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-rw-r--r--Third_Party/at.pimaker.ltcgi/Shaders/Amplify/LTCGI_Amplify.shader223
1 files changed, 0 insertions, 223 deletions
diff --git a/Third_Party/at.pimaker.ltcgi/Shaders/Amplify/LTCGI_Amplify.shader b/Third_Party/at.pimaker.ltcgi/Shaders/Amplify/LTCGI_Amplify.shader
deleted file mode 100644
index 08e2152..0000000
--- a/Third_Party/at.pimaker.ltcgi/Shaders/Amplify/LTCGI_Amplify.shader
+++ /dev/null
@@ -1,223 +0,0 @@
-// Made with Amplify Shader Editor
-// Available at the Unity Asset Store - http://u3d.as/y3X
-Shader "LTCGI_Amplify"
-{
- Properties
- {
- _MainTex("MainTex", 2D) = "white" {}
- [Normal]_BumpMap("BumpMap", 2D) = "bump" {}
- _Smoothness("Smoothness", Range( 0 , 1)) = 0.5
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
- [HideInInspector] _texcoord2( "", 2D ) = "white" {}
- [HideInInspector] __dirty( "", Int ) = 1
- }
-
- SubShader
- {
- Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "LTCGI"="ALWAYS" }
- Cull Back
- CGINCLUDE
- #include "UnityPBSLighting.cginc"
- #include "UnityShaderVariables.cginc"
- #include "Lighting.cginc"
- #pragma target 3.0
- #include "Assets/_pi_/_LTCGI/Shaders/LTCGI.cginc"
- #ifdef UNITY_PASS_SHADOWCASTER
- #undef INTERNAL_DATA
- #undef WorldReflectionVector
- #undef WorldNormalVector
- #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
- #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
- #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
- #endif
- struct Input
- {
- float2 uv_texcoord;
- float3 worldPos;
- float3 worldNormal;
- INTERNAL_DATA
- float2 uv2_texcoord2;
- };
-
- struct SurfaceOutputCustomLightingCustom
- {
- half3 Albedo;
- half3 Normal;
- half3 Emission;
- half Metallic;
- half Smoothness;
- half Occlusion;
- half Alpha;
- Input SurfInput;
- UnityGIInput GIData;
- };
-
- uniform sampler2D _MainTex;
- uniform float4 _MainTex_ST;
- uniform sampler2D _BumpMap;
- uniform float4 _BumpMap_ST;
- uniform float _Smoothness;
-
- inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
- {
- UnityGIInput data = s.GIData;
- Input i = s.SurfInput;
- half4 c = 0;
- float localLTCGI15_g1 = ( 0.0 );
- float3 ase_worldPos = i.worldPos;
- float3 worldPos15_g1 = ase_worldPos;
- float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw;
- float3 normalizeResult9_g1 = normalize( (WorldNormalVector( i , UnpackNormal( tex2D( _BumpMap, uv_BumpMap ) ) )) );
- float3 worldNorm15_g1 = normalizeResult9_g1;
- float3 normalizeResult12_g1 = normalize( ( _WorldSpaceCameraPos - ase_worldPos ) );
- float3 cameraDir15_g1 = normalizeResult12_g1;
- float roughness15_g1 = ( 1.0 - _Smoothness );
- float2 lightmapUV15_g1 = i.uv2_texcoord2;
- float3 diffuse15_g1 = float3( 0,0,0 );
- float3 specular15_g1 = float3( 0,0,0 );
- float specularIntensity15_g1 = 0;
- {
- LTCGI_Contribution(worldPos15_g1, worldNorm15_g1, cameraDir15_g1, roughness15_g1, lightmapUV15_g1, diffuse15_g1, specular15_g1, specularIntensity15_g1);
- }
- c.rgb = ( ( diffuse15_g1 * 0.05 ) + ( specular15_g1 * 1.0 ) );
- c.a = 1;
- return c;
- }
-
- inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
- {
- s.GIData = data;
- }
-
- void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
- {
- o.SurfInput = i;
- o.Normal = float3(0,0,1);
- float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
- o.Albedo = tex2D( _MainTex, uv_MainTex ).rgb;
- }
-
- ENDCG
- CGPROGRAM
- #pragma surface surf StandardCustomLighting keepalpha fullforwardshadows
-
- ENDCG
- Pass
- {
- Name "ShadowCaster"
- Tags{ "LightMode" = "ShadowCaster" }
- ZWrite On
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #pragma multi_compile_shadowcaster
- #pragma multi_compile UNITY_PASS_SHADOWCASTER
- #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
- #include "HLSLSupport.cginc"
- #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
- #define CAN_SKIP_VPOS
- #endif
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- struct v2f
- {
- V2F_SHADOW_CASTER;
