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- // Shader created with Shader Forge v1.40
- // Shader Forge (c) Freya Holmer - http://www.acegikmo.com/shaderforge/
- // Note: Manually altering this data may prevent you from opening it in Shader Forge
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- Shader "nDxShasder/nDxKiraCardEX" {
- Properties {
- _MainTex ("Art Tex", 2D) = "white" {}
- _ArtMetal ("Art Metal", Range(0, 1)) = 1
- _ArtGloss ("Art Gloss", Range(0, 1)) = 0.2136752
- _ArtEmission ("Art Emission", 2D) = "black" {}
- _FrameTex ("Frame Tex", 2D) = "white" {}
- _FrameNormal ("Frame Normal", 2D) = "bump" {}
- _FrameColor ("Frame Color", Color) = (0.8970588,0.7652294,0.4815095,1)
- _FrameMetal ("Frame Metal", Range(0, 1)) = 1
- _FrameGloss ("Frame Gloss", Range(0, 1)) = 0.7777783
- _KiraTex ("Kira Tex", 2D) = "bump" {}
- [HDR]_KiraColor ("Kira Color", Color) = (1,1,1,1)
- _KiraPower ("Kira Power", Range(0, 1)) = 0
- _KiraTile ("Kira Tile", Range(0, 1)) = 0.5555556
- _KiraAngle ("Kira Angle", Range(0, 2)) = 0.2368918
- _KiraMetal ("Kira Metal", Range(0, 1)) = 1
- _KiraGloss ("Kira Gloss", Range(0, 1)) = 0.7264957
- _SubKiraTex ("Sub Kira Tex", 2D) = "bump" {}
- _SubKiraPower ("Sub Kira Power", Range(0, 1)) = 1
- _SubKiraTile ("Sub Kira Tile", Range(0, 1)) = 1
- _SubKiraAngle ("Sub Kira Angle", Range(0, 2)) = 0.4701528
- _HoloTex ("Holo Tex", 2D) = "white" {}
- _HoloShift ("Holo Shift", Range(0, 2)) = 2
- _HoloBrightness ("Holo Brightness", Range(0, 1)) = 0.5
- _CardDistortion ("Card Distortion", Range(0, 1)) = 0
- _NisuTex ("Nisu Tex", 2D) = "black" {}
- _NisuNormal ("Nisu Normal", 2D) = "bump" {}
- _NisuNormalPower ("Nisu Normal Power", Range(0, 1)) = 0
- _SkyBox ("SkyBox", Cube) = "_Skybox" {}
- _SkyBoxColor ("SkyBox Color", Color) = (0.5,0.5,0.5,1)
- [MaterialToggle] _Gradation ("Gradation", Float ) = 0.5
- _GradColor ("Grad Color", Color) = (0.5,0.5,0.5,1)
- _GradAngle ("Grad Angle", Range(0, 2)) = 0
- _BackFace ("BackFace", 2D) = "white" {}
- [MaterialToggle] _AmbientColor ("Ambient Color", Float ) = 1
- _node_480 ("node_480", Range(0, 0.5)) = 0.192077
- _node_4015 ("node_4015", Range(0, 1)) = 1
- _node_7699 ("node_7699", Range(0, 100)) = 100
- _node_4015_copy ("node_4015_copy", Range(0, 5)) = 3.173913
- }
- SubShader {
- Tags {
- "RenderType"="Opaque"
- }
- Pass {
- Name "FORWARD"
- Tags {
- "LightMode"="ForwardBase"
- }
- Cull Off
-
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_instancing
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- #include "UnityPBSLighting.cginc"
- #include "UnityStandardBRDF.cginc"
- #pragma multi_compile_fwdbase_fullshadows
- #pragma target 3.0
- uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
- uniform sampler2D _FrameNormal; uniform float4 _FrameNormal_ST;
- uniform sampler2D _FrameTex; uniform float4 _FrameTex_ST;
- uniform sampler2D _BackFace; uniform float4 _BackFace_ST;
- uniform sampler2D _SubKiraTex; uniform float4 _SubKiraTex_ST;
- uniform samplerCUBE _SkyBox;
- uniform sampler2D _HoloTex; uniform float4 _HoloTex_ST;
- uniform sampler2D _KiraTex; uniform float4 _KiraTex_ST;
- uniform sampler2D _ArtEmission; uniform float4 _ArtEmission_ST;
- uniform sampler2D _NisuTex; uniform float4 _NisuTex_ST;
- uniform sampler2D _NisuNormal; uniform float4 _NisuNormal_ST;
- UNITY_INSTANCING_BUFFER_START( Props )
- UNITY_DEFINE_INSTANCED_PROP( float4, _FrameColor)
- UNITY_DEFINE_INSTANCED_PROP( float, _KiraTile)
- UNITY_DEFINE_INSTANCED_PROP( float, _KiraAngle)
- UNITY_DEFINE_INSTANCED_PROP( float, _SubKiraTile)
- UNITY_DEFINE_INSTANCED_PROP( float, _KiraMetal)
- UNITY_DEFINE_INSTANCED_PROP( float, _KiraGloss)
- UNITY_DEFINE_INSTANCED_PROP( float, _KiraPower)
- UNITY_DEFINE_INSTANCED_PROP( float, _HoloShift)
