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+/*SF_DATA;ver:1.26;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:1,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:4,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:False,qofs:0,qpre:2,rntp:3,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:3138,x:32904,y:32733,varname:node_3138,prsc:2|diff-7628-OUT,clip-4645-OUT;n:type:ShaderForge.SFN_Color,id:7241,x:32471,y:32812,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_7241,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.7843137,c2:0.07843139,c3:0.07843139,c4:1;n:type:ShaderForge.SFN_Tex2d,id:9329,x:32050,y:32982,ptovrint:False,ptlb:node_9329,ptin:_node_9329,varname:node_9329,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:8ab75acd6bfdfe64bb0ecfc2ee509363,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:7628,x:32659,y:32861,varname:node_7628,prsc:2|A-7241-RGB,B-5776-OUT;n:type:ShaderForge.SFN_OneMinus,id:5776,x:32380,y:33013,varname:node_5776,prsc:2|IN-9329-RGB;n:type:ShaderForge.SFN_ComponentMask,id:4645,x:32561,y:33136,varname:node_4645,prsc:2,cc1:0,cc2:-1,cc3:-1,cc4:-1|IN-5776-OUT;proporder:7241-9329;pass:END;sub:END;*/ + +Shader "Shader Forge/Arrow" { + Properties { + _Color ("Color", Color) = (0.7843137,0.07843139,0.07843139,1) + _node_9329 ("node_9329", 2D) = "white" {} + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + } + SubShader { + Tags { + "Queue"="AlphaTest" + "RenderType"="TransparentCutout" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend DstColor Zero + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _LightColor0; + uniform float4 _Color; + uniform sampler2D _node_9329; uniform float4 _node_9329_ST; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float2 texcoord0 : TEXCOORD0; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float4 posWorld : TEXCOORD1; + float3 normalDir : TEXCOORD2; + LIGHTING_COORDS(3,4) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3 normalDirection = i.normalDir; + float4 _node_9329_var = tex2D(_node_9329,TRANSFORM_TEX(i.uv0, _node_9329)); + float3 node_5776 = (1.0 - _node_9329_var.rgb); + clip(node_5776.r - 0.5); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; +/////// Diffuse: + float NdotL = max(0.0,dot( normalDirection, lightDirection )); + float3 directDiffuse = max( 0.0, NdotL) * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light + float3 diffuseColor = (_Color.rgb*node_5776); + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse; + return fixed4(finalColor,1); + } + 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" + #pragma multi_compile_fwdadd_fullshadows + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _LightColor0; + uniform float4 _Color; + uniform sampler2D _node_9329; uniform float4 _node_9329_ST; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float2 texcoord0 : TEXCOORD0; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float4 posWorld : TEXCOORD1; + float3 normalDir : TEXCOORD2; + LIGHTING_COORDS(3,4) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3 normalDirection = i.normalDir; + float4 _node_9329_var = tex2D(_node_9329,TRANSFORM_TEX(i.uv0, _node_9329)); + float3 node_5776 = (1.0 - _node_9329_var.rgb); + clip(node_5776.r - 0.5); + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; +/////// Diffuse: + float NdotL = max(0.0,dot( normalDirection, lightDirection )); + float3 directDiffuse = max( 0.0, NdotL) * attenColor; + float3 diffuseColor = (_Color.rgb*node_5776); + float3 diffuse = directDiffuse * diffuseColor; +/// Final Color: + float3 finalColor = diffuse; + return fixed4(finalColor * 1,0); + } + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform sampler2D _node_9329; uniform float4 _node_9329_ST; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + }; + struct VertexOutput { + V2F_SHADOW_CASTER; + float2 uv0 : TEXCOORD1; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.pos = UnityObjectToClipPos(v.vertex ); + TRANSFER_SHADOW_CASTER(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + float4 _node_9329_var = tex2D(_node_9329,TRANSFORM_TEX(i.uv0, _node_9329)); + float3 node_5776 = (1.0 - _node_9329_var.rgb); + clip(node_5776.r - 0.5); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } + } + FallBack "Diffuse" + CustomEditor "ShaderForgeMaterialInspector" +} diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Arrow.shader.meta b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Arrow.shader.meta new file mode 100644 index 000000000..08b6240a7 --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Arrow.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 71b46cfc878251b45974be2a328c7979 +timeCreated: 1477064463 +licenseType: Store +ShaderImporter: + defaultTextures: + - _node_9329: {fileID: 2800000, guid: 8ab75acd6bfdfe64bb0ecfc2ee509363, type: 3} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 74390 + packageName: FPS Warehouse + packageVersion: 1.2 + assetPath: Assets/FPS Warehouse/Textures/Shaders/Arrow.shader + uploadId: 221693 diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Beam.shader b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Beam.shader new file mode 100644 index 000000000..4f5bbe180 --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Beam.shader @@ -0,0 +1,378 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' + +// Shader created with Shader Forge v1.26 +// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ +// Note: Manually altering this data may prevent you from opening it in Shader Forge +/*SF_DATA;ver:1.26;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:3,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:True,hqlp:False,rprd:True,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:2865,x:32719,y:32712,varname:node_2865,prsc:2|diff-6343-OUT,spec-358-OUT,gloss-1813-OUT,normal-5964-RGB;n:type:ShaderForge.SFN_Multiply,id:6343,x:32114,y:32712,varname:node_6343,prsc:2|A-6695-RGB,B-6665-RGB;n:type:ShaderForge.SFN_Color,id:6665,x:31978,y:32797,ptovrint:False,ptlb:Color,ptin:_Color,varname:_Color,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Tex2d,id:5964,x:32407,y:32978,ptovrint:True,ptlb:Normal Map,ptin:_BumpMap,varname:_BumpMap,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Slider,id:358,x:32250,y:32780,ptovrint:False,ptlb:Metallic,ptin:_Metallic,varname:node_358,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Slider,id:1813,x:32250,y:32882,ptovrint:False,ptlb:Gloss,ptin:_Gloss,varname:_Metallic_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.8,max:1;n:type:ShaderForge.SFN_Tex2d,id:6695,x:31739,y:32618,ptovrint:False,ptlb:node_6695,ptin:_node_6695,varname:node_6695,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:7b93941653d026a4281a939021ccea2e,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:8377,x:32108,y:32977,ptovrint:False,ptlb:node_8377,ptin:_node_8377,varname:node_8377,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:9e2677997077c0c4a8ae70d4b32aa44b,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Cubemap,id:1661,x:31739,y:32418,ptovrint:False,ptlb:node_1661,ptin:_node_1661,varname:node_1661,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,cube:05279d4a58a8039479777249c5885a9d,pvfc:0;n:type:ShaderForge.SFN_Lerp,id:1273,x:31975,y:32528,varname:node_1273,prsc:2|A-1661-RGB,B-6695-RGB,T-4736-RGB;n:type:ShaderForge.SFN_Tex2d,id:4736,x:31727,y:32821,ptovrint:False,ptlb:node_4736,ptin:_node_4736,varname:node_4736,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:9e2677997077c0c4a8ae70d4b32aa44b,ntxv:0,isnm:False;proporder:5964-6665-358-1813-6695-1661-4736;pass:END;sub:END;*/ + +Shader "Shader Forge/Beam" { + Properties { + _BumpMap ("Normal Map", 2D) = "bump" {} + _Color ("Color", Color) = (1,1,1,1) + _Metallic ("Metallic", Range(0, 1)) = 0 + _Gloss ("Gloss", Range(0, 1)) = 0.8 + _node_6695 ("node_6695", 2D) = "white" {} + _node_1661 ("node_1661", Cube) = "_Skybox" {} + _node_4736 ("node_4736", 2D) = "white" {} + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + uniform sampler2D _node_6695; uniform float4 _node_6695_ST; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD10; + #endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.ambientOrLightmapUV.zw = 0; + #elif UNITY_SHOULD_SAMPLE_SH + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(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); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + 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: + float gloss = _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; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i.ambientOrLightmapUV; + #else + d.ambient = i.ambientOrLightmapUV; + #endif + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.boxMin[0] = unity_SpecCube0_BoxMin; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.probeHDR[0] = unity_SpecCube0_HDR; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.boxMin[1] = unity_SpecCube1_BoxMin; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + d.probeHDR[1] = unity_SpecCube1_HDR; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + 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_6695_var = tex2D(_node_6695,TRANSFORM_TEX(i.uv0, _node_6695)); + float3 diffuseColor = (_node_6695_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, 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_PI / 4) ); + float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + half grazingTerm = saturate( gloss + specularMonochrome ); + float3 indirectSpecular = (gi.indirect.specular); + indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); + float3 specular = (directSpecular + indirectSpecular); +/////// 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 += gi.indirect.diffuse; + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + 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 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + uniform sampler2D _node_6695; uniform float4 _node_6695_ST; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(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); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + 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: + float gloss = _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_6695_var = tex2D(_node_6695,TRANSFORM_TEX(i.uv0, _node_6695)); + float3 diffuseColor = (_node_6695_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, 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_PI / 4) ); + 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; + fixed4 finalRGBA = fixed4(finalColor * 1,0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "Meta" + Tags { + "LightMode"="Meta" + } + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_META 1 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityMetaPass.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform float _Metallic; + uniform float _Gloss; + uniform sampler2D _node_6695; uniform float4 _node_6695_ST; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); + return o; + } + float4 frag(VertexOutput i) : SV_Target { + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + o.Emission = 0; + + float4 _node_6695_var = tex2D(_node_6695,TRANSFORM_TEX(i.uv0, _node_6695)); + float3 diffColor = (_node_6695_var.rgb*_Color.rgb); + float specularMonochrome; + float3 specColor; + diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); + float roughness = 1.0 - _Gloss; + o.Albedo = diffColor + specColor * roughness * roughness * 0.5; + + return UnityMetaFragment( o ); + } + ENDCG + } + } + FallBack "Diffuse" + CustomEditor "ShaderForgeMaterialInspector" +} diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Beam.shader.meta b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Beam.shader.meta new file mode 100644 index 000000000..af362f5d8 --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Beam.shader.