- float4 customPack1 : TEXCOORD1;
- float4 tSpace0 : TEXCOORD2;
- float4 tSpace1 : TEXCOORD3;
- float4 tSpace2 : TEXCOORD4;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- v2f vert( appdata_full v )
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID( v );
- UNITY_INITIALIZE_OUTPUT( v2f, o );
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
- UNITY_TRANSFER_INSTANCE_ID( v, o );
- Input customInputData;
- float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
- half3 worldNormal = UnityObjectToWorldNormal( v.normal );
- half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
- half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
- half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
- o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
- o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
- o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
- o.customPack1.xy = customInputData.uv_texcoord;
- o.customPack1.xy = v.texcoord;
- o.customPack1.zw = customInputData.uv2_texcoord2;
- o.customPack1.zw = v.texcoord1;
- TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
- return o;
- }
- half4 frag( v2f IN
- #if !defined( CAN_SKIP_VPOS )
- , UNITY_VPOS_TYPE vpos : VPOS
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID( IN );
- Input surfIN;
- UNITY_INITIALIZE_OUTPUT( Input, surfIN );
- surfIN.uv_texcoord = IN.customPack1.xy;
- surfIN.uv2_texcoord2 = IN.customPack1.zw;
- float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
- half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
- surfIN.worldPos = worldPos;
- surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
- surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
- surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
- surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
- SurfaceOutputCustomLightingCustom o;
- UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o )
- surf( surfIN, o );
- #if defined( CAN_SKIP_VPOS )
- float2 vpos = IN.pos;
- #endif
- SHADOW_CASTER_FRAGMENT( IN )
- }
- ENDCG
- }
- }
- Fallback "Diffuse"
- CustomEditor "ASEMaterialInspector"
-}
-/*ASEBEGIN
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-Node;AmplifyShaderEditor.SimpleSubtractOpNode;5;-635.8664,186.1211;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
-Node;AmplifyShaderEditor.TexturePropertyNode;20;-775.5374,331.3456;Inherit;True;Property;_BumpMap;BumpMap;1;1;[Normal];Create;True;0;0;0;False;0;False;None;5f34f31b510450b4b86b7554ea158d12;True;bump;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
-Node;AmplifyShaderEditor.RangedFloatNode;24;-255.1472,222.6049;Inherit;False;Constant;_Float1;Float 1;3;0;Create;True;0;0;0;False;0;False;0.05;0;0;0;0;1;FLOAT;0
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-Node;AmplifyShaderEditor.TexturePropertyNode;15;-478.7493,-90.12699;Inherit;True;Property;_MainTex;MainTex;0;0;Create;True;0;0;0;False;0;False;None;4ac0d09ca8633a642b5c5b4cc91e02d0;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
-Node;AmplifyShaderEditor.FunctionNode;35;-477.8035,308.7716;Inherit;False;LTCGI_Contribution;-1;;1;d3ea6060590627141a6e856295f0e87c;0;2;18;SAMPLER2D;0;False;21;FLOAT;0;False;3;FLOAT3;16;FLOAT;17;FLOAT3;0
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-Node;AmplifyShaderEditor.StandardSurfaceOutputNode;45;387.8991,5.103931;Float;False;True;-1;2;ASEMaterialInspector;0;0;CustomLighting;LTCGI_Amplify;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;All;18;all;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;0;0;False;-1;0;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;True;Relative;0;;-1;-1;-1;-1;1;LTCGI=ALWAYS;False;0;0;False;-1;-1;0;False;-1;1;Include;Assets/_pi_/_LTCGI/Shaders/LTCGI.cginc;False;;Custom;0;0;False;0.1;False;-1;0;False;-1;False;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
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-ASEEND*/
-//CHKSM=2F9669BE0F908372CF1438E7300F30E35C6E2269 \ No newline at end of file