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2025-05-02 14:58:30 +01:00
parent e706d5577a
commit abfc6cd910
43 changed files with 2231 additions and 102 deletions

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/*
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█▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█
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____________________________________________________________________________________________________________________________________________
▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀
█▀█ ▄█ ▄█ ██▄ ░█░ ▄   █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄   ░█ █▄█ ░▀░   ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█
____________________________________________________________________________________________________________________________________________
License:
The license is ATTRIBUTION 3.0
More license info here:
https://creativecommons.org/licenses/by/3.0/
____________________________________________________________________________________________________________________________________________
This shader has NOT been tested on any other PC configuration except the following:
CPU: Intel Core i5-6400
GPU: NVidia GTX 750Ti
RAM: 16GB
Windows: 10 x64
DirectX: 11
____________________________________________________________________________________________________________________________________________
*/
Shader "Ultimate 10+ Shaders/Snow"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Normal ("Normal Map", 2D) = "bump" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_SnowColor ("Snow Color", Color) = (1,1,1,1)
_SnowNormal ("Snow Normal Map", 2D) = "bump" {}
_SnowGlossiness ("Snow Smoothness", Range(0,1)) = 0.5
_SnowMetallic ("Snow Metallic", Range(0,1)) = 0.0
_SnowDirection ("Snow Direction", Vector) = (0, 1, 0, 1)
_SnowAmount ("Snow Amount", Range(0, 1)) = 0.75
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 150
Cull [_Cull]
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
#pragma vertex vert
#ifndef SHADER_API_D3D11
#pragma target 3.0
#else
#pragma target 4.0
#endif
fixed4 _Color;
sampler2D _MainTex;
sampler2D _Normal;
half _Glossiness;
half _Metallic;
fixed4 _SnowColor;
sampler2D _SnowNormal;
half _SnowGlossiness;
half _SnowMetallic;
half3 _SnowDirection;
fixed _SnowAmount;
struct Input
{
float2 uv_MainTex;
float2 uv_Normal;
float2 uv_SnowNormal;
float dotProduct;
};
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
fixed4 pixel;
void surf (Input IN, inout SurfaceOutputStandard o)
{
pixel = lerp(tex2D (_MainTex, IN.uv_MainTex) * _Color, _SnowColor, IN.dotProduct);
o.Albedo = pixel.rgb;
o.Normal = UnpackNormal(lerp(tex2D(_Normal, IN.uv_Normal), tex2D(_SnowNormal, IN.uv_SnowNormal), IN.dotProduct));
o.Metallic = lerp(_Metallic, _SnowMetallic, IN.dotProduct);
o.Smoothness = lerp(_Glossiness, _SnowGlossiness, IN.dotProduct);
}
struct appdata {
float4 vertex : POSITION;
float4 tangent : TANGENT;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
fixed4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
fixed4 texPixel;
void vert (inout appdata vert, out Input o){
UNITY_INITIALIZE_OUTPUT(Input, o);
o.dotProduct = saturate(dot(UnityObjectToWorldDir(vert.normal), normalize(_SnowDirection)));
o.dotProduct = (o.dotProduct < 1.0 - _SnowAmount) ? 0 : o.dotProduct;
}
ENDCG
}
FallBack "Diffuse"
}