崩坏三 - 武器 - 童谣 NPR渲染分析

童谣 NPR渲染

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演示视频链接

https://www.bilibili.com/video/av68650714

大致想法

镰刀身体部分:
描边 + Ramp多阶色 + 高光 + 边缘光 + 菲涅尔反射 + HSV调节

镰刀刃部:
扰动 + Emission + 金属 + Gloss + 菲涅尔反射

Ramp

分阶色Shader代码

// multi steps
            float diff = smoothstep(_RampThreshold - ndl, _RampThreshold + ndl, ndl);
            float interval = 1 / _ToonSteps;
            // float ramp = floor(diff * _ToonSteps) / _ToonSteps;
            float level = round(diff * _ToonSteps) / _ToonSteps;
            float ramp ;
            if (_RampSmooth == 1)
            {
                ramp = interval * linearstep(level - _RampSmooth * interval * 0.5, level + _RampSmooth * interval * 0.5, diff) + level - interval;
            }
            else
            {
                ramp = interval * smoothstep(level - _RampSmooth * interval * 0.5, level + _RampSmooth * interval * 0.5, diff) + level - interval;
            }
            ramp = max(0, ramp);
            ramp *= atten;
            
            _SColor = lerp(_HColor, _SColor, _SColor.a);
            float3 rampColor = lerp(_SColor.rgb, _HColor.rgb, ramp);

高光效果

高光Shader代码

 // specular
            float spec = pow(ndh, s.Specular * 128.0) * s.Gloss;
            spec *= atten;
            spec = smoothstep(0.5 - _SpecSmooth * 0.5, 0.5 + _SpecSmooth * 0.5, spec);

边缘光效果

边缘光Shader代码

            float rim = (1.0 - ndv) * ndl;
            rim *= atten;
            rim = smoothstep(_RimThreshold - _RimSmooth * 0.5, _RimThreshold + _RimSmooth * 0.5, rim);
            
            fixed4 color;
            fixed3 diffuse = s.Albedo * rampColor *(ndv + 1.5);
            fixed3 specular = _SpecColor.rgb * spec;
            fixed3 rimColor = _RimColor.rgb * _RimColor.a * rim;

