#ifndef PBS_LIGHTING #define PBS_LIGHTING #include "AutoLight.cginc" #include "UnityPBSLighting.cginc" struct appdata { float4 position : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; }; struct v2f { float4 position : SV_POSITION; float4 uv : TEXCOORD0; float3 normal : TEXCOORD1; float3 worldPos : TEXCOORD2; #if defined(VERTEXLIGHT_ON) float3 vertexLightColor : TEXCOORD3; #endif }; float BG_Enable; sampler2D BG_BaseColor; sampler2D BG_NormalMap; sampler2D BG_Metallic; sampler2D BG_Smoothness; sampler2D BG_Emission_Mask; float BG_Smoothness_Invert; float BG_NormalStrength; float3 BG_Emission_Color; float4 BG_BaseColor_ST; float4 BG_NormalMap_ST; float4 BG_Metallic_ST; float4 BG_Smoothness_ST; float4 BG_Emission_Mask_ST; float Enable_Custom_Cubemap; UNITY_DECLARE_TEXCUBE(Custom_Cubemap); void getVertexLightColor(inout v2f i) { #if defined(VERTEXLIGHT_ON) float3 light_pos = float3(unity_4LightPosX0.x, unity_4LightPosY0.x, unity_4LightPosZ0.x); float3 light_vec = light_pos - i.worldPos; float3 light_dir = normalize(light_vec); float ndotl = DotClamped(i.normal, light_dir); // Light fills an expanding sphere with surface area 4 * pi * r^2. // By conservation of energy, this means that at distance r, light intensity // is proportional to 1/(r^2). float attenuation = 1 / (1 + dot(light_vec, light_vec) * unity_4LightAtten0.x); i.vertexLightColor = unity_LightColor[0].rgb * ndotl * attenuation; i.vertexLightColor = Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, unity_4LightAtten0, i.worldPos, i.normal ); #endif } v2f vert(appdata v) { v2f o; o.position = mul(UNITY_MATRIX_MVP, v.position); o.worldPos = mul(unity_ObjectToWorld, v.position); o.normal = UnityObjectToWorldNormal(v.normal); o.uv.xy = TRANSFORM_TEX(v.uv, BG_BaseColor); o.uv.zw = 1.0 - v.uv; getVertexLightColor(o); return o; } fixed sq_dist(fixed2 p0, fixed2 p1) { fixed2 delta = p1 - p0; return max(abs(delta.x), abs(delta.y)); } float3 HUEtoRGB(in float H) { float R = abs(H * 6 - 3) - 1; float G = 2 - abs(H * 6 - 2); float B = 2 - abs(H * 6 - 4); return saturate(float3(R, G, B)); } float3 HSVtoRGB(in float3 HSV) { float3 RGB = HUEtoRGB(HSV.x); return ((RGB - 1) * HSV.y + 1) * HSV.z; } fixed4 effect_squares (v2f i) { float2 uv = i.uv.zw; uv.y *= 2; // Text box has 2:1 aspect ratio const fixed time = _Time.y; #define PI 3.1415926535 fixed theta = PI/4 + sin(time / 4) * 0.1; fixed2x2 rot = fixed2x2(cos(theta), -1 * sin(theta), sin(theta), cos(theta)); #define NSQ_X 9.0 #define NSQ_Y 5.0 // Map uv from [0, 1] to [-.5, .5]. fixed2 p = uv - 0.5; p *= fixed2(NSQ_X, NSQ_Y); p = mul(rot, p); p -= 0.5; // See how far we are from the nearest grid point fixed2 intra_pos = frac(p); fixed2 intra_center = fixed2(0.5, 0.5); fixed intra_dist = sq_dist(intra_pos, intra_center); fixed st0 = (sin(time) + 1) / 2; fixed st1 = (sin(time + PI/8) + 1) / 2; fixed st2 = (sin(time + PI/2) + 1) / 2; fixed st3 = (sin(time + PI/2 + PI/8) + 1) / 2; fixed2 center = fixed2(0, 0); center = mul(rot, center); center -= 0.5; fixed2 rot_lim = fixed2(NSQ_X, NSQ_Y); rot_lim = mul(rot, rot_lim); rot_lim -= 0.5; float v = 0; float x = 0; if (intra_dist > 0.5 * (0.5 + sin(time * 1.5) * 0.1)) { v = intra_dist; } else { v = 0; } fixed extra_dist = sq_dist(p, center); fixed check = max(rot_lim.x, rot_lim.y) / 2; if (extra_dist > check * st0) { v = 1.0 - v; } if (extra_dist > check * st1) { v = 1.0 - v; } if (extra_dist > check * st2) { v = 1.0 - v; } if (extra_dist > check * st3) { v = 1.0 - v; } else { x = 