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b/IF3210-2024-Unity-AFK/Assets/Sample/Lowpoly_Environments/Sources/Shaders.meta new file mode 100644 index 0000000000000000000000000000000000000000..6713014a4368a012dc993cb621d179df6403ce82 --- /dev/null +++ b/IF3210-2024-Unity-AFK/Assets/Sample/Lowpoly_Environments/Sources/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7744ec265db339d4ab4374c9690f5bc3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/IF3210-2024-Unity-AFK/Assets/Sample/Lowpoly_Environments/Sources/Shaders/PT_Rock_Shader.shader b/IF3210-2024-Unity-AFK/Assets/Sample/Lowpoly_Environments/Sources/Shaders/PT_Rock_Shader.shader new file mode 100644 index 0000000000000000000000000000000000000000..cfe702ad49f0866424c3af21b8fec6c144c9742c --- /dev/null +++ b/IF3210-2024-Unity-AFK/Assets/Sample/Lowpoly_Environments/Sources/Shaders/PT_Rock_Shader.shader @@ -0,0 +1,638 @@ +// Made with Amplify Shader Editor v1.9.1.5 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Polytope Studio/PT_Rock_Shader" +{ + Properties + { + [NoScaleOffset]_BaseTexture("Base Texture", 2D) = "white" {} + _Smoothness("Smoothness", Range( 0 , 1)) = 0.2 + [Toggle(_GRADIENTONOFF_ON)] _GRADIENTONOFF("GRADIENT ON/OFF", Float) = 0 + [HDR]_TopColor("Top Color", Color) = (0.4811321,0.4036026,0.2382966,1) + [HDR]_GroundColor("Ground Color", Color) = (0.08490568,0.05234205,0.04846032,1) + [HideInInspector]_SnowDirection("Snow Direction", Vector) = (0.1,1,0.1,0) + _Gradient("Gradient ", Range( 0 , 1)) = 1 + _GradientPower("Gradient Power", Range( 0 , 10)) = 1 + [Toggle]_WorldObjectGradient("World/Object Gradient", Float) = 1 + [Toggle(_DECALSONOFF_ON)] _DECALSONOFF("DECALS ON/OFF", Float) = 0 + [NoScaleOffset]_DecalsTexture("Decals Texture", 2D) = "white" {} + _DecalsColor("Decals Color", Color) = (0,0,0,0) + [Toggle]_DECALEMISSIONONOFF("DECAL EMISSION ON/OFF", Float) = 1 + [HDR]_DecakEmissionColor("Decak Emission Color", Color) = (1,0.9248579,0,0) + _DecalEmissionIntensity("Decal Emission Intensity", Range( 0 , 10)) = 4 + [Toggle]_ANIMATEDECALEMISSIONONOFF("ANIMATE DECAL EMISSION ON/OFF", Float) = 1 + [Toggle(_DETAILTEXTUREONOFF_ON)] _DETAILTEXTUREONOFF("DETAIL TEXTURE ON/OFF", Float) = 0 + [NoScaleOffset]_DetailTexture("Detail Texture", 2D) = "white" {} + _DetailTextureTiling("Detail Texture Tiling", Range( 0.1 , 10)) = 0.5 + [Toggle(_SNOWONOFF_ON)] _SNOWONOFF("SNOW ON/OFF", Float) = 0 + _SnowCoverage("Snow Coverage", Range( 0 , 1)) = 0.46 + _SnowAmount("Snow Amount", Range( 0 , 1)) = 1 + _SnowFade("Snow Fade", Range( 0 , 1)) = 0.32 + [Toggle]_SnowNoiseOnOff("Snow Noise On/Off", Float) = 1 + _SnowNoiseScale("Snow Noise Scale", Range( 0 , 100)) = 87.23351 + _SnowNoiseContrast("Snow Noise Contrast", Range( 0 , 1)) = 0.002 + [HideInInspector]_Vector1("Vector 1", Vector) = (0,1,0,0) + [Toggle(_TOPPROJECTIONONOFF_ON)] _TOPPROJECTIONONOFF("TOP PROJECTION ON/OFF", Float) = 0 + [NoScaleOffset]_TopProjectionTexture("Top Projection Texture", 2D) = "white" {} + _TopProjectionTextureTiling("Top Projection Texture Tiling", Range( 0.1 , 10)) = 0.5 + _TopProjectionTextureCoverage("Top Projection Texture Coverage", Range( 0 , 1)) = 1 + [HDR]_OreColor("Ore Color", Color) = (1,0.9248579,0,0) + [Toggle]_OREEMISSIONONOFF("ORE EMISSION ON/OFF", Float) = 0 + [HDR]_OreEmissionColor("Ore Emission Color", Color) = (1,0.9248579,0,0) + _OreEmissionIntensity("Ore Emission Intensity", Range( 0 , 10)) = 1 + [Toggle]_ANIMATEOREEMISSIONONOFF("ANIMATE ORE EMISSION ON/OFF", Float) = 0 + [HideInInspector] _texcoord2( "", 2D ) = "white" {} + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } + Cull Off + CGINCLUDE + #include "UnityShaderVariables.cginc" + #include "UnityPBSLighting.cginc" + #include "Lighting.cginc" + #pragma target 3.5 + #pragma shader_feature_local _SNOWONOFF_ON + #pragma shader_feature_local _TOPPROJECTIONONOFF_ON + #pragma shader_feature_local _DECALSONOFF_ON + #pragma shader_feature_local _DETAILTEXTUREONOFF_ON + #pragma shader_feature_local _GRADIENTONOFF_ON + #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 + { + float2 uv_texcoord; + float3 worldPos; + float3 worldNormal; + INTERNAL_DATA + float2 uv2_texcoord2; + float4 vertexColor : COLOR; + }; + + uniform sampler2D _BaseTexture; + uniform float4 _GroundColor; + uniform float4 _TopColor; + uniform float _WorldObjectGradient; + uniform float _Gradient; + uniform float _GradientPower; + uniform sampler2D _DetailTexture; + uniform float _DetailTextureTiling; + uniform float4 _DecalsColor; + uniform sampler2D _DecalsTexture; + uniform sampler2D _TopProjectionTexture; + uniform float _TopProjectionTextureTiling; + uniform float3 _Vector1; + uniform float _TopProjectionTextureCoverage; + uniform float _SnowNoiseOnOff; + uniform float _SnowAmount; + uniform float _SnowFade; + uniform float _SnowCoverage; + uniform float3 _SnowDirection; + uniform float _SnowNoiseScale; + uniform float _SnowNoiseContrast; + uniform float4 _OreColor; + uniform float _DECALEMISSIONONOFF; + uniform float _DecalEmissionIntensity; + uniform float _ANIMATEDECALEMISSIONONOFF; + uniform float4 _DecakEmissionColor; + uniform float _OREEMISSIONONOFF; + uniform float _OreEmissionIntensity; + uniform float _ANIMATEOREEMISSIONONOFF; + uniform float4 _OreEmissionColor; + uniform float _Smoothness; + + + inline float4 TriplanarSampling173( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) + { + float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); + projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; + 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, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); + yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); + yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); + zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); + return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z; + } + + + inline float4 TriplanarSampling525( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) + { + float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); + projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; + float3 nsign = sign( worldNormal ); + half4 xNorm; half4 yNorm; half4 zNorm; + xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); + yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); + zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); + return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z; + } + + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + + float3 permute( float3 x ) { return mod2D289( ( ( 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 = mod2D289( 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 surf( Input i , inout SurfaceOutputStandard o ) + { + o.Normal = float3(0,0,1); + float2 uv_BaseTexture490 = i.uv_texcoord; + float4 BASETEXTURE498 = tex2D( _BaseTexture, uv_BaseTexture490 ); + float3 ase_worldPos = i.worldPos; + float4 ase_vertex4Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) ); + float clampResult627 = clamp( pow( ( ( (( _WorldObjectGradient )?