Hanmen-lab / HS2-AI-ASE-Shaders

HS2/AI ASE Shaders
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unity open error #1

Open gdtiti opened 3 years ago

gdtiti commented 3 years ago

miss Assets/SSS/Resources/SSS_Common.hlsl

Hanmen-lab commented 3 years ago

Its decoded file, why you need a file from github??

пт, 12 февр. 2021 г. в 15:33, gdtiti notifications@github.com:

miss Assets/SSS/Resources/SSS_Common.hlsl

— You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub https://github.com/Hanmen-lab/HS2-AI-ASE-Shaders/issues/1, or unsubscribe https://github.com/notifications/unsubscribe-auth/AKZM3NC365CQ6C6FPCXLGO3S6UNZ3ANCNFSM4XQTQBNA .

gdtiti commented 3 years ago

I just wanted to test it in unity, but later I found that the file was in the plug-in package. However, the shader still reports an error after importing 跟读

---Original--- From: "Hanmen"<notifications@github.com> Date: Sat, Feb 13, 2021 03:21 AM To: "Hanmen-lab/HS2-AI-ASE-Shaders"<HS2-AI-ASE-Shaders@noreply.github.com>; Cc: "gdtiti"<gdtiti@qq.com>;"Author"<author@noreply.github.com>; Subject: Re: [Hanmen-lab/HS2-AI-ASE-Shaders] unity open error (#1)

Its decoded file, why you need a file from github??

пт, 12 февр. 2021 г. в 15:33, gdtiti <notifications@github.com>:

> miss Assets/SSS/Resources/SSS_Common.hlsl > > — > You are receiving this because you are subscribed to this thread. > Reply to this email directly, view it on GitHub > <https://github.com/Hanmen-lab/HS2-AI-ASE-Shaders/issues/1&gt;, or > unsubscribe > <https://github.com/notifications/unsubscribe-auth/AKZM3NC365CQ6C6FPCXLGO3S6UNZ3ANCNFSM4XQTQBNA&gt; > . >

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub, or unsubscribe.

Hanmen-lab commented 3 years ago

If you want to use it in Unity you need this asset https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/subsurface-scattering-v1-7-188327?aid=1011l5f3d&pubref=chrome&utm_source=aff but may be hard to set up.

сб, 13 февр. 2021 г. в 05:33, gdtiti notifications@github.com:

I just wanted to test it in unity, but later I found that the file was in the plug-in package. However, the shader still reports an error after importing 跟读

---Original--- From: "Hanmen"<notifications@github.com> Date: Sat, Feb 13, 2021 03:21 AM To: "Hanmen-lab/HS2-AI-ASE-Shaders"<HS2-AI-ASE-Shaders@noreply.github.com>;

Cc: "gdtiti"<gdtiti@qq.com>;"Author"<author@noreply.github.com>; Subject: Re: [Hanmen-lab/HS2-AI-ASE-Shaders] unity open error (#1)

Its decoded file, why you need a file from github??

пт, 12 февр. 2021 г. в 15:33, gdtiti <notifications@github.com>:

> miss Assets/SSS/Resources/SSS_Common.hlsl > > — > You are receiving this because you are subscribed to this thread. > Reply to this email directly, view it on GitHub > <https://github.com/Hanmen-lab/HS2-AI-ASE-Shaders/issues/1&gt;, or > unsubscribe > < https://github.com/notifications/unsubscribe-auth/AKZM3NC365CQ6C6FPCXLGO3S6UNZ3ANCNFSM4XQTQBNA&gt;

> . >

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub, or unsubscribe.

— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/Hanmen-lab/HS2-AI-ASE-Shaders/issues/1#issuecomment-778548794, or unsubscribe https://github.com/notifications/unsubscribe-auth/AKZM3NFBLMMGAAMJZIITQGTS6XQIHANCNFSM4XQTQBNA .

Hanmen-lab commented 3 years ago

also, for the game please use mod v1.8

сб, 13 февр. 2021 г. в 13:49, CODE N4MED r4s3tsu@gmail.com:

If you want to use it in Unity you need this asset https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/subsurface-scattering-v1-7-188327?aid=1011l5f3d&pubref=chrome&utm_source=aff but may be hard to set up.

