leonard Wu
2018-08-02 8175a85734cf5ae2a2d26d913ff30a14c2377029
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// Shader created with Shader Forge v1.37 
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:1.37;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:1,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:4013,x:33031,y:32389,varname:node_4013,prsc:2|diff-1671-OUT,diffpow-2484-OUT,spec-4877-OUT,gloss-4050-OUT,normal-5897-RGB;n:type:ShaderForge.SFN_Tex2d,id:567,x:32140,y:31511,ptovrint:False,ptlb:diff,ptin:_diff,varname:node_567,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:1671,x:32505,y:31806,varname:node_1671,prsc:2|A-567-RGB,B-4611-RGB;n:type:ShaderForge.SFN_Color,id:4611,x:31704,y:31588,ptovrint:False,ptlb:color,ptin:_color,varname:node_4611,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Slider,id:3369,x:31529,y:32377,ptovrint:False,ptlb:Spc,ptin:_Spc,varname:node_3369,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:10;n:type:ShaderForge.SFN_Slider,id:4050,x:32644,y:32907,ptovrint:False,ptlb:Gloss,ptin:_Gloss,varname:node_4050,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:5;n:type:ShaderForge.SFN_Tex2d,id:5897,x:31987,y:32841,ptovrint:False,ptlb:Normal,ptin:_Normal,varname:node_5897,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Tex2d,id:5354,x:31484,y:32551,ptovrint:False,ptlb:Spc2D,ptin:_Spc2D,varname:node_5354,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:8224,x:31953,y:32516,varname:node_8224,prsc:2|A-3369-OUT,B-5354-RGB;n:type:ShaderForge.SFN_Multiply,id:4877,x:32202,y:32624,varname:node_4877,prsc:2|A-8224-OUT,B-990-RGB;n:type:ShaderForge.SFN_Color,id:990,x:31901,y:32680,ptovrint:False,ptlb:Spccolor,ptin:_Spccolor,varname:node_990,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Slider,id:4717,x:31902,y:32272,ptovrint:False,ptlb:node_4717,ptin:_node_4717,varname:node_4717,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;n:type:ShaderForge.SFN_Tex2d,id:3952,x:32010,y:32045,ptovrint:False,ptlb:node_3952,ptin:_node_3952,varname:node_3952,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:2484,x:32335,y:31985,varname:node_2484,prsc:2|A-3952-RGB,B-4717-OUT;proporder:567-4611-3369-4050-5897-5354-990-4717-3952;pass:END;sub:END;*/
 
Shader "Shader Forge/Newshader01" {
    Properties {
        _diff ("diff", 2D) = "white" {}
        _color ("color", Color) = (0.5,0.5,0.5,1)
        _Spc ("Spc", Range(0, 10)) = 0
        _Gloss ("Gloss", Range(0, 5)) = 0
        _Normal ("Normal", 2D) = "bump" {}
        _Spc2D ("Spc2D", 2D) = "white" {}
        _Spccolor ("Spccolor", Color) = (0.5,0.5,0.5,1)
        _node_4717 ("node_4717", Range(0, 1)) = 1
        _node_3952 ("node_3952", 2D) = "white" {}
    }
    SubShader {
        Tags {
            "RenderType"="Opaque"
        }
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDBASE
            #include "UnityCG.cginc"
            #include "AutoLight.cginc"
            #pragma multi_compile_fwdbase_fullshadows
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform float4 _LightColor0;
            uniform sampler2D _diff; uniform float4 _diff_ST;
            uniform float4 _color;
            uniform float _Spc;
            uniform float _Gloss;
            uniform sampler2D _Normal; uniform float4 _Normal_ST;
            uniform sampler2D _Spc2D; uniform float4 _Spc2D_ST;
            uniform float4 _Spccolor;
            uniform float _node_4717;
            uniform sampler2D _node_3952; uniform float4 _node_3952_ST;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float4 posWorld : TEXCOORD1;
                float3 normalDir : TEXCOORD2;
                float3 tangentDir : TEXCOORD3;
                float3 bitangentDir : TEXCOORD4;
                LIGHTING_COORDS(5,6)
                UNITY_FOG_COORDS(7)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                float3 lightColor = _LightColor0.rgb;
                o.pos = UnityObjectToClipPos( v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                TRANSFER_VERTEX_TO_FRAGMENT(o)
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
                i.normalDir = normalize(i.normalDir);
                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 _Normal_var = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal)));
                float3 normalLocal = _Normal_var.rgb;
                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
                float3 lightColor = _LightColor0.rgb;
                float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
                float attenuation = LIGHT_ATTENUATION(i);
                float3 attenColor = attenuation * _LightColor0.xyz;
///////// Gloss:
                float gloss = _Gloss;
                float specPow = exp2( gloss * 10.0 + 1.0 );
////// Specular:
                float NdotL = saturate(dot( normalDirection, lightDirection ));
                float4 _Spc2D_var = tex2D(_Spc2D,TRANSFORM_TEX(i.uv0, _Spc2D));
                float3 specularColor = ((_Spc*_Spc2D_var.rgb)*_Spccolor.rgb);
                float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor;
                float3 specular = directSpecular;
/////// Diffuse:
                NdotL = max(0.05,dot( normalDirection, lightDirection ));
                float4 _node_3952_var = tex2D(_node_3952,TRANSFORM_TEX(i.uv0, _node_3952));
                float3 directDiffuse = pow(max( 0.05, NdotL), (_node_3952_var.rgb*_node_4717)) * attenColor;
                float3 indirectDiffuse = UNITY_LIGHTMODEL_AMBIENT.rgb;
                float4 _diff_var = tex2D(_diff,TRANSFORM_TEX(i.uv0, _diff));
                float3 diffuseColor = (_diff_var.rgb*_color.rgb);
                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
/// Final Color:
                float3 finalColor = diffuse +specular;
 
