Skip to content

Commit 1687f5b

Browse files
authored
Puddle Shader upload
Puddle Shader upload
1 parent 0062f4b commit 1687f5b

File tree

1 file changed

+75
-0
lines changed

1 file changed

+75
-0
lines changed

PuddleShader.shader

Lines changed: 75 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,75 @@
1+
Shader "Custom/PuddleShader" {
2+
Properties {
3+
_Color ("Color", Color) = (1,1,1,1)
4+
_MainTex ("Albedo (RGB)", 2D) = "white" {}
5+
_NormalTex ("Normal Map", 2D) = "white" {}
6+
_NormalValue("Normal Value", Float) = 5
7+
_HeightMap ("Height Map", 2D) = "white" {}
8+
_HeightMapScale ("Height", Range(0,1)) = 0.0
9+
_OcclusionMap("OcclusionMap", 2D) = "white" {}
10+
_OcclusionStrength("Occlusion Strength", Range(0,1)) = 0.0
11+
_EmissionColor("Emission Color", Color) = (0,0,0,0)
12+
_EmissionValue("Emission Value", Range(0,1)) = 0.0
13+
_PuddleTex("Puddle", 2D) = "white" {}
14+
_PuddleColor("Puddle Color", Color) = (1,1,1,1)
15+
_Intensity("Puddle Intensity", Range(0,1)) = 0.5
16+
_Wet("Wetness", Range(0,1)) = 0.0
17+
}
18+
SubShader {
19+
Tags { "RenderType"="Opaque" }
20+
LOD 200
21+
22+
CGPROGRAM
23+
// Physically based Standard lighting model, and enable shadows on all light types
24+
#pragma surface surf StandardSpecular fullforwardshadows
25+
26+
// Use shader model 3.0 target, to get nicer looking lighting
27+
#pragma target 3.0
28+
29+
sampler2D _MainTex;
30+
sampler2D _NormalTex;
31+
sampler2D _PuddleTex;
32+
sampler2D _OcclusionMap;
33+
sampler2D _HeightMap;
34+
35+
struct Input {
36+
float2 uv_MainTex;
37+
float2 uv_PuddleTex;
38+
};
39+
40+
fixed4 _Color;
41+
fixed4 _PuddleColor;
42+
fixed4 _EmissionColor;
43+
half _Wet;
44+
half _Intensity;
45+
half _OcclusionStrength;
46+
half _HeightMapScale;
47+
half _EmissionValue;
48+
half _NormalValue;
49+
50+
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
51+
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
52+
// #pragma instancing_options assumeuniformscaling
53+
UNITY_INSTANCING_CBUFFER_START(Props)
54+
// put more per-instance properties here
55+
UNITY_INSTANCING_CBUFFER_END
56+
57+
void surf (Input IN, inout SurfaceOutputStandardSpecular o)
58+
{
59+
float3 normalMap = UnpackNormal(tex2D(_NormalTex, IN.uv_MainTex));
60+
half4 puddleSpec = tex2D(_PuddleTex, IN.uv_PuddleTex);
61+
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
62+
63+
// Albedo comes from a texture tinted by color
64+
o.Albedo = c.rgb;
65+
o.Normal = normalMap.rgb*_NormalValue;
66+
o.Alpha = c.a;
67+
o.Specular = puddleSpec.a * _Wet * _PuddleColor;
68+
o.Occlusion = tex2D(_OcclusionMap, IN.uv_MainTex) * _OcclusionStrength;
69+
o.Smoothness = _Intensity * puddleSpec.a;
70+
o.Emission = _EmissionColor.rgb * _EmissionValue;
71+
}
72+
ENDCG
73+
}
74+
FallBack "Diffuse"
75+
}

0 commit comments

Comments
 (0)