Shader "Unreal/DefaultMaterial" { Properties { _MainTex("MainTex (RGB)", 2D) = "white" {} Material_Texture2D_0( "T_Default_Material_Grid_N", 2D ) = "white" {} Material_Texture2D_1( "T_Default_Material_Grid_M", 2D ) = "white" {} View_BufferSizeAndInvSize( "View_BufferSizeAndInvSize", Vector ) = ( 1920,1080,0.00052, 0.00092 )//1920,1080,1/1920, 1/1080 } SubShader { Tags { "RenderType" = "Opaque" } //BLEND_ON Tags { "RenderType" = "Transparent" "Queue" = "Transparent" } //Blend SrcAlpha OneMinusSrcAlpha //Cull Off CGPROGRAM #include "UnityPBSLighting.cginc" #pragma surface surf Standard vertex:vert addshadow //BLEND_ON #pragma surface surf Standard vertex:vert alpha:fade addshadow #pragma target 5.0 #define NUM_TEX_COORD_INTERPOLATORS 1 #define NUM_CUSTOM_VERTEX_INTERPOLATORS 0 struct Input { //float3 Normal; float2 uv_MainTex : TEXCOORD0; //float2 uv2_Material_Texture2D_0 : TEXCOORD1; float2 uv2_MainTex : TEXCOORD1; float4 color : COLOR; float4 tangent; //float4 normal; float3 viewDir; float4 screenPos; float3 worldPos; //float3 worldNormal; float3 normal2; INTERNAL_DATA }; void vert( inout appdata_full i, out Input o ) { float3 p_normal = mul( float4( i.normal, 0.0f ), unity_WorldToObject ); //half4 p_tangent = mul( unity_ObjectToWorld,i.tangent ); //half3 normal_input = normalize( p_normal.xyz ); //half3 tangent_input = normalize( p_tangent.xyz ); //half3 binormal_input = cross( p_normal.xyz,tangent_input.xyz ) * i.tangent.w; UNITY_INITIALIZE_OUTPUT( Input, o ); //o.worldNormal = p_normal; o.normal2 = p_normal; o.tangent = i.tangent; //o.binormal_input = binormal_input; } uniform sampler2D _MainTex; /* struct SurfaceOutputStandard { fixed3 Albedo; // base (diffuse or specular) color fixed3 Normal; // tangent space normal, if written half3 Emission; half Metallic; // 0=non-metal, 1=metal // Smoothness is the user facing name, it should be perceptual smoothness but user should not have to deal with it. // Everywhere in the code you meet smoothness it is perceptual smoothness half Smoothness; // 0=rough, 1=smooth half Occlusion; // occlusion (default 1) fixed Alpha; // alpha for transparencies }; */ #define Texture2D sampler2D #define TextureCube samplerCUBE #define SamplerState int //struct Material //{ //samplers start uniform sampler2D Material_Texture2D_0; uniform SamplerState Material_Texture2D_0Sampler; uniform sampler2D Material_Texture2D_1; uniform SamplerState Material_Texture2D_1Sampler; //}; struct MaterialStruct { float4 VectorExpressions[2]; float4 ScalarExpressions[1]; }; struct ViewStruct { float GameTime; float MaterialTextureMipBias; SamplerState MaterialTextureBilinearWrapedSampler; SamplerState MaterialTextureBilinearClampedSampler; float4 PrimitiveSceneData[ 40 ]; float2 TemporalAAParams; float2 ViewRectMin; float4 ViewSizeAndInvSize; float MaterialTextureDerivativeMultiply; }; struct ResolvedViewStruct { float3 WorldCameraOrigin; float4 ScreenPositionScaleBias; float4x4 TranslatedWorldToView; float4x4 TranslatedWorldToCameraView; float4x4 ViewToTranslatedWorld; float4x4 CameraViewToTranslatedWorld; }; struct PrimitiveStruct { float4x4 WorldToLocal; float4x4 LocalToWorld; }; ViewStruct View; ResolvedViewStruct ResolvedView; PrimitiveStruct Primitive; uniform float4 View_BufferSizeAndInvSize; uniform int Material_Wrap_WorldGroupSettings; #include "UnrealCommon.cginc" MaterialStruct Material; void InitializeExpressions() { Material.VectorExpressions[0] = float4(0.000000,0.000000,0.000000,0.000000);//SelectionColor Material.VectorExpressions[1] = float4(0.000000,0.000000,0.000000,0.000000);//(Unknown) Material.ScalarExpressions[0] = float4(0.000000,0.000000,0.000000,0.000000);//(Unknown) (Unknown) (Unknown) (Unknown) } void CalcPixelMaterialInputs(in out FMaterialPixelParameters Parameters, in out FPixelMaterialInputs PixelMaterialInputs) { float3 WorldNormalCopy = Parameters.WorldNormal; // Initial calculations (required for Normal) MaterialFloat2 Local0 = (Parameters.TexCoords[0].xy / 2.00000000); MaterialFloat2 Local1 = (Local0 / 0.05000000); MaterialFloat4 Local2 = UnpackNormalMap(Texture2DSampleBias(Material_Texture2D_0, Material_Texture2D_0Sampler,Local1,View.MaterialTextureMipBias)); MaterialFloat3 Local3 = (Local2.rgb * MaterialFloat3(0.30000001,0.30000001,1.00000000)); // The Normal is a special case as it might have its own expressions and also be used to calculate other inputs, so perform the assignment here PixelMaterialInputs.Normal = Local3; // Note that here MaterialNormal can be in world space or tangent space float3 MaterialNormal = GetMaterialNormal(Parameters, PixelMaterialInputs); #if MATERIAL_TANGENTSPACENORMAL #if SIMPLE_FORWARD_SHADING Parameters.WorldNormal = float3(0, 0, 1); #endif #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 // Mobile will rely on only the final normalize for performance MaterialNormal = normalize(MaterialNormal); #endif // normalizing after the tangent space to world space conversion improves quality with sheared bases (UV layout to WS causes shrearing) // use full precision normalize to avoid overflows Parameters.WorldNormal = TransformTangentNormalToWorld(Parameters.TangentToWorld, MaterialNormal); #else //MATERIAL_TANGENTSPACENORMAL Parameters.WorldNormal = normalize(MaterialNormal); #endif //MATERIAL_TANGENTSPACENORMAL #if MATERIAL_TANGENTSPACENORMAL // flip the normal for backfaces being rendered with a two-sided material Parameters.WorldNormal *= Parameters.TwoSidedSign; #endif Parameters.ReflectionVector = ReflectionAboutCustomWorldNormal(Parameters, Parameters.WorldNormal, false); #if !PARTICLE_SPRITE_FACTORY Parameters.Particle.MotionBlurFade = 1.0f; #endif // !PARTICLE_SPRITE_FACTORY // Now the rest of the inputs MaterialFloat3 Local4 = lerp(MaterialFloat3(0.00000000,0.00000000,0.00000000),Material.VectorExpressions[1].rgb,MaterialFloat(Material.ScalarExpressions[0].x)); MaterialFloat2 Local5 = (Parameters.TexCoords[0].xy * 20.00000000); MaterialFloat4 Local6 = ProcessMaterialLinearColorTextureLookup(Texture2DSampleBias(Material_Texture2D_1, Material_Texture2D_1Sampler,Local5,View.MaterialTextureMipBias)); MaterialFloat Local7 = lerp(0.40000001,1.00000000,Local6.r); MaterialFloat Local8 = (1.00000000 - Local7); MaterialFloat2 Local9 = (Local0 / 0.10000000); MaterialFloat4 Local10 = ProcessMaterialLinearColorTextureLookup(Texture2DSampleBias(Material_Texture2D_1, Material_Texture2D_1Sampler,Local9,View.MaterialTextureMipBias)); MaterialFloat Local11 = (GetScreenPosition(Parameters).w.r - 24.00000000); MaterialFloat Local12 = (Local11 / 1500.00000000); MaterialFloat Local13 = min(max(Local12,0.00000000),1.00000000); MaterialFloat Local14 = lerp(Local10.g,1.00000000,Local13); MaterialFloat Local15 = lerp(Local7,Local8,Local14); MaterialFloat4 Local16 = ProcessMaterialLinearColorTextureLookup(Texture2DSampleBias(Material_Texture2D_1, Material_Texture2D_1Sampler,Local0,View.MaterialTextureMipBias)); MaterialFloat Local17 = lerp(Local10.g,0.00000000,Local13); MaterialFloat Local18 = (Local16.g + Local17); MaterialFloat Local19 = lerp(Local18.r,0.50000000,0.50000000); MaterialFloat Local20 = lerp(0.29499999,0.66000003,Local19); MaterialFloat Local21 = (Local20 * 0.50000000); MaterialFloat