Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by WintersBane · Apr 23 at 08:29 PM · shadershader writing

Create a moss/snow shader

i have two different shaders with some isolated results, i would like to combine them.

alt text


Shader 1 Code:

 Shader "Custom/MossySnowShadderCombined" {
     Properties{
         _MainTex("Base (RGB)", 2D) = "white" {}
     _MainBump("MainBump", 2D) = "bump" {}
     _LayerTex("Layer (RGB)", 2D) = "white" {}
     _LayerBump("LayerBump", 2D) = "bump" {}
     _LayerStrength("Layer Strength", Range(0, 1)) = 0
         _LayerDirection("Layer Direction", Vector) = (0, 1, 0)
         _LayerDepth("Layer Depth", Range(0, 0.005)) = 0.0005
     }
  
         SubShader{
         Tags{ "RenderType" = "Opaque" }
         LOD 200
  
         CGPROGRAM
 #pragma target 3.0
 #pragma surface surf Lambert vertex:vert
  
         sampler2D _MainTex;
     sampler2D _MainBump;
     sampler2D _LayerTex;
     sampler2D _LayerBump;
     float _LayerStrength;
     float3 _LayerDirection;
     float _LayerDepth;
  
     struct Input {
         float2 uv_MainTex;
         float2 uv_MainBump;
         float2 uv_LayerTex;
         float2 uv_LayerBump;
         float3 worldNormal;
         INTERNAL_DATA
     };
  
 
     void vert(inout appdata_full v) {
         // Convert the normal to world coordinates/world space
         float3 sn = mul((float3x3)unity_WorldToObject, _LayerDirection);
  
         if (dot(v.normal, sn.xyz) >= lerp(1, -1, (_LayerStrength * 2) / 3))
         {
             v.vertex.xyz += (sn.xyz + v.normal) * _LayerDepth * _LayerStrength;
         }
     }
  
     void surf(Input IN, inout SurfaceOutput o) {
  
         // Diffuse color of pixel
         half4 mainDiffuse = tex2D(_MainTex, IN.uv_MainTex);
         half4 layerDiffuse = tex2D(_LayerTex, IN.uv_LayerTex);
  
         // Normal vector of pixel
         o.Normal = UnpackNormal(tex2D(_MainBump, IN.uv_MainBump));
         half3 layerNormal = half3(0, 0, 0);
  
         // Snow mask
         half sm = dot(WorldNormalVector(IN, o.Normal), _LayerDirection);
         
         sm = pow(0.5 * sm + 0.5, 2.0);
         //sm = cos(sm);
  
         half difference = 1 - pow((clamp(lerp(1, 0, _LayerStrength),0,1) / sm),3);
  
         o.Albedo = (layerDiffuse.rgb *clamp(layerDiffuse.a * difference,0,1)) + (mainDiffuse.rgb * (clamp(1 - layerDiffuse.a * difference,0,1)));
         layerNormal = UnpackNormal(tex2D(_LayerBump, IN.uv_LayerBump));
         //o.Normal = normalize(o.Normal + layerNormal);
         o.Normal = mul(unity_ObjectToWorld, normalize(o.Normal + layerNormal));
  
         o.Alpha = mainDiffuse.a;
         
 
     }
     ENDCG
     }
         FallBack "Diffuse"
 }


Shader 2 Code:

 Shader "Custom/Moss" {
     Properties {
         _MainTex ("Main texture", 2D) = "white" {}
         _MossTex ("Moss texture", 2D) = "gray" {}
         _Direction ("Direction", Vector) = (0, 1, 0)
         _Amount ("Amount", Range(0, 1)) = 1
         
         _LayerStrength("Layer Strength", Range(0, 1)) = 0
         _LayerDirection("Layer Direction", Vector) = (0, 1, 0)
         _LayerDepth("Layer Depth", Range(0, 0.005)) = 0.0005
     }
     SubShader {
         Pass {
             Tags { "RenderType"="Opaque" }
        
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #include "UnityCG.cginc"
  
             struct v2f {
                 float4 pos : SV_POSITION;
                 float3 normal : NORMAL;
                 float2 uv_Main : TEXCOORD0;
                 float2 uv_Moss : TEXCOORD1;
             };
  
             sampler2D _MainTex;
             float4 _MainTex_ST;
             sampler2D _MossTex;
             float4 _MossTex_ST;
             
             
             float _LayerStrength;
             float3 _LayerDirection;
             float _LayerDepth;
             v2f vert(appdata_full v) {
                 v2f o;
                 o.pos = UnityObjectToClipPos(v.vertex);
                 o.uv_Main = TRANSFORM_TEX(v.texcoord, _MainTex);
                 o.uv_Moss = TRANSFORM_TEX(v.texcoord, _MossTex);
                 o.normal = mul(unity_ObjectToWorld, v.normal);
                 return o;
             }
  
            
             float3 _Direction;
             fixed _Amount;
  
             fixed4 frag(v2f i) : COLOR {
                 fixed val = dot(normalize(i.normal), _Direction);
  
                 if(val < 1 - _Amount)
                     val = 0;
  
                 fixed4 tex1 = tex2D(_MainTex, i.uv_Main);
                 fixed4 tex2 = tex2D(_MossTex, i.uv_Moss);
                 return lerp(tex1, tex2, val);
             }
  
             ENDCG
         }
     }
     FallBack "Diffuse"
 }


Sources
Shader 1: Ramaraunt
Shader 2: Shaders Laboratory

shadercompare.png (139.9 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

208 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How can I add Color property To This Shader 1 Answer

Possible for a shader to have two decal slots? 2 Answers

Enable Shader Forge Displacement 1 Answer

Triplanar shaders that use the position and rotation of the attached object (or local Triplanar shaders) 0 Answers

Get camera's background color in SHADER ? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges