add ckg
plantilla base para movimiento básico
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8
Assets/Mixamo Animations/Changed Folder/Ellen.meta
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Shader "Custom/EyeBallsHD" {
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Properties {
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[Space]
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LOD 200
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Cull Back
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CGPROGRAM
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sampler2D _MainTex;
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sampler2D _BumpMap;
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sampler2D _Mask;
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struct Input {
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float2 uv_MainTex : TEXCOORD0;
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float3 eye : TEXCOORD1;
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float3 normal : TEXCOORD2;
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float3 light : COLOR;
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float3 viewDir;
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float3 Albedo;
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float3 Emission;
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float3 Normal;
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float Smoothness;
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float Specular;
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float Thickness;
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float Alpha;
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};
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half _Parallax;
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float _Fresnel;
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float _NormalScale;
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UNITY_INSTANCING_BUFFER_START(Props)
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UNITY_INSTANCING_BUFFER_END(Props)
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half3 h = normalize (normalize(lightDir) + normalize(viewDir));
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//reflection
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//thickness estimate
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{
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void vert (inout appdata_full v, out Input o) {
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UNITY_INITIALIZE_OUTPUT(Input,o);
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float3x3 t2w;
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float3 P = mul(unity_ObjectToWorld, v.vertex).xyz;
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float3 L = UnityWorldSpaceLightDir(P);
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float3 binormal = cross(v.normal, v.tangent.xyz) * v.tangent.w;
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o.normal = mul(N, w2t);
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o.light = mul(L, w2t);
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}
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void surf (Input IN, inout SurfaceOutputSSS o) {
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fixed4 mask = tex2D(_Mask, IN.uv_MainTex);
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float2 offset = CalculateUVOffset(IN.light, IN.eye, IN.normal, IN.uv_MainTex);
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex+offset);
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o.Normal = UnpackScaleNormal (tex2D (_BumpMap, IN.uv_MainTex), _NormalScale);
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half f = dot(normalize(IN.viewDir), o.Normal);
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o.Albedo = ((c.rgb * _EyeColor) * mask.b) + ((c.rgb * _ScleraColor) * (1-mask.b));
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o.Specular = mask.b;
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o.Smoothness = (_Fresnel-f*_Fresnel);
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o.Thickness = mask.r;
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o.Emission = (2 * c.rgb * _EmissionColor * mask.b);
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o.Alpha = 1;
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}
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ENDCG
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}
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// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
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Shader "Custom/EyeLash" {
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Metallic ("Metallic", Range(0,1)) = 0.0
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Tags { "RenderType"="Opaque" }
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LOD 200
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Cull Off
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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sampler2D _MainTex;
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struct Input {
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float2 uv_MainTex;
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};
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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// Albedo comes from a texture tinted by color
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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ENDCG
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Shader "Custom/SculptedHair" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_HighlightColor ("Highlight Color", Color) = (1,1,1,1)
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_HighlightColor2 ("Highlight Color", Color) = (1,1,1,1)
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_MainTex ("Diffuse (RGB) Alpha (A)", 2D) = "white" {}
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_MetallicSmooth ("Metallic (RGB) _Smooth (A)", 2D) = "white" {}
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_BumpMap ("Normal (Normal)", 2D) = "bump" {}
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_AnisoTex ("Anisotropic Direction (Normal)", 2D) = "bump" {}
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_AnisoOffset ("Anisotropic Highlight Offset", Range(-1,1)) = -0.2
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_AnisoOffset2 ("Anisotropic Highlight Offset", Range(-1,1)) = -0.2
|
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_Gloss ("Gloss", Range(0,1)) = 0.2
|
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_Gloss2 ("Gloss2", Range(0,1)) = 0.2
|
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_Specularity ("Specularity", Range(0,1)) = 0.2
|
||||
_Specularity2 ("Specularity2", Range(0,1)) = 0.2
|
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_Reflection ("Reflection", Range(0,1)) = 0.2
|
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_value ("value", Float) = 0.0
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}
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SubShader{
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Tags { "RenderType" = "Opaque" }
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CGPROGRAM
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#pragma surface surf Aniso fullforwardshadows addshadow
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#pragma target 3.0
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struct Input
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{
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float2 uv_MainTex;
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float2 uv_AnisoTex;
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};
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struct SurfaceOutputAniso {
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fixed3 Albedo;
|
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fixed3 Ramp;
|
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fixed3 Emission;
|
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fixed3 Normal;
|
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fixed4 AnisoDir;
|
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fixed Alpha;
|
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fixed Smoothness;
|
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};
|
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fixed4 _Color;
|
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fixed4 _HighlightColor;
|
||||
fixed4 _HighlightColor2;
|
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fixed _AnisoOffset;
|
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fixed _AnisoOffset2;
|
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float _value;