Local22 = (Local15 * Local21); MaterialFloat Local23 = lerp(0.00000000,0.50000000,Local16.g); MaterialFloat Local24 = lerp(0.69999999,1.00000000,Local10.g); MaterialFloat Local25 = lerp(Local24,1.00000000,Local13); MaterialFloat Local26 = (Local25 * 1.00000000); MaterialFloat Local27 = (Local23 + Local26); MaterialFloat Local28 = min(max(Local27,0.00000000),1.00000000); PixelMaterialInputs.EmissiveColor = Local4; PixelMaterialInputs.Opacity = 1.00000000; PixelMaterialInputs.OpacityMask = 1.00000000; PixelMaterialInputs.BaseColor = Local22; PixelMaterialInputs.Metallic = 0.00000000; PixelMaterialInputs.Specular = 0.50000000; PixelMaterialInputs.Roughness = Local28; PixelMaterialInputs.Anisotropy = 0.00000000; PixelMaterialInputs.Tangent = MaterialFloat3(1.00000000,0.00000000,0.00000000); PixelMaterialInputs.Subsurface = 0; PixelMaterialInputs.AmbientOcclusion = 1.00000000; PixelMaterialInputs.Refraction = 0; PixelMaterialInputs.PixelDepthOffset = 0.00000000; PixelMaterialInputs.ShadingModel = 1; #if MATERIAL_USES_ANISOTROPY Parameters.WorldTangent = CalculateAnisotropyTangent(Parameters, PixelMaterialInputs); #else Parameters.WorldTangent = 0; #endif } void surf( Input In, inout SurfaceOutputStandard o ) { InitializeExpressions(); float3 Z3 = float3( 0, 0, 0 ); float4 Z4 = float4( 0, 0, 0, 0 ); float3 UnrealWorldPos = float3( In.worldPos.x, In.worldPos.y, In.worldPos.z ); float3 UnrealNormal = In.normal2; FMaterialPixelParameters Parameters; #if NUM_TEX_COORD_INTERPOLATORS > 0 Parameters.TexCoords[ 0 ] = float2( In.uv_MainTex.x, In.uv_MainTex.y ); #endif #if NUM_TEX_COORD_INTERPOLATORS > 1 Parameters.TexCoords[ 1 ] = float2( In.uv2_MainTex.x, 1.0 - In.uv2_MainTex.y ); #endif #if NUM_TEX_COORD_INTERPOLATORS > 2 for( int i = 2; i < NUM_TEX_COORD_INTERPOLATORS; i++ ) { Parameters.TexCoords[ i ] = float2( In.uv_MainTex.x, In.uv_MainTex.y ); } #endif Parameters.VertexColor = In.color; Parameters.WorldNormal = UnrealNormal; Parameters.ReflectionVector = half3( 0, 0, 1 ); //Parameters.CameraVector = normalize( _WorldSpaceCameraPos.xyz - UnrealWorldPos.xyz ); Parameters.CameraVector = mul( ( float3x3 )unity_CameraToWorld, float3( 0, 0, 1 ) ) * -1; Parameters.LightVector = half3( 0, 0, 0 ); float4 screenpos = In.screenPos; screenpos /= screenpos.w; //screenpos.y = 1 - screenpos.y; Parameters.SvPosition = float4( screenpos.x, screenpos.y, 0, 0 ); Parameters.ScreenPosition = Parameters.SvPosition; Parameters.UnMirrored = 1; Parameters.TwoSidedSign = 1; float3 InWorldNormal = UnrealNormal; float4 InTangent = In.tangent; float4 tangentWorld = float4( UnityObjectToWorldDir( InTangent.xyz ), InTangent.w ); tangentWorld.xyz = normalize( tangentWorld.xyz ); float3x3 tangentToWorld = CreateTangentToWorldPerVertex( InWorldNormal, tangentWorld.xyz, tangentWorld.w ); Parameters.TangentToWorld = tangentToWorld; //Parameters.TangentToWorld = float3x3( Z3, Z3, Z3 ); //WorldAlignedTexturing in UE relies on the fact that coords there are 100x larger, prepare values for that //but watch out for any computation that might get skewed as a side effect UnrealWorldPos = UnrealWorldPos * 100; //Parameters.TangentToWorld = half3x3( float3( 1, 1, 1 ), float3( 1, 1, 1 ), UnrealNormal.xyz ); Parameters.AbsoluteWorldPosition = UnrealWorldPos; Parameters.WorldPosition_CamRelative = UnrealWorldPos; Parameters.WorldPosition_NoOffsets = UnrealWorldPos; Parameters.WorldPosition_NoOffsets_CamRelative = Parameters.WorldPosition_CamRelative; Parameters.LightingPositionOffset = float3( 0, 0, 0 ); Parameters.AOMaterialMask = 0; Parameters.Particle.RelativeTime = 