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+ +Shader "Shader Forge/M_Master" { + Properties { + [MaterialToggle] _Metal ("Metal", Float ) = 0 + _Normal ("Normal", 2D) = "bump" {} + _N_Intensity ("N_Intensity", Range(0, 1)) = 0.1965812 + _R ("R", 2D) = "gray" {} + _node_8585 ("node_8585", 2D) = "white" {} + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _TimeEditor; + uniform sampler2D _Normal; uniform float4 _Normal_ST; + uniform float _N_Intensity; + uniform sampler2D _R; uniform float4 _R_ST; + uniform fixed _Metal; + uniform sampler2D _node_8585; uniform float4 _node_8585_ST; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float4 posWorld : TEXCOORD1; + float3 normalDir : TEXCOORD2; + float3 tangentDir : TEXCOORD3; + float3 bitangentDir : TEXCOORD4; + LIGHTING_COORDS(5,6) + UNITY_FOG_COORDS(7) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( _Object2World, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(_Object2World, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _Normal_var = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal))); + float3 normalLocal = float3((_Normal_var.rgb.rg*_N_Intensity),_Normal_var.b); + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float4 _R_var = tex2D(_R,TRANSFORM_TEX(i.uv0, _R)); + float gloss = 1.0 - _R_var.r; // Convert roughness to gloss + float specPow = exp2( gloss * 10.0+1.0); +/////// GI Data: + UnityLight light; + #ifdef LIGHTMAP_OFF + light.color = lightColor; + light.dir = lightDirection; + light.ndotl = LambertTerm (normalDirection, light.dir); + #else + light.color = half3(0.f, 0.f, 0.f); + light.ndotl = 0.0f; + light.dir = half3(0.f, 0.f, 0.f); + #endif + UnityGIInput d; + d.light = light; + d.worldPos = i.posWorld.xyz; + d.worldViewDir = viewDirection; + d.atten = attenuation; + UnityGI gi = UnityGlobalIllumination (d, 1, gloss, normalDirection); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 node_1786 = _Time + _TimeEditor; + float node_7265 = sin(node_1786.r); + float node_4861 = (node_7265*0.5); + float2 node_7035 = (i.uv0+node_4861*float2(1,1)); + float4 _node_8585_var = tex2D(_node_8585,TRANSFORM_TEX(node_7035, _node_8585)); + float3 node_7068 = lerp(float3(0.9921569,0.56,0.1254902),float3(0.9960784,0.7137255,0.1372549),_node_8585_var.rgb); + float3 diffuseColor = node_7068; // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, lerp( 0.0, 1.0, _Metal ), specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = (floor(attenuation) * _LightColor0.xyz) * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + float3 specular = directSpecular; +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +////// Emissive: + float3 node_8465 = (node_7068*_node_8585_var.rgb); + float3 emissive = lerp(node_8465,node_7068,node_7265); +/// Final Color: + float3 finalColor = diffuse + specular + emissive; + fixed4 finalRGBA = fixed4(finalColor,1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _TimeEditor; + uniform sampler2D _Normal; uniform float4 _Normal_ST; + uniform float _N_Intensity; + uniform sampler2D _R; uniform float4 _R_ST; + uniform fixed _Metal; + uniform sampler2D _node_8585; uniform float4 _node_8585_ST; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float4 posWorld : TEXCOORD1; + float3 normalDir : TEXCOORD2; + float3 tangentDir : TEXCOORD3; + float3 bitangentDir : TEXCOORD4; + LIGHTING_COORDS(5,6) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( _Object2World, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(_Object2World, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _Normal_var = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal))); + float3 normalLocal = float3((_Normal_var.rgb.rg*_N_Intensity),_Normal_var.b); + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float4 _R_var = tex2D(_R,TRANSFORM_TEX(i.uv0, _R)); + float gloss = 1.0 - _R_var.r; // Convert roughness to gloss + float specPow = exp2( gloss * 10.0+1.0); +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 node_1786 = _Time + _TimeEditor; + float node_7265 = sin(node_1786.r); + float node_4861 = (node_7265*0.5); + float2 node_7035 = (i.uv0+node_4861*float2(1,1)); + float4 _node_8585_var = tex2D(_node_8585,TRANSFORM_TEX(node_7035, _node_8585)); + float3 node_7068 = lerp(float3(0.9921569,0.56,0.1254902),float3(0.9960784,0.7137255,0.1372549),_node_8585_var.rgb); + float3 diffuseColor = node_7068; // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, lerp( 0.0, 1.0, _Metal ), specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + float3 specular = directSpecular; +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 diffuse = directDiffuse * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + return fixed4(finalColor * 1,0); + } + ENDCG + } + } + FallBack "Diffuse" + CustomEditor "ShaderForgeMaterialInspector" +} diff --git a/Assets/Arts/Material/M_Master.shader.meta b/Assets/Arts/Material/M_Master.shader.meta new file mode 100644 index 0000000..e89e5c7 --- /dev/null +++ b/Assets/Arts/Material/M_Master.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 24511604a0904f44d984be6e9fe089c9 +timeCreated: 1440280618 +licenseType: Free +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Materials/T_Sol_D.mat b/Assets/Materials/T_Sol_D.mat new file mode 100644 index 0000000..d540271 Binary files /dev/null and b/Assets/Materials/T_Sol_D.mat differ diff --git a/Assets/Materials/T_Sol_D.mat.meta b/Assets/Materials/T_Sol_D.mat.meta new file mode 100644 index 0000000..99f79c1 --- /dev/null +++ b/Assets/Materials/T_Sol_D.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: cc04642ec2f5737448035c52737bdbfe +timeCreated: 1440313561 +licenseType: Free +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prefabs/Floor.prefab b/Assets/Prefabs/Floor.prefab index 52a2ed4..04ff068 100644 Binary files a/Assets/Prefabs/Floor.prefab and b/Assets/Prefabs/Floor.prefab differ diff --git a/Assets/Scenes/PatScene.unity b/Assets/Scenes/PatScene.unity index 7c7501c..1d430df 100644 Binary files a/Assets/Scenes/PatScene.unity and b/Assets/Scenes/PatScene.unity differ diff --git a/Assets/Scripts/Floor.cs b/Assets/Scripts/Floor.cs index 0b1fd44..a058e06 100644 --- a/Assets/Scripts/Floor.cs +++ b/Assets/Scripts/Floor.cs @@ -4,8 +4,8 @@ using System.Collections; public class Floor : MonoBehaviour { public MomBehavior Mom; - public Material NormalMaterial; - public Material LavaMaterial; + public GameObject NormalFloor; + public GameObject LavaFloor; public MeshRenderer Renderer; @@ -17,13 +17,15 @@ public class Floor : MonoBehaviour private void ChangeToNormalFloor() { - Renderer.material = NormalMaterial; + NormalFloor.SetActive(true); + LavaFloor.SetActive(false); gameObject.tag = "Floor"; // Might not be necessary since the player is most likely "dead" if he touches a non-lava floor } private void ChangeToLavaFloor() { - Renderer.material = LavaMaterial; + NormalFloor.SetActive(false); + LavaFloor.SetActive(true); gameObject.tag = "Lava"; // Might not be necessary since the player is most likely "dead" if he touches a non-lava floor }