镰刀刃部

Shader代码

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);
                float4 _Normal_var = tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal));
                float3 normalLocal = _Normal_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 perceptualRoughness = 1.0 - _Gloss;
                float roughness = perceptualRoughness * perceptualRoughness;
                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
                #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
                    d.boxMin[0] = unity_SpecCube0_BoxMin;
                    d.boxMin[1] = unity_SpecCube1_BoxMin;
                #endif
                #if UNITY_SPECCUBE_BOX_PROJECTION
                    d.boxMax[0] = unity_SpecCube0_BoxMax;
                    d.boxMax[1] = unity_SpecCube1_BoxMax;
                    d.probePosition[0] = unity_SpecCube0_ProbePosition;
                    d.probePosition[1] = unity_SpecCube1_ProbePosition;
                #endif
                d.probeHDR[0] = unity_SpecCube0_HDR;
                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 = saturate(dot( normalDirection, lightDirection ));
                float LdotH = saturate(dot(lightDirection, halfDirection));
                float3 specularColor = _Metallic;
                float specularMonochrome;
                float4 node_3538 = _Time;
                float2 node_6877 = (i.uv0+(_Speed*node_3538.g)*float2(1,1));
                float4 _MeltTex_var = tex2D(_MeltTex,TRANSFORM_TEX(node_6877, _MeltTex));
                float2 node_8337 = lerp(i.uv0,(float3(i.uv0,0.0)*_MeltTex_var.rgb*2.0).rg,_Intensity);
                float4 node_4378 = tex2D(_MainTex,TRANSFORM_TEX(node_8337, _MainTex));
                float3 node_5719 = (_MianColor.rgb*node_4378.rgb);
                float3 diffuseColor = ((_FresnelColor.rgb*pow(1.0-max(0,dot(normalDirection, viewDirection)),_FresnelScale))+(node_5719+node_5719)); // Need this for specular when using metallic
                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
                specularMonochrome = 1.0-specularMonochrome;
                float NdotV = abs(dot( normalDirection, viewDirection ));
                float NdotH = saturate(dot( normalDirection, halfDirection ));
                float VdotH = saturate(dot( viewDirection, halfDirection ));
                float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
                float normTerm = GGXTerm(NdotH, roughness);
                float specularPBL = (visTerm*normTerm) * UNITY_PI;
                #ifdef UNITY_COLORSPACE_GAMMA
                    specularPBL = sqrt(max(1e-4h, specularPBL));
                #endif
                specularPBL = max(0, specularPBL * NdotL);
                #if defined(_SPECULARHIGHLIGHTS_OFF)
                    specularPBL = 0.0;
                #endif
                half surfaceReduction;
                #ifdef UNITY_COLORSPACE_GAMMA
                    surfaceReduction = 1.0-0.28*roughness*perceptualRoughness;
                #else
                    surfaceReduction = 1.0/(roughness*roughness + 1.0);
                #endif
                specularPBL *= any(specularColor) ? 1.0 : 0.0;
                float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
                half grazingTerm = saturate( gloss + specularMonochrome );
                float3 indirectSpecular = (gi.indirect.specular);
                indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
                indirectSpecular *= surfaceReduction;
                float3 specular = (directSpecular + indirectSpecular);
/////// Diffuse:
                NdotL = max(0.0,dot( normalDirection, lightDirection ));
                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
                float nlPow5 = Pow5(1-NdotL);
                float nvPow5 = Pow5(1-NdotV);
                float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
                float3 indirectDiffuse = float3(0,0,0);
                indirectDiffuse += gi.indirect.diffuse;
                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
////// Emissive:
                float node_5997 = (node_4378.b*_Emission);
                float3 emissive = float3(node_5997,node_5997,node_5997);
/// Final Color:
                float3 finalColor = diffuse + specular + emissive;
                fixed4 finalRGBA = fixed4(finalColor,1);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }

效果截图

截图一
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截图二
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完整代码

镰刀身体部分

Shader "Toon"
{
    Properties
    {
        // Colors
        _Color ("Color", Color) = (1, 1, 1, 1)
        _HColor ("Highlight Color", Color) = (0.8, 0.8, 0.8, 1.0)
        _SColor ("Shadow Color", Color) = (0.2, 0.2, 0.2, 1.0)
        
        // texture
        _MainTex ("Main Texture", 2D) = "white" { }
        
        // ramp
        _ToonSteps ("Steps of Toon", range(1, 9)) = 2
        _RampThreshold ("Ramp Threshold", Range(0.1, 1)) = 0.5
        _RampSmooth ("Ramp Smooth", Range(0, 1)) = 0.1
        
        // specular
        _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
        _SpecSmooth ("Specular Smooth", Range(0, 1)) = 0.1
        _Shininess ("Shininess", Range(0.001, 10)) = 0.2
        
        // rim light
        [HDR]_RimColor ("Rim Color", Color) = (1,1,1,1)
        _RimThreshold ("Rim Threshold", Range(0, 1)) = 0.5
        _RimSmooth ("Rim Smooth", Range(0, 1)) = 0.289

        _Outline ("Outline", Range(0, 1)) = 0.002
		_OutColor ("Outline Color", Color) = (0, 0, 0, 1)
        _Factor("Factor",range(0,1)) = 0.5

        //rgb to hsv
        _HueOffset("Hue Offset", Range(0,1)) = 0
        _SaturationOffset("Hue Offset", Range(-1,1)) = 0.3
        _ValueOffset("Hue Offset", Range(-1,1)) = 0.15

        _BloomFactor("_BloomFactor", Range(0.0, 0.9)) = 0

        [HDR]_FresnealColor("FresnealColor",Color) = (1,0.4191,0.6715,1)
        _FresnealScale("FresnealScale",Range(0,10)) = 1.88 
    }
    
