diff --git a/CREDIT.md b/CREDIT.md index 5a0f26f91..643fbaf18 100644 --- a/CREDIT.md +++ b/CREDIT.md @@ -3264,4 +3264,19 @@ New Sauce lists - https://github.com/AcChosen/VR-Stage-Lighting/blob/e67854ff4d7c2ba9ad1c63083d3ab2ce74f6f459/Packages/com.acchosen.vr-stage-lighting/Runtime/Meshes/StrobeLight-Non-Volumetric.blend - https://github.com/AcChosen/VR-Stage-Lighting/blob/e67854ff4d7c2ba9ad1c63083d3ab2ce74f6f459/Packages/com.acchosen.vr-stage-lighting/Runtime/Meshes/ParLight--RTP-SplitMesh.blend - https://github.com/AcChosen/VR-Stage-Lighting/blob/e67854ff4d7c2ba9ad1c63083d3ab2ce74f6f459/Packages/com.acchosen.vr-stage-lighting/Runtime/Meshes/MoverLight--RTP-SplitMesh.blend -- https://github.com/AcChosen/VR-Stage-Lighting/tree/e67854ff4d7c2ba9ad1c63083d3ab2ce74f6f459/Packages/com.acchosen.vr-stage-lighting/Runtime/Textures \ No newline at end of file +- https://github.com/AcChosen/VR-Stage-Lighting/tree/e67854ff4d7c2ba9ad1c63083d3ab2ce74f6f459/Packages/com.acchosen.vr-stage-lighting/Runtime/Textures +- https://booth.pm/en/items/5271315 **PAID** +- https://booth.pm/en/items/3669512 **PAID** +- https://booth.pm/en/items/4757744 **PAID** +- https://booth.pm/en/items/2756412 **VRChat Only** +- https://booth.pm/en/items/4889902 +- https://llaser-warehouse.booth.pm/ +- https://booth.pm/en/items/3403933 **PAID** +- https://booth.pm/en/items/5054709 +- https://blackpitvrc.booth.pm/ +- a +- https://booth.pm/en/items/4054952 **PAID** +- https://booth.pm/en/items/5314122 **PAID** +- https://booth.pm/en/items/4782715 **PAID** +- https://booth.pm/en/items/4766226 **PAID** +- https://honokakaori.booth.pm/items/2336137 **PAID** is this one? \ No newline at end of file diff --git a/DiceGlow/Assets/AudioLink/AudioLinkController.prefab b/DiceGlow/Assets/AudioLink/AudioLinkController.prefab index 925d91024..c4395d46f 100644 --- a/DiceGlow/Assets/AudioLink/AudioLinkController.prefab +++ b/DiceGlow/Assets/AudioLink/AudioLinkController.prefab @@ -154,7 +154,7 @@ MonoBehaviour: interactionFilter: 0 interactionInput: 48 interactionInputModifier: 0 - 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[Enum(Standard,0,Wrapped,2)]_LightingType("Lighting Type", Float) = 0 + _MinBrightness("Min Brightness (Wrapped)", Range( 0 , 1)) = 0 + _IndirectDiffuseOffset("Indirect Light Min/Max (Wrapped)", Range( 0 , 1)) = 0 _WrappedShadingValue("Wrapped Shading Value", Float) = 1 _WrapIndirScale("Wrapped Indirect Scale", Float) = 3 _Albedo("Albedo", 2D) = "black" {} @@ -18,6 +19,7 @@ Shader "VoyVivika/VivikaShader" [ToggleUI]_ALEmitifInactive("AL Emit if Inactive", Float) = 1 _AL_Mask("AudioLink Mask", 2D) = "black" {} [Enum(None,0,UV Vertical,1,Distance,2)]_ALUVToggle("Delay for AL", Float) = 0 + [Header(UV Tile Discarding)][Enum(UV0,0,UV1,1,UV2,2,UV3,3)]_ALDelayUVMap("AL Delay UV Map", Float) = 2 _ALDelayUPosition("AL Delay U Position", Range( 0 , 1)) = 0.5 _ALDelayVPosition("AL Delay V Position", Range( 0 , 1)) = 0.83 _ALUVDelayMaxDelay("AL UV Delay Max Delay", Range( 0 , 127)) = 0 @@ -28,7 +30,8 @@ Shader "VoyVivika/VivikaShader" _RimPower("Rim Power", Range( 0 , 10)) = 2.07 _RimEnergy("Rim Energy", Range( 0 , 1)) = 0.345 _RimBaseColorStrength("Rim Base Color Strength", Range( 0 , 1)) = 1 - [Header(UV Tile Discard)][ToggleUI]_DiscardUVTile00("Discard UV Tile 0,0", Range( 0 , 1)) = 0 + [Header(UV Tile Discarding)][Enum(UV0,0,UV1,1,UV2,2,UV3,3)]_DiscardUVMap("Discard UV Map", Float) = 1 + [ToggleUI]_DiscardUVTile00("Discard UV Tile 0,0", Range( 0 , 1)) = 0 [ToggleUI]_DiscardUVTile01("Discard UV Tile 