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  1. // Made with Amplify Shader Editor
  2. // Available at the Unity Asset Store - http://u3d.as/y3X
  3. Shader "Animmal/Cloud"
  4. {
  5. Properties
  6. {
  7. _ColorIn("Color In", Color) = (1,0.9310344,0,0)
  8. _ColorOut("Color Out", Color) = (1,0.9310344,0,0)
  9. _BaseSmoothness("Base Smoothness", Range( 0 , 1)) = 0
  10. _CoatAmount("Coat Amount", Float) = 0
  11. [HideInInspector] __dirty( "", Int ) = 1
  12. }
  13. SubShader
  14. {
  15. Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
  16. Cull Back
  17. CGINCLUDE
  18. #include "UnityPBSLighting.cginc"
  19. #include "Lighting.cginc"
  20. #pragma target 3.0
  21. struct Input
  22. {
  23. float3 worldNormal;
  24. float3 worldPos;
  25. float4 vertexColor : COLOR;
  26. };
  27. struct SurfaceOutputCustomLightingCustom
  28. {
  29. fixed3 Albedo;
  30. fixed3 Normal;
  31. half3 Emission;
  32. half Metallic;
  33. half Smoothness;
  34. half Occlusion;
  35. fixed Alpha;
  36. Input SurfInput;
  37. UnityGIInput GIData;
  38. };
  39. uniform float4 _ColorIn;
  40. uniform float4 _ColorOut;
  41. uniform float _BaseSmoothness;
  42. uniform float _CoatAmount;
  43. inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
  44. {
  45. UnityGIInput data = s.GIData;
  46. Input i = s.SurfInput;
  47. half4 c = 0;
  48. SurfaceOutputStandard s1 = (SurfaceOutputStandard ) 0;
  49. float3 ase_worldPos = i.worldPos;
  50. float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
  51. float3 ase_worldNormal = i.worldNormal;
  52. float fresnelNDotV201 = dot( normalize( ase_worldNormal ), ase_worldViewDir );
  53. float fresnelNode201 = ( 0.01 + 1 * pow( 1.0 - fresnelNDotV201, 1 ) );
  54. float4 lerpResult278 = lerp( _ColorIn , _ColorOut , fresnelNode201);
  55. s1.Albedo = lerpResult278.rgb;
  56. s1.Normal = i.worldNormal;
  57. s1.Emission = float3( 0,0,0 );
  58. s1.Metallic = 0;
  59. s1.Smoothness = _BaseSmoothness;
  60. float fresnelNDotV279 = dot( normalize( ase_worldNormal ), ase_worldViewDir );
  61. float fresnelNode279 = ( 0.05 + 1 * pow( 1.0 - fresnelNDotV279, 5 ) );
  62. float lerpResult306 = lerp( i.vertexColor.r , 1.0 , 0);
  63. s1.Occlusion = ( saturate( ( 1.0 - fresnelNode279 ) ) * lerpResult306 );
  64. data.light = gi.light;
  65. UnityGI gi1 = gi;
  66. #ifdef UNITY_PASS_FORWARDBASE
  67. Unity_GlossyEnvironmentData g1 = UnityGlossyEnvironmentSetup( s1.Smoothness, data.worldViewDir, s1.Normal, float3(0,0,0));
  68. gi1 = UnityGlobalIllumination( data, s1.Occlusion, s1.Normal, g1 );
  69. #endif
  70. float3 surfResult1 = LightingStandard ( s1, viewDir, gi1 ).rgb;
  71. surfResult1 += s1.Emission;
  72. SurfaceOutputStandardSpecular s166 = (SurfaceOutputStandardSpecular ) 0;
  73. s166.Albedo = float3( 0,0,0 );
  74. s166.Normal = i.worldNormal;
  75. s166.Emission = float4(1,1,1,0).rgb;
  76. float3 temp_cast_2 = (1.0).xxx;
  77. s166.Specular = temp_cast_2;
  78. s166.Smoothness = 0;
  79. s166.Occlusion = 1;
  80. data.light = gi.light;
  81. UnityGI gi166 = gi;
  82. #ifdef UNITY_PASS_FORWARDBASE
  83. Unity_GlossyEnvironmentData g166 = UnityGlossyEnvironmentSetup( s166.Smoothness, data.worldViewDir, s166.Normal, float3(0,0,0));
  84. gi166 = UnityGlobalIllumination( data, s166.Occlusion, s166.Normal, g166 );
  85. #endif
  86. float3 surfResult166 = LightingStandardSpecular ( s166, viewDir, gi166 ).rgb;
  87. surfResult166 += s166.Emission;
  88. float3 lerpResult208 = lerp( surfResult1 , surfResult166 , ( ( fresnelNode279 * _CoatAmount ) * lerpResult306 ));
  89. c.rgb = lerpResult208;
  90. c.a = 1;
  91. return c;
  92. }
  93. inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
  94. {
  95. s.GIData = data;
  96. }
  97. void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