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 0458c1ea005f6de46b8da4eb1d898d80 +timeCreated: 1476970101 +licenseType: Store +ShaderImporter: + defaultTextures: + - _node_6695: {fileID: 2800000, guid: 7b93941653d026a4281a939021ccea2e, type: 3} + - _node_8377: {fileID: 2800000, guid: 9e2677997077c0c4a8ae70d4b32aa44b, type: 3} + - _node_4736: {fileID: 2800000, guid: 9e2677997077c0c4a8ae70d4b32aa44b, type: 3} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 74390 + packageName: FPS Warehouse + packageVersion: 1.2 + assetPath: Assets/FPS Warehouse/Textures/Shaders/Beam.shader + uploadId: 221693 diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Concrete floor.shader b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Concrete floor.shader new file mode 100644 index 000000000..d3f66c1f1 --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Concrete floor.shader @@ -0,0 +1,458 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' + +// Shader created with Shader Forge v1.26 +// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ +// Note: Manually altering this data may prevent you from opening it in Shader Forge 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+ +Shader "Shader Forge/Concrete floor" { + Properties { + _BumpMap ("Normal Map", 2D) = "bump" {} + _Color ("Color", Color) = (1,1,1,1) + _MainTex ("Base Color", 2D) = "white" {} + _Metallic ("Metallic", Range(0, 1)) = 0 + _Gloss ("Gloss", Range(0, 1)) = 0 + _node_6528 ("node_6528", 2D) = "white" {} + _node_9691 ("node_9691", 2D) = "white" {} + _node_8607 ("node_8607", 2D) = "white" {} + _node_9125 ("node_9125", Cube) = "_Skybox" {} + _node_836 ("node_836", 2D) = "white" {} + _cubemappower ("cube map power", Range(0, 5)) = 1.595005 + _mipmapblur ("mip map blur", Range(0, 10)) = 1.765784 + _node_1784 ("node_1784", 2D) = "white" {} + _node_8107 ("node_8107", 2D) = "white" {} + _node_200 ("node_200", 2D) = "white" {} + _node_689 ("node_689", Range(0, 5)) = 3.200371 + _node_4917 ("node_4917", Range(0, 5)) = 5 + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + #pragma glsl + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + uniform sampler2D _node_9691; uniform float4 _node_9691_ST; + uniform sampler2D _node_6528; uniform float4 _node_6528_ST; + uniform sampler2D _node_8607; uniform float4 _node_8607_ST; + uniform samplerCUBE _node_9125; + uniform sampler2D _node_836; uniform float4 _node_836_ST; + uniform float _cubemappower; + uniform float _mipmapblur; + uniform sampler2D _node_1784; uniform float4 _node_1784_ST; + uniform sampler2D _node_8107; uniform float4 _node_8107_ST; + uniform sampler2D _node_200; uniform float4 _node_200_ST; + uniform float _node_689; + uniform float _node_4917; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD10; + #endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.ambientOrLightmapUV.zw = 0; + #elif UNITY_SHOULD_SAMPLE_SH + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(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); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + 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: + float gloss = _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; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i.ambientOrLightmapUV; + #else + d.ambient = i.ambientOrLightmapUV; + #endif + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.boxMin[0] = unity_SpecCube0_BoxMin; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.probeHDR[0] = unity_SpecCube0_HDR; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.boxMin[1] = unity_SpecCube1_BoxMin; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + d.probeHDR[1] = unity_SpecCube1_HDR; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + 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_8607_var = tex2D(_node_8607,TRANSFORM_TEX(i.uv0, _node_8607)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float4 _node_9691_var = tex2D(_node_9691,TRANSFORM_TEX(i.uv0, _node_9691)); + float4 _node_6528_var = tex2D(_node_6528,TRANSFORM_TEX(i.uv0, _node_6528)); + float4 _node_8107_var = tex2D(_node_8107,TRANSFORM_TEX(i.uv0, _node_8107)); + float4 _node_200_var = tex2D(_node_200,TRANSFORM_TEX(i.uv0, _node_200)); + float4 _node_1784_var = tex2D(_node_1784,TRANSFORM_TEX(i.uv0, _node_1784)); + float4 _node_836_var = tex2D(_node_836,TRANSFORM_TEX(i.uv0, _node_836)); + float node_3497 = (1.0 - _node_836_var.r); + float3 diffuseColor = ((lerp(lerp((_node_8607_var.rgb*lerp((0.7*_MainTex_var.rgb),_node_9691_var.rgb,_node_6528_var.rgb)),_node_8107_var.rgb,(_node_689*(1.0 - _node_200_var.rgb))),(_cubemappower*((texCUBElod(_node_9125,float4(viewReflectDirection,_mipmapblur)).rgb*_node_1784_var.rgb)+(pow(1.0-max(0,dot(normalDirection, viewDirection)),_node_4917)*0.5))),node_3497)*saturate((0.3+(1.0 - (node_3497-saturate(((1.0 - (_node_836_var.rgb*1.0))+1.0)))))))*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, 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_PI / 4) ); + float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + half grazingTerm = saturate( gloss + specularMonochrome ); + float3 indirectSpecular = (gi.indirect.specular); + indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); + float3 specular = (directSpecular + indirectSpecular); +/////// 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 += gi.indirect.diffuse; + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + 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 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + #pragma glsl + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + uniform sampler2D _node_9691; uniform float4 _node_9691_ST; + uniform sampler2D _node_6528; uniform float4 _node_6528_ST; + uniform sampler2D _node_8607; uniform float4 _node_8607_ST; + uniform samplerCUBE _node_9125; + uniform sampler2D _node_836; uniform float4 _node_836_ST; + uniform float _cubemappower; + uniform float _mipmapblur; + uniform sampler2D _node_1784; uniform float4 _node_1784_ST; + uniform sampler2D _node_8107; uniform float4 _node_8107_ST; + uniform sampler2D _node_200; uniform float4 _node_200_ST; + uniform float _node_689; + uniform float _node_4917; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(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); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + 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: + float gloss = _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_8607_var = tex2D(_node_8607,TRANSFORM_TEX(i.uv0, _node_8607)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float4 _node_9691_var = tex2D(_node_9691,TRANSFORM_TEX(i.uv0, _node_9691)); + float4 _node_6528_var = tex2D(_node_6528,TRANSFORM_TEX(i.uv0, _node_6528)); + float4 _node_8107_var = tex2D(_node_8107,TRANSFORM_TEX(i.uv0, _node_8107)); + float4 _node_200_var = tex2D(_node_200,TRANSFORM_TEX(i.uv0, _node_200)); + float4 _node_1784_var = tex2D(_node_1784,TRANSFORM_TEX(i.uv0, _node_1784)); + float4 _node_836_var = tex2D(_node_836,TRANSFORM_TEX(i.uv0, _node_836)); + float node_3497 = (1.0 - _node_836_var.r); + float3 diffuseColor = ((lerp(lerp((_node_8607_var.rgb*lerp((0.7*_MainTex_var.rgb),_node_9691_var.rgb,_node_6528_var.rgb)),_node_8107_var.rgb,(_node_689*(1.0 - _node_200_var.rgb))),(_cubemappower*((texCUBElod(_node_9125,float4(viewReflectDirection,_mipmapblur)).rgb*_node_1784_var.rgb)+(pow(1.0-max(0,dot(normalDirection, viewDirection)),_node_4917)*0.5))),node_3497)*saturate((0.3+(1.0 - (node_3497-saturate(((1.0 - (_node_836_var.rgb*1.0))+1.0)))))))*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, 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_PI / 4) ); + 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; + fixed4 finalRGBA = fixed4(finalColor * 1,0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "Meta" + Tags { + "LightMode"="Meta" + } + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_META 1 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityMetaPass.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + #pragma glsl + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float _Metallic; + uniform float _Gloss; + uniform sampler2D _node_9691; uniform float4 _node_9691_ST; + uniform sampler2D _node_6528; uniform float4 _node_6528_ST; + uniform sampler2D _node_8607; uniform float4 _node_8607_ST; + uniform samplerCUBE _node_9125; + uniform sampler2D _node_836; uniform float4 _node_836_ST; + uniform float _cubemappower; + uniform float _mipmapblur; + uniform sampler2D _node_1784; uniform float4 _node_1784_ST; + uniform sampler2D _node_8107; uniform float4 _node_8107_ST; + uniform sampler2D _node_200; uniform float4 _node_200_ST; + uniform float _node_689; + uniform float _node_4917; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); + return o; + } + float4 frag(VertexOutput i) : SV_Target { + i.normalDir = normalize(i.normalDir); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 normalDirection = i.normalDir; + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + o.Emission = 0; + + float4 _node_8607_var = tex2D(_node_8607,TRANSFORM_TEX(i.uv0, _node_8607)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float4 _node_9691_var = tex2D(_node_9691,TRANSFORM_TEX(i.uv0, _node_9691)); + float4 _node_6528_var = tex2D(_node_6528,TRANSFORM_TEX(i.uv0, _node_6528)); + float4 _node_8107_var = tex2D(_node_8107,TRANSFORM_TEX(i.uv0, _node_8107)); + float4 _node_200_var = tex2D(_node_200,TRANSFORM_TEX(i.uv0, _node_200)); + float4 _node_1784_var = tex2D(_node_1784,TRANSFORM_TEX(i.uv0, _node_1784)); + float4 _node_836_var = tex2D(_node_836,TRANSFORM_TEX(i.uv0, _node_836)); + float node_3497 = (1.0 - _node_836_var.r); + float3 diffColor = ((lerp(lerp((_node_8607_var.rgb*lerp((0.7*_MainTex_var.rgb),_node_9691_var.rgb,_node_6528_var.rgb)),_node_8107_var.rgb,(_node_689*(1.0 - _node_200_var.rgb))),(_cubemappower*((texCUBElod(_node_9125,float4(viewReflectDirection,_mipmapblur)).rgb*_node_1784_var.rgb)+(pow(1.0-max(0,dot(normalDirection, viewDirection)),_node_4917)*0.5))),node_3497)*saturate((0.3+(1.0 - (node_3497-saturate(((1.0 - (_node_836_var.rgb*1.0))+1.0)))))))*_Color.rgb); + float specularMonochrome; + float3 specColor; + diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); + float roughness = 1.0 - _Gloss; + o.Albedo = diffColor + specColor * roughness * roughness * 0.5; + + return UnityMetaFragment( o ); + } + ENDCG + } + } + FallBack "Diffuse" + CustomEditor "ShaderForgeMaterialInspector" +} diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Concrete floor.shader.meta b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Concrete floor.shader.meta new file mode 100644 index 000000000..68c787bc7 --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Concrete floor.shader.meta @@ -0,0 +1,24 @@ +fileFormatVersion: 2 +guid: 8269f131d86e2ff45a0498b7fd487670 +timeCreated: 1477137177 +licenseType: Store +ShaderImporter: + defaultTextures: + - _MainTex: {fileID: 2800000, guid: 9c0372555a21fe3418286611bfe3fb29, type: 3} + - _node_9691: {fileID: 2800000, guid: 41e6afb42f0de8f4eb3f242c5ddc3f8a, type: 3} + - _node_6528: {fileID: 2800000, guid: 