0.50; } fixed3 hsv; hsv[0] = (v * 0.2 * (1 - x * .8) + 0.55) - x; hsv[1] = 0.7; hsv[2] = 0.8; fixed3 col = HSVtoRGB(hsv); return fixed4(col, 1.0); } fixed4 margin_effect(v2f i) { return effect_squares(i); } UnityLight GetLight(v2f i) { UNITY_LIGHT_ATTENUATION(attenuation, 0, i.worldPos); float3 light_color = _LightColor0.rgb * attenuation; UnityLight light; light.color = light_color; #if defined(POINT) || defined(POINT_COOKIE) || defined(SPOT) light.dir = normalize(_WorldSpaceLightPos0.xyz - i.worldPos); #else light.dir = _WorldSpaceLightPos0.xyz; #endif light.ndotl = DotClamped(i.normal, light.dir); return light; } UnityIndirect GetIndirect(v2f i, float3 view_dir, float smoothness) { UnityIndirect indirect; indirect.diffuse = 0; indirect.specular = 0; #if defined(VERTEXLIGHT_ON) indirect.diffuse = i.vertexLightColor; #endif #if defined(FORWARD_BASE_PASS) indirect.diffuse += max(0, ShadeSH9(float4(i.normal, 1))); float3 reflect_dir = reflect(-view_dir, i.normal); // There's a nonlinear relationship between mipmap level and roughness. float roughness = 1 - smoothness; roughness *= 1.7 - .7 * roughness; float3 env_sample; if (Enable_Custom_Cubemap) { env_sample = UNITY_SAMPLE_TEXCUBE_LOD( Custom_Cubemap, reflect_dir, roughness * UNITY_SPECCUBE_LOD_STEPS); } else { env_sample = UNITY_SAMPLE_TEXCUBE_LOD( unity_SpecCube0, reflect_dir, roughness * UNITY_SPECCUBE_LOD_STEPS); } indirect.specular = env_sample; #endif return indirect; } void initNormal(inout v2f i) { if (BG_Enable) { i.normal = UnpackScaleNormal( tex2Dgrad(BG_NormalMap, i.uv.xy, ddx(i.uv.x), ddy(i.uv.y)), BG_NormalStrength); // Swap Y and Z i.normal = i.normal.xzy; } i.normal = normalize(i.normal); } fixed4 light(v2f i, sampler2D albedo_map, sampler2D normal_map, float normal_str, sampler2D metallic_map, sampler2D smoothness_map, float invert_smoothness, sampler2D emission_mask, float3 emission_color) { initNormal(i); float2 iddx = ddx(i.uv.x); float2 iddy = ddy(i.uv.y); fixed4 albedo = tex2Dgrad(albedo_map, i.uv, iddx, iddy); fixed3 normal = UnpackScaleNormal( tex2Dgrad(normal_map, i.uv.xy, iddx, iddy), normal_str); // Swap Y and Z normal = normal.xzy; float3 view_dir = normalize(_WorldSpaceCameraPos - i.worldPos); float metallic = tex2Dgrad(metallic_map, i.uv.xy, iddx, iddy); float3 specular_tint; float one_minus_reflectivity; albedo.rgb = DiffuseAndSpecularFromMetallic( albedo, metallic, specular_tint, one_minus_reflectivity); UnityIndirect indirect_light; indirect_light.diffuse = 0; indirect_light.specular = 0; float smoothness = tex2Dgrad(smoothness_map, i.uv.xy, iddx, iddy); if (invert_smoothness) { smoothness = 1 - smoothness; } fixed3 emission = tex2Dgrad(emission_mask, i.uv.xy, iddx, iddy) * emission_color; fixed3 pbr = UNITY_BRDF_PBS(albedo, specular_tint, one_minus_reflectivity, smoothness, i.normal, view_dir, GetLight(i), GetIndirect(i, view_dir, smoothness)).rgb; pbr.rgb += emission; return fixed4(pbr, albedo.a); } fixed4 frag(v2f i) : SV_Target { float2 uv = i.uv.zw; // Fix text orientation uv.y = 0.5 - uv.y; uv.x = 1.0 - uv.x; uv.y *= 2; // Text box has 2:1 aspect ratio // Derived from github.com/pema99/shader-knowledge (MIT license). if (unity_CameraProjection[2][0] != 0.0 || unity_CameraProjection[2][1] != 0.0) { uv.x = 1.0 - uv.x; } if (BG_Enable) { return light(i, BG_BaseColor, BG_NormalMap, BG_NormalStrength, BG_Metallic, BG_Smoothness, BG_Smoothness_Invert, BG_Emission_Mask, BG_Emission_Color); } else { return fixed4(1, 1, 1, 0); } } #endif // PBS_LIGHTING