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fixed _Gloss, _Gloss2, _Specularity, _Specularity2, _Reflection;
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sampler2D _MainTex, _SpecularTex, _BumpMap, _AnisoTex, _MetallicSmooth;
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inline fixed4 LightingAniso (SurfaceOutputAniso s, fixed3 lightDir, fixed3 viewDir, fixed atten)
|
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{
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fixed3 h = normalize(normalize(lightDir) + normalize(viewDir));
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float NdotL = saturate(dot(s.Normal, lightDir));
|
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|
||||
fixed HdotA = dot(normalize(s.Normal + s.AnisoDir.rgb), h);
|
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|
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float aniso2 = max(0, sin(radians((HdotA + _AnisoOffset2 + (s.Smoothness*0.1)) * 180 )));
|
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float spec = saturate(dot(s.Normal, h));
|
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float spec2 = spec;
|
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spec = saturate(pow(lerp(spec, aniso, s.AnisoDir.a), _Gloss * 128) * _Specularity);
|
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spec2 = saturate(pow(lerp(spec2, aniso2, s.AnisoDir.a), _Gloss2 * 128) * _Specularity2);
|
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float4 refColor = 1.0;
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float3 refDir = reflect(-viewDir, s.Normal);
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float4 reflection = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, refDir);
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refColor.rgb = DecodeHDR(reflection, unity_SpecCube0_HDR);
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refColor.a = 1.0;
|
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fixed4 c;
|
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c.rgb = ((s.Albedo * _LightColor0.rgb * NdotL) + (lerp(_HighlightColor.rgb, refColor.rgb, _Reflection) * spec * NdotL)) * (atten * 2);
|
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|
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c.a = 1;
|
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return c;
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{
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o.Albedo = albedo.rgb;
|
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o.Alpha = albedo.a;
|
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|
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ENDCG
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FallBack "Diffuse"
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// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
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Shader "Custom/ToonSkin" {
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Properties{
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_Color("Color", Color) = (1,1,1,1)
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|
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_SpecularColor("Specular Color", Color) = (1,1,1,1)
|
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[Space]
|
||||
_MainTex("Albedo (RGB) SSS (A)", 2D) = "white" {}
|
||||
_SpecGloss("Specular (RGB) Glossiness (A)", 2D) = "white" {}
|
||||
_BumpMap("Bumpmap", 2D) = "bump" {}
|
||||
_DetailBumpMap("Detail Bumpmap", 2D) = "bump" {}
|
||||
[Space]
|
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_SSS("SSS Intensity", Range(0,1)) = 1
|
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_Glossiness("Smoothness", Range(0,1)) = 0.5
|
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_Specular("Specular", Range(0,2)) = 0.0
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}
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SubShader{
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Tags{ "RenderType" = "Opaque" }
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LOD 200
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CGPROGRAM
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#include "UnityPBSLighting.cginc"
|
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#pragma surface surf SimpleSSS fullforwardshadows
|
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#pragma target 3.0
|
||||
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||||
sampler2D _MainTex;
|
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sampler2D _SpecGloss;
|
||||
sampler2D _BumpMap;
|
||||
sampler2D _DetailBumpMap;
|
||||
|
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struct Input {
|
||||
float2 uv_MainTex;
|
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float2 uv_BumpMap;
|
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float2 uv_DetailBumpMap;
|
||||
};
|
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|
||||
half _Glossiness;
|
||||
half _Specular;
|
||||
fixed4 _Color, _InternalColor, _SpecularColor;
|
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half _SSS;
|
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|
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|
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
|
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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UNITY_INSTANCING_BUFFER_START(Props)
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UNITY_INSTANCING_BUFFER_END(Props)
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float3 SubsurfaceShadingSimple(float3 diffColor, float3 normal, float3 viewDir, float3 thickness, float3 lightDir, float3 lightColor)
|
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{
|
||||
half3 vLTLight = lightDir + normal * 1;
|
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half fLTDot = pow(saturate(dot(viewDir, -vLTLight)), 3.5) * 1.5;
|
||||
half3 fLT = 1 * (fLTDot + 1.2) * (thickness);
|
||||
return diffColor * ((lightColor * fLT) * 0.4);
|
||||
}
|
||||
|
||||
|
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half4 LightingSimpleSSS(SurfaceOutputStandardSpecular s, half3 viewDir, UnityGI gi)
|
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{
|
||||
s.Normal = normalize(s.Normal);
|
||||
|
||||
// energy conservation
|
||||
half oneMinusReflectivity;
|
||||
s.Albedo = EnergyConservationBetweenDiffuseAndSpecular(s.Albedo, s.Specular, /*out*/ oneMinusReflectivity);
|
||||
|
||||
// shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha)
|
||||
// this is necessary to handle transparency in physically correct way - only diffuse component gets affected by alpha
|
||||
half outputAlpha;
|
||||
s.Albedo = PreMultiplyAlpha(s.Albedo, 1.0f, oneMinusReflectivity, /*out*/ outputAlpha);
|
||||
|
||||
half4 c = UNITY_BRDF_PBS(s.Albedo, s.Specular, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, gi.light, gi.indirect);
|
||||
|
||||
c.rgb += SubsurfaceShadingSimple(_InternalColor, s.Normal, viewDir, s.Alpha*_SSS, gi.light.dir, gi.light.color);
|
||||
|
||||
c.a = outputAlpha;
|
||||
return c;
|
||||
}
|
||||
|
||||
inline void LightingSimpleSSS_GI(
|
||||
SurfaceOutputStandardSpecular s,
|
||||
UnityGIInput data,
|
||||
inout UnityGI gi)
|
||||
{
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#if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS
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gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal);
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||||
#else
|
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Unity_GlossyEnvironmentData g = UnityGlossyEnvironmentSetup(s.Smoothness, data.worldViewDir, s.Normal, s.Specular);
|
||||
gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal, g);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
void surf(Input IN, inout SurfaceOutputStandardSpecular o) {
|
||||
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
|
||||
fixed4 s = tex2D(_SpecGloss, IN.uv_MainTex);
|
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o.Albedo = c.rgb;
|
||||
o.Normal = BlendNormals(UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)), UnpackNormal(tex2D(_DetailBumpMap, IN.uv_DetailBumpMap)));
|
||||
o.Specular = _Specular * s.rgb * _SpecularColor.rgb;
|
||||
o.Smoothness = _Glossiness * s.a;
|
||||
o.Alpha = c.a;
|
||||
//o.Emission = SubsurfaceShadingSimple(_InternalColor, o.Normal, IN.viewDir, c.a*_SSS, IN.lightDir, _LightColor0);
|
||||
}
|
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ENDCG
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}
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FallBack "Standard"
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licenseType: Free
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Load Diff
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user