9e2677997077c0c4a8ae70d4b32aa44b, type: 3} + - _node_8607: {fileID: 2800000, guid: b893b08474b159a4baa4cc32b27874b3, type: 3} + - _node_836: {fileID: 2800000, guid: b42435d08453a3241959e23e23a0937f, type: 3} + - _node_1784: {fileID: 2800000, guid: 60a84529908d17c468b4ce2e3c322914, type: 3} + - _node_8107: {fileID: 2800000, guid: 1f73fff88f1efcf4d9c40d2440e19ffb, type: 3} + - _node_200: {fileID: 2800000, guid: b893b08474b159a4baa4cc32b27874b3, type: 3} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 74390 + packageName: FPS Warehouse + packageVersion: 1.2 + assetPath: Assets/FPS Warehouse/Textures/Shaders/Concrete floor.shader + uploadId: 221693 diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Container.shader b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Container.shader new file mode 100644 index 000000000..fa6427a40 --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Container.shader @@ -0,0 +1,165 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Custom/Container" +{ + Properties + { + _Container_Diffuse("Container_Diffuse", 2D) = "white" {} + _Cubemap("Cubemap", CUBE) = "white" {} + _Reflectionblur("Reflection blur", Float) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } + Cull Back + CGINCLUDE + #include "UnityPBSLighting.cginc" + #include "Lighting.cginc" + #pragma target 3.0 + #ifdef UNITY_PASS_SHADOWCASTER + #undef INTERNAL_DATA + #undef WorldReflectionVector + #undef WorldNormalVector + #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; + #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) + #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) + #endif + struct Input + { + float3 worldRefl; + INTERNAL_DATA + float2 uv_texcoord; + }; + + uniform samplerCUBE _Cubemap; + uniform float _Reflectionblur; + uniform sampler2D _Container_Diffuse; + uniform float4 _Container_Diffuse_ST; + + void surf( Input i , inout SurfaceOutputStandard o ) + { + float3 ase_worldReflection = normalize( i.worldRefl ); + float smoothstepResult12 = smoothstep( -0.48 , 1.0 , texCUBElod( _Cubemap, float4( ase_worldReflection, _Reflectionblur) ).r); + float lerpResult9 = lerp( smoothstepResult12 , 0.17 , 0.0); + float4 temp_cast_1 = (lerpResult9).xxxx; + float2 uv_Container_Diffuse = i.uv_texcoord * _Container_Diffuse_ST.xy + _Container_Diffuse_ST.zw; + float4 blendOpSrc4 = temp_cast_1; + float4 blendOpDest4 = ( tex2D( _Container_Diffuse, uv_Container_Diffuse ) * 1.0 ); + o.Albedo = (( blendOpDest4 > 0.5 ) ? ( 1.0 - ( 1.0 - 2.0 * ( blendOpDest4 - 0.5 ) ) * ( 1.0 - blendOpSrc4 ) ) : ( 2.0 * blendOpDest4 * blendOpSrc4 ) ).rgb; + o.Alpha = 1; + } + + ENDCG + CGPROGRAM + #pragma surface surf Standard keepalpha fullforwardshadows + + ENDCG + Pass + { + Name "ShadowCaster" + Tags{ "LightMode" = "ShadowCaster" } + ZWrite On + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 + #pragma multi_compile_shadowcaster + #pragma multi_compile UNITY_PASS_SHADOWCASTER + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + # include "HLSLSupport.cginc" + #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) + #define CAN_SKIP_VPOS + #endif + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + struct v2f + { + V2F_SHADOW_CASTER; + float4 tSpace0 : TEXCOORD1; + float4 tSpace1 : TEXCOORD2; + float4 tSpace2 : TEXCOORD3; + float4 texcoords01 : TEXCOORD4; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + v2f vert( appdata_full v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID( v ); + UNITY_INITIALIZE_OUTPUT( v2f, o ); + UNITY_TRANSFER_INSTANCE_ID( v, o ); + float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; + fixed3 worldNormal = UnityObjectToWorldNormal( v.normal ); + fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); + fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; + fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; + o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); + o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); + o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); + o.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy ); + TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) + return o; + } + fixed4 frag( v2f IN + #if !defined( CAN_SKIP_VPOS ) + , UNITY_VPOS_TYPE vpos : VPOS + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( IN ); + Input surfIN; + UNITY_INITIALIZE_OUTPUT( Input, surfIN ); + surfIN.uv_texcoord.xy = IN.texcoords01.xy; + float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); + fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); + surfIN.worldRefl = -worldViewDir; + surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; + surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; + surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; + SurfaceOutputStandard o; + UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) + surf( surfIN, o ); + #if defined( CAN_SKIP_VPOS ) + float2 vpos = IN.pos; + #endif + SHADOW_CASTER_FRAGMENT( IN ) + } + ENDCG + } + } + Fallback "Diffuse" + CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN +Version=13801 +207;177;1666;965;1566.982;221.5265;1.452705;True;True +Node;AmplifyShaderEditor.RangedFloatNode;5;-856,318;Float;False;Property;_Reflectionblur;Reflection blur;2;0;0;0;0;0;1;FLOAT 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+WireConnection;9;0;12;0 +WireConnection;9;1;10;0 +WireConnection;9;2;11;0 +WireConnection;6;0;1;0 +WireConnection;6;1;7;0 +WireConnection;4;0;9;0 +WireConnection;4;1;6;0 +WireConnection;0;0;4;0 +ASEEND*/ +//CHKSM=804EBA38F790ABAAA1335F2B18E10A7595CB788C \ No newline at end of file diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Container.shader.meta b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Container.shader.meta new file mode 100644 index 000000000..1604c0045 --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Container.shader.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 5ce001bb10d351345972c31499ae3ad3 +timeCreated: 1511897351 +licenseType: Store +ShaderImporter: + defaultTextures: + - _Cubemap: {fileID: 8900000, guid: 05279d4a58a8039479777249c5885a9d, type: 3} + - _Container_Diffuse: {fileID: 2800000, guid: ac2bfb48570bdd34c8761b23b3207fd9, + type: 3} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 74390 + packageName: FPS Warehouse + packageVersion: 1.2 + assetPath: Assets/FPS Warehouse/Textures/Shaders/Container.shader + uploadId: 221693 diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Double Sided Transparent Diffuse Bump Cutout.shader b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Double Sided Transparent Diffuse Bump Cutout.shader new file mode 100644 index 000000000..422d2c6f5 --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Double Sided Transparent Diffuse Bump Cutout.shader @@ -0,0 +1,432 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' + +// Shader created with Shader Forge v1.26 +// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ +// Note: Manually altering this data may prevent you from opening it in Shader Forge +/*SF_DATA;ver:1.26;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:1,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:True,hqlp:True,rprd:True,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:2,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:2,rntp:3,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:9123,x:32987,y:32692,varname:node_9123,prsc:2|diff-8824-OUT,spec-9061-OUT,gloss-1274-OUT,normal-3588-OUT,clip-1035-A;n:type:ShaderForge.SFN_Tex2d,id:1035,x:32449,y:32363,ptovrint:False,ptlb:Diffuse Map (Cutout 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Intensity,ptin:_SpecIntensity,varname:node_7242,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.5,max:2;n:type:ShaderForge.SFN_Slider,id:1274,x:32736,y:32210,ptovrint:False,ptlb:Gloss,ptin:_Gloss,varname:node_1274,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.3,max:1;n:type:ShaderForge.SFN_Lerp,id:3588,x:32751,y:33293,varname:node_3588,prsc:2|A-7084-OUT,B-3318-RGB,T-3024-OUT;n:type:ShaderForge.SFN_Vector3,id:7084,x:32457,y:33365,varname:node_7084,prsc:2,v1:0,v2:0,v3:1;proporder:9096-1035-3318-3024-9576-3546-7242-1274;pass:END;sub:END;*/ + +Shader "Ciconia Studio/Double Sided/Transparent/Diffuse Bump Cutout" { + Properties { + _Diffusecolor ("Diffuse color", Color) = (1,1,1,1) + _DiffuseMapCutoutA ("Diffuse Map (Cutout A)", 2D) = "white" {} + _NormalMap ("Normal Map", 2D) = "bump" {} + _NormalIntensity ("Normal Intensity", Range(0, 2)) = 1 + _SpecularMap ("Specular Map", 2D) = "white" {} + _Speccolor ("Spec color", Color) = (1,1,1,1) + _SpecIntensity ("Spec Intensity", Range(0, 2)) = 0.5 + _Gloss ("Gloss", Range(0, 1)) = 0.3 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + } + SubShader { + Tags { + "Queue"="AlphaTest" + "RenderType"="TransparentCutout" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Cull Off + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers xbox360 ps3 + #pragma target 3.0 + uniform sampler2D _DiffuseMapCutoutA; uniform float4 _DiffuseMapCutoutA_ST; + uniform float4 _Diffusecolor; + uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST; + uniform float _NormalIntensity; + uniform sampler2D _SpecularMap; uniform float4 _SpecularMap_ST; + uniform float4 _Speccolor; + uniform float _SpecIntensity; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD10; + #endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.ambientOrLightmapUV.zw = 0; + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i, float facing : VFACE) : COLOR { + float isFrontFace = ( facing >= 0 ? 1 : 0 ); + float faceSign = ( facing >= 0 ? 1 : -1 ); + i.normalDir = normalize(i.normalDir); + i.normalDir *= faceSign; + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _NormalMap_var = UnpackNormal(tex2D(_NormalMap,TRANSFORM_TEX(i.uv0, _NormalMap))); + float3 normalLocal = lerp(float3(0,0,1),_NormalMap_var.rgb,_NormalIntensity); + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float4 _DiffuseMapCutoutA_var = tex2D(_DiffuseMapCutoutA,TRANSFORM_TEX(i.uv0, _DiffuseMapCutoutA)); + clip(_DiffuseMapCutoutA_var.a - 0.5); + 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; +///////// Gloss: + float gloss = _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; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i.ambientOrLightmapUV; + #else + d.ambient = i.ambientOrLightmapUV; + #endif + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.boxMin[0] = unity_SpecCube0_BoxMin; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.probeHDR[0] = unity_SpecCube0_HDR; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.boxMin[1] = unity_SpecCube1_BoxMin; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + d.probeHDR[1] = unity_SpecCube1_HDR; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float4 _SpecularMap_var = tex2D(_SpecularMap,TRANSFORM_TEX(i.uv0, _SpecularMap)); + float3 specularColor = ((_SpecularMap_var.rgb*_SpecIntensity)*_Speccolor.rgb); + float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor; + float3 indirectSpecular = (gi.indirect.specular)*specularColor; + float3 specular = (directSpecular + indirectSpecular); +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + float3 directDiffuse = max( 0.0, NdotL) * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += gi.indirect.diffuse; + float3 diffuseColor = (_DiffuseMapCutoutA_var.rgb*_Diffusecolor.rgb); + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor,1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull Off + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers xbox360 ps3 + #pragma target 3.0 + uniform sampler2D _DiffuseMapCutoutA; uniform float4 _DiffuseMapCutoutA_ST; + uniform float4 _Diffusecolor; + uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST; + uniform float _NormalIntensity; + uniform sampler2D _SpecularMap; uniform float4 _SpecularMap_ST; + uniform float4 _Speccolor; + uniform float _SpecIntensity; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i, float facing : VFACE) : COLOR { + float isFrontFace = ( facing >= 0 ? 