                fixed4 finalRGBA = fixed4(finalColor, 1);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
 
        Pass {
            Name "FORWARD_DELTA"
            Tags {
                "LightMode"="ForwardAdd"
            }
            Blend One One
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDADD
            #include "UnityCG.cginc"
            #include "AutoLight.cginc"
            #pragma multi_compile_fwdadd_fullshadows
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform float4 _LightColor0;
            uniform sampler2D _diff; uniform float4 _diff_ST;
            uniform float4 _color;
            uniform float _Spc;
            uniform float _Gloss;
            uniform sampler2D _Normal; uniform float4 _Normal_ST;
            uniform sampler2D _Spc2D; uniform float4 _Spc2D_ST;
            uniform float4 _Spccolor;
            uniform float _node_4717;
            uniform sampler2D _node_3952; uniform float4 _node_3952_ST;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float4 posWorld : TEXCOORD1;
                float3 normalDir : TEXCOORD2;
                float3 tangentDir : TEXCOORD3;
                float3 bitangentDir : TEXCOORD4;
                LIGHTING_COORDS(5,6)
                UNITY_FOG_COORDS(7)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                float3 lightColor = _LightColor0.rgb;
                o.pos = UnityObjectToClipPos( v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                TRANSFER_VERTEX_TO_FRAGMENT(o)
                return o;
            }
 
            float4 frag(VertexOutput i) : COLOR {
                i.normalDir = normalize(i.normalDir);
                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 _Normal_var = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal)));
                float3 normalLocal = _Normal_var.rgb;
                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
                float3 lightColor = _LightColor0.rgb;
                float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
                float attenuation = LIGHT_ATTENUATION(i);
                float3 attenColor = attenuation *_LightColor0.xyz;
///////// Gloss:
                float gloss = _Gloss;
                float specPow = exp2( gloss * 10.0 + 1.0 );
////// Specular:
                float NdotL = saturate(dot( normalDirection, lightDirection ));
                float4 _Spc2D_var = tex2D(_Spc2D,TRANSFORM_TEX(i.uv0, _Spc2D));
                float3 specularColor = ((_Spc*_Spc2D_var.rgb)*_Spccolor.rgb);
                float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor;
                float3 specular = directSpecular;
/////// Diffuse:
                NdotL = max(0.0,dot( normalDirection, lightDirection ));
                float4 _node_3952_var = tex2D(_node_3952,TRANSFORM_TEX(i.uv0, _node_3952));
                float3 directDiffuse = pow(max( 0.0, NdotL), (_node_3952_var.rgb*_node_4717)) * attenColor;
                float4 _diff_var = tex2D(_diff,TRANSFORM_TEX(i.uv0, _diff));
                float3 diffuseColor = (_diff_var.rgb*_color.rgb);
                float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
                float3 finalColor = diffuse+ specular;
 
                fixed4 finalRGBA = fixed4(finalColor , 0);
 
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
 
                return finalRGBA;
            }
 
            ENDCG
        }
    }
    FallBack "Diffuse"
    CustomEditor "ShaderForgeMaterialInspector"
}