сб, 13 февр. 2021 г. в 05:33, gdtiti notifications@github.com:

I just wanted to test it in unity, but later I found that the file was in the plug-in package. However, the shader still reports an error after importing 跟读

---Original--- From: "Hanmen"<notifications@github.com> Date: Sat, Feb 13, 2021 03:21 AM To: "Hanmen-lab/HS2-AI-ASE-Shaders"<HS2-AI-ASE-Shaders@noreply.github.com>;

Cc: "gdtiti"<gdtiti@qq.com>;"Author"<author@noreply.github.com>; Subject: Re: [Hanmen-lab/HS2-AI-ASE-Shaders] unity open error (#1)

Its decoded file, why you need a file from github??

пт, 12 февр. 2021 г. в 15:33, gdtiti <notifications@github.com>:

> miss Assets/SSS/Resources/SSS_Common.hlsl > > — > You are receiving this because you are subscribed to this thread. > Reply to this email directly, view it on GitHub > <https://github.com/Hanmen-lab/HS2-AI-ASE-Shaders/issues/1&gt;, or > unsubscribe > < https://github.com/notifications/unsubscribe-auth/AKZM3NC365CQ6C6FPCXLGO3S6UNZ3ANCNFSM4XQTQBNA&gt;

> . >

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub, or unsubscribe.

— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/Hanmen-lab/HS2-AI-ASE-Shaders/issues/1#issuecomment-778548794, or unsubscribe https://github.com/notifications/unsubscribe-auth/AKZM3NFBLMMGAAMJZIITQGTS6XQIHANCNFSM4XQTQBNA .

gdtiti commented 3 years ago

Hello, I purchased and imported the plug-in package Subsurface Scattering v1.7, but the shader still reported an error in the unity project. Could you please see what the problem is? I want to learn your shader in unity3d project. Thank you for your patient answers.

image image image image image

Hanmen-lab commented 3 years ago

Well, I can't exactly say how the screenspace part is working, probably need to read the documentation for it, but if you need a full support of my shader you need to know that I modifier the LightingPass shader and one more file for my MOD, to make it work. I can give you the shader also, and you would assume that you need to try with it. Also, which version of Unity do you using? Best way is to test with hooh modding tool. And seem like you purchased the latest 1.7 version of the asset, but mine was 1.5, but I guess my shader should work. So replace the files and try

сб, 13 февр. 2021 г. в 22:33, gdtiti notifications@github.com:

Hello, I purchased and imported the plug-in package Subsurface Scattering v1.7, but the shader still reported an error in the unity project. Could you please see what the problem is? I want to learn your shader in unity3d project. Thank you for your patient answers.

[image: image] https://user-images.githubusercontent.com/7010407/107859518-f7590480-6e74-11eb-8c73-67c2e03a7bc8.png [image: image] https://user-images.githubusercontent.com/7010407/107859535-253e4900-6e75-11eb-82a1-c7ae90e8315e.png [image: image] https://user-images.githubusercontent.com/7010407/107859540-2b342a00-6e75-11eb-9f6d-460b831a1652.png [image: image] https://user-images.githubusercontent.com/7010407/107859549-37b88280-6e75-11eb-9fc9-494acc806267.png [image: image] https://user-images.githubusercontent.com/7010407/107859560-43a44480-6e75-11eb-9273-da6f72f576af.png

— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/Hanmen-lab/HS2-AI-ASE-Shaders/issues/1#issuecomment-778666965, or unsubscribe https://github.com/notifications/unsubscribe-auth/AKZM3NEAKURXDFHEUL6CUWLS63HWZANCNFSM4XQTQBNA .

sampler2D _MainTex, _OcclusionMap, _SpecGlossMap, _CavityMap, //_TransmissionMap, _ProfileTex, _SubsurfaceAlbedo, _Texture2,

//Normals _BumpMap, _BumpMap2, _NailMask, //_DetailGlossMap, //_Texture2,

LightingTexBlurred, LightingTexBlurredR, _ScreenSpaceShadow;

half _Glossiness, _AlbedoTile, _OcclusionStrength,

//Normals Props _BumpScale, _BumpScale2, _DetailNormalMapScale, _NipScale,

SSS_shader, _AlbedoOpacity, _SubSurfaceParallax, _SubsurfaceAlbedoOpacity, _SubsurfaceAlbedoSaturation, _TransDynamic, _TransBase, _TransShadows, _TransOcclusion, _CavityStrength, _TransRange, _VeinsOpacity, _FresnelIntensity;

fixed4 _Color, _SubNipColor, _TransmissionColor, _OcclusionColor, _VeinsColor;

float4 //_SubsurfaceColor, _ProfileColor, LightingTexBlurred_ST ;

int _DetailNormal;

if defined (INTELLISENSE)

#define ENABLE_DETAIL_NORMALMAP
#endif

float3 BumpMap(float2 uv) { //main_blend float4 BumpMap = tex2D(_BumpMap, uv); float4 BumpMap2 = tex2D(_BumpMap2, uv); float3 BaseNormal1 = UnpackScaleNormal(BumpMap, _BumpScale); float3 BaseNormal2 = UnpackScaleNormal(BumpMap2, _BumpScale2); float3 BaseNormals = BlendNormals(BaseNormal1, BaseNormal2);

//DetailGlossMap - TODO

/*float2 temp_output_2_0_g1 = TRANSFORM_TEX (uv_texcoord, _DetailGlossMap);
float temp_output_25_0_g1 = (pow(0.3, 3.0) * 0.1);
float2 appendResult8_g1 = (float2((temp_output_2_0_g1.x + temp_output_25_0_g1), temp_output_2_0_g1.y));
float4 tex2DNode14_g1 = tex2D(_DetailGlossMap, temp_output_2_0_g1);
float2 uv_NailMask5 = uv_texcoord;
float temp_output_4_0_g1 = (tex2D(_NailMask, uv_NailMask5).g * 2.0);
float3 appendResult13_g1 = (float3(1.0, 0.0, ((tex2D(_DetailGlossMap, appendResult8_g1).g - tex2DNode14_g1.g) * temp_output_4_0_g1)));
float2 appendResult9_g1 = (float2(temp_output_2_0_g1.x, (temp_output_2_0_g1.y + temp_output_25_0_g1)));
float3 appendResult16_g1 = (float3(0.0, 1.0, ((tex2D(_DetailGlossMap, appendResult9_g1).g - tex2DNode14_g1.g) * temp_output_4_0_g1)));
float3 normalizeResult22_g1 = normalize(cross(appendResult13_g1, appendResult16_g1));
float3 break14 = normalizeResult22_g1;
float temp_output_15_0 = (1.0 + (_DetailNormalMapScale - 0.0) * (13.0 - 1.0) / (9.0 - 0.0));
float3 appendResult13 = (float3((break14.x * temp_output_15_0), (break14.y * (1.0 - temp_output_15_0)), break14.z));
*/

//NipBump - TODO

return BaseNormals;

}

float Jimenez_SpecularOcclusion(float NdotV, float AO) { float sAO = saturate(-0.3f + NdotV * NdotV); return lerp(pow(AO, 8.00f), 1.0f, sAO); }

float3 WrappedDiffuse(half NdotL, half _Wrap) { return saturate((NdotL + _Wrap) / ((1 + _Wrap) * (1 + _Wrap))); }

float3 TransmissionDynamic(float3 color, float3 L, float3 N, float3 E, float NdotL, fixed atten) {
color = 1.0 - exp(-color); half blV = saturate (dot(-E, (L + N))) 2; half bnL = saturate (dot(N, -L ) _TransRange + _TransRange); //bnL = bnL (NdotL/ 0.5 + 0.5/);

half3 light = bnL + blV;
half3 Subsurface = color * light * 10;
Subsurface /= 1.0 -  color;
Subsurface = 1.0 - exp(-Subsurface);                        
Subsurface = Subsurface * light * lerp(1.0, atten, _TransShadows) * 10 * color * _TransDynamic;
return Subsurface;

}

define BASE_TRANSMISSION \

fixed3 t = tex2D(_NailMask, uv).a lerp(1.0, Occlusion, _TransOcclusion) _TransmissionColor.rgb;\ o.Transmission = t;\ Emission += t ShadeSH9(float4(WorldNormalVector (IN, -o.Normal), 1.0)) _TransBase;\

define BASE_TRANSMISSION_DEFERRED \

fixed3 t = tex2D(_NailMask, uv).a lerp(1.0, Occlusion, _TransOcclusion) _TransmissionColor.rgb;\ /o.Transmission = t;/\ Emission += t ShadeSH9(float4(WorldNormalVector (IN, -o.Normal), 1.0)) _TransBase;\

define ADDITIVE_PASS_TRANSMISSION TransmissionDynamic(s.Transmission, lightDir, s.Normal, viewDir, NdotL, atten) * _LightColor0.rgb;

define SSS_OCCLUSION \

half3 Occlusion = tex2D(_OcclusionMap, uv).g;\ half3 OcclusionColored = lerp(_OcclusionColor.rgb, 1.0, Occlusion);\ o.Occlusion = OcclusionColored;\

define ALPHA_TEST \

clip(Albedo.a - _Cutoff);\

gdtiti commented 3 years ago

i test v1.5,always these error。can you help me ?send you modify file give me?I real want study your shader in unity。i test unity2019.4.17,unity2020.2.1。

---Original--- From: "Hanmen"<notifications@github.com> Date: Sun, Feb 14, 2021 03:44 AM To: "Hanmen-lab/HS2-AI-ASE-Shaders"<HS2-AI-ASE-Shaders@noreply.github.com>; Cc: "gdtiti"<gdtiti@qq.com>;"Author"<author@noreply.github.com>; Subject: Re: [Hanmen-lab/HS2-AI-ASE-Shaders] unity open error (#1)

Well, I can't exactly say how the screenspace part is working, probably need to read the documentation for it, but if you need a full support of my shader you need to know that I modifier the LightingPass shader and one more file for my MOD, to make it work. I can give you the shader also, and you would assume that you need to try with it. Also, which version of Unity do you using? Best way is to test with hooh modding tool. And seem like you purchased the latest 1.7 version of the asset, but mine was 1.5, but I guess my shader should work. So replace the files and try

сб, 13 февр. 2021 г. в 22:33, gdtiti <notifications@github.com>:

> Hello, I purchased and imported the plug-in package Subsurface Scattering > v1.7, but the shader still reported an error in the unity project. Could > you please see what the problem is? I want to learn your shader in unity3d > project. Thank you for your patient answers. > > [image: image] > <https://user-images.githubusercontent.com/7010407/107859518-f7590480-6e74-11eb-8c73-67c2e03a7bc8.png&gt; > [image: image] > <https://user-images.githubusercontent.com/7010407/107859535-253e4900-6e75-11eb-82a1-c7ae90e8315e.png&gt; > [image: image] > <https://user-images.githubusercontent.com/7010407/107859540-2b342a00-6e75-11eb-9f6d-460b831a1652.png&gt; > [image: image] > <https://user-images.githubusercontent.com/7010407/107859549-37b88280-6e75-11eb-9fc9-494acc806267.png&gt; > [image: image] > <https://user-images.githubusercontent.com/7010407/107859560-43a44480-6e75-11eb-9273-da6f72f576af.png&gt; > > — > You are receiving this because you commented. > Reply to this email directly, view it on GitHub > <https://github.com/Hanmen-lab/HS2-AI-ASE-Shaders/issues/1#issuecomment-778666965&gt;, > or unsubscribe > <https://github.com/notifications/unsubscribe-auth/AKZM3NEAKURXDFHEUL6CUWLS63HWZANCNFSM4XQTQBNA&gt; > . >

sampler2D
_MainTex,
_OcclusionMap,
_SpecGlossMap, _CavityMap, //_TransmissionMap, _ProfileTex, _SubsurfaceAlbedo, _Texture2,

//Normals
_BumpMap, _BumpMap2, _NailMask, //_DetailGlossMap, //_Texture2,

LightingTexBlurred,
LightingTexBlurredR, _ScreenSpaceShadow;

half _Glossiness, _AlbedoTile, _OcclusionStrength,

//Normals Props _BumpScale, _BumpScale2, _DetailNormalMapScale, _NipScale,

SSS_shader, _AlbedoOpacity, _SubSurfaceParallax, _SubsurfaceAlbedoOpacity, _SubsurfaceAlbedoSaturation, _TransDynamic, _TransBase, _TransShadows, _TransOcclusion, _CavityStrength, _TransRange, _VeinsOpacity, _FresnelIntensity;

fixed4
_Color, _SubNipColor, _TransmissionColor,
_OcclusionColor, _VeinsColor;

float4 //_SubsurfaceColor,
_ProfileColor, LightingTexBlurred_ST ;

int _DetailNormal;

if defined (INTELLISENSE)

 #define ENABLE_DETAIL_NORMALMAP 
 #endif 

float3 BumpMap(float2 uv) { //main_blend float4 BumpMap = tex2D(_BumpMap, uv); float4 BumpMap2 = tex2D(_BumpMap2, uv); float3 BaseNormal1 = UnpackScaleNormal(BumpMap, _BumpScale); float3 BaseNormal2 = UnpackScaleNormal(BumpMap2, _BumpScale2); float3 BaseNormals = BlendNormals(BaseNormal1, BaseNormal2);

//DetailGlossMap - TODO

/float2 temp_output_2_0_g1 = TRANSFORM_TEX (uv_texcoord, _DetailGlossMap); float temp_output_25_0_g1 = (pow(0.3, 3.0) 0.1); float2 appendResult8_g1 = (float2((temp_output_2_0_g1.x + temp_output_25_0_g1), temp_output_2_0_g1.y)); float4 tex2DNode14_g1 = tex2D(_DetailGlossMap, temp_output_2_0_g1); float2 uv_NailMask5 = uv_texcoord; float temp_output_4_0_g1 = (tex2D(_NailMask, uv_NailMask5).g 2.0); float3 appendResult13_g1 = (float3(1.0, 0.0, ((tex2D(_DetailGlossMap, appendResult8_g1).g - tex2DNode14_g1.g) temp_output_4_0_g1))); float2 appendResult9_g1 = (float2(temp_output_2_0_g1.x, (temp_output_2_0_g1.y + temp_output_25_0_g1))); float3 appendResult16_g1 = (float3(0.0, 1.0, ((tex2D(_DetailGlossMap, appendResult9_g1).g - tex2DNode14_g1.g) temp_output_4_0_g1))); float3 normalizeResult22_g1 = normalize(cross(appendResult13_g1, appendResult16_g1)); float3 break14 = normalizeResult22_g1; float temp_output_15_0 = (1.0 + (_DetailNormalMapScale - 0.0) (13.0 - 1.0) / (9.0 - 0.0)); float3 appendResult13 = (float3((break14.x temp_output_15_0), (break14.y (1.0 - temp_output_15_0)), break14.z)); */

//NipBump - TODO

 return BaseNormals; 

}

float Jimenez_SpecularOcclusion(float NdotV, float AO) { float sAO = saturate(-0.3f + NdotV * NdotV); return lerp(pow(AO, 8.00f), 1.0f, sAO); }

float3 WrappedDiffuse(half NdotL, half _Wrap) { return saturate((NdotL + _Wrap) / ((1 + _Wrap) * (1 + _Wrap))); }

float3 TransmissionDynamic(float3 color, float3 L, float3 N, float3 E, float NdotL, fixed atten) {
color = 1.0 - exp(-color); half blV = saturate (dot(-E, (L + N))) 2; half bnL = saturate (dot(N, -L ) _TransRange + _TransRange); //bnL = bnL (NdotL/ 0.5 + 0.5/);

 half3 light = bnL + blV; 
 half3 Subsurface = color * light * 10; 
 Subsurface /= 1.0 -  color; 

Subsurface = 1.0 - exp(-Subsurface); Subsurface = Subsurface light lerp(1.0, atten, _TransShadows) 10 color * _TransDynamic; return Subsurface;

}

define BASE_TRANSMISSION \

fixed3 t = tex2D(_NailMask, uv).a lerp(1.0, Occlusion, _TransOcclusion) _TransmissionColor.rgb;\ o.Transmission = t;\ Emission += t ShadeSH9(float4(WorldNormalVector (IN, -o.Normal), 1.0)) _TransBase;\

define BASE_TRANSMISSION_DEFERRED \

fixed3 t = tex2D(_NailMask, uv).a lerp(1.0, Occlusion, _TransOcclusion) _TransmissionColor.rgb;\ /o.Transmission = t;/\ Emission += t ShadeSH9(float4(WorldNormalVector (IN, -o.Normal), 1.0)) _TransBase;\

define ADDITIVE_PASS_TRANSMISSION TransmissionDynamic(s.Transmission, lightDir, s.Normal, viewDir, NdotL, atten) * _LightColor0.rgb;

define SSS_OCCLUSION \

half3 Occlusion = tex2D(_OcclusionMap, uv).g;\ half3 OcclusionColored = lerp(_OcclusionColor.rgb, 1.0, Occlusion);\ o.Occlusion = OcclusionColored;\

define ALPHA_TEST \

clip(Albedo.a - _Cutoff);\ — You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub, or unsubscribe.

Hanmen-lab commented 3 years ago

need to replace the files with that I gave you and try.

сб, 13 февр. 2021 г. в 22:51, gdtiti notifications@github.com:

i test v1.5,always these error。can you help me ?send you modify file give me?I real want study your shader in unity。i test unity2019.4.17,unity2020.2.1。

---Original--- From: "Hanmen"<notifications@github.com> Date: Sun, Feb 14, 2021 03:44 AM To: "Hanmen-lab/HS2-AI-ASE-Shaders"<HS2-AI-ASE-Shaders@noreply.github.com>;

Cc: "gdtiti"<gdtiti@qq.com>;"Author"<author@noreply.github.com>; Subject: Re: [Hanmen-lab/HS2-AI-ASE-Shaders] unity open error (#1)

Well, I can't exactly say how the screenspace part is working, probably need to read the documentation for it, but if you need a full support of my shader you need to know that I modifier the LightingPass shader and one more file for my MOD, to make it work. I can give you the shader also, and you would assume that you need to try with it. Also, which version of Unity do you using? Best way is to test with hooh modding tool. And seem like you purchased the latest 1.7 version of the asset, but mine was 1.5, but I guess my shader should work. So replace the files and try

сб, 13 февр. 2021 г. в 22:33, gdtiti <notifications@github.com>:

> Hello, I purchased and imported the plug-in package Subsurface Scattering > v1.7, but the shader still reported an error in the unity project. Could > you please see what the problem is? I want to learn your shader in unity3d > project. Thank you for your patient answers. > > [image: image] > < https://user-images.githubusercontent.com/7010407/107859518-f7590480-6e74-11eb-8c73-67c2e03a7bc8.png&gt;

> [image: image] > < https://user-images.githubusercontent.com/7010407/107859535-253e4900-6e75-11eb-82a1-c7ae90e8315e.png&gt;

> [image: image] > < https://user-images.githubusercontent.com/7010407/107859540-2b342a00-6e75-11eb-9f6d-460b831a1652.png&gt;

> [image: image] > < https://user-images.githubusercontent.com/7010407/107859549-37b88280-6e75-11eb-9fc9-494acc806267.png&gt;

> [image: image] > < https://user-images.githubusercontent.com/7010407/107859560-43a44480-6e75-11eb-9273-da6f72f576af.png&gt;

> > — > You are receiving this because you commented. > Reply to this email directly, view it on GitHub > < https://github.com/Hanmen-lab/HS2-AI-ASE-Shaders/issues/1#issuecomment-778666965&gt;,

> or unsubscribe > < https://github.com/notifications/unsubscribe-auth/AKZM3NEAKURXDFHEUL6CUWLS63HWZANCNFSM4XQTQBNA&gt;

> . >

sampler2D _MainTex, _OcclusionMap, _SpecGlossMap, _CavityMap, //_TransmissionMap, _ProfileTex, _SubsurfaceAlbedo, _Texture2,

//Normals _BumpMap, _BumpMap2, _NailMask, //_DetailGlossMap, //_Texture2,

LightingTexBlurred, LightingTexBlurredR, _ScreenSpaceShadow;

half _Glossiness, _AlbedoTile, _OcclusionStrength,

//Normals Props _BumpScale, _BumpScale2, _DetailNormalMapScale, _NipScale,

SSS_shader, _AlbedoOpacity, _SubSurfaceParallax, _SubsurfaceAlbedoOpacity, _SubsurfaceAlbedoSaturation, _TransDynamic, _TransBase, _TransShadows, _TransOcclusion, _CavityStrength, _TransRange, _VeinsOpacity, _FresnelIntensity;

fixed4 _Color, _SubNipColor, _TransmissionColor, _OcclusionColor, _VeinsColor;

float4 //_SubsurfaceColor, _ProfileColor, LightingTexBlurred_ST ;

int _DetailNormal;

if defined (INTELLISENSE)

define ENABLE_DETAIL_NORMALMAP

endif

float3 BumpMap(float2 uv) { //main_blend float4 BumpMap = tex2D(_BumpMap, uv); float4 BumpMap2 = tex2D(_BumpMap2, uv); float3 BaseNormal1 = UnpackScaleNormal(BumpMap, _BumpScale); float3 BaseNormal2 = UnpackScaleNormal(BumpMap2, _BumpScale2); float3 BaseNormals = BlendNormals(BaseNormal1, BaseNormal2);

//DetailGlossMap - TODO

/float2 temp_output_2_0_g1 = TRANSFORM_TEX (uv_texcoord, _DetailGlossMap); float temp_output_25_0_g1 = (pow(0.3, 3.0) 0.1); float2 appendResult8_g1 = (float2((temp_output_2_0_g1.x + temp_output_25_0_g1), temp_output_2_0_g1.y)); float4 tex2DNode14_g1 = tex2D(_DetailGlossMap, temp_output_2_0_g1); float2 uv_NailMask5 = uv_texcoord; float temp_output_4_0_g1 = (tex2D(_NailMask, uv_NailMask5).g 2.0); float3 appendResult13_g1 = (float3(1.0, 0.0, ((tex2D(_DetailGlossMap, appendResult8_g1).g - tex2DNode14_g1.g) temp_output_4_0_g1))); float2 appendResult9_g1 = (float2(temp_output_2_0_g1.x, (temp_output_2_0_g1.y + temp_output_25_0_g1))); float3 appendResult16_g1 = (float3(0.0, 1.0, ((tex2D(_DetailGlossMap, appendResult9_g1).g - tex2DNode14_g1.g) temp_output_4_0_g1))); float3 normalizeResult22_g1 = normalize(cross(appendResult13_g1, appendResult16_g1)); float3 break14 = normalizeResult22_g1; float temp_output_15_0 = (1.0 + (_DetailNormalMapScale - 0.0) (13.0 - 1.0) / (9.0 - 0.0)); float3 appendResult13 = (float3((break14.x * temp_output_15_0), (break14.y

  • (1.0 - temp_output_15_0)), break14.z)); */

//NipBump - TODO

return BaseNormals;

}

float Jimenez_SpecularOcclusion(float NdotV, float AO) { float sAO = saturate(-0.3f + NdotV * NdotV); return lerp(pow(AO, 8.00f), 1.0f, sAO); }

float3 WrappedDiffuse(half NdotL, half _Wrap) { return saturate((NdotL + _Wrap) / ((1 + _Wrap) * (1 + _Wrap))); }

float3 TransmissionDynamic(float3 color, float3 L, float3 N, float3 E, float NdotL, fixed atten) { color = 1.0 - exp(-color); half blV = saturate (dot(-E, (L + N))) 2; half bnL = saturate (dot(N, -L ) _TransRange + _TransRange); //bnL = bnL (NdotL/ 0.5 + 0.5/);

half3 light = bnL + blV; half3 Subsurface = color light 10; Subsurface /= 1.0 - color; Subsurface = 1.0 - exp(-Subsurface); Subsurface = Subsurface light lerp(1.0, atten, _TransShadows) 10 color * _TransDynamic; return Subsurface;

}

define BASE_TRANSMISSION \

fixed3 t = tex2D(_NailMask, uv).a * lerp(1.0, Occlusion, _TransOcclusion)

  • _TransmissionColor.rgb;\ o.Transmission = t;\ Emission += t ShadeSH9(float4(WorldNormalVector (IN, -o.Normal), 1.0)) _TransBase;\

define BASE_TRANSMISSION_DEFERRED \

fixed3 t = tex2D(_NailMask, uv).a * lerp(1.0, Occlusion, _TransOcclusion)

  • _TransmissionColor.rgb;\ /o.Transmission = t;/\ Emission += t ShadeSH9(float4(WorldNormalVector (IN, -o.Normal), 1.0)) _TransBase;\

define ADDITIVE_PASS_TRANSMISSION TransmissionDynamic(s.Transmission,

lightDir, s.Normal, viewDir, NdotL, atten) * _LightColor0.rgb;

define SSS_OCCLUSION \

half3 Occlusion = tex2D(_OcclusionMap, uv).g;\ half3 OcclusionColored = lerp(_OcclusionColor.rgb, 1.0, Occlusion);\ o.Occlusion = OcclusionColored;\

define ALPHA_TEST \

clip(Albedo.a - _Cutoff);\ — You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub, or unsubscribe.

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gdtiti commented 3 years ago

Hi, thanks for your help. But I don't know how to correctly replace the shader fragment you gave to the LightingPass.shader file. Could you please share the LightingPass.shader file. Or send my email to gdtiti@gmail.com. Thank you again.

Hanmen-lab commented 3 years ago

is't I attached it? Here is the mega links https://mega.nz/file/4jZUlJib#D8S7wwgHszUXezu39H12k0Q8u6XVIGcXf3B-E6LAM2I

https://mega.nz/file/hmQSHb6D#OAr1m5MdFtXj6NDwyu8ffFTQk_bu7nrM7Z9Mo46Pz8Q

сб, 13 февр. 2021 г. в 23:21, gdtiti notifications@github.com:

Hi, thanks for your help. But I don't know how to correctly replace the shader fragment you gave to the LightingPass.shader file. Could you please share the LightingPass.shader file. Or send my email to gdtiti@gmail.com. Thank you again.

— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/Hanmen-lab/HS2-AI-ASE-Shaders/issues/1#issuecomment-778672939, or unsubscribe https://github.com/notifications/unsubscribe-auth/AKZM3NEZTCJ5OCJH5E7ZBQDS63NNHANCNFSM4XQTQBNA .

gdtiti commented 3 years ago

it's ok thank for you help.

gdtiti commented 2 years ago

hello! when i test body shader it tip error maximun ps_5_0 sampler reginster index (16) image

can you fix it? thanks for you

Hanmen-lab commented 2 years ago

Hi, it can be ignored I guess, or you ASE and remove some unnesessary texture slots.

пн, 20 дек. 2021 г., 23:05 gdtiti @.***>:

hello! when i test body shader it tip error maximun ps_5_0 sampler reginster index (16) [image: image] https://user-images.githubusercontent.com/7010407/146825929-ee983665-6a9d-4151-9b18-30f0acbf41d9.png

can you fix it? thanks for you

— Reply to this email directly, view it on GitHub https://github.com/Hanmen-lab/HS2-AI-ASE-Shaders/issues/1#issuecomment-998231845, or unsubscribe https://github.com/notifications/unsubscribe-auth/AKZM3NDS3XN63OP3YF22CMLUR6EAXANCNFSM4XQTQBNA . Triage notifications on the go with GitHub Mobile for iOS https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675 or Android https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub.

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leeitbaby commented 2 years ago

LightingPass.shade

Hello, the file is invalid. Can you give me a link again

Li-ZhuoHang commented 1 year ago

Does anyone know what formula this function uses? I want to know where it came from 1