- UNITY_DEFINE_INSTANCED_PROP( float, _HoloBrightness)
- UNITY_DEFINE_INSTANCED_PROP( float4, _KiraColor)
- UNITY_DEFINE_INSTANCED_PROP( float, _CardDistortion)
- UNITY_DEFINE_INSTANCED_PROP( float, _SubKiraPower)
- UNITY_DEFINE_INSTANCED_PROP( float4, _SkyBoxColor)
- UNITY_DEFINE_INSTANCED_PROP( float, _GradAngle)
- UNITY_DEFINE_INSTANCED_PROP( float4, _GradColor)
- UNITY_DEFINE_INSTANCED_PROP( fixed, _Gradation)
- UNITY_DEFINE_INSTANCED_PROP( float, _ArtMetal)
- UNITY_DEFINE_INSTANCED_PROP( float, _ArtGloss)
- UNITY_DEFINE_INSTANCED_PROP( float, _FrameMetal)
- UNITY_DEFINE_INSTANCED_PROP( float, _FrameGloss)
- UNITY_DEFINE_INSTANCED_PROP( float, _NisuNormalPower)
- UNITY_DEFINE_INSTANCED_PROP( fixed, _AmbientColor)
- UNITY_DEFINE_INSTANCED_PROP( float, _node_480)
- UNITY_DEFINE_INSTANCED_PROP( float, _node_4015)
- UNITY_DEFINE_INSTANCED_PROP( float, _node_4015_copy)
- UNITY_INSTANCING_BUFFER_END( Props )
- struct VertexInput {
- UNITY_VERTEX_INPUT_INSTANCE_ID
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float2 texcoord0 : TEXCOORD0;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- float2 uv0 : TEXCOORD0;
- float4 posWorld : TEXCOORD1;
- float3 normalDir : TEXCOORD2;
- float3 tangentDir : TEXCOORD3;
- float3 bitangentDir : TEXCOORD4;
- LIGHTING_COORDS(5,6)
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID( v );
- UNITY_TRANSFER_INSTANCE_ID( v, o );
- 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 );
- TRANSFER_VERTEX_TO_FRAGMENT(o)
- return o;
- }
- float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
- UNITY_SETUP_INSTANCE_ID( i );
- float isFrontFace = ( facing >= 0 ? 1 : 0 );
- float faceSign = ( facing >= 0 ? 1 : -1 );
- i.normalDir = normalize(i.normalDir);
- i.normalDir *= faceSign;
- float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float3 PlaneNormal = float3(0,0,1);
- float3 _FrameNormal_var = UnpackNormal(tex2D(_FrameNormal,TRANSFORM_TEX(i.uv0, _FrameNormal)));
- float3 node_5014 = PlaneNormal;
- float _KiraTile_var = UNITY_ACCESS_INSTANCED_PROP( Props, _KiraTile );
- float node_2093 = 1.0;
- float2 node_1243_tc_rcp = float2(1.0,1.0)/float2( _KiraTile_var, _KiraTile_var );
- float node_1243_ty = floor(node_2093 * node_1243_tc_rcp.x);
- float node_1243_tx = node_2093 - _KiraTile_var * node_1243_ty;
- float _KiraAngle_var = UNITY_ACCESS_INSTANCED_PROP( Props, _KiraAngle );
- float node_9774_ang = (_KiraAngle_var*3.141592654);
- float node_9774_spd = 1.0;
- float node_9774_cos = cos(node_9774_spd*node_9774_ang);
- float node_9774_sin = sin(node_9774_spd*node_9774_ang);
- float2 node_9774_piv = float2(0.5,0.5);
- float2 node_9774 = (mul(i.uv0-node_9774_piv,float2x2( node_9774_cos, -node_9774_sin, node_9774_sin, node_9774_cos))+node_9774_piv);
- float2 node_1243 = (node_9774 + float2(node_1243_tx, node_1243_ty)) * node_1243_tc_rcp;
- float3 node_9884 = UnpackNormal(tex2D(_KiraTex,TRANSFORM_TEX(node_1243, _KiraTex)));
- float _KiraPower_var = UNITY_ACCESS_INSTANCED_PROP( Props, _KiraPower );
- float _SubKiraTile_var = UNITY_ACCESS_INSTANCED_PROP( Props, _SubKiraTile );
- float2 node_6548_tc_rcp = float2(1.0,1.0)/float2( _SubKiraTile_var, _SubKiraTile_var );
- float node_6548_ty = floor(node_2093 * node_6548_tc_rcp.x);
- float node_6548_tx = node_2093 - _SubKiraTile_var * node_6548_ty;
- float4 node_1372 = _Time;
- float _node_4015_var = UNITY_ACCESS_INSTANCED_PROP( Props, _node_4015 );
- float4 node_3164 = _Time;
- float _node_480_var = UNITY_ACCESS_INSTANCED_PROP( Props, _node_480 );
- float node_2179_ang = (_node_4015_var*node_1372.r);
- float node_2179_spd = ((node_1372.g/node_3164.r)*_node_480_var);
- float node_2179_cos = cos(node_2179_spd*node_2179_ang);
- float node_2179_sin = sin(node_2179_spd*node_2179_ang);
- float2 node_2179_piv = float2(0.5,0.5);