  98. {
  99. o.SurfInput = i;
  100. }
  101. ENDCG
  102. CGPROGRAM
  103. #pragma surface surf StandardCustomLighting keepalpha fullforwardshadows
  104. ENDCG
  105. Pass
  106. {
  107. Name "ShadowCaster"
  108. Tags{ "LightMode" = "ShadowCaster" }
  109. ZWrite On
  110. CGPROGRAM
  111. #pragma vertex vert
  112. #pragma fragment frag
  113. #pragma target 3.0
  114. #pragma multi_compile_shadowcaster
  115. #pragma multi_compile UNITY_PASS_SHADOWCASTER
  116. #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
  117. #include "HLSLSupport.cginc"
  118. #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
  119. #define CAN_SKIP_VPOS
  120. #endif
  121. #include "UnityCG.cginc"
  122. #include "Lighting.cginc"
  123. #include "UnityPBSLighting.cginc"
  124. struct v2f
  125. {
  126. V2F_SHADOW_CASTER;
  127. float3 worldPos : TEXCOORD1;
  128. float3 worldNormal : TEXCOORD2;
  129. fixed4 color : COLOR0;
  130. UNITY_VERTEX_INPUT_INSTANCE_ID
  131. };
  132. v2f vert( appdata_full v )
  133. {
  134. v2f o;
  135. UNITY_SETUP_INSTANCE_ID( v );
  136. UNITY_INITIALIZE_OUTPUT( v2f, o );
  137. UNITY_TRANSFER_INSTANCE_ID( v, o );
  138. float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
  139. fixed3 worldNormal = UnityObjectToWorldNormal( v.normal );
  140. o.worldNormal = worldNormal;
  141. o.worldPos = worldPos;
  142. TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
  143. o.color = v.color;
  144. return o;
  145. }
  146. fixed4 frag( v2f IN
  147. #if !defined( CAN_SKIP_VPOS )
  148. , UNITY_VPOS_TYPE vpos : SV_POSITION
  149. #endif
  150. ) : SV_Target
  151. {
  152. UNITY_SETUP_INSTANCE_ID( IN );
  153. Input surfIN;
  154. UNITY_INITIALIZE_OUTPUT( Input, surfIN );
  155. float3 worldPos = IN.worldPos;
  156. fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
  157. surfIN.worldPos = worldPos;
  158. surfIN.worldNormal = IN.worldNormal;
  159. surfIN.vertexColor = IN.color;
  160. SurfaceOutputCustomLightingCustom o;
  161. UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o )
  162. surf( surfIN, o );
  163. #if defined( CAN_SKIP_VPOS )
  164. float2 vpos = IN.pos;
  165. #endif
  166. SHADOW_CASTER_FRAGMENT( IN )
  167. }
  168. ENDCG
  169. }
  170. }
  171. Fallback "Diffuse"
  172. CustomEditor "ASEMaterialInspector"
  173. }
  174. /*ASEBEGIN
  175. Version=14501
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  179. Node;AmplifyShaderEditor.RangedFloatNode;47;405.9913,1685.411;Float;False;Property;_CoatAmount;Coat Amount;3;0;Create;True;0;0;1;1;1;0;1;FLOAT;0
  180. Node;AmplifyShaderEditor.OneMinusNode;296;741.5596,1432.913;Float;False;1;0;FLOAT;0;False;1;FLOAT;0
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  182. Node;AmplifyShaderEditor.CommentaryNode;292;525.7,489.5775;Float;False;348.1;312.8;Comment;1;201;Dual Toning Factor;1,1,1,1;0;0
  183. Node;AmplifyShaderEditor.FresnelNode;201;556.7,545.277;Float;True;World;4;0;FLOAT3;0,0,0;False;1;FLOAT;0.01;False;2;FLOAT;1;False;3;FLOAT;1;False;1;FLOAT;0
  184. Node;AmplifyShaderEditor.LerpOp;306;1006.333,1778.962;Float;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
  185. Node;AmplifyShaderEditor.ColorNode;271;584.1458,219.167;Float;False;Property;_ColorOut;Color Out;1;0;Create;True;0;1,0.9310344,0,0;0.5,0.5655162,1,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
  186. Node;AmplifyShaderEditor.ColorNode;4;586.7281,40.94933;Float;False;Property;_ColorIn;Color In;0;0;Create;True;0;1,0.9310344,0,0;0.75,0.9172412,1,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
  187. Node;AmplifyShaderEditor.SaturateNode;298;979.6241,1437.678;Float;False;1;0;FLOAT;0;False;1;FLOAT;0
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  223. ASEEND*/
  224. //CHKSM=3A563553CFC22DC4ED8B861FCDF5554281BE4550