( ase_vertex4Pos.y ):( ase_worldPos.y )) + 1.5 ) * _Gradient ) , _GradientPower ) , -1.0 , 1.0 ); + float4 lerpResult629 = lerp( _GroundColor , _TopColor , clampResult627); + float4 Gradient630 = lerpResult629; + float4 color644 = IsGammaSpace() ? float4(0.8962264,0.8962264,0.8962264,0) : float4(0.7799658,0.7799658,0.7799658,0); + float4 blendOpSrc643 = BASETEXTURE498; + float4 blendOpDest643 = color644; + #ifdef _GRADIENTONOFF_ON + float4 staticSwitch634 = ( Gradient630 * ( saturate( (( blendOpSrc643 > 0.5 ) ? ( 1.0 - ( 1.0 - 2.0 * ( blendOpSrc643 - 0.5 ) ) * ( 1.0 - blendOpDest643 ) ) : ( 2.0 * blendOpSrc643 * blendOpDest643 ) ) )) ); + #else + float4 staticSwitch634 = BASETEXTURE498; + #endif + float2 temp_cast_0 = (_DetailTextureTiling).xx; + float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); + float4 triplanar173 = TriplanarSampling173( _DetailTexture, _DetailTexture, _DetailTexture, ase_worldPos, ase_worldNormal, 1.0, temp_cast_0, float3( 1,1,1 ), float3(0,0,0) ); + float4 DETAILTEXTUREvar414 = triplanar173; + #ifdef _DETAILTEXTUREONOFF_ON + float4 staticSwitch543 = ( DETAILTEXTUREvar414 * staticSwitch634 ); + #else + float4 staticSwitch543 = staticSwitch634; + #endif + float4 decalscolor730 = _DecalsColor; + float2 uv1_DecalsTexture495 = i.uv2_texcoord2; + float DECALSMASK497 = tex2D( _DecalsTexture, uv1_DecalsTexture495 ).a; + float4 lerpResult596 = lerp( staticSwitch543 , decalscolor730 , DECALSMASK497); + #ifdef _DECALSONOFF_ON + float4 staticSwitch600 = lerpResult596; + #else + float4 staticSwitch600 = staticSwitch543; + #endif + float2 temp_cast_4 = (_TopProjectionTextureTiling).xx; + float4 triplanar525 = TriplanarSampling525( _TopProjectionTexture, ase_worldPos, ase_worldNormal, 1.0, temp_cast_4, 1.0, 0 ); + float4 TOPPROJECTION527 = triplanar525; + float dotResult524 = dot( ase_worldNormal , _Vector1 ); + float saferPower582 = abs( ( ( dotResult524 * _TopProjectionTextureCoverage ) * 3.0 ) ); + float clampResult584 = clamp( pow( saferPower582 , 5.0 ) , 0.0 , 1.0 ); + float TOPPROJECTIONMASK528 = clampResult584; + float4 lerpResult555 = lerp( staticSwitch600 , TOPPROJECTION527 , TOPPROJECTIONMASK528); + #ifdef _TOPPROJECTIONONOFF_ON + float4 staticSwitch557 = lerpResult555; + #else + float4 staticSwitch557 = staticSwitch600; + #endif + float4 color205 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0); + float dotResult211 = dot( ase_worldNormal , _SnowDirection ); + float smoothstepResult552 = smoothstep( 0.0 , _SnowFade , ( (-1.0 + (_SnowCoverage - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + dotResult211 )); + float4 temp_output_363_0 = ( ( (0.0 + (_SnowAmount - 0.0) * (10.0 - 0.0) / (1.0 - 0.0)) * color205 ) * smoothstepResult552 ); + float4 transform200 = mul(unity_WorldToObject,float4( ase_worldPos , 0.0 )); + float4 appendResult209 = (float4(transform200.x , transform200.z , 0.0 , 0.0)); + float simplePerlin2D213 = snoise( appendResult209.xy*_SnowNoiseScale ); + simplePerlin2D213 = simplePerlin2D213*0.5 + 0.5; + float saferPower216 = abs( simplePerlin2D213 ); + float4 SNOW220 = (( _SnowNoiseOnOff )?( ( pow( saferPower216 , _SnowNoiseContrast ) * temp_output_363_0 ) ):( temp_output_363_0 )); + #ifdef _SNOWONOFF_ON + float4 staticSwitch545 = ( staticSwitch557 + SNOW220 ); + #else + float4 staticSwitch545 = staticSwitch557; + #endif + float4 lerpResult607 = lerp( staticSwitch545 , _OreColor , ( 1.0 - i.vertexColor.a )); + float4 COLOR539 = lerpResult607; + o.Albedo = COLOR539.rgb; + float3 temp_cast_9 = (1.0).xxx; + float4 color717 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0); + float4 color716 = IsGammaSpace() ? float4(0,0,0,0) : float4(0,0,0,0); + float4 lerpResult718 = lerp( color717 , color716 , (_SinTime.w*0.3 + 0.5)); + float3 desaturateInitialColor720 = lerpResult718.rgb; + float desaturateDot720 = dot( desaturateInitialColor720, float3( 0.299, 0.587, 0.114 )); + float3 desaturateVar720 = lerp( desaturateInitialColor720, desaturateDot720.xxx, 1.0 ); + float4 Decalemission685 = (( _DECALEMISSIONONOFF )?( ( ( float4( ( _DecalEmissionIntensity * (( _ANIMATEDECALEMISSIONONOFF )?( desaturateVar720 ):( temp_cast_9 )) ) , 0.0 ) * _DecakEmissionColor ) * DECALSMASK497 ) ):( float4( 0,0,0,0 ) )); + float3 temp_cast_12 = (0.1).xxx; + float4 color701 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0); + float4 color702 = IsGammaSpace() ? float4(0,0,0,0) : float4(0,0,0,0); + float4 lerpResult703 = lerp( color701 , color702 , (_SinTime.w*0.3 + 0.5)); + float3 desaturateInitialColor704 = lerpResult703.rgb; + float desaturateDot704 = dot( desaturateInitialColor704, float3( 0.299, 0.587, 0.114 )); + float3 desaturateVar704 = lerp( desaturateInitialColor704, desaturateDot704.xxx, 1.0 ); + float4 oreemission684 = (( _OREEMISSIONONOFF )?( ( ( float4( ( _OreEmissionIntensity * (( _ANIMATEOREEMISSIONONOFF )?( desaturateVar704 ):( temp_cast_12 )) ) , 0.0 ) * _OreEmissionColor ) * ( 1.0 - i.vertexColor.a ) ) ):( float4( 0,0,0,0 ) )); + o.Emission = ( Decalemission685 + oreemission684 ).rgb; + float4 color617 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0); + o.Smoothness = ( _Smoothness * color617 ).r; + o.Alpha = 1; + } + + ENDCG + CGPROGRAM + #pragma surface surf Standard keepalpha fullforwardshadows dithercrossfade + + ENDCG + Pass + { + Name "ShadowCaster" + Tags{ "LightMode" = "ShadowCaster" } + ZWrite On + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.5 + #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_GLES || 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 customPack1 : TEXCOORD1; + float4 tSpace0 : TEXCOORD2; + float4 tSpace1 : TEXCOORD3; + float4 tSpace2 : TEXCOORD4; + half4 color : COLOR0; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + v2f vert( appdata_full v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID( v ); + UNITY_INITIALIZE_OUTPUT( v2f, o ); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); + UNITY_TRANSFER_INSTANCE_ID( v, o ); + Input customInputData; + 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 ); + o.customPack1.xy = customInputData.uv_texcoord; + o.customPack1.xy = v.texcoord; + o.customPack1.zw = customInputData.uv2_texcoord2; + o.customPack1.zw = v.texcoord1; + TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) + o.color = v.color; + 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 ); + surfIN.uv_texcoord = IN.customPack1.xy; + surfIN.uv2_texcoord2 = IN.customPack1.zw; + 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; + surfIN.vertexColor = IN.color; + 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" +} +/*ASEBEGIN +Version=19105 +Node;AmplifyShaderEditor.CommentaryNode;619;-3010.418,-275.974;Inherit;False;1754.419;983.1141;GRADIENT;13;629;628;627;626;625;624;623;621;620;640;641;735;736;GRADIENT;1,1,1,1;0;0 +Node;AmplifyShaderEditor.WorldPosInputsNode;640;-3043.074,-63.0602;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 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a/IF3210-2024-Unity-AFK/Assets/Sample/Lowpoly_Environments/Sources/Shaders/PT_Rock_Shader.shader.meta b/IF3210-2024-Unity-AFK/Assets/Sample/Lowpoly_Environments/Sources/Shaders/PT_Rock_Shader.shader.meta new file mode 100644 index 0000000000000000000000000000000000000000..396bd5a1602bcf1794fae0a966bcb806c21e72ba --- /dev/null +++ b/IF3210-2024-Unity-AFK/Assets/Sample/Lowpoly_Environments/Sources/Shaders/PT_Rock_Shader.shader.