- float2 node_2179 = (mul(i.uv0-node_2179_piv,float2x2( node_2179_cos, -node_2179_sin, node_2179_sin, node_2179_cos))+node_2179_piv);
- float2 node_6548 = ((node_2179+node_1372.g*float2(1,1)) + float2(node_6548_tx, node_6548_ty)) * node_6548_tc_rcp;
- float3 _SubKiraTex_var = UnpackNormal(tex2D(_SubKiraTex,TRANSFORM_TEX(node_6548, _SubKiraTex)));
- float _SubKiraPower_var = UNITY_ACCESS_INSTANCED_PROP( Props, _SubKiraPower );
- float3 node_3827_nrm_base = lerp(node_5014,saturate(max(node_9884.rgb,node_9884.rgb)),_KiraPower_var) + float3(0,0,1);
- float3 node_3827_nrm_detail = lerp(node_5014,_SubKiraTex_var.rgb,_SubKiraPower_var) * float3(-1,-1,1);
- float3 node_3827_nrm_combined = node_3827_nrm_base*dot(node_3827_nrm_base, node_3827_nrm_detail)/node_3827_nrm_base.z - node_3827_nrm_detail;
- float3 node_3827 = node_3827_nrm_combined;
- float3 KiraNormal = node_3827;
- float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
- float4 _FrameTex_var = tex2D(_FrameTex,TRANSFORM_TEX(i.uv0, _FrameTex));
- float3 OmoteMasterN = lerp(_FrameNormal_var.rgb,lerp(KiraNormal,PlaneNormal,_MainTex_var.a),_FrameTex_var.r);
- float3 _NisuNormal_var = UnpackNormal(tex2D(_NisuNormal,TRANSFORM_TEX(i.uv0, _NisuNormal)));
- float _NisuNormalPower_var = UNITY_ACCESS_INSTANCED_PROP( Props, _NisuNormalPower );
- float3 node_8803_nrm_base = OmoteMasterN + float3(0,0,1);
- float3 node_8803_nrm_detail = lerp(PlaneNormal,_NisuNormal_var.rgb,_NisuNormalPower_var) * float3(-1,-1,1);
- float3 node_8803_nrm_combined = node_8803_nrm_base*dot(node_8803_nrm_base, node_8803_nrm_detail)/node_8803_nrm_base.z - node_8803_nrm_detail;
- float3 node_8803 = node_8803_nrm_combined;
- float3 normalLocal = lerp(PlaneNormal,node_8803,isFrontFace);
- float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
- float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
- 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;
- float Pi = 3.141592654;
- float InvPi = 0.31830988618;
- ///////// Gloss:
- float2 node_1766 = float2((1.0 - i.uv0.r),i.uv0.g.r);
- float4 _BackFace_var = tex2D(_BackFace,TRANSFORM_TEX(node_1766, _BackFace));
- float UraMasterMG = _BackFace_var.a;
- float node_6255 = UraMasterMG;
- float _FrameGloss_var = UNITY_ACCESS_INSTANCED_PROP( Props, _FrameGloss );
- float _KiraGloss_var = UNITY_ACCESS_INSTANCED_PROP( Props, _KiraGloss );
- float _ArtGloss_var = UNITY_ACCESS_INSTANCED_PROP( Props, _ArtGloss );
- float OmoteMasterG = lerp(_FrameGloss_var,lerp(_KiraGloss_var,_ArtGloss_var,_MainTex_var.a),_FrameTex_var.r);
- float _node_4015_copy_var = UNITY_ACCESS_INSTANCED_PROP( Props, _node_4015_copy );
- float4 node_3845 = _Time;
- float2 node_1582 = (i.uv0+(_node_4015_copy_var*node_3845.g)*float2(1,1));
- float4 _NisuTex_var = tex2D(_NisuTex,TRANSFORM_TEX(node_1582, _NisuTex));
- float gloss = lerp(node_6255,saturate((OmoteMasterG+(_NisuTex_var.r*0.4))),isFrontFace);
- float perceptualRoughness = 1.0 - lerp(node_6255,saturate((OmoteMasterG+(_NisuTex_var.r*0.4))),isFrontFace);
- float roughness = perceptualRoughness * perceptualRoughness;
- float specPow = exp2( gloss * 10.0 + 1.0 );
- /////// GI Data:
- UnityLight light;
- #ifdef LIGHTMAP_OFF
- light.color = lightColor;
- light.dir = lightDirection;
- light.ndotl = LambertTerm (normalDirection, light.dir);
- #else
- light.color = half3(0.f, 0.f, 0.f);
- light.ndotl = 0.0f;
- light.dir = half3(0.f, 0.f, 0.f);
- #endif
- UnityGIInput d;
- d.light = light;
- d.worldPos = i.posWorld.xyz;
- d.worldViewDir = viewDirection;
- d.atten = attenuation;
- Unity_GlossyEnvironmentData ugls_en_data;
- ugls_en_data.roughness = 1.0 - gloss;
- ugls_en_data.reflUVW = viewReflectDirection;
- UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
- lightDirection = gi.light.dir;