    SubShader
    {
        Tags { "RenderType" = "Opaque" }

        Pass {
			NAME "OUTLINE"
			
			Tags{ "LightMode" = "Always" }
			Cull Front
			ZWrite On
			CGPROGRAM
			#pragma multi_compile_fog
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"
			
			float _Outline;
			fixed4 _OutColor;
            float _Factor;
			
			struct a2v {
				float4 vertex : POSITION;
				float3 normal : NORMAL;
			}; 
			
			struct v2f {
			    float4 pos : SV_POSITION;
                UNITY_FOG_COORDS(0)
			};
			
			v2f vert (a2v v) {
				v2f o;
				float3 dir = normalize(v.vertex.xyz);
				float3 dir2 = v.normal;
				float D = dot(dir,dir2);
				dir = dir * sign(D);
				dir = dir * _Factor + dir2 * (1 - _Factor);
				v.vertex.xyz += dir * _Outline;
				o.pos = UnityObjectToClipPos(v.vertex);
				UNITY_TRANSFER_FOG(o, o.pos);
				return o;
			}
			
			float4 frag(v2f i) : SV_Target { 
				float4 c = _OutColor;
				UNITY_APPLY_FOG(i.fogCoord, c);
				return c;               
			}
			
			ENDCG
		}
        
        CGPROGRAM
        
        #pragma surface surf Toon addshadow fullforwardshadows exclude_path:deferred exclude_path:prepass
        #pragma surface surf Standard fullforwardshadows keepalpha
        #pragma target 3.0
        
        fixed4 _Color;
        fixed4 _HColor;
        fixed4 _SColor;
        
        sampler2D _MainTex;
        
        float _RampThreshold;
        float _RampSmooth;
        float _ToonSteps;
        
        float _SpecSmooth;
        fixed _Shininess;
        
        fixed4 _RimColor;
        fixed _RimThreshold;
        float _RimSmooth;
        
        float _HueOffset;
        float _SaturationOffset;
        float _ValueOffset;

        float _BloomFactor;
        
        fixed4 _FresnealColor;
        float _FresnealScale;


        struct Input
        {
            float2 uv_MainTex;
            float3 viewDir; 
        };

        struct v2f  
        {  
            float4 pos : SV_POSITION;  
            float3 worldNormal : TEXCOORD0;  
        };  
  
        v2f vert(appdata_base v)  
        {  
            v2f o;  
            o.pos = UnityObjectToClipPos(v.vertex);   
            o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);  
            return o;  
        }  
        
        float linearstep(float min, float max, float t)
        {
            return saturate((t - min) / (max - min));
        }
        
        inline fixed4 LightingToon(SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
        {
            half3 normalDir = normalize(s.Normal);
            half3 halfDir = normalize(lightDir + viewDir);
            float ndl = max(0, dot(normalDir, lightDir));
            float ndh = max(0, dot(normalDir, halfDir));
            float ndv = max(0, dot(normalDir, viewDir));
            
            fixed3 Fresneal = pow(1.0 - max(0,dot(normalDir, viewDir)),_FresnealScale)*_FresnealColor.rgb;
            fixed4 finalFresneal = fixed4(Fresneal,1);
            // multi steps
            float diff = smoothstep(_RampThreshold - ndl, _RampThreshold + ndl, ndl);
            float interval = 1 / _ToonSteps;
            // float ramp = floor(diff * _ToonSteps) / _ToonSteps;
            float level = round(diff * _ToonSteps) / _ToonSteps;
            float ramp ;
            if (_RampSmooth == 1)
            {
                ramp = interval * linearstep(level - _RampSmooth * interval * 0.5, level + _RampSmooth * interval * 0.5, diff) + level - interval;
            }
            else
            {
                ramp = interval * smoothstep(level - _RampSmooth * interval * 0.5, level + _RampSmooth * interval * 0.5, diff) + level - interval;
            }
            ramp = max(0, ramp);
            ramp *= atten;
            