0,1", Range( 0 , 1)) = 0 [ToggleUI]_DiscardUVTile02("Discard UV Tile 0,2", Range( 0 , 1)) = 0 [ToggleUI]_DiscardUVTile03("Discard UV Tile 0,3", Range( 0 , 1)) = 0 @@ -50,11 +53,14 @@ Shader "VoyVivika/VivikaShader" [Header(X and Y are Position)][Header(Z and W are Tiling (Size))]_VideoDecalUVs("Video Decal Coordinates", Vector) = (0.01,-0.29,1.29,1.4) _VideoDecalRotation("Video Decal Rotation", Float) = -0.15 [Header(Standard Fallbacks)][SingleLineTexture]_MainTex("Fallback Albedo", 2D) = "white" {} + _Color("Fallback Color", Color) = (1,1,1,0) [SingleLineTexture]_EmissionMap("Fallback Emission Map", 2D) = "white" {} _EmissionColor("Fallback Emission Color", Color) = (0,0,0,0) [SingleLineTexture]_BumpMap("Fallback Normal Map", 2D) = "bump" {} - [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] _texcoord3( "", 2D ) = "white" {} + [HideInInspector] _texcoord2( "", 2D ) = "white" {} + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] _texcoord4( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } @@ -82,7 +88,9 @@ Shader "VoyVivika/VivikaShader" struct Input { float2 uv_texcoord; + float2 uv2_texcoord2; float2 uv3_texcoord3; + float2 uv4_texcoord4; float3 worldPos; half3 worldNormal; INTERNAL_DATA @@ -102,12 +110,14 @@ Shader "VoyVivika/VivikaShader" UnityGIInput GIData; }; - uniform sampler2D _MainTex; uniform sampler2D _EmissionMap; + uniform sampler2D _MainTex; uniform half4 _EmissionColor; + uniform half4 _Color; uniform sampler2D _BumpMap; uniform half _CullMode; uniform half _DiscardUVTile00; + uniform half _DiscardUVMap; uniform half _DiscardUVTile01; uniform half _DiscardUVTile02; uniform half _DiscardUVTile03; @@ -136,6 +146,7 @@ Shader "VoyVivika/VivikaShader" uniform half4 _AL_Mask_ST; uniform half _ALTimeScale; uniform half _ALUVToggle; + uniform half _ALDelayUVMap; uniform half _ALDelayVPosition; uniform half _ALUVDelayMaxDelay; uniform half _ALDelayUPosition; @@ -149,15 +160,16 @@ Shader "VoyVivika/VivikaShader" uniform float _RimPower; uniform half _RimEnergy; uniform half _RimBaseColorStrength; + uniform half _WrappedShadingValue; + uniform half _IndirectDiffuseOffset; + uniform half _WrapIndirScale; + uniform half _MinBrightness; uniform sampler2D _MetallicGlossMap; uniform half4 _MetallicGlossMap_ST; uniform half _UseUnityMetalicMap; uniform sampler2D _MultiMap; uniform half4 _MultiMap_ST; - uniform half _WrappedShadingValue; - uniform half _WrapIndirScale; uniform half _WrapMetallicFesnelScale; - uniform half _LightingType; half AND1_g419( half A, half B ) @@ -324,12 +336,31 @@ Shader "VoyVivika/VivikaShader" } + half3 ShadeSH92384( half4 Normal ) + { + return ShadeSH9(Normal); + } + + void vertexDataFunc( inout appdata_full v, out Input o ) { UNITY_INITIALIZE_OUTPUT( Input, o ); half A1_g419 = _DiscardUVTile00; half2 break63_g418 = floor( half2( 0,0 ) ); - half2 DiscardUV200 = v.texcoord1.xy; + half temp_output_8_0_g422 = 0.0; + half discUVset2314 = _DiscardUVMap; + half temp_output_7_0_g422 = discUVset2314; + half2 lerpResult6_g422 = lerp( half2( 0,0 ) , v.texcoord.xy , ( step( temp_output_8_0_g422 , temp_output_7_0_g422 ) * step( temp_output_7_0_g422 , temp_output_8_0_g422 ) )); + half temp_output_8_0_g423 = 1.0; + half temp_output_7_0_g423 = discUVset2314; + half2 lerpResult6_g423 = lerp( half2( 0,0 ) , v.texcoord1.xy , ( step( temp_output_8_0_g423 , temp_output_7_0_g423 ) * step( temp_output_7_0_g423 , temp_output_8_0_g423 ) )); + half temp_output_8_0_g424 = 2.0; + half temp_output_7_0_g424 = discUVset2314; + half2 lerpResult6_g424 = lerp( half2( 0,0 ) , v.texcoord2.xy , ( step( temp_output_8_0_g424 , temp_output_7_0_g424 ) * step( temp_output_7_0_g424 , temp_output_8_0_g424 ) )); + half temp_output_8_0_g431 = 3.0; + half temp_output_7_0_g431 = discUVset2314; + half2 lerpResult6_g431 = lerp( half2( 0,0 ) , v.texcoord3.xy , ( step( temp_output_8_0_g431 , temp_output_7_0_g431 ) * step( temp_output_7_0_g431 , temp_output_8_0_g431 ) )); + half2 DiscardUV200 = ( lerpResult6_g422 + lerpResult6_g423 + lerpResult6_g424 + lerpResult6_g431 ); half2 break61_g418 = DiscardUV200; half B1_g419 = ( step( break63_g418.x , break61_g418.x ) * step( break61_g418.x , ( break63_g418.x + 0.9999999 ) ) * step( break63_g418.y , break61_g418.y ) * step( break61_g418.y , ( break63_g418.y + 0.9999999 ) ) ); half localAND1_g419 = AND1_g419( A1_g419 , B1_g419 ); @@ -434,7 +465,42 @@ Shader "VoyVivika/VivikaShader" float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist); ase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist)); #endif - SurfaceOutputStandard s303 = (SurfaceOutputStandard ) 0; + float3 ase_worldPos = i.worldPos; + #if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld + half3 ase_worldlightDir = 0; + #else //aseld + half3 ase_worldlightDir = Unity_SafeNormalize( UnityWorldSpaceLightDir( ase_worldPos ) ); + #endif //aseld + float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw; + half3 normalMap1002 = UnpackNormal( tex2D( _NormalMap, uv_NormalMap ) ); + half dotResult1206 = dot( ase_worldlightDir , (WorldNormalVector( i , normalMap1002 )) ); + half NdotL1254 = dotResult1206; + half NdotLSaturated2266 = saturate( NdotL1254 ); + half wrap1209 = _WrappedShadingValue; + half DiffWrapStep11229 = saturate( exp2( ( ( NdotLSaturated2266 + wrap1209 ) / ( 1.0 + wrap1209 ) ) ) ); + half temp_output_2255_0 = saturate( ase_lightAtten ); + half4 color1362 = IsGammaSpace() ? half4(0,0,0,0) : half4(0,0,0,0); + #if defined(LIGHTMAP_ON) && ( UNITY_VERSION < 560 || ( defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN) ) )//aselc + half4 ase_lightColor = 0; + #else //aselc + half4 ase_lightColor = _LightColor0; + #endif //aselc + half4 lerpResult1356 = lerp( color1362 , saturate( ase_lightColor ) , temp_output_2255_0); + UnityGI gi1348 = gi; + float3 diffNorm1348 = normalize( WorldNormalVector( i , normalMap1002 ) ); + gi1348 = UnityGI_Base( data, 1, diffNorm1348 ); + half3 indirectDiffuse1348 = gi1348.indirect.diffuse + diffNorm1348 * 0.0001; + half4 appendResult2408 = (half4(( normalMap1002 * 0.3 ) , 1.0)); + half4 Normal2384 = appendResult2408; + half3 localShadeSH92384 = ShadeSH92384( Normal2384 ); + half3 temp_cast_15 = (_IndirectDiffuseOffset).xxx; + half3 clampResult2396 = clamp( indirectDiffuse1348 , saturate( ( localShadeSH92384 - temp_cast_15 ) ) , saturate( ( localShadeSH92384 + _IndirectDiffuseOffset ) ) ); + half3 indirDiffuse2394 = clampResult2396; + half3 temp_cast_16 = (1.0).xxx; + half4 temp_cast_18 = (_MinBrightness).xxxx; + half4 color2383 = IsGammaSpace() ? half4(1,1,1,1) : half4(1,1,1,1); + half4 clampResult2381 = clamp( saturate( ( saturate( ( DiffWrapStep11229 + saturate( exp2( temp_output_2255_0 ) ) ) ) * saturate( ( saturate( lerpResult1356 ) + half4( saturate( (saturate( ( exp2( saturate( indirDiffuse2394 ) ) - temp_cast_16 ) )*_WrapIndirScale + 0.0) ) , 0.0 ) ) ) ) ) , temp_cast_18 , color2383 ); + half4 DiffWrapLighting1363 = clampResult2381; half2 appendResult1066 = (half2(_VideoDecalUVs.x , _VideoDecalUVs.y)); half2 appendResult1067 = (half2(_VideoDecalUVs.z , _VideoDecalUVs.w)); half2 temp_output_1076_0 = ( ( i.uv_texcoord + ( appendResult1066 * 0.01 ) ) * appendResult1067 ); @@ -453,70 +519,7 @@ Shader "VoyVivika/VivikaShader" half layeredBlendVar1101 = VideoDecalAlpha1118; half4 layeredBlend1101 = ( lerp( tex2D( _Albedo, uv_Albedo ),Video_Player_Decal1077 , layeredBlendVar1101 ) ); half4 mainTex26 = layeredBlend1101; - s303.Albedo = mainTex26.rgb; - float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw; - half3 normalMap1002 = UnpackNormal( tex2D( _NormalMap, uv_NormalMap ) ); - s303.Normal = normalize( WorldNormalVector( i , normalMap1002 ) ); - float2 uv_AL_Mask = i.uv_texcoord * _AL_Mask_ST.xy + _AL_Mask_ST.zw; - half4 ALMask39 = tex2D( _AL_Mask, uv_AL_Mask ); - half4 color42 = IsGammaSpace() ? half4(1,0,0,1) : half4(1,0,0,1); - float3 hsvTorgb4_g315 = RGBToHSV( color42.rgb ); - half mulTime48 = _Time.y * _ALTimeScale; - half Time50 = frac( mulTime48 ); - float3 hsvTorgb8_g315 = HSVToRGB( float3(( hsvTorgb4_g315.x + Time50 ),( hsvTorgb4_g315.y + 0.0 ),( hsvTorgb4_g315.z + 0.0 )) ); - half3 temp_output_194_0 = saturate( hsvTorgb8_g315 ); - int Band3_g316 = 0; - half clampResult982 = clamp( (0.0 + (i.uv3_texcoord3.y - 0.0) * (_ALUVDelayMaxDelay - 0.0) / (_ALDelayVPosition - 0.0)) , 0.0 , 127.0 ); - half2 appendResult986 = (half2(_ALDelayUPosition , _ALDelayVPosition)); - half2 break18_g310 = appendResult986; - half2 break20_g310 = i.uv3_texcoord3; - half temp_output_10_0_g310 = ( break18_g310.x - break20_g310.x ); - half temp_output_11_0_g310 = ( break18_g310.y - break20_g310.y ); - half clampResult27_g310 = clamp( sqrt( ( ( temp_output_10_0_g310 * temp_output_10_0_g310 ) + ( temp_output_11_0_g310 * temp_output_11_0_g310 ) ) ) , 0.0 , 1.0 ); - half clampResult987 = clamp( (0.0 + (clampResult27_g310 - 0.0) * (_ALUVDelayMaxDelay - 0.0) / (1.0 - 0.0)) , 0.0 , 127.0 ); - half in_ALDelay991 = round( ( _ALUVToggle == 1.0 ? (127.0 + (clampResult982 - 0.0) * (0.0 - 127.0) / (127.0 - 0.0)) : ( _ALUVToggle == 2.0 ? clampResult987 : 0.0 ) ) ); - int Delay3_g316 = (int)in_ALDelay991; - half localAudioLinkData3_g316 = AudioLinkData3_g316( Band3_g316 , Delay3_g316 ); - half temp_output_8_0_g420 = 1.0; - half localIfAudioLinkv2Exists1_g421 = IfAudioLinkv2Exists1_g421(); - half temp_output_7_0_g420 = localIfAudioLinkv2Exists1_g421; - half3 lerpResult6_g420 = lerp( temp_output_194_0 , ( temp_output_194_0 * localAudioLinkData3_g316 ) , ( step( temp_output_8_0_g420 , temp_output_7_0_g420 ) * step( temp_output_7_0_g420 , temp_output_8_0_g420 ) )); - half3 ALC_Bass61 = lerpResult6_g420; - half4 color44 = IsGammaSpace() ? half4(0,0.8196079,0,1) : half4(0,0.637597,0,1); - float3 hsvTorgb4_g59 = RGBToHSV( color44.rgb ); - float3 hsvTorgb8_g59 = HSVToRGB( float3(( hsvTorgb4_g59.x + Time50 ),( hsvTorgb4_g59.y + 0.0 ),( hsvTorgb4_g59.z + 0.0 )) ); - int Band3_g313 = 2; - int Delay3_g313 = (int)in_ALDelay991; - half localAudioLinkData3_g313 = AudioLinkData3_g313( Band3_g313 , Delay3_g313 ); - half3 ALC_HighMid67 = ( saturate( hsvTorgb8_g59 ) * localAudioLinkData3_g313 ); - half4 color43 = IsGammaSpace() ? half4(1,0.9294118,0,1) : half4(1,0.8468735,0,1); - float3 hsvTorgb4_g38 = RGBToHSV( color43.rgb ); - float3 hsvTorgb8_g38 = HSVToRGB( float3(( hsvTorgb4_g38.x + Time50 ),( hsvTorgb4_g38.y + 0.0 ),( hsvTorgb4_g38.z + 0.0 )) ); - int Band3_g311 = 1; - int Delay3_g311 = (int)in_ALDelay991; - half localAudioLinkData3_g311 = AudioLinkData3_g311( Band3_g311 , Delay3_g311 ); - half3 ALC_LowMid64 = ( saturate( hsvTorgb8_g38 ) * localAudioLinkData3_g311 ); - half4 color45 = IsGammaSpace() ? half4(0,0,1,1) : half4(0,0,1,1); - float3 hsvTorgb4_g37 = RGBToHSV( color45.rgb ); - float3 hsvTorgb8_g37 = HSVToRGB( float3(( hsvTorgb4_g37.x + Time50 ),( hsvTorgb4_g37.y + 0.0 ),( hsvTorgb4_g37.z + 0.0 )) ); - int Band3_g314 = 3; - int Delay3_g314 = (int)in_ALDelay991; - half localAudioLinkData3_g314 = AudioLinkData3_g314( Band3_g314 , Delay3_g314 ); - half3 ALC_Treble70 = ( saturate( hsvTorgb8_g37 ) * localAudioLinkData3_g314 ); - half localIfAudioLinkv2Exists1_g322 = IfAudioLinkv2Exists1_g322(); - half4 AL_Final85 = ( ( _EnableAudioLink * ( ( ALMask39 * half4( ALC_Bass61 , 0.0 ) ) + ( ALMask39 * half4( ALC_HighMid67 , 0.0 ) ) + ( ALMask39 * half4( ALC_LowMid64 , 0.0 ) ) + ( ALMask39 * half4( ALC_Treble70 , 0.0 ) ) ) ) * saturate( ( localIfAudioLinkv2Exists1_g322 + _ALEmitifInactive ) ) ); - float2 uv_Emission = i.uv_texcoord * _Emission_ST.xy + _Emission_ST.zw; - half4 Emission119 = ( tex2D( _Emission, uv_Emission ) * _EmissionStrength ); - float3 ase_worldPos = i.worldPos; - half3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); - half fresnelNdotV1402 = dot( (WorldNormalVector( i , normalMap1002 )), ase_worldViewDir ); - half fresnelNode1402 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV1402, _RimPower ) ); - half4 lerpResult114 = lerp( float4( 1,1,1,0 ) , mainTex26 , _RimBaseColorStrength); - float4 Rim116 = ( _EnableRimLighting * ( ( ( fresnelNode1402 * _RimEnergy ) * lerpResult114 ) * ase_lightAtten ) ); - half layeredBlendVar1098 = VideoDecalAlpha1118; - half4 layeredBlend1098 = ( lerp( ( AL_Final85 + Emission119 + Rim116 ),Video_Player_Decal1077 , layeredBlendVar1098 ) ); - half4 EmissionFinal29 = layeredBlend1098; - s303.Emission = EmissionFinal29.rgb; + float3 indirectNormal1410 = normalize( WorldNormalVector( i , normalize( WorldReflectionVector( i , normalMap1002 ) ) ) ); float2 uv_MetallicGlossMap = i.uv_texcoord * _MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw; half4 tex2DNode1017 = tex2D( _MetallicGlossMap, uv_MetallicGlossMap ); half2 appendResult1019 = (half2(tex2DNode1017.r , tex2DNode1017.a)); @@ -525,65 +528,17 @@ Shader "VoyVivika/VivikaShader" half4 break307 = multiMap90; half2 appendResult1015 = (half2(break307.r , break307.g)); half2 break1020 = ( ( appendResult1019 * _UseUnityMetalicMap ) + ( appendResult1015 * ( 1.0 - _UseUnityMetalicMap ) ) ); - half _Metalic753 = break1020.x; - s303.Metallic = _Metalic753; half _Smoothness755 = break1020.y; - s303.Smoothness = _Smoothness755; - s303.Occlusion = 1.0; - - data.light = gi.light; - - UnityGI gi303 = gi; - #ifdef UNITY_PASS_FORWARDBASE - Unity_GlossyEnvironmentData g303 = UnityGlossyEnvironmentSetup( s303.Smoothness, data.worldViewDir, s303.Normal, float3(0,0,0)); - gi303 = UnityGlobalIllumination( data, s303.Occlusion, s303.Normal, g303 ); - #endif - - float3 surfResult303 = LightingStandard ( s303, viewDir, gi303 ).rgb; - surfResult303 += s303.Emission; - - #ifdef UNITY_PASS_FORWARDADD//303 - surfResult303 -= s303.Emission; - #endif//303 - half3 Lighting_Standard309 = surfResult303; - #if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld - half3 ase_worldlightDir = 0; - #else //aseld - half3 ase_worldlightDir = Unity_SafeNormalize( UnityWorldSpaceLightDir( ase_worldPos ) ); - #endif //aseld - half dotResult1206 = dot( ase_worldlightDir , (WorldNormalVector( i , normalMap1002 )) ); - half NdotL1254 = dotResult1206; - half NdotLSaturated2266 = saturate( NdotL1254 ); - half wrap1209 = _WrappedShadingValue; - half