- lightColor = gi.light.color;
- ////// Specular:
- float NdotL = saturate(dot( normalDirection, lightDirection ));
- float LdotH = saturate(dot(lightDirection, halfDirection));
- float _FrameMetal_var = UNITY_ACCESS_INSTANCED_PROP( Props, _FrameMetal );
- float _KiraMetal_var = UNITY_ACCESS_INSTANCED_PROP( Props, _KiraMetal );
- float _ArtMetal_var = UNITY_ACCESS_INSTANCED_PROP( Props, _ArtMetal );
- float OmoteMasterM = lerp(_FrameMetal_var,lerp(_KiraMetal_var,_ArtMetal_var,_MainTex_var.a),_FrameTex_var.r);
- float3 specularColor = lerp(node_6255,saturate((OmoteMasterM+_NisuTex_var.r)),isFrontFace);
- float specularMonochrome;
- float3 _AmbientColor_var = lerp( 1.0, UNITY_LIGHTMODEL_AMBIENT.rgb, UNITY_ACCESS_INSTANCED_PROP( Props, _AmbientColor ) );
- float3 AmbientColor = _AmbientColor_var;
- float3 UraMasterA = (AmbientColor*_BackFace_var.rgb);
- float3 SkyBox = texCUBE(_SkyBox,viewReflectDirection).rgb;
- float4 _FrameColor_var = UNITY_ACCESS_INSTANCED_PROP( Props, _FrameColor );
- float node_2120 = dot(halfDirection,i.normalDir);
- float _HoloShift_var = UNITY_ACCESS_INSTANCED_PROP( Props, _HoloShift );
- float2 node_1814 = (float2(node_2120,node_2120)*_HoloShift_var);
- float4 node_4446 = tex2D(_HoloTex,TRANSFORM_TEX(node_1814, _HoloTex));
- float3 node_9398_nrm_base = node_4446.rgb + float3(0,0,1);
- float3 node_9398_nrm_detail = KiraNormal * float3(-1,-1,1);
- float3 node_9398_nrm_combined = node_9398_nrm_base*dot(node_9398_nrm_base, node_9398_nrm_detail)/node_9398_nrm_base.z - node_9398_nrm_detail;
- float3 node_9398 = node_9398_nrm_combined;
- float3 node_8865 = UnpackNormal(tex2D(_KiraTex,TRANSFORM_TEX(node_1243, _KiraTex)));
- float _CardDistortion_var = UNITY_ACCESS_INSTANCED_PROP( Props, _CardDistortion );
- float3 node_7952_nrm_base = node_9398 + float3(0,0,1);
- float3 node_7952_nrm_detail = lerp(PlaneNormal,node_8865.rgb,_CardDistortion_var) * float3(-1,-1,1);
- float3 node_7952_nrm_combined = node_7952_nrm_base*dot(node_7952_nrm_base, node_7952_nrm_detail)/node_7952_nrm_base.z - node_7952_nrm_detail;
- float3 node_7952 = node_7952_nrm_combined;
- float2 node_2449 = mul( UNITY_MATRIX_V, float4(node_7952,0) ).xyz.rgb.rg;
- float4 node_3136 = tex2D(_HoloTex,TRANSFORM_TEX(node_2449, _HoloTex));
- float _HoloBrightness_var = UNITY_ACCESS_INSTANCED_PROP( Props, _HoloBrightness );
- float3 node_5401 = saturate(( _HoloBrightness_var > 0.5 ? (1.0-(1.0-2.0*(_HoloBrightness_var-0.5))*(1.0-node_3136.rgb)) : (2.0*_HoloBrightness_var*node_3136.rgb) )).rgb;
- float4 _KiraColor_var = UNITY_ACCESS_INSTANCED_PROP( Props, _KiraColor );
- float3 KiraAlbedo = ((node_5401+node_5401.b)*_KiraColor_var.rgb);
- float3 OmoteMasterA = lerp((_FrameColor_var.rgb*SkyBox),(AmbientColor*lerp(KiraAlbedo,_MainTex_var.rgb,_MainTex_var.a)),_FrameTex_var.r);
- float3 diffuseColor = lerp(UraMasterA,((SkyBox*_NisuTex_var.r)+OmoteMasterA),isFrontFace); // Need this for specular when using metallic
- diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
- specularMonochrome = 1.0-specularMonochrome;
- float NdotV = abs(dot( normalDirection, viewDirection ));
- float NdotH = saturate(dot( normalDirection, halfDirection ));
- float VdotH = saturate(dot( viewDirection, halfDirection ));
- float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
- float normTerm = GGXTerm(NdotH, roughness);
- float specularPBL = (visTerm*normTerm) * UNITY_PI;
- #ifdef UNITY_COLORSPACE_GAMMA
- specularPBL = sqrt(max(1e-4h, specularPBL));
- #endif
- specularPBL = max(0, specularPBL * NdotL);
- #if defined(_SPECULARHIGHLIGHTS_OFF)
- specularPBL = 0.0;
- #endif
- specularPBL *= any(specularColor) ? 1.0 : 0.0;
- float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
- float3 specular = directSpecular;
- /////// Diffuse:
