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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Custom/Dissolve/Distance/Extended" {
Properties{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
[NoScaleOffset] _MetallicGlossMap("Metallic", 2D) = "white" {}
[Gamma] _Metallic ("Metallic", Range(0.000000,1.000000)) = 0.000000
_Center("Dissolve Center", Vector) = (0,0,0)
_Origin("Line Origin", Vector) = (0,0,0)
_Target("Line End", Vector) = (0,0,0)
[Toggle] _FromLine("From Line (as opposed to point)", Float) = 0
[Toggle] _Reverse("Reverse (hide external)", Float) = 0
_Distance("Dissolve Distance", Float) = 1
_Interpolation("Dissolve Interpolation", Range(0,5)) = 1
_DissTexture("Dissolve Texture", 2D) = "white" {}
[HDR]_DissolveColor("Dissolve Color", Color) = (0,1,0,1)
[NoScaleOffset] _BumpMap ("Normal Map", 2D) = "bump" {}
_BumpScale ("Normal Influence", Range(0,10)) = 0.5
[HDR]_EmissionColor ("Color", Color) = (0.000000,0.000000,0.000000,1.000000)
[NoScaleOffset]_EmissionMap ("Emission", 2D) = "white" { }
}
CGINCLUDE
//@TODO: should this be pulled into a shader_feature, to be able to turn it off?
#define _GLOSSYENV 1
#define UNITY_SETUP_BRDF_INPUT SpecularSetup
ENDCG
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
// Extracts information for lightmapping, GI (emission, albedo, ...)
// This pass is not used during regular rendering.
Pass
{
Name "META"
Tags { "LightMode"="Meta" }
Cull Off
CGPROGRAM
#pragma vertex vert_meta
#pragma fragment frag_meta
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICGLOSSMAP
#include "UnityStandardMeta.cginc"
ENDCG
}
CGPROGRAM
#include "UnityPBSLighting.cginc"
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard addshadow
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv_DissTexture;
float3 worldPos;
};
half _Metallic;
half _Glossiness;
sampler2D _MetallicGlossMap;
sampler2D _EmissionMap;
float4 _EmissionColor;
float4 _DissolveColor;
sampler2D _BumpMap;
half _Distance;
half _Interpolation;
half _BumpScale;
sampler2D _DissTexture;
float3 _Center;
float3 _Origin;
float3 _Target;
float _Reverse;
float _FromLine;
fixed4 _Color;
void surf(Input IN, inout SurfaceOutputStandard o) {
// distance from POINT
float l_Point = length(IN.worldPos.xyz - _Center.xyz);
// distance from Line
// http://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html
float3 x0 = IN.worldPos.xyz;
float3 x1 = _Origin;
float3 x2 = _Target;
float3 x01 = x0 - x1;
float3 x02 = x0 - x2;
float3 x21 = x2 - x1;
float3 cross0102 = cross(x01, x02);
float numerator = length(cross0102);
float denominator = length(x21);
float l_Line = numerator / denominator;
float l = _FromLine * l_Line + (1-_FromLine) * l_Point;
float3 t = tex2D(_DissTexture, IN.uv_DissTexture);
half d01 = saturate(_Distance);
float x = (t * _Interpolation * d01);
float diff = _Distance - l;
// Reverse? (0:1) -> -1, 1
_Reverse = _Reverse * 2 - 1;
diff = _Reverse * diff;
// If we are OUT of the line, dont do stuff
float distanceFromOrigin = length(x01);
float lineLength = length(x21);
float controlDistance = distanceFromOrigin - lineLength;
controlDistance = saturate(controlDistance);
diff += controlDistance * 100;
float final = diff + x;
float final01 = saturate(final);
float final01_shifted = final01 - 0.5;
// final01_shifted = 0;
// Clips anything AFTER a bit of dissolve
clip(final01_shifted);
fixed4 c = tex2D(_MetallicGlossMap, IN.uv_MainTex);
o.Metallic = c.r * _Metallic ;
o.Smoothness = _Glossiness * c.a;
c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb * _Color.rgb;
o.Normal = normalize(UnpackScaleNormal (tex2D (_BumpMap, IN.uv_BumpMap) , _BumpScale));
float dL = 0.5 - diff;
o.Emission = tex2D(_EmissionMap, IN.uv_MainTex) * _EmissionColor + saturate(dL) *_DissolveColor.rgb * tex2D(_DissTexture, IN.uv_DissTexture);
o.Alpha = c.a;
}
ENDCG
}
Fallback "Diffuse"
}