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Shader "Custom/PuddleShader" { | ||
Properties { | ||
_Color ("Color", Color) = (1,1,1,1) | ||
_MainTex ("Albedo (RGB)", 2D) = "white" {} | ||
_NormalTex ("Normal Map", 2D) = "white" {} | ||
_NormalValue("Normal Value", Float) = 5 | ||
_HeightMap ("Height Map", 2D) = "white" {} | ||
_HeightMapScale ("Height", Range(0,1)) = 0.0 | ||
_OcclusionMap("OcclusionMap", 2D) = "white" {} | ||
_OcclusionStrength("Occlusion Strength", Range(0,1)) = 0.0 | ||
_EmissionColor("Emission Color", Color) = (0,0,0,0) | ||
_EmissionValue("Emission Value", Range(0,1)) = 0.0 | ||
_PuddleTex("Puddle", 2D) = "white" {} | ||
_PuddleColor("Puddle Color", Color) = (1,1,1,1) | ||
_Intensity("Puddle Intensity", Range(0,1)) = 0.5 | ||
_Wet("Wetness", Range(0,1)) = 0.0 | ||
} | ||
SubShader { | ||
Tags { "RenderType"="Opaque" } | ||
LOD 200 | ||
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CGPROGRAM | ||
// Physically based Standard lighting model, and enable shadows on all light types | ||
#pragma surface surf StandardSpecular fullforwardshadows | ||
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// Use shader model 3.0 target, to get nicer looking lighting | ||
#pragma target 3.0 | ||
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sampler2D _MainTex; | ||
sampler2D _NormalTex; | ||
sampler2D _PuddleTex; | ||
sampler2D _OcclusionMap; | ||
sampler2D _HeightMap; | ||
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struct Input { | ||
float2 uv_MainTex; | ||
float2 uv_PuddleTex; | ||
}; | ||
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fixed4 _Color; | ||
fixed4 _PuddleColor; | ||
fixed4 _EmissionColor; | ||
half _Wet; | ||
half _Intensity; | ||
half _OcclusionStrength; | ||
half _HeightMapScale; | ||
half _EmissionValue; | ||
half _NormalValue; | ||
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. | ||
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. | ||
// #pragma instancing_options assumeuniformscaling | ||
UNITY_INSTANCING_CBUFFER_START(Props) | ||
// put more per-instance properties here | ||
UNITY_INSTANCING_CBUFFER_END | ||
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void surf (Input IN, inout SurfaceOutputStandardSpecular o) | ||
{ | ||
float3 normalMap = UnpackNormal(tex2D(_NormalTex, IN.uv_MainTex)); | ||
half4 puddleSpec = tex2D(_PuddleTex, IN.uv_PuddleTex); | ||
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; | ||
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// Albedo comes from a texture tinted by color | ||
o.Albedo = c.rgb; | ||
o.Normal = normalMap.rgb*_NormalValue; | ||
o.Alpha = c.a; | ||
o.Specular = puddleSpec.a * _Wet * _PuddleColor; | ||
o.Occlusion = tex2D(_OcclusionMap, IN.uv_MainTex) * _OcclusionStrength; | ||
o.Smoothness = _Intensity * puddleSpec.a; | ||
o.Emission = _EmissionColor.rgb * _EmissionValue; | ||
} | ||
ENDCG | ||
} | ||
FallBack "Diffuse" | ||
} |