- NdotL = max(0.0,dot( normalDirection, lightDirection ));
- half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
- float nlPow5 = Pow5(1-NdotL);
- float nvPow5 = Pow5(1-NdotV);
- float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
- float3 diffuse = directDiffuse * diffuseColor;
- ////// Emissive:
- float node_3413 = 0.0;
- float node_4654 = 0.0;
- float node_5499 = 0.0;
- float4 _SkyBoxColor_var = UNITY_ACCESS_INSTANCED_PROP( Props, _SkyBoxColor );
- float4 _GradColor_var = UNITY_ACCESS_INSTANCED_PROP( Props, _GradColor );
- float _GradAngle_var = UNITY_ACCESS_INSTANCED_PROP( Props, _GradAngle );
- float node_1452_ang = (_GradAngle_var*3.141592654);
- float node_1452_spd = 1.0;
- float node_1452_cos = cos(node_1452_spd*node_1452_ang);
- float node_1452_sin = sin(node_1452_spd*node_1452_ang);
- float2 node_1452_piv = float2(0.5,0.5);
- float2 node_1452 = (mul(i.uv0-node_1452_piv,float2x2( node_1452_cos, -node_1452_sin, node_1452_sin, node_1452_cos))+node_1452_piv);
- float3 _Gradation_var = lerp( _SkyBoxColor_var.rgb, lerp(_SkyBoxColor_var.rgb,_GradColor_var.rgb,node_1452.r), UNITY_ACCESS_INSTANCED_PROP( Props, _Gradation ) );
- float3 Gradation = _Gradation_var;
- float4 _ArtEmission_var = tex2D(_ArtEmission,TRANSFORM_TEX(i.uv0, _ArtEmission));
- float3 OmoteMasterE = lerp(float3(node_4654,node_4654,node_4654),lerp((AmbientColor*lerp(float3(node_5499,node_5499,node_5499),Gradation,smoothstep( node_5499, 1.0, dot(lightDirection,i.normalDir) ))),_ArtEmission_var.rgb,_MainTex_var.a),_FrameTex_var.r);
- float3 emissive = lerp(float3(node_3413,node_3413,node_3413),OmoteMasterE,isFrontFace);
- /// Final Color:
- float3 finalColor = diffuse + specular + emissive;
- return fixed4(finalColor,1);
- }
- ENDCG
- }
- Pass {
- Name "FORWARD_DELTA"
- Tags {
- "LightMode"="ForwardAdd"
- }
- Blend One One
- Cull Off
-
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_instancing
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- #include "UnityPBSLighting.cginc"
- #include "UnityStandardBRDF.cginc"
- #pragma multi_compile_fwdadd_fullshadows
- #pragma target 3.0
- uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
- uniform sampler2D _FrameNormal; uniform float4 _FrameNormal_ST;
- uniform sampler2D _FrameTex; uniform float4 _FrameTex_ST;
- uniform sampler2D _BackFace; uniform float4 _BackFace_ST;
- uniform sampler2D _SubKiraTex; uniform float4 _SubKiraTex_ST;
- uniform samplerCUBE _SkyBox;
- uniform sampler2D _HoloTex; uniform float4 _HoloTex_ST;
- uniform sampler2D _KiraTex; uniform float4 _KiraTex_ST;
- uniform sampler2D _ArtEmission; uniform float4 _ArtEmission_ST;
- uniform sampler2D _NisuTex; uniform float4 _NisuTex_ST;
- uniform sampler2D _NisuNormal; uniform float4 _NisuNormal_ST;
- UNITY_INSTANCING_BUFFER_START( Props )
- UNITY_DEFINE_INSTANCED_PROP( float4, _FrameColor)
- UNITY_DEFINE_INSTANCED_PROP( float, _KiraTile)
- UNITY_DEFINE_INSTANCED_PROP( float, _KiraAngle)
- UNITY_DEFINE_INSTANCED_PROP( float, _SubKiraTile)
- UNITY_DEFINE_INSTANCED_PROP( float, _KiraMetal)
- UNITY_DEFINE_INSTANCED_PROP( float, _KiraGloss)
- UNITY_DEFINE_INSTANCED_PROP( float, _KiraPower)
- UNITY_DEFINE_INSTANCED_PROP( float, _HoloShift)
- UNITY_DEFINE_INSTANCED_PROP( float, _HoloBrightness)
- UNITY_DEFINE_INSTANCED_PROP( float4, _KiraColor)
- UNITY_DEFINE_INSTANCED_PROP( float, _CardDistortion)
- UNITY_DEFINE_INSTANCED_PROP( float, _SubKiraPower)
- UNITY_DEFINE_INSTANCED_PROP( float4, _SkyBoxColor)
- UNITY_DEFINE_INSTANCED_PROP( float, _GradAngle)
- UNITY_DEFINE_INSTANCED_PROP( float4, _GradColor)
- UNITY_DEFINE_INSTANCED_PROP( fixed, _Gradation)
- UNITY_DEFINE_INSTANCED_PROP( float, _ArtMetal)
- UNITY_DEFINE_INSTANCED_PROP( float, _ArtGloss)
- UNITY_DEFINE_INSTANCED_PROP( float, _FrameMetal)
- UNITY_DEFINE_INSTANCED_PROP( float, _FrameGloss)