DiffWrapStep11229 = saturate( exp2( ( ( NdotLSaturated2266 + wrap1209 ) / ( 1.0 + wrap1209 ) ) ) ); - half temp_output_2255_0 = saturate( ase_lightAtten ); - half4 color1362 = IsGammaSpace() ? half4(0,0,0,0) : half4(0,0,0,0); - #if defined(LIGHTMAP_ON) && ( UNITY_VERSION < 560 || ( defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN) ) )//aselc - half4 ase_lightColor = 0; - #else //aselc - half4 ase_lightColor = _LightColor0; - #endif //aselc - half4 lerpResult1356 = lerp( color1362 , saturate( ase_lightColor ) , temp_output_2255_0); - UnityGI gi1348 = gi; - float3 diffNorm1348 = normalize( WorldNormalVector( i , normalMap1002 ) ); - gi1348 = UnityGI_Base( data, 1, diffNorm1348 ); - half3 indirectDiffuse1348 = gi1348.indirect.diffuse + diffNorm1348 * 0.0001; - half4 DiffWrapLighting1363 = saturate( ( saturate( ( DiffWrapStep11229 + saturate( exp2( temp_output_2255_0 ) ) ) ) * saturate( ( saturate( lerpResult1356 ) + half4( saturate( (( exp( saturate( indirectDiffuse1348 ) ) - float3( 1,1,1 ) )*_WrapIndirScale + 0.0) ) , 0.0 ) ) ) ) ); - float3 indirectNormal1410 = normalize( WorldNormalVector( i , normalize( WorldReflectionVector( i , normalMap1002 ) ) ) ); Unity_GlossyEnvironmentData g1410 = UnityGlossyEnvironmentSetup( _Smoothness755, data.worldViewDir, indirectNormal1410, float3(0,0,0)); half3 indirectSpecular1410 = UnityGI_IndirectSpecular( data, 1.0, indirectNormal1410, g1410 ); + half3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); half fresnelNdotV1393 = dot( (WorldNormalVector( i , normalMap1002 )), ase_worldViewDir ); half fresnelNode1393 = ( 0.0 + _WrapMetallicFesnelScale * pow( 1.0 - fresnelNdotV1393, 3.0 ) ); + half _Metalic753 = break1020.x; half lerpResult1405 = lerp( fresnelNode1393 , 1.0 , _Metalic753); half4 AvatarColor1289 = ( mainTex26 + half4( ( indirectSpecular1410 * lerpResult1405 ) , 0.0 ) ); half4 Lighting_Wrapped1144 = ( DiffWrapLighting1363 * AvatarColor1289 ); - half temp_output_8_0_g354 = 2.0; - half LightType793 = _LightingType; - half temp_output_7_0_g354 = LightType793; - half4 lerpResult6_g354 = lerp( half4( Lighting_Standard309 , 0.0 ) , Lighting_Wrapped1144 , ( step( temp_output_8_0_g354 , temp_output_7_0_g354 ) * step( temp_output_7_0_g354 , temp_output_8_0_g354 ) )); - half4 temp_output_2212_0 = lerpResult6_g354; - half4 LightingFinal330 = temp_output_2212_0; - c.rgb = LightingFinal330.rgb; + c.rgb = Lighting_Wrapped1144.rgb; c.a = 1; return c; } @@ -625,10 +580,24 @@ Shader "VoyVivika/VivikaShader" float3 hsvTorgb8_g315 = HSVToRGB( float3(( hsvTorgb4_g315.x + Time50 ),( hsvTorgb4_g315.y + 0.0 ),( hsvTorgb4_g315.z + 0.0 )) ); half3 temp_output_194_0 = saturate( hsvTorgb8_g315 ); int Band3_g316 = 0; - half clampResult982 = clamp( (0.0 + (i.uv3_texcoord3.y - 0.0) * (_ALUVDelayMaxDelay - 0.0) / (_ALDelayVPosition - 0.0)) , 0.0 , 127.0 ); + half temp_output_8_0_g426 = 0.0; + half delayUVset2356 = _ALDelayUVMap; + half temp_output_7_0_g426 = delayUVset2356; + half2 lerpResult6_g426 = lerp( half2( 0,0 ) , i.uv_texcoord , ( step( temp_output_8_0_g426 , temp_output_7_0_g426 ) * step( temp_output_7_0_g426 , temp_output_8_0_g426 ) )); + half temp_output_8_0_g427 = 1.0; + half temp_output_7_0_g427 = delayUVset2356; + half2 lerpResult6_g427 = lerp( half2( 0,0 ) , i.uv2_texcoord2 , ( step( temp_output_8_0_g427 , temp_output_7_0_g427 ) * step( temp_output_7_0_g427 , temp_output_8_0_g427 ) )); + half temp_output_8_0_g428 = 2.0; + half temp_output_7_0_g428 = delayUVset2356; + half2 lerpResult6_g428 = lerp( half2( 0,0 ) , i.uv3_texcoord3 , ( step( temp_output_8_0_g428 , temp_output_7_0_g428 ) * step( temp_output_7_0_g428 , temp_output_8_0_g428 ) )); + half temp_output_8_0_g429 = 3.0; + half temp_output_7_0_g429 = delayUVset2356; + half2 lerpResult6_g429 = lerp( half2( 0,0 ) , i.uv4_texcoord4 , ( step( temp_output_8_0_g429 , temp_output_7_0_g429 ) * step( temp_output_7_0_g429 , temp_output_8_0_g429 ) )); + half2 DelayUV2355 = ( lerpResult6_g426 + lerpResult6_g427 + lerpResult6_g428 + lerpResult6_g429 ); + half clampResult982 = clamp( (0.0 + (DelayUV2355.y - 0.0) * (_ALUVDelayMaxDelay - 0.0) / (_ALDelayVPosition - 0.0)) , 0.0 , 127.0 ); half2 appendResult986 = (half2(_ALDelayUPosition , _ALDelayVPosition)); half2 break18_g310 = appendResult986; - half2 break20_g310 = i.uv3_texcoord3; + half2 break20_g310 = DelayUV2355; half temp_output_10_0_g310 = ( break18_g310.x - break20_g310.x ); half temp_output_11_0_g310 = ( break18_g310.y - break20_g310.y ); half clampResult27_g310 = clamp( sqrt( ( ( temp_output_10_0_g310 * temp_output_10_0_g310 ) + ( temp_output_11_0_g310 * temp_output_11_0_g310 ) ) ) , 0.0 , 1.0 ); @@ -708,9 +677,10 @@ Shader "VoyVivika/VivikaShader" { V2F_SHADOW_CASTER; float4 customPack1 : TEXCOORD1; - float4 tSpace0 : TEXCOORD2; - float4 tSpace1 : TEXCOORD3; - float4 tSpace2 : TEXCOORD4; + float4 customPack2 : TEXCOORD2; + float4 tSpace0 : TEXCOORD3; + float4 tSpace1 : TEXCOORD4; + float4 tSpace2 : TEXCOORD5; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; @@ -733,8 +703,12 @@ Shader "VoyVivika/VivikaShader" o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); o.customPack1.xy = customInputData.uv_texcoord; o.customPack1.xy = v.texcoord; - o.customPack1.zw = customInputData.uv3_texcoord3; - o.customPack1.zw = v.texcoord2; + o.customPack1.zw = customInputData.uv2_texcoord2; + o.customPack1.zw = v.texcoord1; + o.customPack2.xy = customInputData.uv3_texcoord3; + o.customPack2.xy = v.texcoord2; + o.customPack2.zw = customInputData.uv4_texcoord4; + o.customPack2.zw = v.texcoord3; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) return o; } @@ -748,7 +722,9 @@ Shader "VoyVivika/VivikaShader" Input surfIN; UNITY_INITIALIZE_OUTPUT( Input, surfIN ); surfIN.uv_texcoord = IN.customPack1.xy; - surfIN.uv3_texcoord3 = IN.customPack1.zw; + surfIN.uv2_texcoord2 = IN.customPack1.zw; + surfIN.uv3_texcoord3 = IN.customPack2.xy; + surfIN.uv4_texcoord4 = IN.customPack2.zw; float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldPos = worldPos; @@ -773,32 +749,31 @@ Shader "VoyVivika/VivikaShader" } /*ASEBEGIN Version=19202 +Node;AmplifyShaderEditor.CommentaryNode;2401;-628.0171,-7556.468;Inherit;False;1534.831;451.6118;Comment;4;2408;2409;2411;2412;Indirect Diffuse Light;1,1,1,1;0;0 +Node;AmplifyShaderEditor.CommentaryNode;1279;-638.8131,-8358.668;Inherit;False;1763.379;699.0471;I really hated this bit;0;Lighting;1,1,1,1;0;0 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+WireConnection;2393;0;2390;0 +WireConnection;2389;0;2388;0 +WireConnection;2388;0;2384;0 +WireConnection;2388;1;2392;0 +WireConnection;2396;0;1348;0 +WireConnection;2396;1;2389;0 +WireConnection;2396;2;2393;0 +WireConnection;2394;0;2396;0 +WireConnection;1348;0;1347;0 +WireConnection;2384;0;2408;0 +WireConnection;2411;0;1347;0 +WireConnection;2411;1;2412;0 +WireConnection;2408;0;2411;0 +WireConnection;2408;3;2409;0 ASEEND*/ -//CHKSM=49A846B0CE8BC20E400A919235A3E3D14BD98020 \ No newline at end of file +//CHKSM=27480687C74A6329EE33B18A227936A4E79311E6 \ No newline at end of file diff --git