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 85ba8414df5c7e9489e8a4ac5cdf21e4 +ShaderImporter: + externalObjects: {} + defaultTextures: + - _BaseTexture: {fileID: 2800000, guid: a195a893970f3ab4990bd06e18a0b308, type: 3} + - _DecalsTexture: {fileID: 2800000, guid: d294e9544b9eca64188ea9d2482ea8a1, type: 3} + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/IF3210-2024-Unity-AFK/Assets/Sample/Lowpoly_Environments/Sources/Shaders/PT_Vegetation_Flowers_Shader.shader b/IF3210-2024-Unity-AFK/Assets/Sample/Lowpoly_Environments/Sources/Shaders/PT_Vegetation_Flowers_Shader.shader new file mode 100644 index 0000000000000000000000000000000000000000..68dbaf25b04ebdbc3a5428bbd930f3fdf86458ed --- /dev/null +++ b/IF3210-2024-Unity-AFK/Assets/Sample/Lowpoly_Environments/Sources/Shaders/PT_Vegetation_Flowers_Shader.shader @@ -0,0 +1,407 @@ +// Made with Amplify Shader Editor v1.9.0.2 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Polytope Studio/PT_Vegetation_Flowers_Shader" +{ + Properties + { + [NoScaleOffset]_BASETEXTURE("BASE TEXTURE", 2D) = "black" {} + [Toggle]_CUSTOMCOLORSTINTING("CUSTOM COLORS TINTING", Float) = 1 + _TopColor("Top Color", Color) = (0.3505436,0.5754717,0.3338822,1) + _GroundColor("Ground Color", Color) = (0.1879673,0.3113208,0.1776878,1) + [HDR]_Gradient(" Gradient", Range( 0 , 1)) = 1 + _GradientPower1("Gradient Power", Range( 0 , 10)) = 1 + _LeavesThickness("Leaves Thickness", Range( 0.1 , 0.95)) = 0.5 + [Toggle]_CUSTOMFLOWERSCOLOR("CUSTOM FLOWERS COLOR", Float) = 0 + [HideInInspector]_MaskClipValue("Mask Clip Value", Range( 0 , 1)) = 0.5 + [HDR]_FLOWERSCOLOR("FLOWERS COLOR", Color) = (1,0,0,0) + [Toggle(_TRANSLUCENCYONOFF_ON)] _TRANSLUCENCYONOFF("TRANSLUCENCY ON/OFF", Float) = 1 + [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 + [Toggle(_CUSTOMWIND_ON)] _CUSTOMWIND("CUSTOM WIND", Float) = 1 + _WindMovement("Wind Movement", Range( 0 , 1)) = 0.5 + _WindDensity("Wind Density", Range( 0 , 5)) = 0.2 + _WindStrength("Wind Strength", Range( 0 , 1)) = 0.3 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "TransparentCutout" "Queue" = "Geometry+0" } + Cull Off + CGPROGRAM + #include "UnityShaderVariables.cginc" + #include "UnityPBSLighting.cginc" + #pragma target 3.0 + #pragma multi_compile_instancing + #pragma shader_feature _CUSTOMWIND_ON + #pragma shader_feature_local _TRANSLUCENCYONOFF_ON + #pragma multi_compile __ LOD_FADE_CROSSFADE + #pragma surface surf StandardCustom keepalpha addshadow fullforwardshadows exclude_path:deferred dithercrossfade vertex:vertexDataFunc + struct Input + { + float2 uv_texcoord; + float3 worldPos; + }; + + struct SurfaceOutputStandardCustom + { + half3 Albedo; + half3 Normal; + half3 Emission; + half Metallic; + half Smoothness; + half Occlusion; + half Alpha; + half3 Translucency; + }; + + uniform float _WindMovement; + uniform float _WindDensity; + uniform float _WindStrength; + uniform float _CUSTOMCOLORSTINTING; + uniform float _CUSTOMFLOWERSCOLOR; + uniform sampler2D _BASETEXTURE; + uniform float4 _FLOWERSCOLOR; + uniform float4 _GroundColor; + uniform float4 _TopColor; + uniform float _Gradient; + uniform float _GradientPower1; + uniform half _Translucency; + uniform half _TransNormalDistortion; + uniform half _TransScattering; + uniform half _TransDirect; + uniform half _TransAmbient; + uniform half _TransShadow; + uniform float _LeavesThickness; + uniform float _MaskClipValue; + + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + + float3 permute( float3 x ) { return mod2D289( ( ( 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 = mod2D289( 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 ); + float4 ase_vertex4Pos = v.vertex; + float simplePerlin2D321 = snoise( (ase_vertex4Pos*1.0 + ( _Time.y * _WindMovement )).xy*_WindDensity ); + simplePerlin2D321 = simplePerlin2D321*0.5 + 0.5; + float4 appendResult329 = (float4(( ( ( ( simplePerlin2D321 - 0.5 ) / 10.0 ) * _WindStrength ) + ase_vertex4Pos.x ) , ase_vertex4Pos.y , ase_vertex4Pos.z , 1.0)); + float4 lerpResult330 = lerp( ase_vertex4Pos , appendResult329 , ( ase_vertex4Pos.y * 2.0 )); + float4 transform331 = mul(unity_WorldToObject,float4( _WorldSpaceCameraPos , 0.0 )); + float4 temp_cast_2 = (transform331.w).xxxx; + #ifdef _CUSTOMWIND_ON + float4 staticSwitch333 = ( lerpResult330 - temp_cast_2 ); + #else + float4 staticSwitch333 = ase_vertex4Pos; + #endif + float4 WIND393 = staticSwitch333; + v.vertex.xyz = WIND393.xyz; + v.vertex.w = 1; + } + + inline half4 LightingStandardCustom(SurfaceOutputStandardCustom s, half3 viewDir, UnityGI gi ) + { + #if !defined(DIRECTIONAL) + float3 lightAtten = gi.light.color; + #else + float3 lightAtten = lerp( _LightColor0.rgb, 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 ) + { + #if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS + gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal); + #else + UNITY_GLOSSY_ENV_FROM_SURFACE( g, s, data ); + gi = UnityGlobalIllumination( data, s.Occlusion, s.Normal, g ); + #endif + } + + void surf( Input i , inout SurfaceOutputStandardCustom o ) + { + float2 uv_BASETEXTURE2 = i.uv_texcoord; + float4 tex2DNode2 = tex2D( _BASETEXTURE, uv_BASETEXTURE2 ); + float grayscale313 = dot(tex2DNode2.rgb, float3(0.299,0.587,0.114)); + float2 temp_cast_1 = (0.5).xx; + float2 uv_TexCoord204 = i.uv_texcoord + temp_cast_1; + float2 temp_cast_2 = (0.0).xx; + float2 uv_TexCoord235 = i.uv_texcoord + temp_cast_2; + float temp_output_238_0 = ( step( uv_TexCoord204.x , 1.0 ) + step( uv_TexCoord235.y , 0.5 ) ); + float clampResult248 = clamp( ( 1.0 - temp_output_238_0 ) , 0.0 , 1.0 ); + float FLOWERMASK395 = clampResult248; + float4 temp_cast_3 = (( grayscale313 * FLOWERMASK395 )).xxxx; + float4 blendOpSrc310 = _FLOWERSCOLOR; + float4 blendOpDest310 = temp_cast_3; + float4 lerpBlendMode310 = lerp(blendOpDest310,( blendOpSrc310 * blendOpDest310 ),FLOWERMASK395); + float4 lerpResult341 = lerp( tex2DNode2 , ( saturate( lerpBlendMode310 )) , FLOWERMASK395); + float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) ); + float clampResult354 = clamp( pow( ( (0.5 + (ase_vertex3Pos.y - 0.0) * (2.0 - 0.5) / (1.0 - 0.0)) * _Gradient ) , _GradientPower1 ) , 0.0 , 1.0 ); + float4 lerpResult356 = lerp( _GroundColor , _TopColor , clampResult354); + float4 GRADIENT380 = lerpResult356; + float4 temp_cast_4 = (temp_output_238_0).xxxx; + float4 lerpResult205 = lerp( GRADIENT380 , temp_cast_4 , FLOWERMASK395); + float4 GRADIENTMASK402 = lerpResult205; + float4 temp_cast_5 = (grayscale313).xxxx; + float4 lerpResult362 = lerp( temp_cast_5 , (( _CUSTOMFLOWERSCOLOR )?( lerpResult341 ):( tex2DNode2 )) , FLOWERMASK395); + float4 blendOpSrc232 = GRADIENTMASK402; + float4 blendOpDest232 = lerpResult362; + float clampResult281 = clamp( temp_output_238_0 , 0.0 , 1.0 ); + float FLOWERMASKINVERT398 = clampResult281; + float4 lerpBlendMode232 = lerp(blendOpDest232,(( blendOpDest232 > 0.5 ) ? ( 1.0 - 2.0 * ( 1.0 - blendOpDest232 ) * ( 1.0 - blendOpSrc232 ) ) : ( 2.0 * blendOpDest232 * blendOpSrc232 ) ),FLOWERMASKINVERT398); + float4 FINALCOLOR400 = (( _CUSTOMCOLORSTINTING )?( lerpBlendMode232 ):( (( _CUSTOMFLOWERSCOLOR )?( lerpResult341 ):( tex2DNode2 )) )); + o.Albedo = FINALCOLOR400.rgb; + float temp_output_407_0 = 0.0; + o.Metallic = temp_output_407_0; + o.Smoothness = temp_output_407_0; + #ifdef _TRANSLUCENCYONOFF_ON + float4 staticSwitch390 = ( FINALCOLOR400 * 1.0 ); + #else + float4 staticSwitch390 = float4( 0,0,0,0 ); + #endif + float4 TRANSLUCENCY391 = staticSwitch390; + o.Translucency = TRANSLUCENCY391.rgb; + o.Alpha = 1; + float ALPHA382 = tex2DNode2.a; + float TRANSPARENCY384 = ( 1.0 - step( ALPHA382 , ( 1.0 - _LeavesThickness ) ) ); + clip( TRANSPARENCY384 - _MaskClipValue ); + } + + ENDCG + } + Fallback "Diffuse" +} +/*ASEBEGIN +Version=19002 +190;323;1496;706;574.5507;116.8802;1.3;True;False 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file diff --git a/IF3210-2024-Unity-AFK/Assets/Sample/Lowpoly_Environments/Sources/Shaders/PT_Vegetation_Flowers_Shader.shader.meta b/IF3210-2024-Unity-AFK/Assets/Sample/Lowpoly_Environments/Sources/Shaders/PT_Vegetation_Flowers_Shader.shader.meta new file mode 100644 index 0000000000000000000000000000000000000000..eaf8ac6dd5f226156afa3cd97d6d62fa43c89649 --- /dev/null +++ b/IF3210-2024-Unity-AFK/Assets/Sample/Lowpoly_Environments/Sources/Shaders/PT_Vegetation_Flowers_Shader.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 967d5336813ae5d4d990df0cf9cb3aca +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/IF3210-2024-Unity-AFK/Assets/Sample/Lowpoly_Environments/Sources/Shaders/PT_Vegetation_Foliage_Shader.shader b/IF3210-2024-Unity-AFK/Assets/Sample/Lowpoly_Environments/Sources/Shaders/PT_Vegetation_Foliage_Shader.shader new file mode 100644 index 0000000000000000000000000000000000000000..3375978910b5ae67c3c8ce5a448d7d6ba368aa8d --- /dev/null +++ b/IF3210-2024-Unity-AFK/Assets/Sample/Lowpoly_Environments/Sources/Shaders/PT_Vegetation_Foliage_Shader.shader @@ -0,0 +1,479 @@ +// Made with Amplify Shader Editor v1.9.1.5 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Polytope Studio/PT_Vegetation_Foliage_Shader" +{ + Properties + { + [NoScaleOffset]_BaseTexture("Base Texture", 2D) = "white" {} + [Toggle]_CUSTOMCOLORSTINTING("CUSTOM COLORS TINTING", Float) = 0 + [HDR]_TopColor("Top Color", Color) = (0,0.2178235,1,1) + [HDR]_GroundColor("Ground Color", Color) = (1,0,0,1) + [HDR]_Gradient("Gradient", Range( 0 , 1)) = 1 + _GradientPower("Gradient Power", Range( 0 , 10)) = 5 + _LeavesThickness("Leaves Thickness", Range( 0.1 , 0.95)) = 0.5 + _Smoothness("Smoothness", Range( 0 , 1)) = 0 + [Toggle(_TRANSLUCENCYONOFF_ON)] _TRANSLUCENCYONOFF("TRANSLUCENCY ON/OFF", Float) = 1 + [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 + [HideInInspector]_MaskClipValue("Mask Clip Value", Range( 0 , 1)) = 0.5 + [Toggle(_CUSTOMWIND_ON)] _CUSTOMWIND("CUSTOM WIND", Float) = 1 + [Toggle(_WINDMASKONOFF_ON)] _WINDMASKONOFF("WIND MASK ON/OFF", Float) = 0 + _WindMovement("Wind Movement", Range( 0 , 10)) = 0.5 + _WindDensity("Wind Density", Range( 0 , 5)) = 3.3 + _WindStrength("Wind Strength", Range( 0 , 1)) = 0.3 + [Toggle(_SNOWONOFF_ON)] _SNOWONOFF("SNOW ON/OFF", Float) = 0 + _SnowGradient("Snow Gradient", Range( 0 , 1)) = 0.83 + _SnowCoverage("Snow Coverage", Range( 0 , 1)) = 0.45 + _SnowAmount("Snow Amount", Range( 0 , 1)) = 1 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "TransparentCutout" "Queue" = "Geometry+0" "DisableBatching" = "True" } + Cull Off + CGINCLUDE + #include "UnityShaderVariables.cginc" + #include "UnityPBSLighting.cginc" + #include "Lighting.cginc" + #pragma target 3.5 + #pragma multi_compile_instancing + #pragma shader_feature _CUSTOMWIND_ON + #pragma shader_feature_local _WINDMASKONOFF_ON + #pragma shader_feature_local _SNOWONOFF_ON + #pragma shader_feature_local _TRANSLUCENCYONOFF_ON + #pragma multi_compile __ LOD_FADE_CROSSFADE + struct Input + { + float2 uv_texcoord; + float3 worldPos; + float3 worldNormal; + }; + + struct SurfaceOutputStandardCustom + { + half3 Albedo; + half3 Normal; + half3 Emission; + half Metallic; + half Smoothness; + half Occlusion; + half Alpha; + half3 Translucency; + }; + + uniform float _WindMovement; + uniform float _WindDensity; + uniform float _WindStrength; + uniform float _CUSTOMCOLORSTINTING; + uniform sampler2D _BaseTexture; + uniform float4 _GroundColor; + uniform float4 _TopColor; + uniform float _Gradient; + uniform float _GradientPower; + uniform float _SnowAmount; + uniform float _SnowGradient; + uniform float _SnowCoverage; + uniform float _Smoothness; + uniform half _Translucency; + uniform half _TransNormalDistortion; + uniform half _TransScattering; + uniform half _TransDirect; + uniform half _TransAmbient; + uniform half _TransShadow; + uniform float _LeavesThickness; + uniform float _MaskClipValue; + + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + + float3 permute( float3 x ) { return mod2D289( ( ( 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 = mod2D289( 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 ); + } + + + float4 CalculateContrast( float contrastValue, float4 colorTarget ) + { + float t = 0.5 * ( 1.0 - contrastValue ); + return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget ); + } + + void vertexDataFunc( inout appdata_full v, out Input o ) + { + UNITY_INITIALIZE_OUTPUT( Input, o ); + float4 ase_vertex4Pos = v.vertex; + float simplePerlin2D308 = snoise( (ase_vertex4Pos*1.0 + ( _Time.y * _WindMovement )).xy*_WindDensity ); + simplePerlin2D308 = simplePerlin2D308*0.5 + 0.5; + float4 appendResult316 = (float4(( ( ( ( simplePerlin2D308 - 0.5 ) / 10.0 ) * _WindStrength ) + ase_vertex4Pos.x ) , ase_vertex4Pos.y , ase_vertex4Pos.z , 1.0)); + #ifdef _WINDMASKONOFF_ON + float staticSwitch780 = ( ( 1.0 - v.texcoord.xy.y ) * 5.0 ); + #else + float staticSwitch780 = ase_vertex4Pos.y; + #endif + float4 lerpResult317 = lerp( ase_vertex4Pos , appendResult316 , staticSwitch780); + float4 transform318 = mul(unity_WorldToObject,float4( _WorldSpaceCameraPos , 0.0 )); + float4 temp_cast_2 = (transform318.w).xxxx; + #ifdef _CUSTOMWIND_ON + float4 staticSwitch320 = ( lerpResult317 - temp_cast_2 ); + #else + float4 staticSwitch320 = ase_vertex4Pos; + #endif + float4 LOCALWIND353 = staticSwitch320; + v.vertex.xyz = LOCALWIND353.xyz; + v.vertex.w = 1; + } + + inline half4 LightingStandardCustom(SurfaceOutputStandardCustom s, half3 viewDir, UnityGI gi ) + { + #if !defined(DIRECTIONAL) + float3 lightAtten = gi.light.color; + #else + float3 lightAtten = lerp( _LightColor0.rgb, 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 ) + { + #if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS + gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal); + #else + UNITY_GLOSSY_ENV_FROM_SURFACE( g, s, data ); + gi = UnityGlobalIllumination( data, s.Occlusion, s.Normal, g ); + #endif + } + + void surf( Input i , inout SurfaceOutputStandardCustom o ) + { + float2 uv_BaseTexture2 = i.uv_texcoord; + float4 tex2DNode2 = tex2D( _BaseTexture, uv_BaseTexture2 ); + float grayscale180 = (tex2DNode2.rgb.r + tex2DNode2.rgb.g + tex2DNode2.rgb.b) / 3; + float4 temp_cast_1 = (grayscale180).xxxx; + float4 ase_vertex4Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) ); + float clampResult738 = clamp( pow( ( (0.5 + (ase_vertex4Pos.y - 0.0) * (2.0 - 0.5) / (1.0 - 0.0)) * _Gradient ) , _GradientPower ) , -1.0 , 1.0 ); + float4 lerpResult557 = lerp( _GroundColor , _TopColor , clampResult738); + float4 GRADIENT558 = lerpResult557; + float4 blendOpSrc18 = CalculateContrast(0.1,temp_cast_1); + float4 blendOpDest18 = GRADIENT558; + float4 lerpBlendMode18 = lerp(blendOpDest18,( blendOpSrc18 * blendOpDest18 ),0.0); + float4 COLOR502 = (( _CUSTOMCOLORSTINTING )?( ( saturate( lerpBlendMode18 )) ):( tex2DNode2 )); + float3 ase_worldPos = i.worldPos; + float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); + float3 ase_worldNormal = i.worldNormal; + float4 color443 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0); + float fresnelNdotV454 = dot( ase_worldNormal, ase_worldViewDir ); + float fresnelNode454 = ( 0.11 + 1.0 * pow( 1.0 - fresnelNdotV454, color443.r ) ); + float smoothstepResult531 = smoothstep( 0.0 , _SnowGradient , ( ( i.uv_texcoord.y * 0.65 ) + (-1.0 + (_SnowCoverage - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) )); + float SNOW489 = ( ( (0.0 + (_SnowAmount - 0.0) * (10.0 - 0.0) / (1.0 - 0.0)) * fresnelNode454 ) * smoothstepResult531 ); + #ifdef _SNOWONOFF_ON + float4 staticSwitch372 = ( SNOW489 + COLOR502 ); + #else + float4 staticSwitch372 = COLOR502; + #endif + o.Albedo = staticSwitch372.rgb; + o.Smoothness = _Smoothness; + #ifdef _TRANSLUCENCYONOFF_ON + float4 staticSwitch493 = ( COLOR502 * 1.0 ); + #else + float4 staticSwitch493 = float4( 0,0,0,0 ); + #endif + float4 TRANSLUCENCY497 = staticSwitch493; + o.Translucency = TRANSLUCENCY497.rgb; + o.Alpha = 1; + float GENERALALPHA505 = tex2DNode2.a; + float ALPHACUTOFF496 = ( 1.0 - step( GENERALALPHA505 , ( 1.0 - _LeavesThickness ) ) ); + clip( ALPHACUTOFF496 - _MaskClipValue ); + } + + ENDCG + CGPROGRAM + #pragma surface surf StandardCustom keepalpha fullforwardshadows exclude_path:deferred dithercrossfade vertex:vertexDataFunc + + ENDCG + Pass + { + Name "ShadowCaster" + Tags{ "LightMode" = "ShadowCaster" } + ZWrite On + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.5 + #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_GLES || 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; + float2 customPack1 : TEXCOORD1; + float3 worldPos : TEXCOORD2; + float3 worldNormal : TEXCOORD3; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + v2f vert( appdata_full v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID( v ); + UNITY_INITIALIZE_OUTPUT( v2f, o ); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( 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 ); + o.worldNormal = worldNormal; + o.customPack1.xy = customInputData.uv_texcoord; + o.customPack1.xy = v.texcoord; + o.worldPos = worldPos; + 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 ); + surfIN.uv_texcoord = IN.customPack1.xy; + float3 worldPos = IN.worldPos; + half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); + surfIN.worldPos = worldPos; + surfIN.worldNormal = IN.worldNormal; + SurfaceOutputStandardCustom o; + UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardCustom, o ) + surf( surfIN, o ); + #if defined( CAN_SKIP_VPOS ) + float2 vpos = IN.pos; + #endif + SHADOW_CASTER_FRAGMENT( IN ) + } + ENDCG + } + } + Fallback "Diffuse" +} +/*ASEBEGIN +Version=19105 +Node;AmplifyShaderEditor.CommentaryNode;544;-1538.46,-972.0139;Inherit;False;1541.214;770.4899;GRADIENT;11;557;738;556;553;547;546;744;747;746;739;558;GRADIENT;1,1,1,1;0;0 +Node;AmplifyShaderEditor.PosVertexDataNode;739;-1523.9,-552.8172;Inherit;False;1;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 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b/IF3210-2024-Unity-AFK/Assets/Sample/Lowpoly_Environments/Sources/Shaders/PT_Vegetation_Opaque_Shader.shader @@ -0,0 +1,460 @@ +// Made with Amplify Shader Editor v1.9.1.5 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Polytope Studio/PT_Vegetation_Opaque_Shader" +{ + Properties + { + [NoScaleOffset]_BaseTexture("Base Texture", 2D) = "white" {} + [Toggle]_CUSTOMCOLORSTINTING("CUSTOM COLORS TINTING", Float) = 0 + [HDR]_GroundColor("Ground Color", Color) = (0.08490568,0.05234205,0.04846032,1) + [HDR]_TopColor("Top Color", Color) = (0.4811321,0.4036026,0.2382966,1) + [HDR]_Gradient("Gradient ", Range( 0 , 1)) = 1 + _GradientPower("Gradient Power", Range( 0 , 10)) = 1 + _Smoothness("Smoothness", Range( 0 , 1)) = 0.7748996 + [Toggle(_SNOWONOFF_ON)] _SNOWONOFF("SNOW ON/OFF", Float) = 0 + _SnowAmount("Snow Amount", Range( 0 , 1)) = 1 + _SnowCoverage("Snow Coverage", Range( 0 , 1)) = 0.45 + _SnowFade("Snow Fade", Range( 0 , 1)) = 0.83 + [Toggle(_CUSTOMWIND_ON)] _CUSTOMWIND("CUSTOM WIND", Float) = 1 + [Toggle(_WINDMASKONOFF_ON)] _WINDMASKONOFF("WIND MASK ON/OFF", Float) = 0 + _WindMovement("Wind Movement", Range( 0 , 10)) = 0.5 + _WindDensity("Wind Density", Range( 0 , 5)) = 3.3 + _WindStrength("Wind Strength", Range( 0 , 1)) = 0.3 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } + Cull Off + CGINCLUDE + #include "UnityShaderVariables.cginc" + #include "UnityPBSLighting.cginc" + #include "Lighting.cginc" + #pragma target 3.5 + #pragma multi_compile_instancing + #pragma shader_feature _CUSTOMWIND_ON + #pragma shader_feature_local _WINDMASKONOFF_ON + #pragma shader_feature_local _SNOWONOFF_ON + #pragma multi_compile __ LOD_FADE_CROSSFADE + struct Input + { + float2 uv_texcoord; + float3 worldPos; + float3 worldNormal; + }; + + uniform float _WindMovement; + uniform float _WindDensity; + uniform float _WindStrength; + uniform float _CUSTOMCOLORSTINTING; + uniform sampler2D _BaseTexture; + uniform float4 _GroundColor; + uniform float4 _TopColor; + uniform float _Gradient; + uniform float _GradientPower; + uniform float _SnowAmount; + uniform float _SnowFade; + uniform float _SnowCoverage; + uniform float _Smoothness; + + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + + float3 permute( float3 x ) { return mod2D289( ( ( 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 = mod2D289( 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 ); + } + + + float4 CalculateContrast( float contrastValue, float4 colorTarget ) + { + float t = 0.5 * ( 1.0 - contrastValue ); + return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget ); + } + + void vertexDataFunc( inout appdata_full v, out Input o ) + { + UNITY_INITIALIZE_OUTPUT( Input, o ); + float4 ase_vertex4Pos = v.vertex; + float simplePerlin2D622 = snoise( (ase_vertex4Pos*1.0 + ( _Time.y * _WindMovement )).xy*_WindDensity ); + simplePerlin2D622 = simplePerlin2D622*0.5 + 0.5; + float4 appendResult632 = (float4(( ( ( ( simplePerlin2D622 - 0.5 ) / 10.0 ) * _WindStrength ) + ase_vertex4Pos.x ) , ase_vertex4Pos.y , ase_vertex4Pos.z , 1.0)); + #ifdef _WINDMASKONOFF_ON + float staticSwitch633 = ( ( 1.0 - v.texcoord.xy.y ) * 5.0 ); + #else + float staticSwitch633 = ase_vertex4Pos.y; + #endif + float4 lerpResult635 = lerp( ase_vertex4Pos , appendResult632 , staticSwitch633); + float4 transform636 = mul(unity_WorldToObject,float4( _WorldSpaceCameraPos , 0.0 )); + float4 temp_cast_2 = (transform636.w).xxxx; + #ifdef _CUSTOMWIND_ON + float4 staticSwitch638 = ( lerpResult635 - temp_cast_2 ); + #else + float4 staticSwitch638 = ase_vertex4Pos; + #endif + float4 LOCALWIND639 = staticSwitch638; + v.vertex.xyz = LOCALWIND639.xyz; + v.vertex.w = 1; + } + + void surf( Input i , inout SurfaceOutputStandard o ) + { + float2 uv_BaseTexture2 = i.uv_texcoord; + float4 tex2DNode2 = tex2D( _BaseTexture, uv_BaseTexture2 ); + float4 ase_vertex4Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) ); + float clampResult555 = clamp( pow( ( (0.5 + (ase_vertex4Pos.y - 0.0) * (2.0 - 0.5) / (1.0 - 0.0)) * _Gradient ) , _GradientPower ) , 0.0 , 1.0 ); + float4 lerpResult557 = lerp( _GroundColor , _TopColor , clampResult555); + float4 Gradient558 = lerpResult557; + float grayscale180 = dot(tex2DNode2.rgb, float3(0.299,0.587,0.114)); + float saferPower568 = abs( grayscale180 ); + float4 temp_cast_1 = (pow( saferPower568 , 0.5 )).xxxx; + float4 blendOpSrc18 = Gradient558; + float4 blendOpDest18 = CalculateContrast(1.8,temp_cast_1); + float2 temp_cast_2 = (0.5).xx; + float2 uv_TexCoord578 = i.uv_texcoord + temp_cast_2; + float clampResult596 = clamp( step( uv_TexCoord578.x , 1.0 ) , 0.0 , 1.0 ); + float2 temp_cast_3 = (0.0).xx; + float2 uv_TexCoord577 = i.uv_texcoord + temp_cast_3; + float clampResult585 = clamp( ( ( 1.0 - clampResult596 ) * step( uv_TexCoord577.y , 0.5 ) ) , 0.0 , 1.0 ); + float FRUITSMASK586 = clampResult585; + float temp_output_594_0 = ( 1.0 - FRUITSMASK586 ); + float4 lerpBlendMode18 = lerp(blendOpDest18,( blendOpSrc18 * blendOpDest18 ),temp_output_594_0); + float4 lerpResult595 = lerp( tex2DNode2 , ( saturate( lerpBlendMode18 )) , temp_output_594_0); + float4 COLOR502 = (( _CUSTOMCOLORSTINTING )?( lerpResult595 ):( tex2DNode2 )); + float3 ase_worldPos = i.worldPos; + float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); + float3 ase_worldNormal = i.worldNormal; + float4 color443 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0); + float fresnelNdotV454 = dot( ase_worldNormal, ase_worldViewDir ); + float fresnelNode454 = ( 0.11 + 1.0 * pow( 1.0 - fresnelNdotV454, color443.r ) ); + float3 ase_normWorldNormal = normalize( ase_worldNormal ); + float dotResult450 = dot( ase_normWorldNormal , float3(0,1,0) ); + float smoothstepResult531 = smoothstep( 0.0 , _SnowFade , ( dotResult450 + (-1.0 + (_SnowCoverage - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) )); + float SNOW489 = ( ( (0.0 + (_SnowAmount - 0.0) * (10.0 - 0.0) / (1.0 - 0.0)) * fresnelNode454 ) * smoothstepResult531 ); + #ifdef _SNOWONOFF_ON + float4 staticSwitch372 = ( SNOW489 + COLOR502 ); + #else + float4 staticSwitch372 = COLOR502; + #endif + o.Albedo = staticSwitch372.rgb; + o.Smoothness = ( _Smoothness * ( 1.0 - FRUITSMASK586 ) ); + o.Alpha = 1; + } + + ENDCG + CGPROGRAM + #pragma surface surf Standard keepalpha fullforwardshadows exclude_path:deferred dithercrossfade vertex:vertexDataFunc + + ENDCG + Pass + { + Name "ShadowCaster" + Tags{ "LightMode" = "ShadowCaster" } + ZWrite On + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.5 + #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_GLES || 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; + float2 customPack1 : TEXCOORD1; + float3 worldPos : TEXCOORD2; + float3 worldNormal : TEXCOORD3; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + v2f vert( appdata_full v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID( v ); + UNITY_INITIALIZE_OUTPUT( v2f, o ); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( 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 ); + o.worldNormal = worldNormal; + o.customPack1.xy = customInputData.uv_texcoord; + o.customPack1.xy = v.texcoord; + o.worldPos = worldPos; + 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; 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b/IF3210-2024-Unity-AFK/Assets/Sample/Lowpoly_Environments/Sources/Shaders/PT_Vegetation_Plants_Shader.shader @@ -0,0 +1,465 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Polytope Studio/PT_Vegetation_Plants_Shader" +{ + Properties + { + [NoScaleOffset]_BaseTexture("Base Texture", 2D) = "white" {} + [Toggle]_CUSTOMCOLORSTINTING("CUSTOM COLORS TINTING", Float) = 0 + [HDR]_TopColor("Top Color", Color) = (0,0.2178235,1,1) + [HDR]_GroundColor("Ground Color", Color) = (1,0,0,1) + [HDR]_Gradient("Gradient", Range( 0 , 10)) = 1.4 + _GradientPower("Gradient Power", Range( 0 , 10)) = 1 + _LeavesThickness("Leaves Thickness", Range( 0.1 , 0.95)) = 0.5 + _Smoothness("Smoothness", Range( 0 , 1)) = 0 + [Toggle(_TRANSLUCENCYONOFF_ON)] _TRANSLUCENCYONOFF("TRANSLUCENCY ON/OFF", Float) = 1 + [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 + [Toggle(_CUSTOMWIND_ON)] _CUSTOMWIND("CUSTOM WIND", Float) = 1 + [HideInInspector]_MaskClipValue("Mask Clip Value", Range( 0 , 1)) = 0.5 + _WindMovement("Wind Movement", Range( 0 , 10)) = 0.5 + _WindDensity("Wind Density", Range( 0 , 5)) = 3.3 + _WindStrength("Wind Strength", Range( 0 , 1)) = 0.3 + [Toggle(_SNOWONOFF_ON)] _SNOWONOFF("SNOW ON/OFF", Float) = 0 + _SnowGradient("Snow Gradient", Range( 0 , 1)) = 0.83 + _SnowCoverage("Snow Coverage", Range( 0 , 1)) = 0.45 + _SnowAmount("Snow Amount", Range( 0 , 1)) = 1 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "TransparentCutout" "Queue" = "Geometry+0" } + Cull Off + CGINCLUDE + #include "UnityShaderVariables.cginc" + #include "UnityPBSLighting.cginc" + #include "Lighting.cginc" + #pragma target 3.5 + #pragma multi_compile_instancing + #pragma shader_feature _CUSTOMWIND_ON + #pragma shader_feature_local _SNOWONOFF_ON + #pragma shader_feature_local _TRANSLUCENCYONOFF_ON + #pragma multi_compile __ LOD_FADE_CROSSFADE + struct Input + { + float2 uv_texcoord; + float3 worldPos; + float3 worldNormal; + }; + + struct SurfaceOutputStandardCustom + { + half3 Albedo; + half3 Normal; + half3 Emission; + half Metallic; + half Smoothness; + half Occlusion; + half Alpha; + half3 Translucency; + }; + + uniform float _WindMovement; + uniform float _WindDensity; + uniform float _WindStrength; + uniform float _CUSTOMCOLORSTINTING; + uniform sampler2D _BaseTexture; + uniform float4 _GroundColor; + uniform float4 _TopColor; + uniform float _Gradient; + uniform float _GradientPower; + uniform float _SnowAmount; + uniform float _SnowGradient; + uniform float _SnowCoverage; + uniform float _Smoothness; + uniform half _Translucency; + uniform half _TransNormalDistortion; + uniform half _TransScattering; + uniform half _TransDirect; + uniform half _TransAmbient; + uniform half _TransShadow; + uniform float _LeavesThickness; + uniform float _MaskClipValue; + + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + + float3 permute( float3 x ) { return mod2D289( ( ( 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 = mod2D289( 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_vertex3Pos = v.vertex.xyz; + float simplePerlin2D308 = snoise( (ase_vertex3Pos*1.0 + ( _Time.y * _WindMovement )).xy*_WindDensity ); + simplePerlin2D308 = simplePerlin2D308*0.5 + 0.5; + float4 appendResult316 = (float4(( ( ( ( simplePerlin2D308 - 0.5 ) / 10.0 ) * _WindStrength ) + ase_vertex3Pos.x ) , ase_vertex3Pos.y , ase_vertex3Pos.z , 1.0)); + float4 lerpResult317 = lerp( float4( ase_vertex3Pos , 0.0 ) , appendResult316 , ( ase_vertex3Pos.y * 2.0 )); + float4 transform318 = mul(unity_WorldToObject,float4( _WorldSpaceCameraPos , 0.0 )); + float4 temp_cast_4 = (transform318.w).xxxx; + #ifdef _CUSTOMWIND_ON + float4 staticSwitch320 = ( lerpResult317 - temp_cast_4 ); + #else + float4 staticSwitch320 = float4( ase_vertex3Pos , 0.0 ); + #endif + float4 LOCALWIND353 = staticSwitch320; + v.vertex.xyz = LOCALWIND353.xyz; + v.vertex.w = 1; + } + + inline half4 LightingStandardCustom(SurfaceOutputStandardCustom s, half3 viewDir, UnityGI gi ) + { + #if !defined(DIRECTIONAL) + float3 lightAtten = gi.light.color; + #else + float3 lightAtten = lerp( _LightColor0.rgb, 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 ) + { + #if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS + gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal); + #else + UNITY_GLOSSY_ENV_FROM_SURFACE( g, s, data ); + gi = UnityGlobalIllumination( data, s.Occlusion, s.Normal, g ); + #endif + } + + void surf( Input i , inout SurfaceOutputStandardCustom o ) + { + float2 uv_BaseTexture2 = i.uv_texcoord; + float4 tex2DNode2 = tex2D( _BaseTexture, uv_BaseTexture2 ); + float clampResult738 = clamp( pow( ( i.uv_texcoord.y * _Gradient ) , _GradientPower ) , 0.0 , 1.0 ); + float4 lerpResult557 = lerp( _GroundColor , _TopColor , clampResult738); + float4 GRADIENT558 = lerpResult557; + float4 blendOpSrc18 = tex2DNode2; + float4 blendOpDest18 = GRADIENT558; + float4 lerpBlendMode18 = lerp(blendOpDest18,( blendOpSrc18 * blendOpDest18 ),0.0); + float4 COLOR502 = (( _CUSTOMCOLORSTINTING )?( lerpBlendMode18 ):( tex2DNode2 )); + float3 ase_worldPos = i.worldPos; + float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); + float3 ase_worldNormal = i.worldNormal; + float4 color443 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0); + float fresnelNdotV454 = dot( ase_worldNormal, ase_worldViewDir ); + float fresnelNode454 = ( 0.11 + 1.0 * pow( 1.0 - fresnelNdotV454, color443.r ) ); + float smoothstepResult531 = smoothstep( 0.0 , _SnowGradient , ( ( 1.0 - ( i.uv_texcoord.y * 0.65 ) ) + (-1.0 + (_SnowCoverage - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) )); + float SNOW489 = ( ( (0.0 + (_SnowAmount - 0.0) * (10.0 - 0.0) / (1.0 - 0.0)) * fresnelNode454 ) * smoothstepResult531 ); + float4 temp_cast_1 = (( SNOW489 + 0.0 )).xxxx; + #ifdef _SNOWONOFF_ON + float4 staticSwitch372 = temp_cast_1; + #else + float4 staticSwitch372 = COLOR502; + #endif + o.Albedo = staticSwitch372.rgb; + o.Smoothness = _Smoothness; + #ifdef _TRANSLUCENCYONOFF_ON + float4 staticSwitch493 = ( COLOR502 * 1.0 ); + #else + float4 staticSwitch493 = float4( 0,0,0,0 ); + #endif + float4 TRANSLUCENCY497 = staticSwitch493; + o.Translucency = TRANSLUCENCY497.rgb; + o.Alpha = 1; + float GENERALALPHA505 = tex2DNode2.a; + float ALPHACUTOFF496 = ( 1.0 - step( GENERALALPHA505 , ( 1.0 - _LeavesThickness ) ) ); + clip( ALPHACUTOFF496 - _MaskClipValue ); + } + + ENDCG + CGPROGRAM + #pragma surface surf StandardCustom keepalpha fullforwardshadows exclude_path:deferred dithercrossfade vertex:vertexDataFunc + + ENDCG + Pass + { + Name "ShadowCaster" + Tags{ "LightMode" = "ShadowCaster" } + ZWrite On + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.5 + #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_GLES || 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; + float2 customPack1 : TEXCOORD1; + float3 worldPos : TEXCOORD2; + float3 worldNormal : TEXCOORD3; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + v2f vert( appdata_full v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID( v ); + UNITY_INITIALIZE_OUTPUT( v2f, o ); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( 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 ); + o.worldNormal = worldNormal; + o.customPack1.xy = customInputData.uv_texcoord; + o.customPack1.xy = v.texcoord; + o.worldPos = worldPos; + 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 ); + surfIN.uv_texcoord = IN.customPack1.xy; + float3 worldPos = IN.worldPos; + half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); + surfIN.worldPos = worldPos; + surfIN.worldNormal = IN.worldNormal; + SurfaceOutputStandardCustom o; + UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardCustom, 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=18912 +0;0;1920;1029;513.4656;527.3048;2.93292;True;False 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0000000000000000000000000000000000000000..a50608d1117dd28cd1f3c44742b5c11843863604 --- /dev/null +++ b/IF3210-2024-Unity-AFK/Assets/Sample/Lowpoly_Environments/Sources/Shaders/PT_Vegetation_Plants_Shader.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 406deb56557882e4ba79dfa0c72d8d2c +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/IF3210-2024-Unity-AFK/Assets/Sample/Lowpoly_Environments/Sources/Shaders/PT_Water_Shader.shader b/IF3210-2024-Unity-AFK/Assets/Sample/Lowpoly_Environments/Sources/Shaders/PT_Water_Shader.shader new file mode 100644 index 0000000000000000000000000000000000000000..753a80be92b0c8cd274be75831666e9fc181204e --- /dev/null +++ b/IF3210-2024-Unity-AFK/Assets/Sample/Lowpoly_Environments/Sources/Shaders/PT_Water_Shader.shader @@ -0,0 +1,432 @@ +// Made with Amplify Shader Editor v1.9.1.5 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Polytope Studio/PT_Water_Shader" +{ + Properties + { + _DeepColor("Deep Color", Color) = (0.3114988,0.5266015,0.5283019,0) + _ShallowColor("Shallow Color", Color) = (0.5238074,0.7314408,0.745283,0) + _Depth("Depth", Range( 0 , 1)) = 0.3 + _DepthStrength("Depth Strength", Range( 0 , 1)) = 0.3 + _Smootness("Smootness", Range( 0 , 1)) = 1 + _Mettalic("Mettalic", Range( 0 , 1)) = 1 + _TessValue( "Max Tessellation", Range( 1, 32 ) ) = 5 + _WaveSpeed("Wave Speed", Range( 0 , 1)) = 0.5 + _WaveTile("Wave Tile", Range( 0 , 0.9)) = 0.5 + _WaveAmplitude("Wave Amplitude", Range( 0 , 1)) = 0.2 + [NoScaleOffset][Normal]_NormalMapTexture("Normal Map Texture ", 2D) = "bump" {} + _NormalMapWavesSpeed("Normal Map Waves Speed", Range( 0 , 1)) = 0.1 + _NormalMapsWavesSize("Normal Maps Waves Size", Range( 0 , 10)) = 5 + _FoamColor("Foam Color", Color) = (0.3066038,1,0.9145772,0) + _FoamAmount("Foam Amount", Range( 0 , 10)) = 1.5 + _FoamPower("Foam Power", Range( 0.1 , 5)) = 0.5 + _FoamNoiseScale("Foam Noise Scale", Range( 0 , 1000)) = 150 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + [Header(Forward Rendering Options)] + [ToggleOff] _GlossyReflections("Reflections", Float) = 1.0 + } + + SubShader + { + Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" } + Cull Off + GrabPass{ } + CGPROGRAM + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #pragma target 5.0 + #pragma shader_feature _GLOSSYREFLECTIONS_OFF + #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) + #define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex); + #else + #define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex) + #endif + #pragma surface surf Standard alpha:fade