,input.uv_Albedo) * _TransluencyColor ).rgb;
output.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
}