a/DiceGlow/Assets/Voy/Shader/VivikaShader/README.md b/DiceGlow/Assets/Voy/Shader/VivikaShader/README.md index 777d7adec..07e4c2d59 100644 --- a/DiceGlow/Assets/Voy/Shader/VivikaShader/README.md +++ b/DiceGlow/Assets/Voy/Shader/VivikaShader/README.md @@ -3,7 +3,7 @@ [3D Model Showcased is my Personal Edit of Murdoc the Rat by Skully Hellfire](https://skullyhellfire.gumroad.com/l/skullysmurdoc) -The Vivika Shader (Formerly the "Divorce Shader" after an inside joke) is a Shader created by VoyVivika in Unity3D with the Amplify Shader Editor. I made these for my Personal ChilloutVR Avatars with some in-game encouragement from N3X15, ended up being a fun project for experimenting with Amplify Shaders Honestly, figured out how UV Discarding worked (and it's honestly a personal favorite feature despite not using it very much). +The Vivika Shader is a Shader created by VoyVivika in Unity3D with the Amplify Shader Editor. I made these for my Personal ChilloutVR Avatars with some in-game encouragement from N3X15, ended up being a fun project for experimenting with Amplify Shaders Honestly, figured out how UV Discarding worked (and it's honestly a personal favorite feature despite me not using it very much). # Please Note: This Shader only officially supports the Unity Built-in Render Pipeline, it does not support LWRP, URP, or HDRP at this time. @@ -32,25 +32,15 @@ This Shader only officially supports the Unity Built-in Render Pipeline, it does - to Support This in ChilloutVR: 1. in your world, add a Component called `CVR Global Shader Updater` 2. Enable "Update Texture" - 3. Drag and Drop the Render Texture being used by a `CVR Video Player` Components + 3. Drag and Drop the Render Texture being used by a `CVR Video Player` Component in your world 4. Set the Property Name to `_Udon_VideoTex` - Rim Lighting -- 2 Lighting Types - - Standard (Acts like Unity Standard Shader) - - Wrapped (A Less Realistic Lighting Mode with the intent of having less harsh, smoother, flatter lighting.) +- Toon Style Lighting ### MultiMap MultiMap is a Texture which contains multiple maps in a Single RGB Texture intended for use with DXT1 Encoded Textures Currently the Spec for the Divorce Shader Multi-Map is - Red Channel = Metalic - Green Channel = Smoothness -### UV Map Uses -This Shader has Features which use different UV Maps for Different Purposes. These are: -1. Used for Rendering -2. Used for UV Tile Discarding -3. Used for AudioLink UV Based Delay -### Texture Ramp (Toon Lighting) -- Left is Darkest, Right is Lightest -- For best results on your Texture Ramp switch the Wrap Mode from "Repeat" to "Clamp" ## Amplify Functions This Repo contains some Amplify Shader Editor Functions useful for Shader Creators, namely: - Distance @@ -66,6 +56,9 @@ This Repo contains some Amplify Shader Editor Functions useful for Shader Creato - Decal - A Function to assist in the creation of Decals (Textures that get added on top of the existing Albedo map) - A variant also exists to create a variant that does not include rotation +- If Float Equals + - Optimized way to check if Two Values are Equal, if yes the input of true is returned, if no the input of false is returned. + - Uses Step Functions to check if Equal and Lerp Function to return either based on the result of the step functions. # Third-Party Licenses Please Note if these links are incorrect they will be corrected in a later commit after the mistake is corrected. - Hue Shift - https://github.com/VoyVivika/VivikaShader/blob/main/Functions/ThirdParty/HueShift/LICENSE.txt