Created
November 13, 2021 15:26
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Chrome metal shader for Unity3D - surface shader - 2 variants: simple metalness slider and metalness map - Thanks for Nukeop for noise function
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Shader "GG/Chrome" | |
{ | |
Properties | |
{ | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
[NoScaleOffset] _Normal ("Normal", 2D) = "bump" {} | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
_Metallic ("Metallic", Range(0,1)) = 0.0 | |
_Scale ("Scale", Range(0.0001,1)) = 0.1 | |
_Contrast ("Contrast", Range(0,10)) = 1 | |
_Amount ("Amount", Range(0,3)) = 1 | |
_Saturation ("Saturation", Range(0,1)) = 1 | |
_ContributeNormal ("ContributeNormal", Range(0,0.5)) = 0.05 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
CGPROGRAM | |
#pragma surface surf Standard fullforwardshadows | |
#pragma target 3.0 | |
sampler2D _MainTex; | |
sampler2D _Normal; | |
half _Glossiness; | |
half _Metallic; | |
half _Scale; | |
half _Contrast; | |
half _Amount; | |
fixed4 _Color; | |
fixed _ContributeNormal; | |
fixed _Saturation; | |
struct Input | |
{ | |
float2 uv_MainTex; | |
float3 viewDir; | |
}; | |
/////////////////////////////////////////////////////////////////////////////////////////// | |
// | |
// This part (hash and MyNoise functions) is copied as-is from: | |
// https://gist.github.com/nukeop/9877f5dc39f6ef57716a75e0aa0ffd27 | |
// Thanks, nukeop! | |
// | |
/////////////////////////////////////////////////////////////////////////////////////////// | |
float hash(float n) | |
{ | |
return frac(sin(n) * 43758.5453); | |
} | |
float MyNoise(float3 x) | |
{ | |
// The noise function returns a value in the range -1.0f -> 1.0f | |
float3 p = floor(x); | |
float3 f = frac(x); | |
f = f * f * (3.0 - 2.0 * f); | |
float n = p.x + p.y * 57.0 + 113.0 * p.z; | |
return lerp(lerp(lerp(hash(n + 0.0), hash(n + 1.0), f.x), | |
lerp(hash(n + 57.0), hash(n + 58.0), f.x), f.y), | |
lerp(lerp(hash(n + 113.0), hash(n + 114.0), f.x), | |
lerp(hash(n + 170.0), hash(n + 171.0), f.x), f.y), f.z); | |
} | |
////////////////////////////// | |
void surf (Input IN, inout SurfaceOutputStandard o) | |
{ | |
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; | |
o.Albedo = c.rgb; | |
o.Metallic = _Metallic; | |
o.Smoothness = _Glossiness; | |
o.Normal = UnpackNormal (tex2D (_Normal, IN.uv_MainTex)); | |
fixed3 normalizedDir = lerp(normalize(IN.viewDir), o.Normal, _ContributeNormal); | |
half3 xLerp = sin(IN.uv_MainTex.x / _Scale * normalizedDir.z * normalizedDir.y ); | |
half3 yLerp = cos(IN.uv_MainTex.y / _Scale * normalizedDir.z * normalizedDir.x ); | |
float distortion = MyNoise(xLerp) * normalizedDir.x * _Contrast; | |
fixed3 xComponent = lerp(normalizedDir, -normalizedDir, xLerp) * distortion; | |
fixed3 yComponent = lerp(-normalizedDir, normalizedDir, yLerp) * distortion; | |
fixed3 emissionColor = (xComponent + yComponent) * _Amount; | |
o.Emission = lerp((emissionColor.r + emissionColor.g + emissionColor.b) / 3, emissionColor, _Saturation); | |
o.Alpha = c.a; | |
} | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
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Shader "GG/ChromeMetalMap" | |
{ | |
Properties | |
{ | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB) Smoothness (A)", 2D) = "white" {} | |
[NoScaleOffset] _Normal ("Normal", 2D) = "bump" {} | |
[NoScaleOffset] _Metalness ("Metalness", 2D) = "black" {} | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
_Scale ("Scale", Range(0.0001,1)) = 0.1 | |
_Contrast ("Contrast", Range(0,10)) = 1 | |
_Amount ("Amount", Range(0,3)) = 1 | |
_Saturation ("Saturation", Range(0,1)) = 1 | |
_ContributeNormal ("ContributeNormal", Range(0,0.5)) = 0.05 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
CGPROGRAM | |
#pragma surface surf Standard fullforwardshadows | |
#pragma target 3.0 | |
sampler2D _MainTex; | |
sampler2D _Normal; | |
sampler2D _Metalness; | |
half _Glossiness; | |
half _Metallic; | |
half _Scale; | |
half _Contrast; | |
half _Amount; | |
fixed4 _Color; | |
fixed _ContributeNormal; | |
fixed _Saturation; | |
struct Input | |
{ | |
float2 uv_MainTex; | |
float3 viewDir; | |
}; | |
/////////////////////////////////////////////////////////////////////////////////////////// | |
// | |
// This part (hash and MyNoise functions) is copied as-is from: | |
// https://gist.github.com/nukeop/9877f5dc39f6ef57716a75e0aa0ffd27 | |
// Thanks, nukeop! | |
// | |
/////////////////////////////////////////////////////////////////////////////////////////// | |
float hash(float n) | |
{ | |
return frac(sin(n) * 43758.5453); | |
} | |
float MyNoise(float3 x) | |
{ | |
// The noise function returns a value in the range -1.0f -> 1.0f | |
float3 p = floor(x); | |
float3 f = frac(x); | |
f = f * f * (3.0 - 2.0 * f); | |
float n = p.x + p.y * 57.0 + 113.0 * p.z; | |
return lerp(lerp(lerp(hash(n + 0.0), hash(n + 1.0), f.x), | |
lerp(hash(n + 57.0), hash(n + 58.0), f.x), f.y), | |
lerp(lerp(hash(n + 113.0), hash(n + 114.0), f.x), | |
lerp(hash(n + 170.0), hash(n + 171.0), f.x), f.y), f.z); | |
} | |
////////////////////////////// | |
void surf (Input IN, inout SurfaceOutputStandard o) | |
{ | |
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; | |
o.Albedo = c.rgb; | |
fixed4 metalColor =tex2D (_Metalness, IN.uv_MainTex); | |
o.Metallic = (metalColor.r + metalColor.g + metalColor.b) / 3; | |
o.Smoothness = _Glossiness * metalColor.a; | |
o.Normal = UnpackNormal (tex2D (_Normal, IN.uv_MainTex)); | |
fixed3 normalizedDir = lerp(normalize(IN.viewDir), o.Normal, _ContributeNormal); | |
half3 xLerp = sin(IN.uv_MainTex.x / _Scale * normalizedDir.z * normalizedDir.y ); | |
half3 yLerp = cos(IN.uv_MainTex.y / _Scale * normalizedDir.z * normalizedDir.x ); | |
float distortion = MyNoise(xLerp) * normalizedDir.x * _Contrast; | |
fixed3 xComponent = lerp(normalizedDir, -normalizedDir, xLerp) * distortion; | |
fixed3 yComponent = lerp(-normalizedDir, normalizedDir, yLerp) * distortion; | |
fixed3 emissionColor =(xComponent + yComponent) * _Amount * o.Smoothness; | |
o.Emission = lerp((emissionColor.r + emissionColor.g + emissionColor.b) / 3, emissionColor, _Saturation); | |
} | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
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Demo video