1 : 0 ); + float faceSign = ( facing >= 0 ? 1 : -1 ); + i.normalDir = normalize(i.normalDir); + i.normalDir *= faceSign; + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _NormalMap_var = UnpackNormal(tex2D(_NormalMap,TRANSFORM_TEX(i.uv0, _NormalMap))); + float3 normalLocal = lerp(float3(0,0,1),_NormalMap_var.rgb,_NormalIntensity); + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float4 _DiffuseMapCutoutA_var = tex2D(_DiffuseMapCutoutA,TRANSFORM_TEX(i.uv0, _DiffuseMapCutoutA)); + clip(_DiffuseMapCutoutA_var.a - 0.5); + 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; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float4 _SpecularMap_var = tex2D(_SpecularMap,TRANSFORM_TEX(i.uv0, _SpecularMap)); + float3 specularColor = ((_SpecularMap_var.rgb*_SpecIntensity)*_Speccolor.rgb); + float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularColor; + float3 specular = directSpecular; +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + float3 directDiffuse = max( 0.0, NdotL) * attenColor; + float3 diffuseColor = (_DiffuseMapCutoutA_var.rgb*_Diffusecolor.rgb); + float3 diffuse = directDiffuse * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor * 1,0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_SHADOWCASTER + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers xbox360 ps3 + #pragma target 3.0 + uniform sampler2D _DiffuseMapCutoutA; uniform float4 _DiffuseMapCutoutA_ST; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + V2F_SHADOW_CASTER; + float2 uv0 : TEXCOORD1; + float2 uv1 : TEXCOORD2; + float2 uv2 : TEXCOORD3; + float4 posWorld : TEXCOORD4; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex ); + TRANSFER_SHADOW_CASTER(o) + return o; + } + float4 frag(VertexOutput i, float facing : VFACE) : COLOR { + float isFrontFace = ( facing >= 0 ? 1 : 0 ); + float faceSign = ( facing >= 0 ? 1 : -1 ); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float4 _DiffuseMapCutoutA_var = tex2D(_DiffuseMapCutoutA,TRANSFORM_TEX(i.uv0, _DiffuseMapCutoutA)); + clip(_DiffuseMapCutoutA_var.a - 0.5); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } + Pass { + Name "Meta" + Tags { + "LightMode"="Meta" + } + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_META 1 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityMetaPass.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers xbox360 ps3 + #pragma target 3.0 + uniform sampler2D _DiffuseMapCutoutA; uniform float4 _DiffuseMapCutoutA_ST; + uniform float4 _Diffusecolor; + uniform sampler2D _SpecularMap; uniform float4 _SpecularMap_ST; + uniform float4 _Speccolor; + uniform float _SpecIntensity; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); + return o; + } + float4 frag(VertexOutput i, float facing : VFACE) : SV_Target { + float isFrontFace = ( facing >= 0 ? 1 : 0 ); + float faceSign = ( facing >= 0 ? 1 : -1 ); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + o.Emission = 0; + + float4 _DiffuseMapCutoutA_var = tex2D(_DiffuseMapCutoutA,TRANSFORM_TEX(i.uv0, _DiffuseMapCutoutA)); + float3 diffColor = (_DiffuseMapCutoutA_var.rgb*_Diffusecolor.rgb); + float4 _SpecularMap_var = tex2D(_SpecularMap,TRANSFORM_TEX(i.uv0, _SpecularMap)); + float3 specColor = ((_SpecularMap_var.rgb*_SpecIntensity)*_Speccolor.rgb); + float roughness = 1.0 - _Gloss; + o.Albedo = diffColor + specColor * roughness * roughness * 0.5; + + return UnityMetaFragment( o ); + } + ENDCG + } + } + FallBack "Diffuse" + CustomEditor "ShaderForgeMaterialInspector" +} diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Double Sided Transparent Diffuse Bump Cutout.shader.meta b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Double Sided Transparent Diffuse Bump Cutout.shader.meta new file mode 100644 index 000000000..b03e83da5 --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Double Sided Transparent Diffuse Bump Cutout.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 85bf9b74e3072b64e8f7e15a84fbfa2e +timeCreated: 1471953351 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 74390 + packageName: FPS Warehouse + packageVersion: 1.2 + assetPath: Assets/FPS Warehouse/Textures/Shaders/Double Sided Transparent Diffuse + Bump Cutout.shader + uploadId: 221693 diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Godrays.shader b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Godrays.shader new file mode 100644 index 000000000..2a48967da --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Godrays.shader @@ -0,0 +1,72 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' + +// Shader created with Shader Forge v1.26 +// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ +// Note: Manually altering this data may prevent you from opening it in Shader Forge +/*SF_DATA;ver:1.26;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:0,dpts:2,wrdp:False,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:3138,x:32968,y:32725,varname:node_3138,prsc:2|emission-7241-RGB,alpha-2209-OUT;n:type:ShaderForge.SFN_Color,id:7241,x:32468,y:32710,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_7241,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:0.964736,c3:0.884,c4:1;n:type:ShaderForge.SFN_Fresnel,id:7148,x:32547,y:32977,varname:node_7148,prsc:2;n:type:ShaderForge.SFN_Slider,id:7636,x:32441,y:33171,ptovrint:False,ptlb:node_7636,ptin:_node_7636,varname:node_7636,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:5,max:5;n:type:ShaderForge.SFN_Multiply,id:2209,x:32800,y:33002,varname:node_2209,prsc:2|A-7148-OUT,B-7636-OUT;proporder:7241-7636;pass:END;sub:END;*/ + +Shader "Shader Forge/Godrays" { + Properties { + _Color ("Color", Color) = (1,0.964736,0.884,1) + _node_7636 ("node_7636", Range(0, 5)) = 5 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + } + SubShader { + Tags { + "IgnoreProjector"="True" + "Queue"="Transparent" + "RenderType"="Transparent" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend One One + ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #pragma multi_compile_fwdbase + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform float _node_7636; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float4 posWorld : TEXCOORD0; + float3 normalDir : TEXCOORD1; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex ); + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 normalDirection = i.normalDir; +////// Lighting: +////// Emissive: + float3 emissive = _Color.rgb; + float3 finalColor = emissive; + float node_7148 = (1.0-max(0,dot(normalDirection, viewDirection))); + return fixed4(finalColor,(node_7148*_node_7636)); + } + ENDCG + } + } + FallBack "Diffuse" + CustomEditor "ShaderForgeMaterialInspector" +} diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Godrays.shader.meta b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Godrays.shader.meta new file mode 100644 index 000000000..1e80e3eb2 --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Godrays.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: e5b062a22fdbd554d96a20abcd20604a +timeCreated: 1476975000 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 74390 + packageName: FPS Warehouse + packageVersion: 1.2 + assetPath: Assets/FPS Warehouse/Textures/Shaders/Godrays.shader + uploadId: 221693 diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Marks.shader b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Marks.shader new file mode 100644 index 000000000..b1cb2cbd2 --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Marks.shader @@ -0,0 +1,57 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Custom/Marks" +{ + Properties + { + _Cutoff( "Mask Clip Value", Float ) = 0.5 + _Painttexturemask("Paint texture mask", 2D) = "white" {} + _Paintcolor("Paint color", Color) = (1,1,1,0) + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "TransparentCutout" "Queue" = "Transparent+0" "IsEmissive" = "true" } + Cull Back + Blend DstColor Zero + BlendOp Add + CGPROGRAM + #pragma target 3.0 + #pragma surface surf Standard keepalpha addshadow fullforwardshadows + struct Input + { + float2 uv_texcoord; + }; + + uniform float4 _Paintcolor; + uniform sampler2D _Painttexturemask; + uniform float4 _Painttexturemask_ST; + uniform float _Cutoff = 0.5; + + void surf( Input i , inout SurfaceOutputStandard o ) + { + o.Emission = _Paintcolor.rgb; + o.Alpha = 1; + float2 uv_Painttexturemask = i.uv_texcoord * _Painttexturemask_ST.xy + _Painttexturemask_ST.zw; + clip( ( 1.0 - tex2D( _Painttexturemask, uv_Painttexturemask ) ).r - _Cutoff ); + } + + ENDCG + } + Fallback "Diffuse" + CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN +Version=13801 +207;177;1666;965;820.8009;258.3002;1;True;True 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+Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;349.8,-30.8;Float;False;True;2;Float;ASEMaterialInspector;0;0;Standard;Custom/Marks;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;0;False;0;0;Custom;0.5;True;True;0;True;TransparentCutout;Transparent;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;False;0;255;255;0;0;0;0;0;0;0;0;False;0;4;10;25;False;0.5;True;6;DstColor;Zero;0;Zero;Zero;Add;Add;0;False;0;0,0,0,0;VertexOffset;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;0;0;False;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0.0;False;4;FLOAT;0.0;False;5;FLOAT;0.0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0.0;False;9;FLOAT;0.0;False;10;FLOAT;0.0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0 +WireConnection;3;0;1;0 +WireConnection;0;2;2;0 +WireConnection;0;10;3;0 +ASEEND*/ +//CHKSM=D03B68CF862C1EF21ACEFA0638392547D45CDB81 \ No newline at end of file diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Marks.shader.meta b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Marks.shader.meta new file mode 100644 index 000000000..978763612 --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Marks.