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- //2012.03.10
- //2013.06.26
- Shader "@MGKJ_Cubemap"
- {
- Properties
- {
-
- _SpecColor2("Specular Color", Color) = (0,0,0,1)
- _Shininess("Shininess", Range(0,1) ) = 0.5
-
- _Color ("Main Color", Color) = (0,0,0,1)
- _MainTex ("DiffuseMap", 2D) = "white" {}
-
- _globalInfluence("Global Influence", Range(0,1) ) = 1
- _brightness("Brightness", Range(1,5) ) = 1
- _contrast("Contrast", Range(1,2.5) ) = 1
- _lightmap_color("Lighting Color", Color) = (1,1,1,1)
- _LightMap ("SecondMap (CompleteMap or LightMap)", 2D) = "white" {}
- _changeType ("<<<HDR Type *** NoHDR>>>", Range(0,1)) =0
-
- // _NormalDeepth ("Normal Deepth", Range(-1,2) ) = 0.5
- _CubeMap ("Reflection Cubemap", Cube) = "black" {}
-
- _Reflect("Reflect Blender", range (0,1)) = 0.5
- _FresnelPower("Fresnel", range (-5,0)) = -1
- _FresnelBias ("Fresnel Bias", Range(0.015, 1)) = 0.015
-
- // _Parallax ("Height", Range (-0.05, 0.05)) = 0.02
- // _relaxedcone_relief_map ("relaxedcone", 2D ) = "white" {}
- _SelectColor ("Outline Color", Color) = (0.2,0.6,0.8,0)
- _SelectColorAlpha("Select Color Alpha",Range(0,1) ) = 0
-
- }
- SubShader {
- Tags { "RenderType"="Opaque" }
- LOD 200
-
- CGPROGRAM
- #pragma surface surf BlinnPhong_wjm finalcolor:mycolor
- #pragma target 3.0
-
- #pragma profileoption MaxTexIndirections=64
-
- #define DEPTH_BIAS
- #define BORDER_CLAMP
- float4x4 _RotateUVM;
- float _GLOBALBRIGHTNESS;
- float _GLOBALCONTRASR;
-
-
- float depth_bias;
- float border_clamp;
-
-
- float4 _SpecColor2;
-
- float _Parallax;
- float _Shininess;
- float _brightness;
- float _contrast;
- float _NormalDeepth;
- float4 _Color;
- float4 _lightmap_color;
-
- float _globalInfluence;
- float _changeType;
-
- float _Reflect;
- float _FresnelPower;
- float _FresnelBias;
-
- sampler2D _MainTex;
- sampler2D _BumpMap;
- sampler2D _LightMap;
- sampler2D _relaxedcone_relief_map;
- samplerCUBE _CubeMap;
- float4 _SelectColor ;
- float _SelectColorAlpha;
-
- struct Input {
- float2 uv_MainTex;
- // float2 uv_BumpMap;
- float2 uv2_LightMap;
- float3 worldRefl;
- float3 viewDir;
- INTERNAL_DATA
- };
- struct SurfaceOutput_wjm
- {
- half3 Albedo;
- half3 Normal;
- half3 Emission;
- half3 Gloss;
- half Specular;
- half Alpha;
- };
-
-
- inline half4 LightingBlinnPhong_wjm_PrePass (SurfaceOutput_wjm s, half4 light)
- {
- half3 spec = light.a * s.Gloss;
- half4 c;
- c.rgb = (s.Albedo * light.rgb + light.rgb * spec);
- c.a = s.Alpha;
- return c;
- }
-
-
- inline half4 LightingBlinnPhong_wjm (SurfaceOutput_wjm s, half3 lightDir, half3 viewDir, half atten)
- {
- half3 h = normalize (lightDir + viewDir);
-
- half diff = max (0, dot ( lightDir, s.Normal ));
-
- float nh = max (0, dot (s.Normal, h));
- float spec = pow (nh, s.Specular*128.0);
-
- half4 lightPower;
- lightPower.rgb = _LightColor0.rgb * diff;
- lightPower.w = spec * Luminance (_LightColor0.rgb);
- lightPower *= atten * 2.0;
-
- half4 c;
- c.rgb = (s.Albedo * lightPower.rgb + lightPower.rgb * spec*s.Gloss);
- c.a = s.Alpha;
- return c;
- }
-
-
- void mycolor (Input IN, SurfaceOutput_wjm o, inout fixed4 color)