            _SColor = lerp(_HColor, _SColor, _SColor.a);
            float3 rampColor = lerp(_SColor.rgb, _HColor.rgb, ramp);
            
            // specular
            float spec = pow(ndh, s.Specular * 128.0) * s.Gloss;
            spec *= atten;
            spec = smoothstep(0.5 - _SpecSmooth * 0.5, 0.5 + _SpecSmooth * 0.5, spec);
            
            // rim
            float rim = (1.0 - ndv) * ndl;
            rim *= atten;
            rim = smoothstep(_RimThreshold - _RimSmooth * 0.5, _RimThreshold + _RimSmooth * 0.5, rim);
            
            fixed4 color;
            fixed3 diffuse = s.Albedo * rampColor *(ndv + 1.5);
            fixed3 specular = _SpecColor.rgb * spec;
            fixed3 rimColor = _RimColor.rgb * _RimColor.a * rim;

            float3 rgb = diffuse.rgb;
            float4 k = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
            float4 p = lerp(float4(rgb.bg, k.wz), float4(rgb.gb, k.xy), step(rgb.b, rgb.g));
            // 比较r和max(b,g)
            float4 q = lerp(float4(p.xyw, rgb.r), float4(rgb.r, p.yzx), step(p.x, rgb.r));
            float d = q.x - min(q.w, q.y);
            float e = 1.0e-10;
            float3 hsv = float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);

            hsv.x = hsv.x + _HueOffset;
            hsv.y = hsv.y + _SaturationOffset;
            hsv.z = hsv.z + _ValueOffset;
            rgb = saturate(3.0*abs(1.0-2.0*frac(hsv.x+float3(0.0,-1.0/3.0,1.0/3.0)))-1); //明度和饱和度为1时的颜色
            rgb = (lerp(float3(1,1,1),rgb,hsv.y)*hsv.z); // hsv

            color.rgb = rgb + specular + rimColor;
            color.a = s.Alpha;

            fixed4 col;
			col.rgb = color.rgb;
            col.a = 1;
			return col + finalFresneal;
        }
        
        void surf(Input IN, inout SurfaceOutput o)
        {
            fixed4 mainTex = tex2D(_MainTex, IN.uv_MainTex);
            o.Albedo = mainTex.rgb * _Color.rgb;
            o.Alpha = _BloomFactor;
            o.Specular = _Shininess;
            o.Gloss = mainTex.a;
        }
        