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: a721cb031d8f9c14091e3be177d5ee55 +timeCreated: 1513026806 +licenseType: Store +ShaderImporter: + defaultTextures: + - _Painttexturemask: {fileID: 2800000, guid: ef156f7ead9b7d6418e6c3bf587ced26, type: 3} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 74390 + packageName: FPS Warehouse + packageVersion: 1.2 + assetPath: Assets/FPS Warehouse/Textures/Shaders/Marks.shader + uploadId: 221693 diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Pipe.shader b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Pipe.shader new file mode 100644 index 000000000..2a20343ec --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Pipe.shader @@ -0,0 +1,376 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' + +// Shader created with Shader Forge v1.26 +// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ +// Note: Manually altering this data may prevent you from opening it in Shader Forge +/*SF_DATA;ver:1.26;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:3,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:True,hqlp:False,rprd:True,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:2865,x:32719,y:32712,varname:node_2865,prsc:2|diff-6343-OUT,spec-358-OUT,gloss-1813-OUT,normal-5964-RGB;n:type:ShaderForge.SFN_Multiply,id:6343,x:32114,y:32712,varname:node_6343,prsc:2|A-7736-RGB,B-6665-RGB;n:type:ShaderForge.SFN_Color,id:6665,x:31921,y:32805,ptovrint:False,ptlb:Color,ptin:_Color,varname:_Color,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5019608,c2:0.5019608,c3:0.5019608,c4:1;n:type:ShaderForge.SFN_Tex2d,id:7736,x:31921,y:32620,ptovrint:True,ptlb:Base Color,ptin:_MainTex,varname:_MainTex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:5964,x:32407,y:32978,ptovrint:True,ptlb:Normal Map,ptin:_BumpMap,varname:_BumpMap,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Slider,id:358,x:32250,y:32780,ptovrint:False,ptlb:Metallic,ptin:_Metallic,varname:node_358,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Slider,id:1813,x:32250,y:32882,ptovrint:False,ptlb:Gloss,ptin:_Gloss,varname:_Metallic_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.8,max:1;proporder:5964-6665-7736-358-1813;pass:END;sub:END;*/ + +Shader "Shader Forge/Pipe" { + Properties { + _BumpMap ("Normal Map", 2D) = "bump" {} + _Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1) + _MainTex ("Base Color", 2D) = "white" {} + _Metallic ("Metallic", Range(0, 1)) = 0 + _Gloss ("Gloss", Range(0, 1)) = 0.8 + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD10; + #endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.ambientOrLightmapUV.zw = 0; + #elif UNITY_SHOULD_SAMPLE_SH + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(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); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + 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: + float gloss = _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; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i.ambientOrLightmapUV; + #else + d.ambient = i.ambientOrLightmapUV; + #endif + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.boxMin[0] = unity_SpecCube0_BoxMin; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.probeHDR[0] = unity_SpecCube0_HDR; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.boxMin[1] = unity_SpecCube1_BoxMin; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + d.probeHDR[1] = unity_SpecCube1_HDR; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + 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 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, 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_PI / 4) ); + float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + half grazingTerm = saturate( gloss + specularMonochrome ); + float3 indirectSpecular = (gi.indirect.specular); + indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); + float3 specular = (directSpecular + indirectSpecular); +/////// 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 += gi.indirect.diffuse; + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + 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 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(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); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + 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: + float gloss = _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 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, 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_PI / 4) ); + 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; + fixed4 finalRGBA = fixed4(finalColor * 1,0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "Meta" + Tags { + "LightMode"="Meta" + } + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_META 1 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityMetaPass.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); + return o; + } + float4 frag(VertexOutput i) : SV_Target { + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + o.Emission = 0; + + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffColor = (_MainTex_var.rgb*_Color.rgb); + float specularMonochrome; + float3 specColor; + diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); + float roughness = 1.0 - _Gloss; + o.Albedo = diffColor + specColor * roughness * roughness * 0.5; + + return UnityMetaFragment( o ); + } + ENDCG + } + } + FallBack "Diffuse" + CustomEditor "ShaderForgeMaterialInspector" +} diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Pipe.shader.meta b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Pipe.shader.meta new file mode 100644 index 000000000..6ca7c5cb1 --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Pipe.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: b50a8162d3621e54ea5834dbd52a9ad5 +timeCreated: 1476997459 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 74390 + packageName: FPS Warehouse + packageVersion: 1.2 + assetPath: Assets/FPS Warehouse/Textures/Shaders/Pipe.shader + uploadId: 221693 diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Raycast.shader b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Raycast.shader new file mode 100644 index 000000000..dda15c7b0 --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Raycast.shader @@ -0,0 +1,71 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' + +// Shader created with Shader Forge v1.26 +// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ +// Note: Manually altering this data may prevent you from opening it in Shader Forge +/*SF_DATA;ver:1.26;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:6,dpts:2,wrdp:False,dith:0,rfrpo:False,rfrpn:Refraction,coma:15,ufog:False,aust:False,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:3138,x:33046,y:32759,varname:node_3138,prsc:2|emission-7949-OUT;n:type:ShaderForge.SFN_ViewVector,id:4364,x:31961,y:32818,varname:node_4364,prsc:2;n:type:ShaderForge.SFN_Dot,id:644,x:32183,y:32922,varname:node_644,prsc:2,dt:0|A-4364-OUT,B-1078-OUT;n:type:ShaderForge.SFN_NormalVector,id:1078,x:31964,y:33018,prsc:2,pt:False;n:type:ShaderForge.SFN_Clamp01,id:3612,x:32341,y:32943,varname:node_3612,prsc:2|IN-644-OUT;n:type:ShaderForge.SFN_Power,id:3340,x:32477,y:33013,varname:node_3340,prsc:2|VAL-3612-OUT,EXP-3421-OUT;n:type:ShaderForge.SFN_Slider,id:3421,x:32163,y:33132,ptovrint:False,ptlb:node_3421,ptin:_node_3421,varname:node_3421,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:10,max:10;n:type:ShaderForge.SFN_Vector1,id:4355,x:32622,y:33013,varname:node_4355,prsc:2,v1:0.5;n:type:ShaderForge.SFN_Multiply,id:814,x:32428,y:32726,varname:node_814,prsc:2|A-217-RGB,B-3340-OUT;n:type:ShaderForge.SFN_Color,id:217,x:32162,y:32626,ptovrint:False,ptlb:node_217,ptin:_node_217,varname:node_217,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:0.736568,c3:0.404,c4:1;n:type:ShaderForge.SFN_Multiply,id:7949,x:32772,y:32879,varname:node_7949,prsc:2|A-814-OUT,B-4355-OUT,C-4355-OUT;proporder:3421-217;pass:END;sub:END;*/ + +Shader "Shader Forge/Raycast" { + Properties { + _node_3421 ("node_3421", Range(0, 10)) = 10 + _node_217 ("node_217", Color) = (1,0.736568,0.404,1) + } + SubShader { + Tags { + "IgnoreProjector"="True" + "Queue"="Transparent" + "RenderType"="Transparent" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Blend One OneMinusSrcColor + ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #include "UnityCG.cginc" + #pragma multi_compile_fwdbase + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float _node_3421; + uniform float4 _node_217; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float4 posWorld : TEXCOORD0; + float3 normalDir : TEXCOORD1; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex ); + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 normalDirection = i.normalDir; +////// Lighting: +////// Emissive: + float node_4355 = 0.5; + float3 emissive = ((_node_217.rgb*pow(saturate(dot(viewDirection,i.normalDir)),_node_3421))*node_4355*node_4355); + float3 finalColor = emissive; + return fixed4(finalColor,1); + } + ENDCG + } + } + FallBack "Diffuse" + CustomEditor "ShaderForgeMaterialInspector" +} diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Raycast.shader.meta b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Raycast.shader.meta new file mode 100644 index 000000000..03cbe29ae --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/Raycast.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 7e92fa980a20bc043a58de2f36f67104 +timeCreated: 1476975557 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 74390 + packageName: FPS Warehouse + packageVersion: 1.2 + assetPath: Assets/FPS Warehouse/Textures/Shaders/Raycast.shader + uploadId: 221693 diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/chrome 1.shader b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/chrome 1.shader new file mode 100644 index 000000000..1d1e9ce3a --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/chrome 1.shader @@ -0,0 +1,132 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Custom/chrome 1" +{ + Properties + { + [HideInInspector] __dirty( "", Int ) = 1 + _cubemap2("cubemap2", CUBE) = "white" {} + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } + Cull Back + CGINCLUDE + #include "UnityPBSLighting.cginc" + #include "Lighting.cginc" + #pragma target 3.0 + #ifdef UNITY_PASS_SHADOWCASTER + #undef INTERNAL_DATA + #undef WorldReflectionVector + #undef WorldNormalVector + #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; + #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) + #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) + #endif + struct Input + { + float3 worldRefl; + INTERNAL_DATA + }; + + uniform samplerCUBE _cubemap2; + + void surf( Input i , inout SurfaceOutputStandard o ) + { + float3 worldrefVec2 = i.worldRefl; + o.Albedo = texCUBE( _cubemap2,worldrefVec2).xyz; + o.Alpha = 1; + } + + ENDCG + CGPROGRAM + #pragma surface surf Standard keepalpha + + ENDCG + Pass + { + Name "ShadowCaster" + Tags{ "LightMode" = "ShadowCaster" } + ZWrite On + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 + #pragma multi_compile_shadowcaster + #pragma multi_compile UNITY_PASS_SHADOWCASTER + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + # include "HLSLSupport.cginc" + #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 ) + #define CAN_SKIP_VPOS + #endif + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + sampler3D _DitherMaskLOD; + struct v2f + { + V2F_SHADOW_CASTER; + float3 worldPos : TEXCOORD6; + float4 tSpace0 : TEXCOORD1; + float4 tSpace1 : TEXCOORD2; + float4 tSpace2 : TEXCOORD3; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + v2f vert( appdata_full v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID( v ); + UNITY_INITIALIZE_OUTPUT( v2f, o ); + UNITY_TRANSFER_INSTANCE_ID( v, o ); + float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; + half3 worldNormal = UnityObjectToWorldNormal( v.normal ); + fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); + fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; + fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; + o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); + o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); + o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); + o.worldPos = worldPos; + TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) + return o; + } + fixed4 frag( v2f IN + #if !defined( CAN_SKIP_VPOS ) + , UNITY_VPOS_TYPE vpos : VPOS + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( IN ); + Input surfIN; + UNITY_INITIALIZE_OUTPUT( Input, surfIN ); + float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); + fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); + surfIN.worldRefl = -worldViewDir; + surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; + surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; + surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; + SurfaceOutputStandard o; + UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) + surf( surfIN, o ); + #if defined( CAN_SKIP_VPOS ) + float2 vpos = IN.pos; + #endif + SHADOW_CASTER_FRAGMENT( IN ) + } + ENDCG + } + } + Fallback "Diffuse" + CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN +Version=6001 +2567;29;1666;974;911;385;1;True;True +Node;AmplifyShaderEditor.WorldReflectionVector;2;-697,-81;Float;False;0;FLOAT3;0,0,0;False;FLOAT3;FLOAT;FLOAT;FLOAT +Node;AmplifyShaderEditor.SamplerNode;1;-446,-81;Float;True;Property;_cubemap2;cubemap2;0;0;Assets/FPS Warehouse/Textures/cubemap2.png;True;0;False;white;Auto;False;Object;-1;Auto;Cube;0;SAMPLER2D;;False;1;FLOAT3;0,0,0;False;2;FLOAT;1.0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT;1.0;False;FLOAT4;FLOAT;FLOAT;FLOAT;FLOAT +Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;68,-64;Float;False;True;2;Float;ASEMaterialInspector;Standard;Custom/chrome 1;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;0;False;0;0;Opaque;0.5;True;True;0;False;Opaque;Geometry;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;False;0;255;255;0;0;0;0;False;0;4;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;Add;Add;0;False;0;0,0,0,0;VertexOffset;False;Cylindrical;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0.0;False;4;FLOAT;0.0;False;5;FLOAT;0.0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0.0;False;9;FLOAT;0.0;False;10;OBJECT;0.0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;13;OBJECT;0.0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False +WireConnection;1;1;2;0 +WireConnection;0;0;1;0 +ASEEND*/ +//CHKSM=19820CEB5D9073A72BA3B09918C06949CD122262 \ No newline at end of file diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/chrome 1.shader.meta b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/chrome 1.shader.meta new file mode 100644 index 000000000..162c09d6e --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/chrome 1.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 173ce3d9642a56e44b621254accfd256 +timeCreated: 1490812227 +licenseType: Store +ShaderImporter: + defaultTextures: + - _cubemap2: {fileID: 8900000, guid: 2f8971b0bac314844955ba578ac712bc, type: 3} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 74390 + packageName: FPS Warehouse + packageVersion: 1.2 + assetPath: Assets/FPS Warehouse/Textures/Shaders/chrome 1.shader + uploadId: 221693 diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/chrome.shader b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/chrome.shader new file mode 100644 index 000000000..db29ab36a --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/chrome.shader @@ -0,0 +1,220 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' + +// Shader created with Shader Forge v1.26 +// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ +// Note: Manually altering this data may prevent you from opening it in Shader Forge +/*SF_DATA;ver:1.26;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:3,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:3138,x:32719,y:32712,varname:node_3138,prsc:2|diff-7535-OUT,spec-3125-OUT,gloss-264-OUT;n:type:ShaderForge.SFN_Color,id:7241,x:32285,y:32772,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_7241,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Cubemap,id:6325,x:32285,y:33015,ptovrint:False,ptlb:node_6325,ptin:_node_6325,varname:node_6325,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,cube:05279d4a58a8039479777249c5885a9d,pvfc:0|MIP-2012-OUT;n:type:ShaderForge.SFN_Multiply,id:7535,x:32496,y:32894,varname:node_7535,prsc:2|A-7241-RGB,B-5074-OUT;n:type:ShaderForge.SFN_Vector1,id:2687,x:32094,y:33320,varname:node_2687,prsc:2,v1:0;n:type:ShaderForge.SFN_Add,id:5074,x:32391,y:33190,varname:node_5074,prsc:2|A-6325-RGB,B-2687-OUT;n:type:ShaderForge.SFN_Slider,id:264,x:32362,y:32590,ptovrint:False,ptlb:node_264,ptin:_node_264,varname:node_264,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;n:type:ShaderForge.SFN_Clamp01,id:3456,x:32808,y:33744,varname:node_3456,prsc:2;n:type:ShaderForge.SFN_Slider,id:3125,x:31697,y:32697,ptovrint:False,ptlb:node_264_copy,ptin:_node_264_copy,varname:_node_264_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;n:type:ShaderForge.SFN_Tex2d,id:5574,x:31977,y:32927,ptovrint:False,ptlb:node_5574,ptin:_node_5574,varname:node_5574,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:9e2677997077c0c4a8ae70d4b32aa44b,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Vector1,id:2012,x:31881,y:33172,varname:node_2012,prsc:2,v1:6;n:type:ShaderForge.SFN_Multiply,id:3656,x:32125,y:32732,varname:node_3656,prsc:2|A-3125-OUT;proporder:7241-6325-264-3125-5574;pass:END;sub:END;*/ + +Shader "Shader Forge/chrome" { + Properties { + _Color ("Color", Color) = (1,1,1,1) + _node_6325 ("node_6325", Cube) = "_Skybox" {} + _node_264 ("node_264", Range(0, 1)) = 1 + _node_264_copy ("node_264_copy", Range(0, 1)) = 1 + _node_5574 ("node_5574", 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 exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + #pragma glsl + uniform float4 _Color; + uniform samplerCUBE _node_6325; + uniform float _node_264; + uniform float _node_264_copy; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float4 posWorld : TEXCOORD0; + float3 normalDir : TEXCOORD1; + LIGHTING_COORDS(2,3) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 normalDirection = i.normalDir; + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + 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: + float gloss = _node_264; + 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; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float3 diffuseColor = (_Color.rgb*(texCUBElod(_node_6325,float4(viewReflectDirection,6.0)).rgb+0.0)); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _node_264_copy, 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_PI / 4) ); + 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; +/// Final Color: + float3 finalColor = diffuse + specular; + return fixed4(finalColor,1); + } + 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 exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + #pragma glsl + uniform float4 _Color; + uniform samplerCUBE _node_6325; + uniform float _node_264; + uniform float _node_264_copy; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float4 posWorld : TEXCOORD0; + float3 normalDir : TEXCOORD1; + LIGHTING_COORDS(2,3) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 normalDirection = i.normalDir; + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + 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: + float gloss = _node_264; + float specPow = exp2( gloss * 10.0+1.0); +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float3 diffuseColor = (_Color.rgb*(texCUBElod(_node_6325,float4(viewReflectDirection,6.0)).rgb+0.0)); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _node_264_copy, 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_PI / 4) ); + 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/Resources/Background/@실내/창고A 1/Textures/Shaders/chrome.shader.meta b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/chrome.shader.meta new file mode 100644 index 000000000..51395dfac --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/chrome.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: ab61d9223437f964c853fa4636f9fc36 +timeCreated: 1477046335 +licenseType: Store +ShaderImporter: + defaultTextures: + - _node_5574: {fileID: 2800000, guid: 9e2677997077c0c4a8ae70d4b32aa44b, type: 3} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 74390 + packageName: FPS Warehouse + packageVersion: 1.2 + assetPath: Assets/FPS Warehouse/Textures/Shaders/chrome.shader + uploadId: 221693 diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/concrete pillar.shader b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/concrete pillar.shader new file mode 100644 index 000000000..39ab8a1be --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/concrete pillar.shader @@ -0,0 +1,458 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' + +// Shader created with Shader Forge v1.26 +// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ +// Note: Manually altering this data may prevent you from opening it in Shader Forge 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+ +Shader "Shader Forge/Concrete floor" { + Properties { + _BumpMap ("Normal Map", 2D) = "bump" {} + _Color ("Color", Color) = (1,1,1,1) + _MainTex ("Base Color", 2D) = "white" {} + _Metallic ("Metallic", Range(0, 1)) = 0 + _Gloss ("Gloss", Range(0, 1)) = 0 + _node_6528 ("node_6528", 2D) = "white" {} + _node_9691 ("node_9691", 2D) = "white" {} + _node_8607 ("node_8607", 2D) = "white" {} + _node_9125 ("node_9125", Cube) = "_Skybox" {} + _node_836 ("node_836", 2D) = "white" {} + _cubemappower ("cube map power", Range(0, 5)) = 1.595005 + _mipmapblur ("mip map blur", Range(0, 10)) = 1.765784 + _node_1784 ("node_1784", 2D) = "white" {} + _node_8107 ("node_8107", 2D) = "white" {} + _node_200 ("node_200", 2D) = "white" {} + _node_689 ("node_689", Range(0, 5)) = 3.200371 + _node_4917 ("node_4917", Range(0, 5)) = 3.868841 + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + #pragma glsl + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + uniform sampler2D _node_9691; uniform float4 _node_9691_ST; + uniform sampler2D _node_6528; uniform float4 _node_6528_ST; + uniform sampler2D _node_8607; uniform float4 _node_8607_ST; + uniform samplerCUBE _node_9125; + uniform sampler2D _node_836; uniform float4 _node_836_ST; + uniform float _cubemappower; + uniform float _mipmapblur; + uniform sampler2D _node_1784; uniform float4 _node_1784_ST; + uniform sampler2D _node_8107; uniform float4 _node_8107_ST; + uniform sampler2D _node_200; uniform float4 _node_200_ST; + uniform float _node_689; + uniform float _node_4917; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD10; + #endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.ambientOrLightmapUV.zw = 0; + #elif UNITY_SHOULD_SAMPLE_SH + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(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); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + 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: + float gloss = _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; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i.ambientOrLightmapUV; + #else + d.ambient = i.ambientOrLightmapUV; + #endif + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.boxMin[0] = unity_SpecCube0_BoxMin; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.probeHDR[0] = unity_SpecCube0_HDR; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.boxMin[1] = unity_SpecCube1_BoxMin; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + d.probeHDR[1] = unity_SpecCube1_HDR; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + 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_8607_var = tex2D(_node_8607,TRANSFORM_TEX(i.uv0, _node_8607)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float4 _node_9691_var = tex2D(_node_9691,TRANSFORM_TEX(i.uv0, _node_9691)); + float4 _node_6528_var = tex2D(_node_6528,TRANSFORM_TEX(i.uv0, _node_6528)); + float4 _node_8107_var = tex2D(_node_8107,TRANSFORM_TEX(i.uv0, _node_8107)); + float4 _node_200_var = tex2D(_node_200,TRANSFORM_TEX(i.uv0, _node_200)); + float4 _node_1784_var = tex2D(_node_1784,TRANSFORM_TEX(i.uv0, _node_1784)); + float4 _node_836_var = tex2D(_node_836,TRANSFORM_TEX(i.uv0, _node_836)); + float node_3497 = (1.0 - _node_836_var.r); + float3 diffuseColor = ((lerp(lerp((_node_8607_var.rgb*lerp((0.7*_MainTex_var.rgb),_node_9691_var.rgb,_node_6528_var.rgb)),_node_8107_var.rgb,(_node_689*(1.0 - _node_200_var.rgb))),(_cubemappower*((texCUBElod(_node_9125,float4(viewReflectDirection,_mipmapblur)).rgb*_node_1784_var.rgb)+(pow(1.0-max(0,dot(normalDirection, viewDirection)),_node_4917)*0.5))),node_3497)*saturate((0.3+(1.0 - (node_3497-saturate(((1.0 - (_node_836_var.rgb*1.0))+1.0)))))))*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, 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_PI / 4) ); + float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + half grazingTerm = saturate( gloss + specularMonochrome ); + float3 indirectSpecular = (gi.indirect.specular); + indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); + float3 specular = (directSpecular + indirectSpecular); +/////// 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 += gi.indirect.diffuse; + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + 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 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + #pragma glsl + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + uniform sampler2D _node_9691; uniform float4 _node_9691_ST; + uniform sampler2D _node_6528; uniform float4 _node_6528_ST; + uniform sampler2D _node_8607; uniform float4 _node_8607_ST; + uniform samplerCUBE _node_9125; + uniform sampler2D _node_836; uniform float4 _node_836_ST; + uniform float _cubemappower; + uniform float _mipmapblur; + uniform sampler2D _node_1784; uniform float4 _node_1784_ST; + uniform sampler2D _node_8107; uniform float4 _node_8107_ST; + uniform sampler2D _node_200; uniform float4 _node_200_ST; + uniform float _node_689; + uniform float _node_4917; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(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); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + 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: + float gloss = _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_8607_var = tex2D(_node_8607,TRANSFORM_TEX(i.uv0, _node_8607)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float4 _node_9691_var = tex2D(_node_9691,TRANSFORM_TEX(i.uv0, _node_9691)); + float4 _node_6528_var = tex2D(_node_6528,TRANSFORM_TEX(i.uv0, _node_6528)); + float4 _node_8107_var = tex2D(_node_8107,TRANSFORM_TEX(i.uv0, _node_8107)); + float4 _node_200_var = tex2D(_node_200,TRANSFORM_TEX(i.uv0, _node_200)); + float4 _node_1784_var = tex2D(_node_1784,TRANSFORM_TEX(i.uv0, _node_1784)); + float4 _node_836_var = tex2D(_node_836,TRANSFORM_TEX(i.uv0, _node_836)); + float node_3497 = (1.0 - _node_836_var.r); + float3 diffuseColor = ((lerp(lerp((_node_8607_var.rgb*lerp((0.7*_MainTex_var.rgb),_node_9691_var.rgb,_node_6528_var.rgb)),_node_8107_var.rgb,(_node_689*(1.0 - _node_200_var.rgb))),(_cubemappower*((texCUBElod(_node_9125,float4(viewReflectDirection,_mipmapblur)).rgb*_node_1784_var.rgb)+(pow(1.0-max(0,dot(normalDirection, viewDirection)),_node_4917)*0.5))),node_3497)*saturate((0.3+(1.0 - (node_3497-saturate(((1.0 - (_node_836_var.rgb*1.0))+1.0)))))))*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, 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_PI / 4) ); + 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; + fixed4 finalRGBA = fixed4(finalColor * 1,0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "Meta" + Tags { + "LightMode"="Meta" + } + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_META 1 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityMetaPass.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + #pragma glsl + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float _Metallic; + uniform float _Gloss; + uniform sampler2D _node_9691; uniform float4 _node_9691_ST; + uniform sampler2D _node_6528; uniform float4 _node_6528_ST; + uniform sampler2D _node_8607; uniform float4 _node_8607_ST; + uniform samplerCUBE _node_9125; + uniform sampler2D _node_836; uniform float4 _node_836_ST; + uniform float _cubemappower; + uniform float _mipmapblur; + uniform sampler2D _node_1784; uniform float4 _node_1784_ST; + uniform sampler2D _node_8107; uniform float4 _node_8107_ST; + uniform sampler2D _node_200; uniform float4 _node_200_ST; + uniform float _node_689; + uniform float _node_4917; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); + return o; + } + float4 frag(VertexOutput i) : SV_Target { + i.normalDir = normalize(i.normalDir); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 normalDirection = i.normalDir; + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + o.Emission = 0; + + float4 _node_8607_var = tex2D(_node_8607,TRANSFORM_TEX(i.uv0, _node_8607)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float4 _node_9691_var = tex2D(_node_9691,TRANSFORM_TEX(i.uv0, _node_9691)); + float4 _node_6528_var = tex2D(_node_6528,TRANSFORM_TEX(i.uv0, _node_6528)); + float4 _node_8107_var = tex2D(_node_8107,TRANSFORM_TEX(i.uv0, _node_8107)); + float4 _node_200_var = tex2D(_node_200,TRANSFORM_TEX(i.uv0, _node_200)); + float4 _node_1784_var = tex2D(_node_1784,TRANSFORM_TEX(i.uv0, _node_1784)); + float4 _node_836_var = tex2D(_node_836,TRANSFORM_TEX(i.uv0, _node_836)); + float node_3497 = (1.0 - _node_836_var.r); + float3 diffColor = ((lerp(lerp((_node_8607_var.rgb*lerp((0.7*_MainTex_var.rgb),_node_9691_var.rgb,_node_6528_var.rgb)),_node_8107_var.rgb,(_node_689*(1.0 - _node_200_var.rgb))),(_cubemappower*((texCUBElod(_node_9125,float4(viewReflectDirection,_mipmapblur)).rgb*_node_1784_var.rgb)+(pow(1.0-max(0,dot(normalDirection, viewDirection)),_node_4917)*0.5))),node_3497)*saturate((0.3+(1.0 - (node_3497-saturate(((1.0 - (_node_836_var.rgb*1.0))+1.0)))))))*_Color.rgb); + float specularMonochrome; + float3 specColor; + diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); + float roughness = 1.0 - _Gloss; + o.Albedo = diffColor + specColor * roughness * roughness * 0.5; + + return UnityMetaFragment( o ); + } + ENDCG + } + } + FallBack "Diffuse" + CustomEditor "ShaderForgeMaterialInspector" +} diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/concrete pillar.shader.meta b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/concrete pillar.shader.meta new file mode 100644 index 000000000..a6e0f0ece --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/concrete pillar.shader.meta @@ -0,0 +1,21 @@ +fileFormatVersion: 2 +guid: 774a260705a6a7a43b9fcbecfcac59fe +timeCreated: 1479370106 +licenseType: Store +ShaderImporter: + defaultTextures: + - _node_6528: {fileID: 2800000, guid: 9e2677997077c0c4a8ae70d4b32aa44b, type: 3} + - _node_8607: {fileID: 2800000, guid: b893b08474b159a4baa4cc32b27874b3, type: 3} + - _node_836: {fileID: 2800000, guid: b42435d08453a3241959e23e23a0937f, type: 3} + - _node_1784: {fileID: 2800000, guid: 60a84529908d17c468b4ce2e3c322914, type: 3} + - _node_200: {fileID: 2800000, guid: b893b08474b159a4baa4cc32b27874b3, type: 3} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 74390 + packageName: FPS Warehouse + packageVersion: 1.2 + assetPath: Assets/FPS Warehouse/Textures/Shaders/concrete pillar.shader + uploadId: 221693 diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/double sided ase.shader b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/double sided ase.shader new file mode 100644 index 000000000..d52787754 --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/double sided ase.shader @@ -0,0 +1,56 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Custom/double sided ase" +{ + Properties + { + _Cutoff( "Mask Clip Value", Float ) = 0.5 + _Target_Diffuse("Target_Diffuse", 2D) = "white" {} + _Float0("Float 0", Float) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "TransparentCutout" "Queue" = "Geometry+0" } + Cull Off + CGPROGRAM + #pragma target 3.0 + #pragma surface surf Standard keepalpha addshadow fullforwardshadows + struct Input + { + float2 uv_texcoord; + }; + + uniform sampler2D _Target_Diffuse; + uniform float4 _Target_Diffuse_ST; + uniform float _Float0; + uniform float _Cutoff = 0.5; + + void surf( Input i , inout SurfaceOutputStandard o ) + { + float2 uv_Target_Diffuse = i.uv_texcoord * _Target_Diffuse_ST.xy + _Target_Diffuse_ST.zw; + float4 tex2DNode1 = tex2D( _Target_Diffuse, uv_Target_Diffuse ); + o.Albedo = tex2DNode1.rgb; + o.Smoothness = _Float0; + o.Alpha = 1; + clip( tex2DNode1.a - _Cutoff ); + } + + ENDCG + } + Fallback "Diffuse" + CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN +Version=13801 +207;177;1666;965;1063;388;1;True;True +Node;AmplifyShaderEditor.RangedFloatNode;2;-427,-187;Float;False;Property;_Float0;Float 0;2;0;0;0;0;0;1;FLOAT +Node;AmplifyShaderEditor.SamplerNode;1;-422,-60;Float;True;Property;_Target_Diffuse;Target_Diffuse;0;0;Assets/FPS 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sided ase.shader.meta b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/double sided ase.shader.meta new file mode 100644 index 000000000..065e1413d --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/double sided ase.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: a9d4e09a9a671a04b812e05ab43804ae +timeCreated: 1513023801 +licenseType: Store +ShaderImporter: + defaultTextures: + - _Target_Diffuse: {fileID: 2800000, guid: 3f1c9d1cd9a6d504da3d25e1559cec7d, type: 3} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 74390 + packageName: FPS Warehouse + packageVersion: 1.2 + assetPath: Assets/FPS Warehouse/Textures/Shaders/double sided ase.shader + uploadId: 221693 diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/target.shader b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/target.shader new file mode 100644 index 000000000..57f181e61 --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/target.shader @@ -0,0 +1,289 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' + +// Shader created with Shader Forge v1.26 +// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ +// Note: Manually altering this data may prevent you from opening it in Shader Forge +/*SF_DATA;ver:1.26;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:3,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:2,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:2,rntp:3,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:3138,x:32997,y:32762,varname:node_3138,prsc:2|diff-2936-OUT,spec-8207-OUT,gloss-8207-OUT,clip-2398-OUT;n:type:ShaderForge.SFN_Color,id:7241,x:32471,y:32812,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_7241,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Tex2d,id:9536,x:32459,y:32989,ptovrint:False,ptlb:node_9536,ptin:_node_9536,varname:node_9536,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:3f1c9d1cd9a6d504da3d25e1559cec7d,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:2936,x:32715,y:32904,varname:node_2936,prsc:2|A-7241-RGB,B-9536-RGB;n:type:ShaderForge.SFN_Multiply,id:2398,x:32672,y:33139,varname:node_2398,prsc:2|A-9536-A,B-4199-OUT;n:type:ShaderForge.SFN_Vector1,id:4199,x:32494,y:33297,varname:node_4199,prsc:2,v1:0.7;n:type:ShaderForge.SFN_Slider,id:8207,x:32601,y:32728,ptovrint:False,ptlb:node_8207,ptin:_node_8207,varname:node_8207,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Slider,id:2560,x:32665,y:32792,ptovrint:False,ptlb:node_8207_copy,ptin:_node_8207_copy,varname:_node_8207_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;proporder:7241-9536-8207-2560;pass:END;sub:END;*/ + +Shader "Shader Forge/target" { + Properties { + _Color ("Color", Color) = (1,1,1,1) + _node_9536 ("node_9536", 2D) = "white" {} + _node_8207 ("node_8207", Range(0, 1)) = 0 + _node_8207_copy ("node_8207_copy", Range(0, 1)) = 0 + [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 + } + SubShader { + Tags { + "Queue"="AlphaTest" + "RenderType"="TransparentCutout" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + Cull Off + + + 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 _Color; + uniform sampler2D _node_9536; uniform float4 _node_9536_ST; + uniform float _node_8207; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float2 texcoord0 : TEXCOORD0; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float4 posWorld : TEXCOORD1; + float3 normalDir : TEXCOORD2; + LIGHTING_COORDS(3,4) + UNITY_FOG_COORDS(5) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i, float facing : VFACE) : COLOR { + float isFrontFace = ( facing >= 0 ? 