Shader "LuckyShaders/MainDiffuse2"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_BumpMap ("Bump Map", 2D) = "bump" {}
_BumpIntensity ("Bump Intensity", float) = 1
_RoughnessMap ("Roughness Map", 2D) = "white" {}
_Roughness ("Roughness", Range(0,1)) = 0.5
[MaterialToggle] _RoughnessMapInverted ("Is inverted", Float) = 0
_Metallic ("Metallic", Range(0,1)) = 0.0
_SpecularMap ("Specular Map", 2D) = "white" {}
_SpecularIntensity ("Specular Intensity", float) = 1
_DispMap ("Displacement Map", 2D) = "gray" {}
_DispIntensity ("Displacement", float) = 0
_Tesselation ("Tesselation", Range(1,32)) = 4
_WetMap ("Wetness Map", 2D) = "gray" {}
_Wetness ("Wetness", Range(0,1)) = 0
_WaterColor ("Water Color", Color) = (0.87, 0.92, 1, 0.15)
_AOMap ("AO Map", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Burley fullforwardshadows vertex:vert tessellate:tessFixed
#pragma target 4.6
sampler2D _MainTex;
sampler2D _DispMap;
struct appdata {
float4 vertex : POSITION;
float4 tangent : TANGENT;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
//These are needed for lightmaps and GI
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct Input
{
float2 uv_MainTex;
};
fixed _Roughness;
fixed _Metallic;
fixed _DispIntensity;
fixed _Tesselation;
fixed4 _Color;
static const float PI = 3.14159265;
static const float TWO_PI = 6.2831853;
static const float INV_PI = 0.3183098865475127719056765682209; //TODO: see if reducing accuraccy leads to better performance without negative results
static const float EPSILON = 0.0001;
struct SurfaceOutputBurley {
fixed3 Albedo;
float subsurface;
float roughness;
float metallic;
float specular;
float specularTint; //???
float clearcoat;
float clearcoatGloss;
float anisotropic;
float sheen;
float sheenTint; //???
//Default variables
float3 Normal;
float3 Tangent;
float Emission;
float Alpha;
};
float pow2(float x) {
return x*x;
}
float SchlickFresnel(float u) {
float m = clamp(1.0-u, 0.0, 1.0);
float m2 = m*m;
return m2*m2*m; //pow(m,5)
}
float GTR1(float NdotH, float a) {
if (a >= 1.0) return INV_PI;
float a2 = a*a;
float t = 1.0 + (a2 - 1.0) * NdotH * NdotH;
return (a2-1.0) / (PI*log(a2)*t);
}
float GTR2(float NdotH, float a) {
float a2 = a*a;
float t = 1.0 + (a2 - 1.0) * NdotH * NdotH;
return a2 / (PI * t*t);
}
float GTR2_aniso(float NdotH, float HdotX, float HdotY, float ax, float ay) {
return 1.0 / (PI * ax*ay * pow2(pow2(HdotX/ax) + pow2(HdotY/ay) + NdotH*NdotH));
}
float smithG_GGX(float NdotV, float alphaG) {
float a = alphaG*alphaG;
float b = NdotV*NdotV;
return 1.0 / (abs(NdotV) + max(sqrt(a + b - a*b), EPSILON));
}
float smithG_GGX_aniso(float NdotV, float VdotX, float VdotY, float ax, float ay) {
return 1.0 / (abs(NdotV) + sqrt(pow2(VdotX*ax) + pow2(VdotY*ay) + pow2(NdotV) ));
}
//Original code: https://github.com/wdas/brdf/blob/master/src/brdfs/disney.brdf
//I have no idea what the vec3 X and vec3 Y arguments mean, but I'll make it work lol
//EDIT: X seems to be tangent, Y seems to be binormal
fixed3 BRDF(fixed3 L, fixed3 V, fixed3 N, fixed3 X, fixed3 Y, fixed3 baseColor, float roughness, float metallic, fixed3 sheenTint, float specular, fixed3 specularTint, float anisotropic) {
float NdotL = dot(N,L);
float NdotV = dot(N,V);
if (NdotL < 0 || NdotV < 0) return fixed3(0.0, 0.0, 0.0);
fixed3 H = normalize(L+V);
float NdotH = dot(N,H);
float LdotH = dot(L,H);
fixed3 Cdlin = baseColor;
float Cdlum = 0.3*Cdlin.x + 0.6*Cdlin.y + 0.1*Cdlin.z; //Luminance approximation
fixed3 Ctint = Cdlum > 0 ? Cdlin/Cdlum : fixed3(1.0, 1.0, 1.0); //Normalize luminosity to isolate hue+sat
fixed3 Cspec0 = lerp(specular*0.08*lerp(fixed3(1.0, 1.0, 1.0), Ctint, specularTint), Cdlin, metallic);
fixed3 Csheen = lerp(fixed3(1.0, 1.0, 1.0), Ctint, sheenTint);
//Diffuse fresnel - go from 1 at normal incidence to 0.5 at grazing
//and lerp in diffuse retro-reflection based on roughness
float FL = SchlickFresnel(NdotL);
float FV = SchlickFresnel(NdotV);
float Fd90 = 0.5 + 2.0 * LdotH*LdotH * roughness;
float Fd = lerp(1.0, Fd90, FL) * lerp(1.0, Fd90, FV);
//Based on Hanrahan-Krueger BRDF approximation of isotropic BSSRDF
//1.25 scale is used to (roughly) preserve albedo
//Fss90 used to "flatten" retroreflection based on roughness
float Fss90 = LdotH*LdotH*roughness;
float Fss = lerp(1.0, Fss90, FL) * lerp(1.0, Fss90, FV);
float ss = 1.25 * (Fss * (1.0 / (NdotL + NdotV) - 0.5) + 0.5);
//Specular
float aspect = sqrt(1.0 - anisotropic*0.9);
float ax = max(0.001, pow2(roughness)/aspect);
float ay = max(0.001, pow2(roughness)*aspect);
float Ds = GTR2_aniso(NdotH, dot(H, X), dot(H, Y), ax, ay);
}
inline fixed4 LightingBurley (SurfaceOutputBurley s, half3 lightDir, half3 viewDir, half atten) {
fixed4 c;
c.rgb = s.Tangent;
c.a = 1.0;
return c;
}
// 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_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
float4 tessFixed()
{
return _Tesselation;
}
void vert (inout appdata v)//, out Input o)
{
//UNITY_INITIALIZE_OUTPUT(Input, o);
float d = tex2Dlod(_DispMap, float4(v.texcoord.xy, 0,0)).r * _DispIntensity;
v.vertex.xyz += v.normal * d;
//o.binormal = cross( normalize(v.normal), normalize(v.tangent.xyz) ) * v.tangent.w;
}
void surf (Input IN, inout SurfaceOutputBurley o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.metallic = _Metallic;
o.roughness = _Roughness;
//o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}