keepalpha noshadow vertex:vertexDataFunc tessellate:tessFunction + struct Input + { + float3 worldPos; + float4 screenPos; + float2 uv_texcoord; + }; + + uniform float _WaveAmplitude; + uniform float _WaveSpeed; + uniform float _WaveTile; + UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); + uniform float4 _CameraDepthTexture_TexelSize; + uniform float _FoamAmount; + uniform float _FoamPower; + uniform float _FoamNoiseScale; + uniform sampler2D _NormalMapTexture; + uniform float _NormalMapsWavesSize; + uniform float _NormalMapWavesSpeed; + ASE_DECLARE_SCREENSPACE_TEXTURE( _GrabTexture ) + uniform float4 _ShallowColor; + uniform float4 _DeepColor; + uniform float _DepthStrength; + uniform float _Depth; + uniform float4 _FoamColor; + uniform float _Mettalic; + uniform float _Smootness; + uniform float _TessValue; + + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + + float3 permute( float3 x ) { return mod2D289( ( ( 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 = mod2D289( 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 ); + } + + + float2 UnityGradientNoiseDir( float2 p ) + { + p = fmod(p , 289); + float x = fmod((34 * p.x + 1) * p.x , 289) + p.y; + x = fmod( (34 * x + 1) * x , 289); + x = frac( x / 41 ) * 2 - 1; + return normalize( float2(x - floor(x + 0.5 ), abs( x ) - 0.5 ) ); + } + + float UnityGradientNoise( float2 UV, float Scale ) + { + float2 p = UV * Scale; + float2 ip = floor( p ); + float2 fp = frac( p ); + float d00 = dot( UnityGradientNoiseDir( ip ), fp ); + float d01 = dot( UnityGradientNoiseDir( ip + float2( 0, 1 ) ), fp - float2( 0, 1 ) ); + float d10 = dot( UnityGradientNoiseDir( ip + float2( 1, 0 ) ), fp - float2( 1, 0 ) ); + float d11 = dot( UnityGradientNoiseDir( ip + float2( 1, 1 ) ), fp - float2( 1, 1 ) ); + fp = fp * fp * fp * ( fp * ( fp * 6 - 15 ) + 10 ); + return lerp( lerp( d00, d01, fp.y ), lerp( d10, d11, fp.y ), fp.x ) + 0.5; + } + + + inline float4 ASE_ComputeGrabScreenPos( float4 pos ) + { + #if UNITY_UV_STARTS_AT_TOP + float scale = -1.0; + #else + float scale = 1.0; + #endif + float4 o = pos; + o.y = pos.w * 0.5f; + o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y; + return o; + } + + + float4 tessFunction( ) + { + return _TessValue; + } + + void vertexDataFunc( inout appdata_full v ) + { + float4 appendResult153 = (float4(0.23 , -0.8 , 0.0 , 0.0)); + float3 ase_worldPos = mul( unity_ObjectToWorld, v.vertex ); + float4 appendResult156 = (float4(ase_worldPos.x , ase_worldPos.z , 0.0 , 0.0)); + float2 panner145 = ( ( _Time.y * _WaveSpeed ) * appendResult153.xy + ( ( appendResult156 * float4( float2( 6.5,0.9 ), 0.0 , 0.0 ) ) * _WaveTile ).xy); + float simplePerlin2D143 = snoise( panner145 ); + simplePerlin2D143 = simplePerlin2D143*0.5 + 0.5; + float WAVESDISPLACEMENT245 = ( ( float3(0,0.05,0).y * _WaveAmplitude ) * simplePerlin2D143 ); + float3 temp_cast_3 = (WAVESDISPLACEMENT245).xxx; + v.vertex.xyz += temp_cast_3; + v.vertex.w = 1; + } + + void surf( Input i , inout SurfaceOutputStandard o ) + { + float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 ); + float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w; + ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; + float screenDepth434 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy )); + float distanceDepth434 = abs( ( screenDepth434 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _FoamAmount ) ); + float saferPower436 = abs( distanceDepth434 ); + float temp_output_436_0 = pow( saferPower436 , _FoamPower ); + float2 temp_cast_0 = (_FoamNoiseScale).xx; + float2 temp_cast_1 = (( _Time.y * 0.2 )).xx; + float2 uv_TexCoord433 = i.uv_texcoord * temp_cast_0 + temp_cast_1; + float gradientNoise437 = UnityGradientNoise(uv_TexCoord433,1.0); + gradientNoise437 = gradientNoise437*0.5 + 0.5; + float temp_output_471_0 = step( temp_output_436_0 , gradientNoise437 ); + float FoamMask439 = temp_output_471_0; + float4 appendResult405 = (float4(_NormalMapsWavesSize , _NormalMapsWavesSize , 0.0 , 0.0)); + float mulTime251 = _Time.y * 0.1; + float2 temp_cast_3 = (( mulTime251 * _NormalMapWavesSpeed )).xx; + float2 uv_TexCoord254 = i.uv_texcoord * appendResult405.xy + temp_cast_3; + float2 temp_output_2_0_g9 = uv_TexCoord254; + float2 break6_g9 = temp_output_2_0_g9; + float temp_output_25_0_g9 = ( pow( 0.5 , 3.0 ) * 0.1 ); + float2 appendResult8_g9 = (float2(( break6_g9.x + temp_output_25_0_g9 ) , break6_g9.y)); + float4 tex2DNode14_g9 = tex2D( _NormalMapTexture, temp_output_2_0_g9 ); + float temp_output_4_0_g9 = 1.0; + float3 appendResult13_g9 = (float3(1.0 , 0.0 , ( ( tex2D( _NormalMapTexture, appendResult8_g9 ).g - tex2DNode14_g9.g ) * temp_output_4_0_g9 ))); + float2 appendResult9_g9 = (float2(break6_g9.x , ( break6_g9.y + temp_output_25_0_g9 ))); + float3 appendResult16_g9 = (float3(0.0 , 1.0 , ( ( tex2D( _NormalMapTexture, appendResult9_g9 ).g - tex2DNode14_g9.g ) * temp_output_4_0_g9 ))); + float3 normalizeResult22_g9 = normalize( cross( appendResult13_g9 , appendResult16_g9 ) ); + float3 NORMALMAPWAVES243 = normalizeResult22_g9; + float4 color478 = IsGammaSpace() ? float4(0.4980392,0.4980392,1,0) : float4(0.2122307,0.2122307,1,0); + float layeredBlendVar477 = FoamMask439; + float4 layeredBlend477 = ( lerp( float4( NORMALMAPWAVES243 , 0.0 ),color478 , layeredBlendVar477 ) ); + float4 normalizeResult474 = normalize( layeredBlend477 ); + o.Normal = normalizeResult474.rgb; + float screenDepth350 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy )); + float distanceDepth350 = abs( ( screenDepth350 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( 100.0 ) ); + float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ase_screenPos ); + float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w; + float4 screenColor314 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_GrabTexture,( (ase_grabScreenPosNorm).xyzw + float4( ( NORMALMAPWAVES243 * 1.0 ) , 0.0 ) ).xy); + float4 FAKEREFRACTIONS415 = ( ( 1.0 - distanceDepth350 ) * screenColor314 ); + float eyeDepth64 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy )); + float clampResult81 = clamp( ( _DepthStrength * ( eyeDepth64 - ( ase_screenPos.w + _Depth ) ) ) , 0.0 , 1.0 ); + float4 lerpResult86 = lerp( _ShallowColor , _DeepColor , clampResult81); + float4 DeepShallowColor196 = lerpResult86; + float4 lerpResult470 = lerp( FAKEREFRACTIONS415 , DeepShallowColor196 , float4( 0.6132076,0.6132076,0.6132076,0 )); + float4 FoamColor442 = ( temp_output_471_0 * _FoamColor ); + o.Albedo = ( lerpResult470 + FoamColor442 ).rgb; + o.Metallic = _Mettalic; + float4 temp_cast_9 = (_Smootness).xxxx; + float4 color484 = IsGammaSpace() ? float4(0.2264151,0.2264151,0.2264151,0) : float4(0.04193995,0.04193995,0.04193995,0); + float layeredBlendVar485 = FoamMask439; + float4 layeredBlend485 = ( lerp( temp_cast_9,color484 , layeredBlendVar485 ) ); + o.Smoothness = layeredBlend485.r; + float DeepShallowMask197 = clampResult81; + float smoothstepResult400 = smoothstep( 0.2 , 1.2 , FoamMask439); + float clampResult401 = clamp( ( smoothstepResult400 * 0.05 ) , 0.0 , 1.0 ); + float 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