1 : 0 ); + float faceSign = ( facing >= 0 ? 1 : -1 ); + i.normalDir = normalize(i.normalDir); + i.normalDir *= faceSign; + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 normalDirection = i.normalDir; + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float4 _node_9536_var = tex2D(_node_9536,TRANSFORM_TEX(i.uv0, _node_9536)); + clip((_node_9536_var.a*0.7) - 0.5); + 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: + float gloss = _node_8207; + 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; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float3 diffuseColor = (_Color.rgb*_node_9536_var.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _node_8207, 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_PI / 4) ); + 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; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor,1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + Cull Off + + + 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 _Color; + uniform sampler2D _node_9536; uniform float4 _node_9536_ST; + uniform float _node_8207; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float2 texcoord0 : TEXCOORD0; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float4 posWorld : TEXCOORD1; + float3 normalDir : TEXCOORD2; + LIGHTING_COORDS(3,4) + UNITY_FOG_COORDS(5) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i, float facing : VFACE) : COLOR { + float isFrontFace = ( facing >= 0 ? 1 : 0 ); + float faceSign = ( facing >= 0 ? 1 : -1 ); + i.normalDir = normalize(i.normalDir); + i.normalDir *= faceSign; + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 normalDirection = i.normalDir; + float4 _node_9536_var = tex2D(_node_9536,TRANSFORM_TEX(i.uv0, _node_9536)); + clip((_node_9536_var.a*0.7) - 0.5); + 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: + float gloss = _node_8207; + float specPow = exp2( gloss * 10.0+1.0); +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float3 diffuseColor = (_Color.rgb*_node_9536_var.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _node_8207, 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_PI / 4) ); + 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; + fixed4 finalRGBA = fixed4(finalColor * 1,0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "ShadowCaster" + Tags { + "LightMode"="ShadowCaster" + } + Offset 1, 1 + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_SHADOWCASTER + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform sampler2D _node_9536; uniform float4 _node_9536_ST; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + }; + struct VertexOutput { + V2F_SHADOW_CASTER; + float2 uv0 : TEXCOORD1; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.pos = UnityObjectToClipPos(v.vertex ); + TRANSFER_SHADOW_CASTER(o) + return o; + } + float4 frag(VertexOutput i, float facing : VFACE) : COLOR { + float isFrontFace = ( facing >= 0 ? 1 : 0 ); + float faceSign = ( facing >= 0 ? 1 : -1 ); + float4 _node_9536_var = tex2D(_node_9536,TRANSFORM_TEX(i.uv0, _node_9536)); + clip((_node_9536_var.a*0.7) - 0.5); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } + } + FallBack "Diffuse" + CustomEditor "ShaderForgeMaterialInspector" +} diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/target.shader.meta b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/target.shader.meta new file mode 100644 index 000000000..0956e46e8 --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/target.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 13203545b0e0ff44db07001fa0616398 +timeCreated: 1477136783 +licenseType: Store +ShaderImporter: + defaultTextures: + - _node_9536: {fileID: 2800000, guid: 3f1c9d1cd9a6d504da3d25e1559cec7d, type: 3} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 74390 + packageName: FPS Warehouse + packageVersion: 1.2 + assetPath: Assets/FPS Warehouse/Textures/Shaders/target.shader + uploadId: 221693 diff --git a/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/test tmp.shader b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/test tmp.shader new file mode 100644 index 000000000..ed0e30043 --- /dev/null +++ b/Assets/Resources/Background/@실내/창고A 1/Textures/Shaders/test tmp.shader @@ -0,0 +1,227 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Custom/HangarFloor" +{ + Properties + { + [HideInInspector] __dirty( "", Int ) = 1 + _concrete("concrete", 2D) = "white" {} + _concrete2("concrete2", 2D) = "white" {} + _concretemask("concrete mask", 2D) = "white" {} + _concretedirt("concrete dirt", 2D) = "white" {} + _puddlemask("puddle mask", 2D) = "white" {} + _puddletexture("puddle texture", 2D) = "white" {} + _concretetile("concrete tile", Range( 1 , 30)) = 1 + _Cubemap("Cubemap", CUBE) = "white" {} + _Albedocolor("Albedo color", Color) = (1,1,1,0) + _cubemapcolor("cubemap color", Color) = (1,1,1,0) + _cubemapblurriness("cubemap blurriness", Range( 0 , 5)) = 0 + _Fresnelintensity(" Fresnel intensity", Range( 0 , 5)) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } + Cull Back + CGINCLUDE + #include "UnityPBSLighting.cginc" + #include "Lighting.cginc" + #pragma target 3.0 + #ifdef UNITY_PASS_SHADOWCASTER + #undef INTERNAL_DATA + #undef WorldReflectionVector + #undef WorldNormalVector + #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; + #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) + #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) + #endif + struct Input + { + float3 worldPos; + float3 worldNormal; + INTERNAL_DATA + float3 worldRefl; + float2 uv_texcoord; + float2 texcoord_0; + }; + + uniform float _Fresnelintensity; + uniform samplerCUBE _Cubemap; + uniform float _cubemapblurriness; + uniform float4 _cubemapcolor; + uniform sampler2D _puddletexture; + uniform float4 _puddletexture_ST; + uniform sampler2D _concrete; + uniform float _concretetile; + uniform sampler2D _concrete2; + uniform sampler2D _concretemask; + uniform float4 _concretemask_ST; + uniform sampler2D _concretedirt; + uniform float4 _concretedirt_ST; + uniform float4 _Albedocolor; + uniform sampler2D _puddlemask; + uniform float4 _puddlemask_ST; + + void vertexDataFunc( inout appdata_full v, out Input o ) + { + UNITY_INITIALIZE_OUTPUT( Input, o ); + float2 temp_cast_0 = _concretetile; + o.texcoord_0.xy = v.texcoord.xy * temp_cast_0 + float2( 0,0 ); + } + + void surf( Input i , inout SurfaceOutputStandardSpecular o ) + { + o.Normal = float3(0.5,0.5,1); + float3 worldViewDir = normalize( UnityWorldSpaceViewDir( i.worldPos ) ); + float3 worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); + float fresnelFinalVal33 = (0.0 + _Fresnelintensity*pow( 1.0 - dot( worldNormal, worldViewDir ) , 10.0)); + float4 temp_cast_0 = fresnelFinalVal33; + float3 worldrefVec14 = WorldReflectionVector( i , float3(0,0,1) ); + float2 uv_puddletexture = i.uv_texcoord * _puddletexture_ST.xy + _puddletexture_ST.zw; + float2 uv_concretemask = i.uv_texcoord * _concretemask_ST.xy + _concretemask_ST.zw; + float2 uv_concretedirt = i.uv_texcoord * _concretedirt_ST.xy + _concretedirt_ST.zw; + float2 uv_puddlemask = i.uv_texcoord * _puddlemask_ST.xy + _puddlemask_ST.zw; + o.Albedo = lerp( ( temp_cast_0 + ( ( texCUBElod( _Cubemap,float4( worldrefVec14, _cubemapblurriness)) * _cubemapcolor ) * tex2D( _puddletexture,uv_puddletexture) ) ) , ( ( lerp( tex2D( _concrete,i.texcoord_0) , tex2D( _concrete2,i.texcoord_0) , tex2D( _concretemask,uv_concretemask).x ) * tex2D( _concretedirt,uv_concretedirt) ) * _Albedocolor ) , tex2D( _puddlemask,uv_puddlemask).x ).rgb; + o.Alpha = 1; + } + + ENDCG + CGPROGRAM + #pragma surface surf StandardSpecular keepalpha vertex:vertexDataFunc + + ENDCG + Pass + { + Name "ShadowCaster" + Tags{ "LightMode" = "ShadowCaster" } + ZWrite On + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 + #pragma multi_compile_shadowcaster + #pragma multi_compile UNITY_PASS_SHADOWCASTER + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + # include "HLSLSupport.cginc" + #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 ) + #define CAN_SKIP_VPOS + #endif + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + sampler3D _DitherMaskLOD; + struct v2f + { + V2F_SHADOW_CASTER; + float3 worldPos : TEXCOORD6; + float4 tSpace0 : TEXCOORD1; + float4 tSpace1 : TEXCOORD2; + float4 tSpace2 : TEXCOORD3; + float4 texcoords01 : TEXCOORD4; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + v2f vert( appdata_full v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID( v ); + UNITY_INITIALIZE_OUTPUT( v2f, o ); + UNITY_TRANSFER_INSTANCE_ID( v, o ); + float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; + half3 worldNormal = UnityObjectToWorldNormal( v.normal ); + fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); + fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; + fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; + o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); + o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); + o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); + o.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy ); + o.worldPos = worldPos; + TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) + return o; + } + fixed4 frag( v2f IN + #if !defined( CAN_SKIP_VPOS ) + , UNITY_VPOS_TYPE vpos : VPOS + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( IN ); + Input surfIN; + UNITY_INITIALIZE_OUTPUT( Input, surfIN ); + surfIN.uv_texcoord = IN.texcoords01.xy; + float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); + fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); + surfIN.worldPos = worldPos; + surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); + surfIN.worldRefl = -worldViewDir; + surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; + surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; + surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; + SurfaceOutputStandardSpecular o; + UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o ) + surf( surfIN, o ); + #if defined( CAN_SKIP_VPOS ) + float2 vpos = IN.pos; + #endif + SHADOW_CASTER_FRAGMENT( IN ) + } + ENDCG + } + } + Fallback "Diffuse" + CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN +Version=6001 +2567;29;1666;974;884.4396;190.791;1.3;True;True 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