- UNITY_DEFINE_INSTANCED_PROP( float, _NisuNormalPower)
- UNITY_DEFINE_INSTANCED_PROP( fixed, _AmbientColor)
- UNITY_DEFINE_INSTANCED_PROP( float, _node_480)
- UNITY_DEFINE_INSTANCED_PROP( float, _node_4015)
- UNITY_DEFINE_INSTANCED_PROP( float, _node_4015_copy)
- UNITY_INSTANCING_BUFFER_END( Props )
- struct VertexInput {
- UNITY_VERTEX_INPUT_INSTANCE_ID
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float2 texcoord0 : TEXCOORD0;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- float2 uv0 : TEXCOORD0;
- float4 posWorld : TEXCOORD1;
- float3 normalDir : TEXCOORD2;
- float3 tangentDir : TEXCOORD3;
- float3 bitangentDir : TEXCOORD4;
- LIGHTING_COORDS(5,6)
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID( v );
- UNITY_TRANSFER_INSTANCE_ID( v, o );
- 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 );
- TRANSFER_VERTEX_TO_FRAGMENT(o)
- return o;
- }
- float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
- UNITY_SETUP_INSTANCE_ID( i );
- float isFrontFace = ( facing >= 0 ? 1 : 0 );
- float faceSign = ( facing >= 0 ? 1 : -1 );
- i.normalDir = normalize(i.normalDir);
- i.normalDir *= faceSign;
- float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- float3 PlaneNormal = float3(0,0,1);
- float3 _FrameNormal_var = UnpackNormal(tex2D(_FrameNormal,TRANSFORM_TEX(i.uv0, _FrameNormal)));
- float3 node_5014 = PlaneNormal;
- float _KiraTile_var = UNITY_ACCESS_INSTANCED_PROP( Props, _KiraTile );
- float node_2093 = 1.0;
- float2 node_1243_tc_rcp = float2(1.0,1.0)/float2( _KiraTile_var, _KiraTile_var );
- float node_1243_ty = floor(node_2093 * node_1243_tc_rcp.x);
- float node_1243_tx = node_2093 - _KiraTile_var * node_1243_ty;
- float _KiraAngle_var = UNITY_ACCESS_INSTANCED_PROP( Props, _KiraAngle );
- float node_9774_ang = (_KiraAngle_var*3.141592654);
- float node_9774_spd = 1.0;
- float node_9774_cos = cos(node_9774_spd*node_9774_ang);
- float node_9774_sin = sin(node_9774_spd*node_9774_ang);
- float2 node_9774_piv = float2(0.5,0.5);
- float2 node_9774 = (mul(i.uv0-node_9774_piv,float2x2( node_9774_cos, -node_9774_sin, node_9774_sin, node_9774_cos))+node_9774_piv);
- float2 node_1243 = (node_9774 + float2(node_1243_tx, node_1243_ty)) * node_1243_tc_rcp;
- float3 node_9884 = UnpackNormal(tex2D(_KiraTex,TRANSFORM_TEX(node_1243, _KiraTex)));
- float _KiraPower_var = UNITY_ACCESS_INSTANCED_PROP( Props, _KiraPower );
- float _SubKiraTile_var = UNITY_ACCESS_INSTANCED_PROP( Props, _SubKiraTile );
- float2 node_6548_tc_rcp = float2(1.0,1.0)/float2( _SubKiraTile_var, _SubKiraTile_var );
- float node_6548_ty = floor(node_2093 * node_6548_tc_rcp.x);
- float node_6548_tx = node_2093 - _SubKiraTile_var * node_6548_ty;
- float4 node_1372 = _Time;
- float _node_4015_var = UNITY_ACCESS_INSTANCED_PROP( Props, _node_4015 );
- float4 node_3164 = _Time;
- float _node_480_var = UNITY_ACCESS_INSTANCED_PROP( Props, _node_480 );
- float node_2179_ang = (_node_4015_var*node_1372.r);
- float node_2179_spd = ((node_1372.g/node_3164.r)*_node_480_var);
- float node_2179_cos = cos(node_2179_spd*node_2179_ang);
- float node_2179_sin = sin(node_2179_spd*node_2179_ang);
- float2 node_2179_piv = float2(0.5,0.5);
- float2 node_2179 = (mul(i.uv0-node_2179_piv,float2x2( node_2179_cos, -node_2179_sin, node_2179_sin, node_2179_cos))+node_2179_piv);
- float2 node_6548 = ((node_2179+node_1372.g*float2(1,1)) + float2(node_6548_tx, node_6548_ty)) * node_6548_tc_rcp;
- float3 _SubKiraTex_var = UnpackNormal(tex2D(_SubKiraTex,TRANSFORM_TEX(node_6548, _SubKiraTex)));
- float _SubKiraPower_var = UNITY_ACCESS_INSTANCED_PROP( Props, _SubKiraPower );
- float3 node_3827_nrm_base = lerp(node_5014,saturate(max(node_9884.rgb,node_9884.rgb)),_KiraPower_var) + float3(0,0,1);
