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Combining 2 shaders [unity]

eco_bach
polycounter lvl 2
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eco_bach polycounter lvl 2
Having a problem combining 2 shaders.
I have a vertex shader that I need to combine with water basic (part of Standard Assets).

Can anyone help?
This is the vertex shader by itself // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' Shader "sidefx/vertex_fluid_shader" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 _boundingMax("Bounding Max", Float) = 1.0 _boundingMin("Bounding Min", Float) = 1.0 _numOfFrames("Number Of Frames", int) = 240 _speed("Speed", Float) = 0.33 [MaterialToggle] _pack_normal ("Pack Normal", Float) = 0 _posTex ("Position Map (RGB)", 2D) = "white" {} _nTex ("Normal Map (RGB)", 2D) = "grey" {} _colorTex ("Colour Map (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard addshadow vertex:vert // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; sampler2D _posTex; sampler2D _nTex; sampler2D _colorTex; uniform float _pack_normal; uniform float _boundingMax; uniform float _boundingMin; uniform float _speed; uniform int _numOfFrames; struct Input { float2 uv_MainTex; float4 vcolor : COLOR ; }; half _Glossiness; half _Metallic; fixed4 _Color; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_CBUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_CBUFFER_END //vertex function void vert(inout appdata_full v){ //calculate uv coordinates float timeInFrames = ((ceil(frac(-_Time.y * _speed) * _numOfFrames))/_numOfFrames) + (1.0/_numOfFrames); //get position, normal and colour from textures float4 texturePos = tex2Dlod(_posTex,float4(v.texcoord.x, (timeInFrames + v.texcoord.y), 0, 0)); float3 textureN = tex2Dlod(_nTex,float4(v.texcoord.x, (timeInFrames + v.texcoord.y), 0, 0)); float3 textureCd = tex2Dlod(_colorTex,float4(v.texcoord.x, (timeInFrames + v.texcoord.y), 0, 0)); //expand normalised position texture values to world space float expand = _boundingMax - _boundingMin; texturePos.xyz *= expand; texturePos.xyz += _boundingMin; texturePos.x *= -1; //flipped to account for right-handedness of unity v.vertex.xyz = texturePos.xzy; //swizzle y and z because textures are exported with z-up //calculate normal if (_pack_normal){ //decode float to float2 float alpha = texturePos.w * 1023; float2 f2; f2.x = floor(alpha / 32.0) / 31.0; f2.y = (alpha - (floor(alpha / 32.0)*32.0)) / 31.0; //decode float2 to float3 float3 f3; f2 *= 4; f2 -= 2; float f2dot = dot(f2,f2); f3.xy = sqrt(1 - (f2dot/4.0)) * f2; f3.z = 1 - (f2dot/2.0); f3 = clamp(f3, -1.0, 1.0); f3 = f3.xzy; f3.x *= -1; v.normal = f3; } else { textureN = textureN.xzy; textureN *= 2; textureN -= 1; textureN.x *= -1; v.normal = textureN; } //set vertex colour v.color.rgb = textureCd; } void surf (Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb * IN.vcolor.rgb; //multiply existing albedo map by vertex colour // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" } and this is the water basic shader // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' Shader "FX/Water (Basic)" { Properties { _horizonColor ("Horizon color", COLOR) = ( .172 , .463 , .435 , 0) _WaveScale ("Wave scale", Range (0.02,0.15)) = .07 [NoScaleOffset] _ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" { } [NoScaleOffset] _BumpMap ("Waves Normalmap ", 2D) = "" { } WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7) } CGINCLUDE #include "UnityCG.cginc" uniform float4 _horizonColor; uniform float4 WaveSpeed; uniform float _WaveScale; uniform float4 _WaveOffset; struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : SV_POSITION; float2 bumpuv[2] : TEXCOORD0; float3 viewDir : TEXCOORD2; UNITY_FOG_COORDS(3) }; v2f vert(appdata v) { v2f o; float4 s; o.pos = UnityObjectToClipPos(v.vertex); // scroll bump waves float4 temp; float4 wpos = mul (unity_ObjectToWorld, v.vertex); temp.xyzw = wpos.xzxz * _WaveScale + _WaveOffset; o.bumpuv[0] = temp.xy * float2(.4, .45); o.bumpuv[1] = temp.wz; // object space view direction o.viewDir.xzy = normalize( WorldSpaceViewDir(v.vertex) ); UNITY_TRANSFER_FOG(o,o.pos); return o; } ENDCG Subshader { Tags { "RenderType"="Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog sampler2D _BumpMap; sampler2D _ColorControl; half4 frag( v2f i ) : COLOR { half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[0] )).rgb; half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[1] )).rgb; half3 bump = (bump1 + bump2) * 0.5; half fresnel = dot( i.viewDir, bump ); half4 water = tex2D( _ColorControl, float2(fresnel,fresnel) ); half4 col; col.rgb = lerp( water.rgb, _horizonColor.rgb, water.a ); col.a = _horizonColor.a; UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } }

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  • endeffect
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    endeffect polycounter lvl 8
    This is not a good way to share a shader code. There is nothing like "combine shaders". You need to modify the shader or write it from scratch. Or you can use shaderforge or amplify shader for creating it from scratch with nodes, instead of writing it. But on both ways, you need to understand how shaders work, what features you need from this shader and how they exactly work to "combine" them.
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