        ENDCG
        
    }
    FallBack "Diffuse"
}

镰刀刃部分

Shader "Shader Forge/WeaponShader" {
    Properties {
        _MainTex ("MainTex", 2D) = "white" {}
        _Emission ("Emission", Range(0, 1)) = 0.6
        _Metallic ("Metallic", Range(0, 1)) = 0.73
        _Gloss ("Gloss", Range(0, 1)) = 0.69
        _Normal ("Normal", 2D) = "black" {}
        _Speed ("Speed", Range(0, 5)) = 0.4
        _MeltTex ("MeltTex", 2D) = "black" {}
        _Intensity ("Intensity", Range(0, 1)) = 0.2436957
        [HDR]_MianColor ("MianColor", Color) = (0.2426471,0.8119676,1,1)
        _FresnelScale ("FresnelScale", Range(0.01, 10)) = 4.188035
        [HDR]_FresnelColor ("FresnelColor", Color) = (0.3676471,0.8430021,1,1)
    }
    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 only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform float _Emission;
            uniform float _Metallic;
            uniform float _Gloss;
            uniform sampler2D _Normal; uniform float4 _Normal_ST;
            uniform float _Speed;
            uniform sampler2D _MeltTex; uniform float4 _MeltTex_ST;
            uniform float _Intensity;
            uniform float4 _MianColor;
            uniform float _FresnelScale;
            uniform float4 _FresnelColor;
            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);
                float4 _Normal_var = tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal));
                float3 normalLocal = _Normal_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 perceptualRoughness = 1.0 - _Gloss;
                float roughness = perceptualRoughness * perceptualRoughness;
                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
                #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
                    d.boxMin[0] = unity_SpecCube0_BoxMin;
                    d.boxMin[1] = unity_SpecCube1_BoxMin;
                #endif
                #if UNITY_SPECCUBE_BOX_PROJECTION
                    d.boxMax[0] = unity_SpecCube0_BoxMax;
                    d.boxMax[1] = unity_SpecCube1_BoxMax;
                    d.probePosition[0] = unity_SpecCube0_ProbePosition;
                    d.probePosition[1] = unity_SpecCube1_ProbePosition;
                #endif
                d.probeHDR[0] = unity_SpecCube0_HDR;
                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 = saturate(dot( normalDirection, lightDirection ));
                float LdotH = saturate(dot(lightDirection, halfDirection));
                float3 specularColor = _Metallic;
                float specularMonochrome;
                float4 node_3538 = _Time;
                float2 node_6877 = (i.uv0+(_Speed*node_3538.g)*float2(1,1));
                float4 _MeltTex_var = tex2D(_MeltTex,TRANSFORM_TEX(node_6877, _MeltTex));
                float2 node_8337 = lerp(i.uv0,(float3(i.uv0,0.0)*_MeltTex_var.rgb*2.0).rg,_Intensity);
                float4 node_4378 = tex2D(_MainTex,TRANSFORM_TEX(node_8337, _MainTex));
                float3 node_5719 = (_MianColor.rgb*node_4378.rgb);
                float3 diffuseColor = ((_FresnelColor.rgb*pow(1.0-max(0,dot(normalDirection, viewDirection)),_FresnelScale))+(node_5719+node_5719)); // Need this for specular when using metallic
                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
                specularMonochrome = 1.0-specularMonochrome;
                float NdotV = abs(dot( normalDirection, viewDirection ));
                float NdotH = saturate(dot( normalDirection, halfDirection ));
                float VdotH = saturate(dot( viewDirection, halfDirection ));
                float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
                float normTerm = GGXTerm(NdotH, roughness);
                float specularPBL = (visTerm*normTerm) * UNITY_PI;
                #ifdef UNITY_COLORSPACE_GAMMA
                    specularPBL = sqrt(max(1e-4h, specularPBL));
                #endif
                specularPBL = max(0, specularPBL * NdotL);
                #if defined(_SPECULARHIGHLIGHTS_OFF)
                    specularPBL = 0.0;
                #endif
                half surfaceReduction;
                #ifdef UNITY_COLORSPACE_GAMMA
                    surfaceReduction = 1.0-0.28*roughness*perceptualRoughness;
                #else
                    surfaceReduction = 1.0/(roughness*roughness + 1.0);
                #endif
                specularPBL *= any(specularColor) ? 1.0 : 0.0;
                float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
                half grazingTerm = saturate( gloss + specularMonochrome );
                float3 indirectSpecular = (gi.indirect.specular);
                indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
                indirectSpecular *= surfaceReduction;
                float3 specular = (directSpecular + indirectSpecular);
/////// Diffuse:
                NdotL = max(0.0,dot( normalDirection, lightDirection ));
                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
                float nlPow5 = Pow5(1-NdotL);
                float nvPow5 = Pow5(1-NdotV);
                float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
                float3 indirectDiffuse = float3(0,0,0);
                indirectDiffuse += gi.indirect.diffuse;
                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
////// Emissive:
                float node_5997 = (node_4378.b*_Emission);
                float3 emissive = float3(node_5997,node_5997,node_5997);
/// Final Color:
                float3 finalColor = diffuse + specular + emissive;
                fixed4 finalRGBA = fixed4(finalColor,1);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
        Pass {
            Name "FORWARD_DELTA"
            Tags {
                "LightMode"="ForwardAdd"
            }
            Blend One One
            
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDADD
            #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 only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform float _Emission;
            uniform float _Metallic;
            uniform float _Gloss;
            uniform sampler2D _Normal; uniform float4 _Normal_ST;
            uniform float _Speed;
            uniform sampler2D _MeltTex; uniform float4 _MeltTex_ST;
            uniform float _Intensity;
            uniform float4 _MianColor;
            uniform float _FresnelScale;
            uniform float4 _FresnelColor;
            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);
                float4 _Normal_var = tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal));
                float3 normalLocal = _Normal_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 perceptualRoughness = 1.0 - _Gloss;
                float roughness = perceptualRoughness * perceptualRoughness;
                float specPow = exp2( gloss * 10.0 + 1.0 );
////// Specular:
                float NdotL = saturate(dot( normalDirection, lightDirection ));
                float LdotH = saturate(dot(lightDirection, halfDirection));
                float3 specularColor = _Metallic;
                float specularMonochrome;
                float4 node_3538 = _Time;
                float2 node_6877 = (i.uv0+(_Speed*node_3538.g)*float2(1,1));
                float4 _MeltTex_var = tex2D(_MeltTex,TRANSFORM_TEX(node_6877, _MeltTex));
                float2 node_8337 = lerp(i.uv0,(float3(i.uv0,0.0)*_MeltTex_var.rgb*2.0).rg,_Intensity);
                float4 node_4378 = tex2D(_MainTex,TRANSFORM_TEX(node_8337, _MainTex));
                float3 node_5719 = (_MianColor.rgb*node_4378.rgb);
                float3 diffuseColor = ((_FresnelColor.rgb*pow(1.0-max(0,dot(normalDirection, viewDirection)),_FresnelScale))+(node_5719+node_5719)); // Need this for specular when using metallic
                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
                specularMonochrome = 1.0-specularMonochrome;
                float NdotV = abs(dot( normalDirection, viewDirection ));
                float NdotH = saturate(dot( normalDirection, halfDirection ));
                float VdotH = saturate(dot( viewDirection, halfDirection ));
                float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
                float normTerm = GGXTerm(NdotH, roughness);
                float specularPBL = (visTerm*normTerm) * UNITY_PI;
                #ifdef UNITY_COLORSPACE_GAMMA
                    specularPBL = sqrt(max(1e-4h, specularPBL));
                #endif
                specularPBL = max(0, specularPBL * NdotL);
                #if defined(_SPECULARHIGHLIGHTS_OFF)
                    specularPBL = 0.0;
                #endif
                specularPBL *= any(specularColor) ? 1.0 : 0.0;
                float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
                float3 specular = directSpecular;
/////// Diffuse:
                NdotL = max(0.0,dot( normalDirection, lightDirection ));
                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
                float nlPow5 = Pow5(1-NdotL);
                float nvPow5 = Pow5(1-NdotV);
                float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * 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 only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform float _Emission;
            uniform float _Metallic;
            uniform float _Gloss;
            uniform float _Speed;
            uniform sampler2D _MeltTex; uniform float4 _MeltTex_ST;
            uniform float _Intensity;
            uniform float4 _MianColor;
            uniform float _FresnelScale;
            uniform float4 _FresnelColor;
            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;
                UnityMetaInput o;
                UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
                
                float4 node_3538 = _Time;
                float2 node_6877 = (i.uv0+(_Speed*node_3538.g)*float2(1,1));
                float4 _MeltTex_var = tex2D(_MeltTex,TRANSFORM_TEX(node_6877, _MeltTex));
                float2 node_8337 = lerp(i.uv0,(float3(i.uv0,0.0)*_MeltTex_var.rgb*2.0).rg,_Intensity);
                float4 node_4378 = tex2D(_MainTex,TRANSFORM_TEX(node_8337, _MainTex));
                float node_5997 = (node_4378.b*_Emission);
                o.Emission = float3(node_5997,node_5997,node_5997);
                
                float3 node_5719 = (_MianColor.rgb*node_4378.rgb);
                float3 diffColor = ((_FresnelColor.rgb*pow(1.0-max(0,dot(normalDirection, viewDirection)),_FresnelScale))+(node_5719+node_5719));
                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"
}
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