- float3 node_3827_nrm_detail = lerp(node_5014,_SubKiraTex_var.rgb,_SubKiraPower_var) * float3(-1,-1,1);
- float3 node_3827_nrm_combined = node_3827_nrm_base*dot(node_3827_nrm_base, node_3827_nrm_detail)/node_3827_nrm_base.z - node_3827_nrm_detail;
- float3 node_3827 = node_3827_nrm_combined;
- float3 KiraNormal = node_3827;
- float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
- float4 _FrameTex_var = tex2D(_FrameTex,TRANSFORM_TEX(i.uv0, _FrameTex));
- float3 OmoteMasterN = lerp(_FrameNormal_var.rgb,lerp(KiraNormal,PlaneNormal,_MainTex_var.a),_FrameTex_var.r);
- float3 _NisuNormal_var = UnpackNormal(tex2D(_NisuNormal,TRANSFORM_TEX(i.uv0, _NisuNormal)));
- float _NisuNormalPower_var = UNITY_ACCESS_INSTANCED_PROP( Props, _NisuNormalPower );
- float3 node_8803_nrm_base = OmoteMasterN + float3(0,0,1);
- float3 node_8803_nrm_detail = lerp(PlaneNormal,_NisuNormal_var.rgb,_NisuNormalPower_var) * float3(-1,-1,1);
- float3 node_8803_nrm_combined = node_8803_nrm_base*dot(node_8803_nrm_base, node_8803_nrm_detail)/node_8803_nrm_base.z - node_8803_nrm_detail;
- float3 node_8803 = node_8803_nrm_combined;
- float3 normalLocal = lerp(PlaneNormal,node_8803,isFrontFace);
- float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
- float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
- 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;
- float Pi = 3.141592654;
- float InvPi = 0.31830988618;
- ///////// Gloss:
- float2 node_1766 = float2((1.0 - i.uv0.r),i.uv0.g.r);
- float4 _BackFace_var = tex2D(_BackFace,TRANSFORM_TEX(node_1766, _BackFace));
- float UraMasterMG = _BackFace_var.a;
- float node_6255 = UraMasterMG;
- float _FrameGloss_var = UNITY_ACCESS_INSTANCED_PROP( Props, _FrameGloss );
- float _KiraGloss_var = UNITY_ACCESS_INSTANCED_PROP( Props, _KiraGloss );
- float _ArtGloss_var = UNITY_ACCESS_INSTANCED_PROP( Props, _ArtGloss );
- float OmoteMasterG = lerp(_FrameGloss_var,lerp(_KiraGloss_var,_ArtGloss_var,_MainTex_var.a),_FrameTex_var.r);
- float _node_4015_copy_var = UNITY_ACCESS_INSTANCED_PROP( Props, _node_4015_copy );
- float4 node_3845 = _Time;
- float2 node_1582 = (i.uv0+(_node_4015_copy_var*node_3845.g)*float2(1,1));
- float4 _NisuTex_var = tex2D(_NisuTex,TRANSFORM_TEX(node_1582, _NisuTex));
- float gloss = lerp(node_6255,saturate((OmoteMasterG+(_NisuTex_var.r*0.4))),isFrontFace);
- float perceptualRoughness = 1.0 - lerp(node_6255,saturate((OmoteMasterG+(_NisuTex_var.r*0.4))),isFrontFace);
- float roughness = perceptualRoughness * perceptualRoughness;
- float specPow = exp2( gloss * 10.0 + 1.0 );
- ////// Specular:
- float NdotL = saturate(dot( normalDirection, lightDirection ));
- float LdotH = saturate(dot(lightDirection, halfDirection));
- float _FrameMetal_var = UNITY_ACCESS_INSTANCED_PROP( Props, _FrameMetal );
- float _KiraMetal_var = UNITY_ACCESS_INSTANCED_PROP( Props, _KiraMetal );
- float _ArtMetal_var = UNITY_ACCESS_INSTANCED_PROP( Props, _ArtMetal );
- float OmoteMasterM = lerp(_FrameMetal_var,lerp(_KiraMetal_var,_ArtMetal_var,_MainTex_var.a),_FrameTex_var.r);
- float3 specularColor = lerp(node_6255,saturate((OmoteMasterM+_NisuTex_var.r)),isFrontFace);
- float specularMonochrome;
- float3 _AmbientColor_var = lerp( 1.0, UNITY_LIGHTMODEL_AMBIENT.rgb, UNITY_ACCESS_INSTANCED_PROP( Props, _AmbientColor ) );
- float3 AmbientColor = _AmbientColor_var;
- float3 UraMasterA = (AmbientColor*_BackFace_var.rgb);
- float3 SkyBox = texCUBE(_SkyBox,viewReflectDirection).rgb;
- float4 _FrameColor_var = UNITY_ACCESS_INSTANCED_PROP( Props, _FrameColor );
- float node_2120 = dot(halfDirection,i.normalDir);
- float _HoloShift_var = UNITY_ACCESS_INSTANCED_PROP( Props, _HoloShift );
- float2 node_1814 = (float2(node_2120,node_2120)*_HoloShift_var);
- float4 node_4446 = tex2D(_HoloTex,TRANSFORM_TEX(node_1814, _HoloTex));
