Aetheria/Assets/Shaders/ViewNormalEmissive.shader
Reinier Vens f643f6cc8a New Inventory System + Overhaul
Removed universal GameContext references
Refactored GameContext: It's now only responsible for item management. As such it's now called ItemManager
GlobalData is gone, relevant settings are distributed amongst specialized settings classes
Entities are no longer database entries, references to them are now direct - Zone is reponsible for storing them in ZonePacks
Controller subtypes are now generic classes, class argument is task type
Inventory is now a 2D grid instead of a list
Entity temperature is now a 2D grid instead of a number
Item sizes are now arbitrary shapes instead of a number
Hardpoints are now arbitrary shapes instead
Equipped items have their own temperatures
Map view now displays sunlight colors
Integrated Allegorithmic Substance Plugin
Imported Djinni ship and assigned Substance materials
Removed Node Editor framework (might come back later but needs work to integrate with behavior system)
2020-12-10 23:20:38 +00:00

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// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
Shader "Aetheria/View Dependent Emissive" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_BumpMap ("Bumpmap", 2D) = "bump" {}
_BumpPower ("Bump Power", Range (0.01,5)) = 1
_Rotation ("Normal Rotation", Float) = 0
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_MetallicGlossMap("Metallic", 2D) = "white" {}
_EmissionColor ("Emission Color", Color) = (1,1,1,1)
_Emission ("Emission Strength", Float) = 0
_EmissionFresnel ("Emission Fresnel", Float) = 1.0
_EmissionRoughnessFresnelPower("Emission Roughness Fresnel Power", Float) = 1.0
[MaterialToggle] _ReverseRim("ReverseRim", Float) = 0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
//#pragma multi_compile REVERSE_RIM_ON REVERSE_RIM_OFF
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _MetallicGlossMap;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float3 viewDir;
float3 worldNormal;
INTERNAL_DATA
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
fixed4 _EmissionColor;
float _BumpPower;
float _Rotation;
float _Emission;
float _EmissionFresnel;
float _EmissionRoughnessFresnelPower;
half _ReverseRim;
// 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)
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
float sinX = sin ( _Rotation );
float cosX = cos ( _Rotation );
float sinY = sin ( _Rotation );
float2x2 rotationMatrix = float2x2( cosX, -sinX, sinY, cosX);
fixed3 normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
normal.xy = mul ( normal.xy, rotationMatrix);
normal.z = normal.z / _BumpPower;
normal = normalize(normal);
o.Normal = normal;
// Metallic and smoothness come from a texture
float2 metalSmooth = tex2D (_MetallicGlossMap, IN.uv_MainTex).ra;
o.Metallic = metalSmooth.x;
o.Smoothness = metalSmooth.y * _Glossiness;
half rim = saturate(dot (normalize(IN.viewDir), o.Normal));
if(_ReverseRim > .5)
rim = 1 - rim;
o.Emission = _Emission * _EmissionColor * pow(rim,_EmissionFresnel / pow(metalSmooth.x, _EmissionRoughnessFresnelPower));
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}