0; Parameters.Particle.MotionBlurFade; Parameters.Particle.Random = 0; Parameters.Particle.Velocity = half4( 1, 1, 1, 1 ); Parameters.Particle.Color = half4( 1, 1, 1, 1 ); Parameters.Particle.TranslatedWorldPositionAndSize = float4( UnrealWorldPos, 0 ); Parameters.Particle.MacroUV = half4(0,0,1,1); Parameters.Particle.DynamicParameter = half4(0,0,0,0); Parameters.Particle.LocalToWorld = float4x4( Z4, Z4, Z4, Z4 ); Parameters.Particle.Size = float2(1,1); Parameters.TexCoordScalesParams = float2( 0, 0 ); Parameters.PrimitiveId = 0; FPixelMaterialInputs PixelMaterialInputs = ( FPixelMaterialInputs)0; PixelMaterialInputs.Normal = float3( 0, 0, 1 ); PixelMaterialInputs.ShadingModel = 0; //Extra View.GameTime = -_Time.y;// _Time is (t/20, t, t*2, t*3), run in reverse because it works better with ElementalDemo View.MaterialTextureMipBias = 0.0; View.TemporalAAParams = float2( 0, 0 ); View.ViewRectMin = float2( 0, 0 ); View.ViewSizeAndInvSize = View_BufferSizeAndInvSize; View.MaterialTextureDerivativeMultiply = 1.0f; for( int i2 = 0; i2 < 40; i2++ ) View.PrimitiveSceneData[ i2 ] = float4( 0, 0, 0, 0 ); uint PrimitiveBaseOffset = Parameters.PrimitiveId * PRIMITIVE_SCENE_DATA_STRIDE; View.PrimitiveSceneData[ PrimitiveBaseOffset + 0 ] = unity_ObjectToWorld[ 0 ];//LocalToWorld View.PrimitiveSceneData[ PrimitiveBaseOffset + 1 ] = unity_ObjectToWorld[ 1 ];//LocalToWorld View.PrimitiveSceneData[ PrimitiveBaseOffset + 2 ] = unity_ObjectToWorld[ 2 ];//LocalToWorld View.PrimitiveSceneData[ PrimitiveBaseOffset + 3 ] = unity_ObjectToWorld[ 3 ];//LocalToWorld View.PrimitiveSceneData[ PrimitiveBaseOffset + 6 ] = unity_WorldToObject[ 0 ];//WorldToLocal View.PrimitiveSceneData[ PrimitiveBaseOffset + 7 ] = unity_WorldToObject[ 1 ];//WorldToLocal View.PrimitiveSceneData[ PrimitiveBaseOffset + 8 ] = unity_WorldToObject[ 2 ];//WorldToLocal View.PrimitiveSceneData[ PrimitiveBaseOffset + 9 ] = unity_WorldToObject[ 3 ];//WorldToLocal View.PrimitiveSceneData[ PrimitiveBaseOffset + 10 ] = unity_WorldToObject[ 0 ];//PreviousLocalToWorld View.PrimitiveSceneData[ PrimitiveBaseOffset + 11 ] = unity_WorldToObject[ 1 ];//PreviousLocalToWorld View.PrimitiveSceneData[ PrimitiveBaseOffset + 12 ] = unity_WorldToObject[ 2 ];//PreviousLocalToWorld View.PrimitiveSceneData[ PrimitiveBaseOffset + 13 ] = unity_WorldToObject[ 3 ];//PreviousLocalToWorld ResolvedView.WorldCameraOrigin = _WorldSpaceCameraPos.xyz; ResolvedView.ScreenPositionScaleBias = float4( 1, 1, 0, 0 ); ResolvedView.TranslatedWorldToView = unity_MatrixV; ResolvedView.TranslatedWorldToCameraView = unity_MatrixV; ResolvedView.ViewToTranslatedWorld = unity_MatrixInvV; ResolvedView.CameraViewToTranslatedWorld = unity_MatrixInvV; Primitive.WorldToLocal = unity_WorldToObject; Primitive.LocalToWorld = unity_ObjectToWorld; CalcPixelMaterialInputs( Parameters, PixelMaterialInputs ); #define HAS_WORLDSPACE_NORMAL 0 #if HAS_WORLDSPACE_NORMAL PixelMaterialInputs.Normal = mul( PixelMaterialInputs.Normal, (MaterialFloat3x3)( transpose( Parameters.TangentToWorld ) ) ); #endif //Debug //PixelMaterialInputs.BaseColor = Texture2DSample( Material_Texture2D_1, Material_Texture2D_1Sampler, Parameters.TexCoords[ 0 ].xy ); o.Albedo = PixelMaterialInputs.BaseColor.rgb; o.Alpha = PixelMaterialInputs.Opacity; //if( PixelMaterialInputs.OpacityMask < 0.333 ) discard; o.Metallic = PixelMaterialInputs.Metallic; o.Smoothness = 1.0 - PixelMaterialInputs.Roughness; o.Normal = normalize( PixelMaterialInputs.Normal ); o.Emission = PixelMaterialInputs.EmissiveColor.rgb; o.Occlusion = PixelMaterialInputs.AmbientOcclusion; } ENDCG } Fallback "Diffuse" }