- float3 node_9398_nrm_base = node_4446.rgb + float3(0,0,1);
- float3 node_9398_nrm_detail = KiraNormal * float3(-1,-1,1);
- float3 node_9398_nrm_combined = node_9398_nrm_base*dot(node_9398_nrm_base, node_9398_nrm_detail)/node_9398_nrm_base.z - node_9398_nrm_detail;
- float3 node_9398 = node_9398_nrm_combined;
- float3 node_8865 = UnpackNormal(tex2D(_KiraTex,TRANSFORM_TEX(node_1243, _KiraTex)));
- float _CardDistortion_var = UNITY_ACCESS_INSTANCED_PROP( Props, _CardDistortion );
- float3 node_7952_nrm_base = node_9398 + float3(0,0,1);
- float3 node_7952_nrm_detail = lerp(PlaneNormal,node_8865.rgb,_CardDistortion_var) * float3(-1,-1,1);
- float3 node_7952_nrm_combined = node_7952_nrm_base*dot(node_7952_nrm_base, node_7952_nrm_detail)/node_7952_nrm_base.z - node_7952_nrm_detail;
- float3 node_7952 = node_7952_nrm_combined;
- float2 node_2449 = mul( UNITY_MATRIX_V, float4(node_7952,0) ).xyz.rgb.rg;
- float4 node_3136 = tex2D(_HoloTex,TRANSFORM_TEX(node_2449, _HoloTex));
- float _HoloBrightness_var = UNITY_ACCESS_INSTANCED_PROP( Props, _HoloBrightness );
- float3 node_5401 = saturate(( _HoloBrightness_var > 0.5 ? (1.0-(1.0-2.0*(_HoloBrightness_var-0.5))*(1.0-node_3136.rgb)) : (2.0*_HoloBrightness_var*node_3136.rgb) )).rgb;
- float4 _KiraColor_var = UNITY_ACCESS_INSTANCED_PROP( Props, _KiraColor );
- float3 KiraAlbedo = ((node_5401+node_5401.b)*_KiraColor_var.rgb);
- float3 OmoteMasterA = lerp((_FrameColor_var.rgb*SkyBox),(AmbientColor*lerp(KiraAlbedo,_MainTex_var.rgb,_MainTex_var.a)),_FrameTex_var.r);
- float3 diffuseColor = lerp(UraMasterA,((SkyBox*_NisuTex_var.r)+OmoteMasterA),isFrontFace); // Need this for specular when using metallic
- diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
- specularMonochrome = 1.0-specularMonochrome;
- float NdotV = abs(dot( normalDirection, viewDirection ));
- float NdotH = saturate(dot( normalDirection, halfDirection ));
- float VdotH = saturate(dot( viewDirection, halfDirection ));
- float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
- float normTerm = GGXTerm(NdotH, roughness);
- float specularPBL = (visTerm*normTerm) * UNITY_PI;
- #ifdef UNITY_COLORSPACE_GAMMA
- specularPBL = sqrt(max(1e-4h, specularPBL));
- #endif
- specularPBL = max(0, specularPBL * NdotL);
- #if defined(_SPECULARHIGHLIGHTS_OFF)
- specularPBL = 0.0;
- #endif
- specularPBL *= any(specularColor) ? 1.0 : 0.0;
- float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
- float3 specular = directSpecular;
- /////// Diffuse:
- NdotL = max(0.0,dot( normalDirection, lightDirection ));
- half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
- float nlPow5 = Pow5(1-NdotL);
- float nvPow5 = Pow5(1-NdotV);
- float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
- float3 diffuse = directDiffuse * diffuseColor;
- /// Final Color:
- float3 finalColor = diffuse + specular;
- return fixed4(finalColor * 1,0);
- }
- ENDCG
- }
- Pass {
- Name "ShadowCaster"
- Tags {
- "LightMode"="ShadowCaster"
- }
- Offset 1, 1
- Cull Off
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- #include "UnityStandardBRDF.cginc"
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma multi_compile_shadowcaster
- #pragma target 3.0
- struct VertexInput {
- float4 vertex : POSITION;
- };
- struct VertexOutput {
- V2F_SHADOW_CASTER;
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.pos = UnityObjectToClipPos( v.vertex );
- TRANSFER_SHADOW_CASTER(o)
- return o;
- }
- float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
- float isFrontFace = ( facing >= 0 ? 1 : 0 );
- float faceSign = ( facing >= 0 ? 1 : -1 );
- SHADOW_CASTER_FRAGMENT(i)
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- CustomEditor "ShaderForgeMaterialInspector"
- }
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