- {
- // color *= _lightmap_color;
- color += _SelectColor*_SelectColorAlpha;
- }
-
- // setup ray pos and dir based on view vector
- // and apply _Parallax bias and _Parallax factor
- void setup_ray(Input IN,out float3 p,out float3 v)
- {
- p = float3(IN.uv_MainTex,0);
- v = normalize(IN.viewDir);
-
- v.z = abs(v.z);
- #ifdef DEPTH_BIAS
- float db = 1.0-v.z; db*=db; db*=db; db=1.0-db*db;
- v.xy *= db;
- #endif
- v.xy *= _Parallax;
- }
-
- // ray intersect _Parallax map using binary cone space leaping
- // _Parallax value stored in alpha channel (black is at object surface)
- // and cone ratio stored in blue channel
- void ray_intersect_relaxedcone(
- sampler2D relaxedcone_relief_map,
- inout float3 p,
- inout float3 v)
- {
- const int cone_steps=10;
- const int binary_steps=5;
-
- float3 p0 = p;
- v /= v.z;
-
- float dist = length(v.xy);
-
- for( int i=0;i<cone_steps;i++ )
- {
- float4 tex = tex2D(relaxedcone_relief_map, p.xy);
- float height = saturate(tex.w - p.z);
-
- float cone_ratio = tex.z;
-
- p += v * (cone_ratio * height / (dist + cone_ratio));
- }
- v *= p.z*0.5;
- p = p0 + v;
- for( int i=0;i<binary_steps;i++ )
- {
- float4 tex = tex2D(relaxedcone_relief_map, p.xy);
- v *= 0.5;
- if (p.z<tex.w)
- p+=v;
- else
- p-=v;
- }
- }
-
-
-
-
- inline float3 DecodeLightmap2( float4 color )
- {
- #if defined(SHADER_API_GLES) && defined(SHADER_API_MOBILE)
- return 2.0 * color.rgb;
- #else
- // potentially faster to do the scalar multiplication
- // in parenthesis for scalar GPUs
- // return pow((8.0 * color.a),2.2) * color.rgb;
- return pow((_GLOBALBRIGHTNESS+_brightness)* lerp(8.0 * color.a,1,_changeType)* color.rgb,_contrast+_GLOBALCONTRASR);
-
- #endif
- }
-
-
- void surf (Input IN, inout SurfaceOutput_wjm o)
- {
- // float3 p,v;
- // setup_ray(IN,p,v);
- // ray_intersect_relaxedcone(_relaxedcone_relief_map,p,v);
- IN.uv_MainTex=mul(IN.uv_MainTex.xyxy, _RotateUVM).xy;
-
- // o.Normal = tex2D(_relaxedcone_relief_map,p.xy).xyz;
-
- float4 Tex2D0=tex2D(_MainTex,IN.uv_MainTex);
- // float4 Tex2D1=pow(_brightness.xxxx +tex2D(_LightMap,(IN.uv2_LightMap).xy),_contrast.xxxx)- _brightness.xxxx;
-
- float4 Tex2D1=0;
- Tex2D1+=_lightmap_color*float4(DecodeLightmap2(tex2D(_LightMap,(IN.uv2_LightMap).xy)),1);
-
-
- float3 worldRefl = WorldReflectionVector (IN, o.Normal);
-
- // worldRefl=reflect(IN.viewDir,IN.worldRefl)
- fixed4 cubeColor = texCUBE (_CubeMap, worldRefl)*min(2*dot(Tex2D1.rgb, fixed3(0.22, 0.707, 0.071) ),1);
- float fresnel_intensity=1-clamp(pow((max(0,dot (normalize(IN.viewDir), o.Normal))),-_FresnelPower).xxxx,0,1);
- fresnel_intensity= min(fresnel_intensity + _FresnelBias, 1.0f);
-
- float3 diffuseColor=Tex2D0*Tex2D1;
-
- float3 diffuseFinalcolor=lerp(diffuseColor,cubeColor,_Reflect*fresnel_intensity);
-
- o.Albedo=_Color.rgb*diffuseFinalcolor;
- // o.Albedo=_Color.rgb*Tex2D0;
-
- o.Emission=_lightmap_color*diffuseFinalcolor;
-
- o.Specular=_Shininess ;
-
- o.Gloss =Tex2D0.a*_SpecColor2;
-
- o.Alpha = Tex2D0.a * _Color.a;
- }
-
- ENDCG
-
- }
- FallBack "Diffuse"
- }
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